Rework frame layouts to use a max rectangle instead of hardcoded calculations
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2 changed files with 109 additions and 259 deletions
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@ -9,290 +9,128 @@
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#include "video_core/video_core.h"
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#include "video_core/video_core.h"
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namespace Layout {
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namespace Layout {
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static FramebufferLayout DefaultFrameLayout(unsigned width, unsigned height) {
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ASSERT(width > 0);
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static const float TOP_SCREEN_ASPECT_RATIO =
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ASSERT(height > 0);
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static_cast<float>(VideoCore::kScreenTopHeight) / VideoCore::kScreenTopWidth;
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static const float BOT_SCREEN_ASPECT_RATIO =
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static_cast<float>(VideoCore::kScreenBottomHeight) / VideoCore::kScreenBottomWidth;
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static const float BOT_TO_TOP_SCREEN_RATIO_DIFFERENCE =
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BOT_SCREEN_ASPECT_RATIO - TOP_SCREEN_ASPECT_RATIO;
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FramebufferLayout res {width, height, true, true, {}, {}};
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// Finds the largest size subrectangle contained in window area that is confined to the aspect ratio
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template <class T>
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float window_aspect_ratio = static_cast<float>(height) / width;
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static MathUtil::Rectangle<T> maxRectangle(MathUtil::Rectangle<T> window_area,
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float emulation_aspect_ratio = static_cast<float>(VideoCore::kScreenTopHeight * 2) /
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float screen_aspect_ratio) {
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VideoCore::kScreenTopWidth;
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float scale = std::min(static_cast<float>(window_area.GetWidth()),
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window_area.GetHeight() / screen_aspect_ratio);
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if (window_aspect_ratio > emulation_aspect_ratio) {
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return MathUtil::Rectangle<T>{0, 0, static_cast<T>(scale),
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// Window is narrower than the emulation content => apply borders to the top and bottom
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static_cast<T>(scale * screen_aspect_ratio)};
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int viewport_height = static_cast<int>(std::round(emulation_aspect_ratio * width));
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res.top_screen.left = 0;
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res.top_screen.right = res.top_screen.left + width;
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res.top_screen.top = (height - viewport_height) / 2;
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res.top_screen.bottom = res.top_screen.top + viewport_height / 2;
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int bottom_width = static_cast<int>((static_cast<float>(VideoCore::kScreenBottomWidth) /
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VideoCore::kScreenTopWidth) * (res.top_screen.right - res.top_screen.left));
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int bottom_border = ((res.top_screen.right - res.top_screen.left) - bottom_width) / 2;
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res.bottom_screen.left = bottom_border;
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res.bottom_screen.right = res.bottom_screen.left + bottom_width;
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res.bottom_screen.top = res.top_screen.bottom;
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res.bottom_screen.bottom = res.bottom_screen.top + viewport_height / 2;
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} else {
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// Otherwise, apply borders to the left and right sides of the window.
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int viewport_width = static_cast<int>(std::round(height / emulation_aspect_ratio));
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res.top_screen.left = (width - viewport_width) / 2;
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res.top_screen.right = res.top_screen.left + viewport_width;
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res.top_screen.top = 0;
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res.top_screen.bottom = res.top_screen.top + height / 2;
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int bottom_width = static_cast<int>((static_cast<float>(VideoCore::kScreenBottomWidth) /
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VideoCore::kScreenTopWidth) * (res.top_screen.right - res.top_screen.left));
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int bottom_border = ((res.top_screen.right - res.top_screen.left) - bottom_width) / 2;
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res.bottom_screen.left = res.top_screen.left + bottom_border;
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res.bottom_screen.right = res.bottom_screen.left + bottom_width;
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res.bottom_screen.top = res.top_screen.bottom;
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res.bottom_screen.bottom = res.bottom_screen.top + height / 2;
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}
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return res;
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}
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}
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static FramebufferLayout DefaultFrameLayout_Swapped(unsigned width, unsigned height) {
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FramebufferLayout DefaultFrameLayout(unsigned width, unsigned height, bool swapped) {
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ASSERT(width > 0);
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ASSERT(width > 0);
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ASSERT(height > 0);
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ASSERT(height > 0);
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FramebufferLayout res {width, height, true, true, {}, {}};
