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bootmanager: Fix screenshot resolution factor usage
Fixes screenshots at non integer scaling
This commit is contained in:
parent
fcf2b2c78a
commit
80f8d4989e
7 changed files with 13 additions and 20 deletions
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@ -44,16 +44,13 @@ FramebufferLayout DefaultFrameLayout(u32 width, u32 height) {
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return res;
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}
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FramebufferLayout FrameLayoutFromResolutionScale(u32 res_scale) {
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u32 width, height;
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FramebufferLayout FrameLayoutFromResolutionScale(f32 res_scale) {
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const bool is_docked = Settings::values.use_docked_mode.GetValue();
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const u32 screen_width = is_docked ? ScreenDocked::Width : ScreenUndocked::Width;
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const u32 screen_height = is_docked ? ScreenDocked::Height : ScreenUndocked::Height;
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if (Settings::values.use_docked_mode.GetValue()) {
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width = ScreenDocked::Width * res_scale;
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height = ScreenDocked::Height * res_scale;
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} else {
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width = ScreenUndocked::Width * res_scale;
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height = ScreenUndocked::Height * res_scale;
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}
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const u32 width = static_cast<u32>(static_cast<f32>(screen_width) * res_scale);
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const u32 height = static_cast<u32>(static_cast<f32>(screen_height) * res_scale);
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return DefaultFrameLayout(width, height);
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}
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@ -60,7 +60,7 @@ FramebufferLayout DefaultFrameLayout(u32 width, u32 height);
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* Convenience method to get frame layout by resolution scale
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* @param res_scale resolution scale factor
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*/
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FramebufferLayout FrameLayoutFromResolutionScale(u32 res_scale);
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FramebufferLayout FrameLayoutFromResolutionScale(f32 res_scale);
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/**
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* Convenience method to determine emulation aspect ratio
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@ -628,11 +628,9 @@ void GRenderWindow::ReleaseRenderTarget() {
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main_context.reset();
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}
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void GRenderWindow::CaptureScreenshot(u32 res_scale, const QString& screenshot_path) {
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VideoCore::RendererBase& renderer = system.Renderer();
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if (res_scale == 0) {
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res_scale = VideoCore::GetResolutionScaleFactor(renderer);
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}
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void GRenderWindow::CaptureScreenshot(const QString& screenshot_path) {
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auto& renderer = system.Renderer();
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const f32 res_scale = VideoCore::GetResolutionScaleFactor(renderer);
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const Layout::FramebufferLayout layout{Layout::FrameLayoutFromResolutionScale(res_scale)};
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screenshot_image = QImage(QSize(layout.width, layout.height), QImage::Format_RGB32);
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@ -178,7 +178,7 @@ public:
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bool IsLoadingComplete() const;
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void CaptureScreenshot(u32 res_scale, const QString& screenshot_path);
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void CaptureScreenshot(const QString& screenshot_path);
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std::pair<u32, u32> ScaleTouch(const QPointF& pos) const;
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@ -163,7 +163,7 @@ void MicroProfileWidget::mouseReleaseEvent(QMouseEvent* ev) {
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}
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void MicroProfileWidget::wheelEvent(QWheelEvent* ev) {
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const auto wheel_position = ev->position().toPoint();
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const auto wheel_position = ev->pos();
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MicroProfileMousePosition(wheel_position.x() / x_scale, wheel_position.y() / y_scale,
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ev->angleDelta().y() / 120);
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ev->accept();
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@ -2892,8 +2892,7 @@ void GMainWindow::OnCaptureScreenshot() {
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}
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}
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#endif
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render_window->CaptureScreenshot(UISettings::values.screenshot_resolution_factor.GetValue(),
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filename);
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render_window->CaptureScreenshot(filename);
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}
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// TODO: Written 2020-10-01: Remove per-game config migration code when it is irrelevant
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@ -68,7 +68,6 @@ struct Values {
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Settings::BasicSetting<bool> enable_discord_presence{true, "enable_discord_presence"};
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Settings::BasicSetting<bool> enable_screenshot_save_as{true, "enable_screenshot_save_as"};
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Settings::BasicSetting<u16> screenshot_resolution_factor{0, "screenshot_resolution_factor"};
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QString roms_path;
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QString symbols_path;
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