// Copyright 2023 Dolphin Emulator Project // SPDX-License-Identifier: GPL-2.0-or-later #include "VideoCommon/Widescreen.h" #include "Common/ChunkFile.h" #include "Core/Config/SYSCONFSettings.h" #include "Core/ConfigManager.h" #include "VideoCommon/VertexManagerBase.h" std::unique_ptr g_widescreen; WidescreenManager::WidescreenManager() { Update(); m_config_changed = ConfigChangedEvent::Register( [this](u32 bits) { if (bits & (CONFIG_CHANGE_BIT_ASPECT_RATIO)) Update(); }, "Widescreen"); // VertexManager doesn't maintain statistics in Wii mode. if (!SConfig::GetInstance().bWii) { m_update_widescreen = AfterFrameEvent::Register([this] { UpdateWidescreenHeuristic(); }, "WideScreen Heuristic"); } } void WidescreenManager::Update() { if (SConfig::GetInstance().bWii) m_is_game_widescreen = Config::Get(Config::SYSCONF_WIDESCREEN); // suggested_aspect_mode overrides SYSCONF_WIDESCREEN if (g_ActiveConfig.suggested_aspect_mode == AspectMode::Analog) m_is_game_widescreen = false; else if (g_ActiveConfig.suggested_aspect_mode == AspectMode::AnalogWide) m_is_game_widescreen = true; // If widescreen hack is disabled override game's AR if UI is set to 4:3 or 16:9. if (!g_ActiveConfig.bWidescreenHack) { const auto aspect_mode = g_ActiveConfig.aspect_mode; if (aspect_mode == AspectMode::Analog) m_is_game_widescreen = false; else if (aspect_mode == AspectMode::AnalogWide) m_is_game_widescreen = true; } } // Heuristic to detect if a GameCube game is in 16:9 anamorphic widescreen mode. void WidescreenManager::UpdateWidescreenHeuristic() { const auto flush_statistics = g_vertex_manager->ResetFlushAspectRatioCount(); // If suggested_aspect_mode (GameINI) is configured don't use heuristic. if (g_ActiveConfig.suggested_aspect_mode != AspectMode::Auto) return; Update(); // If widescreen hack isn't active and aspect_mode (UI) is 4:3 or 16:9 don't use heuristic. if (!g_ActiveConfig.bWidescreenHack && (g_ActiveConfig.aspect_mode == AspectMode::Analog || g_ActiveConfig.aspect_mode == AspectMode::AnalogWide)) return; // Modify the threshold based on which aspect ratio we're already using: // If the game's in 4:3, it probably won't switch to anamorphic, and vice-versa. static constexpr u32 TRANSITION_THRESHOLD = 3; const auto looks_normal = [](auto& counts) { return counts.normal_vertex_count > counts.anamorphic_vertex_count * TRANSITION_THRESHOLD; }; const auto looks_anamorphic = [](auto& counts) { return counts.anamorphic_vertex_count > counts.normal_vertex_count * TRANSITION_THRESHOLD; }; const auto& persp = flush_statistics.perspective; const auto& ortho = flush_statistics.orthographic; const auto ortho_looks_anamorphic = looks_anamorphic(ortho); if (looks_anamorphic(persp) || ortho_looks_anamorphic) { // If either perspective or orthographic projections look anamorphic, it's a safe bet. m_is_game_widescreen = true; } else if (looks_normal(persp) || (m_was_orthographically_anamorphic && looks_normal(ortho))) { // Many widescreen games (or AR/GeckoCodes) use anamorphic perspective projections // with NON-anamorphic orthographic projections. // This can cause incorrect changes to 4:3 when perspective projections are temporarily not // shown. e.g. Animal Crossing's inventory menu. // Unless we were in a situation which was orthographically anamorphic // we won't consider orthographic data for changes from 16:9 to 4:3. m_is_game_widescreen = false; } m_was_orthographically_anamorphic = ortho_looks_anamorphic; } void WidescreenManager::DoState(PointerWrap& p) { p.Do(m_is_game_widescreen); if (p.IsReadMode()) { m_was_orthographically_anamorphic = false; } }