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FramebufferLayout res{width, height, true, true, {}, {}};
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// Default layout gives equal screen sizes to the top and bottom screen
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MathUtil::Rectangle<unsigned> screen_window_area{0, 0, width, height / 2};
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MathUtil::Rectangle<unsigned> top_screen =
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maxRectangle(screen_window_area, TOP_SCREEN_ASPECT_RATIO);
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MathUtil::Rectangle<unsigned> bot_screen =
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maxRectangle(screen_window_area, BOT_SCREEN_ASPECT_RATIO);
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float window_aspect_ratio = static_cast<float>(height) / width;
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float window_aspect_ratio = static_cast<float>(height) / width;
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float emulation_aspect_ratio = static_cast<float>(VideoCore::kScreenTopHeight * 2) /
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// both screens height are taken into account by multiplying by 2
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VideoCore::kScreenTopWidth;
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float emulation_aspect_ratio = TOP_SCREEN_ASPECT_RATIO * 2;
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if (window_aspect_ratio > emulation_aspect_ratio) {
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// Window is narrower than the emulation content => apply borders to the top and bottom
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int viewport_height = static_cast<int>(std::round(emulation_aspect_ratio * width));
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res.top_screen.left = 0;
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res.top_screen.right = res.top_screen.left + width;
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int bottom_width = static_cast<int>((static_cast<float>(VideoCore::kScreenBottomWidth) /
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VideoCore::kScreenTopWidth) * (res.top_screen.right - res.top_screen.left));
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int bottom_border = ((res.top_screen.right - res.top_screen.left) - bottom_width) / 2;
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res.bottom_screen.left = bottom_border;
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res.bottom_screen.right = res.bottom_screen.left + bottom_width;
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res.bottom_screen.top = (height - viewport_height) / 2;
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res.bottom_screen.bottom = res.bottom_screen.top + viewport_height / 2;
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res.top_screen.top = res.bottom_screen.bottom;
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res.top_screen.bottom = res.top_screen.top + viewport_height / 2;
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} else {
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// Otherwise, apply borders to the left and right sides of the window.
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int viewport_width = static_cast<int>(std::round(height / emulation_aspect_ratio));
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res.top_screen.left = (width - viewport_width) / 2;
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res.top_screen.right = res.top_screen.left + viewport_width;
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int bottom_width = static_cast<int>((static_cast<float>(VideoCore::kScreenBottomWidth) /
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VideoCore::kScreenTopWidth) * (res.top_screen.right - res.top_screen.left));
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int bottom_border = ((res.top_screen.right - res.top_screen.left) - bottom_width) / 2;
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res.bottom_screen.left = res.top_screen.left + bottom_border;
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res.bottom_screen.right = res.bottom_screen.left + bottom_width;
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res.bottom_screen.top = 0;
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res.bottom_screen.bottom = res.bottom_screen.top + height / 2;
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res.top_screen.top = res.bottom_screen.bottom;
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res.top_screen.bottom = res.top_screen.top + height / 2;
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}
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return res;
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}
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static FramebufferLayout SingleFrameLayout(unsigned width, unsigned height) {
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ASSERT(width > 0);
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ASSERT(height > 0);
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FramebufferLayout res {width, height, true, false, {}, {}};
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float window_aspect_ratio = static_cast<float>(height) / width;
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float emulation_aspect_ratio = static_cast<float>(VideoCore::kScreenTopHeight) /
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VideoCore::kScreenTopWidth;
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if (window_aspect_ratio > emulation_aspect_ratio) {
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// Window is narrower than the emulation content => apply borders to the top and bottom
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int viewport_height = static_cast<int>(std::round(emulation_aspect_ratio * width));
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res.top_screen.left = 0;
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res.top_screen.right = res.top_screen.left + width;
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res.top_screen.top = (height - viewport_height) / 2;
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res.top_screen.bottom = res.top_screen.top + viewport_height;
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res.bottom_screen.left = 0;
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res.bottom_screen.right = VideoCore::kScreenBottomWidth;
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res.bottom_screen.top = 0;
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res.bottom_screen.bottom = VideoCore::kScreenBottomHeight;
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} else {
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// Otherwise, apply borders to the left and right sides of the window.
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int viewport_width = static_cast<int>(std::round(height / emulation_aspect_ratio));
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res.top_screen.left = (width - viewport_width) / 2;
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res.top_screen.right = res.top_screen.left + viewport_width;
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res.top_screen.top = 0;
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res.top_screen.bottom = res.top_screen.top + height;
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// The Rasterizer still depends on these fields to maintain the right aspect ratio
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res.bottom_screen.left = 0;
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res.bottom_screen.right = VideoCore::kScreenBottomWidth;
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res.bottom_screen.top = 0;
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res.bottom_screen.bottom = VideoCore::kScreenBottomHeight;
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}
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return res;
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}
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static FramebufferLayout SingleFrameLayout_Swapped(unsigned width, unsigned height) {
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ASSERT(width > 0);
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ASSERT(height > 0);
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FramebufferLayout res {width, height, false, true, {}, {}};
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float window_aspect_ratio = static_cast<float>(height) / width;
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float emulation_aspect_ratio = static_cast<float>(VideoCore::kScreenBottomHeight) /
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VideoCore::kScreenBottomWidth;
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if (window_aspect_ratio > emulation_aspect_ratio) {
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// Window is narrower than the emulation content => apply borders to the top and bottom
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int viewport_height = static_cast<int>(std::round(emulation_aspect_ratio * width));
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res.bottom_screen.left = 0;
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res.bottom_screen.right = res.bottom_screen.left + width;
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res.bottom_screen.top = (height - viewport_height) / 2;
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res.bottom_screen.bottom = res.bottom_screen.top + viewport_height;
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// The Rasterizer still depends on these fields to maintain the right aspect ratio
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res.top_screen.left = 0;
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res.top_screen.right = VideoCore::kScreenTopWidth;
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res.top_screen.top = 0;
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res.top_screen.bottom = VideoCore::kScreenTopHeight;
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} else {
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// Otherwise, apply borders to the left and right sides of the window.
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int viewport_width = static_cast<int>(std::round(height / emulation_aspect_ratio));
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res.bottom_screen.left = (width - viewport_width) / 2;
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res.bottom_screen.right = res.bottom_screen.left + viewport_width;
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res.bottom_screen.top = 0;
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res.bottom_screen.bottom = res.bottom_screen.top + height;
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res.top_screen.left = 0;
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res.top_screen.right = VideoCore::kScreenTopWidth;
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res.top_screen.top = 0;
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res.top_screen.bottom = VideoCore::kScreenTopHeight;
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}
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return res;
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}
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static FramebufferLayout LargeFrameLayout(unsigned width, unsigned height) {
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ASSERT(width > 0);
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ASSERT(height > 0);
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FramebufferLayout res{ width, height, true, true,{},{} };
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float window_aspect_ratio = static_cast<float>(width) / height;
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float top_screen_aspect_ratio = static_cast<float>(VideoCore::kScreenTopWidth) /
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VideoCore::kScreenTopHeight;
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int viewport_height = static_cast<int>(std::round((width - VideoCore::kScreenBottomWidth) /
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top_screen_aspect_ratio));
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int viewport_width = static_cast<int>(std::round((height * top_screen_aspect_ratio) +
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VideoCore::kScreenBottomWidth));
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float emulation_aspect_ratio = static_cast<float>(width) / viewport_height;
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if (window_aspect_ratio < emulation_aspect_ratio) {
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if (window_aspect_ratio < emulation_aspect_ratio) {
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// Window is narrower than the emulation content => apply borders to the top and bottom
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// Apply borders to the left and right sides of the window.
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res.top_screen.left = 0;
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top_screen =
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res.top_screen.right = width - VideoCore::kScreenBottomWidth;
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top_screen.TranslateX((screen_window_area.GetWidth() - top_screen.GetWidth()) / 2);
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res.top_screen.top = (height - viewport_height) / 2;
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bot_screen =
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res.top_screen.bottom = viewport_height + res.top_screen.top;
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bot_screen.TranslateX((screen_window_area.GetWidth() - bot_screen.GetWidth()) / 2);
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res.bottom_screen.left = res.top_screen.right;
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res.bottom_screen.right = width;
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res.bottom_screen.bottom = res.top_screen.bottom;
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res.bottom_screen.top = res.bottom_screen.bottom - VideoCore::kScreenBottomHeight;
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} else {
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} else {
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// Otherwise, apply borders to the left and right sides of the window.
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// Window is narrower than the emulation content => apply borders to the top and bottom
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res.top_screen.left = (width - viewport_width) / 2;
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top_screen = top_screen.TranslateY(height / 2 - top_screen.GetHeight());
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res.top_screen.right = (top_screen_aspect_ratio * height) + res.top_screen.left;
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// Recalculate the bottom screen to account for the width difference between top and bottom
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res.top_screen.top = 0;
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screen_window_area = {0, 0, width, top_screen.GetHeight()};
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res.top_screen.bottom = height;
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bot_screen = maxRectangle(screen_window_area, BOT_SCREEN_ASPECT_RATIO);
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bot_screen = bot_screen.TranslateX((top_screen.GetWidth() - bot_screen.GetWidth()) / 2);
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res.bottom_screen.left = res.top_screen.right;
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res.bottom_screen.right = res.bottom_screen.left + VideoCore::kScreenBottomWidth;
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res.bottom_screen.bottom = height;
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res.bottom_screen.top = height - VideoCore::kScreenBottomHeight;
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}
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}
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// Move the top screen to the bottom if we are swapped.
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res.top_screen = swapped ? top_screen.TranslateY(height / 2) : top_screen;
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res.bottom_screen = swapped ? bot_screen : bot_screen.TranslateY(height / 2);
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return res;
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return res;
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}
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}
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static FramebufferLayout LargeFrameLayout_Swapped(unsigned width, unsigned height) {
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FramebufferLayout SingleFrameLayout(unsigned width, unsigned height, bool swapped) {
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ASSERT(width > 0);
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ASSERT(height > 0);
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// The drawing code needs at least somewhat valid values for both screens
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// so just calculate them both even if the other isn't showing.
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FramebufferLayout res{width, height, !swapped, swapped, {}, {}};
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MathUtil::Rectangle<unsigned> screen_window_area{0, 0, width, height};
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MathUtil::Rectangle<unsigned> top_screen =
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maxRectangle(screen_window_area, TOP_SCREEN_ASPECT_RATIO);
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MathUtil::Rectangle<unsigned> bot_screen =
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maxRectangle(screen_window_area, BOT_SCREEN_ASPECT_RATIO);
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float window_aspect_ratio = static_cast<float>(height) / width;
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float emulation_aspect_ratio = (swapped) ? BOT_SCREEN_ASPECT_RATIO : TOP_SCREEN_ASPECT_RATIO;
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if (window_aspect_ratio < emulation_aspect_ratio) {
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top_screen =
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top_screen.TranslateX((screen_window_area.GetWidth() - top_screen.GetWidth()) / 2);
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bot_screen =
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bot_screen.TranslateX((screen_window_area.GetWidth() - bot_screen.GetWidth()) / 2);
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} else {
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top_screen = top_screen.TranslateY((height - top_screen.GetHeight()) / 2);
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bot_screen = bot_screen.TranslateY((height - bot_screen.GetHeight()) / 2);
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}
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res.top_screen = top_screen;
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res.bottom_screen = bot_screen;
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return res;
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}
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FramebufferLayout LargeFrameLayout(unsigned width, unsigned height, bool swapped) {
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ASSERT(width > 0);
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ASSERT(width > 0);
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ASSERT(height > 0);
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ASSERT(height > 0);
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FramebufferLayout res {width, height, true, true, {}, {}};
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FramebufferLayout res{width, height, true, true, {}, {}};
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// Split the window into two parts. Give 4x width to the main screen and 1x width to the small
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// To do that, find the total emulation box and maximize that based on window size
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float window_aspect_ratio = static_cast<float>(height) / width;
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float emulation_aspect_ratio =
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swapped
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? VideoCore::kScreenBottomHeight * 4 /
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(VideoCore::kScreenBottomWidth * 4.0f + VideoCore::kScreenTopWidth)
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: VideoCore::kScreenTopHeight * 4 /
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(VideoCore::kScreenTopWidth * 4.0f + VideoCore::kScreenBottomWidth);
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float large_screen_aspect_ratio = swapped ? BOT_SCREEN_ASPECT_RATIO : TOP_SCREEN_ASPECT_RATIO;
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float small_screen_aspect_ratio = swapped ? TOP_SCREEN_ASPECT_RATIO : BOT_SCREEN_ASPECT_RATIO;
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float window_aspect_ratio = static_cast<float>(width) / height;
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MathUtil::Rectangle<unsigned> screen_window_area{0, 0, width, height};
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float bottom_screen_aspect_ratio = static_cast<float>(VideoCore::kScreenBottomWidth) /
|
MathUtil::Rectangle<unsigned> total_rect =
|
||||||
VideoCore::kScreenBottomHeight;
|
maxRectangle(screen_window_area, emulation_aspect_ratio);
|
||||||
|
MathUtil::Rectangle<unsigned> large_screen =
|
||||||
int viewport_height = static_cast<int>(std::round((width - VideoCore::kScreenTopWidth) /
|
maxRectangle(total_rect, large_screen_aspect_ratio);
|
||||||
bottom_screen_aspect_ratio));
|
MathUtil::Rectangle<unsigned> fourth_size_rect = total_rect.Scale(.25f);
|
||||||
int viewport_width = static_cast<int>(std::round((height * bottom_screen_aspect_ratio) +
|
MathUtil::Rectangle<unsigned> small_screen =
|
||||||
VideoCore::kScreenTopWidth));
|
maxRectangle(fourth_size_rect, small_screen_aspect_ratio);
|
||||||
float emulation_aspect_ratio = static_cast<float>(width) / viewport_height;
|
|
||||||
|
|
||||||
if (window_aspect_ratio < emulation_aspect_ratio) {
|
if (window_aspect_ratio < emulation_aspect_ratio) {
|
||||||
// Window is narrower than the emulation content => apply borders to the top and bottom
|
large_screen =
|
||||||
res.bottom_screen.left = 0;
|
large_screen.TranslateX((screen_window_area.GetWidth() - total_rect.GetWidth()) / 2);
|
||||||
res.bottom_screen.right = width - VideoCore::kScreenTopWidth;
|
|
||||||
res.bottom_screen.top = (height - viewport_height) / 2;
|
|
||||||
res.bottom_screen.bottom = viewport_height + res.bottom_screen.top;
|
|
||||||
|
|
||||||
res.top_screen.left = res.bottom_screen.right;
|
|
||||||
res.top_screen.right = width;
|
|
||||||
res.top_screen.bottom = res.bottom_screen.bottom;
|
|
||||||
res.top_screen.top = res.top_screen.bottom - VideoCore::kScreenTopHeight;
|
|
||||||
} else {
|
} else {
|
||||||
// Otherwise, apply borders to the left and right sides of the window.
|
large_screen = large_screen.TranslateY((height - total_rect.GetHeight()) / 2);
|
||||||
res.bottom_screen.left = (width - viewport_width) / 2;
|
|
||||||
res.bottom_screen.right = (bottom_screen_aspect_ratio * height) + res.bottom_screen.left;
|
|
||||||
res.bottom_screen.top = 0;
|
|
||||||
res.bottom_screen.bottom = height;
|
|
||||||
|
|
||||||
res.top_screen.left = res.bottom_screen.right;
|
|
||||||
res.top_screen.right = res.top_screen.left + VideoCore::kScreenTopWidth;
|
|
||||||
res.top_screen.bottom = height;
|
|
||||||
res.top_screen.top = height - VideoCore::kScreenTopHeight;
|
|
||||||
}
|
}
|
||||||
|
// Shift the small screen to the bottom right corner
|
||||||
|
small_screen =
|
||||||
|
small_screen.TranslateX(large_screen.right)
|
||||||
|
.TranslateY(large_screen.GetHeight() + large_screen.top - small_screen.GetHeight());
|
||||||
|
res.top_screen = swapped ? small_screen : large_screen;
|
||||||
|
res.bottom_screen = swapped ? large_screen : small_screen;
|
||||||
return res;
|
return res;
|
||||||
}
|
}
|
||||||
|
|
||||||
FramebufferLayout DefaultFrameLayout(unsigned width, unsigned height, bool is_swapped) {
|
|
||||||
return is_swapped ? DefaultFrameLayout_Swapped(width, height) : DefaultFrameLayout(width, height);
|
|
||||||
}
|
|
||||||
|
|
||||||
FramebufferLayout SingleFrameLayout(unsigned width, unsigned height, bool is_swapped) {
|
|
||||||
return is_swapped ? SingleFrameLayout_Swapped(width, height) : SingleFrameLayout(width, height);
|
|
||||||
}
|
|
||||||
|
|
||||||
FramebufferLayout LargeFrameLayout(unsigned width, unsigned height, bool is_swapped) {
|
|
||||||
return is_swapped ? LargeFrameLayout_Swapped(width, height) : LargeFrameLayout(width, height);
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
|
@ -38,6 +38,18 @@ struct Rectangle {
|
||||||
T GetHeight() const {
|
T GetHeight() const {
|
||||||
return std::abs(static_cast<typename std::make_signed<T>::type>(bottom - top));
|
return std::abs(static_cast<typename std::make_signed<T>::type>(bottom - top));
|
||||||
}
|
}
|
||||||
|
Rectangle<T> TranslateX(const T x) const {
|
||||||
|
return Rectangle{left + x, top, right + x, bottom};
|
||||||
|
}
|
||||||
|
Rectangle<T> TranslateY(const T y) const {
|
||||||
|
return Rectangle{left, top + y, right, bottom + y};
|
||||||
|
}
|
||||||
|
Rectangle<T> Scale(const float s) const {
|
||||||
|
ASSERT(s > 0);
|
||||||
|
return Rectangle {
|
||||||
|
left, top, static_cast<T>((right + left) * s), static_cast<T>((top + bottom) * s)
|
||||||
|
};
|
||||||
|
}
|
||||||
};
|
};
|
||||||
|
|
||||||
} // namespace MathUtil
|
} // namespace MathUtil
|
||||||
|
|
Loading…
Reference in a new issue