// Copyright 2016 Citra Emulator Project // Licensed under GPLv2 or any later version // Refer to the license.txt file included. #include #include "common/assert.h" #include "common/framebuffer_layout.h" #include "video_core/video_core.h" namespace Layout { static FramebufferLayout DefaultFrameLayout(unsigned width, unsigned height) { ASSERT(width > 0); ASSERT(height > 0); FramebufferLayout res {width, height, true, true, {}, {}}; float window_aspect_ratio = static_cast(height) / width; float emulation_aspect_ratio = static_cast(VideoCore::kScreenTopHeight * 2) / VideoCore::kScreenTopWidth; if (window_aspect_ratio > emulation_aspect_ratio) { // Window is narrower than the emulation content => apply borders to the top and bottom int viewport_height = static_cast(std::round(emulation_aspect_ratio * width)); res.top_screen.left = 0; res.top_screen.right = res.top_screen.left + width; res.top_screen.top = (height - viewport_height) / 2; res.top_screen.bottom = res.top_screen.top + viewport_height / 2; int bottom_width = static_cast((static_cast(VideoCore::kScreenBottomWidth) / VideoCore::kScreenTopWidth) * (res.top_screen.right - res.top_screen.left)); int bottom_border = ((res.top_screen.right - res.top_screen.left) - bottom_width) / 2; res.bottom_screen.left = bottom_border; res.bottom_screen.right = res.bottom_screen.left + bottom_width; res.bottom_screen.top = res.top_screen.bottom; res.bottom_screen.bottom = res.bottom_screen.top + viewport_height / 2; } else { // Otherwise, apply borders to the left and right sides of the window. int viewport_width = static_cast(std::round(height / emulation_aspect_ratio)); res.top_screen.left = (width - viewport_width) / 2; res.top_screen.right = res.top_screen.left + viewport_width; res.top_screen.top = 0; res.top_screen.bottom = res.top_screen.top + height / 2; int bottom_width = static_cast((static_cast(VideoCore::kScreenBottomWidth) / VideoCore::kScreenTopWidth) * (res.top_screen.right - res.top_screen.left)); int bottom_border = ((res.top_screen.right - res.top_screen.left) - bottom_width) / 2; res.bottom_screen.left = res.top_screen.left + bottom_border; res.bottom_screen.right = res.bottom_screen.left + bottom_width; res.bottom_screen.top = res.top_screen.bottom; res.bottom_screen.bottom = res.bottom_screen.top + height / 2; } return res; } static FramebufferLayout DefaultFrameLayout_Swapped(unsigned width, unsigned height) { ASSERT(width > 0); ASSERT(height > 0); FramebufferLayout res {width, height, true, true, {}, {}}; float window_aspect_ratio = static_cast(height) / width; float emulation_aspect_ratio = static_cast(VideoCore::kScreenTopHeight * 2) / VideoCore::kScreenTopWidth; if (window_aspect_ratio > emulation_aspect_ratio) { // Window is narrower than the emulation content => apply borders to the top and bottom int viewport_height = static_cast(std::round(emulation_aspect_ratio * width)); res.top_screen.left = 0; res.top_screen.right = res.top_screen.left + width; int bottom_width = static_cast((static_cast(VideoCore::kScreenBottomWidth) / VideoCore::kScreenTopWidth) * (res.top_screen.right - res.top_screen.left)); int bottom_border = ((res.top_screen.right - res.top_screen.left) - bottom_width) / 2; res.bottom_screen.left = bottom_border; res.bottom_screen.right = res.bottom_screen.left + bottom_width; res.bottom_screen.top = (height - viewport_height) / 2; res.bottom_screen.bottom = res.bottom_screen.top + viewport_height / 2; res.top_screen.top = res.bottom_screen.bottom; res.top_screen.bottom = res.top_screen.top + viewport_height / 2; } else { // Otherwise, apply borders to the left and right sides of the window. int viewport_width = static_cast(std::round(height / emulation_aspect_ratio)); res.top_screen.left = (width - viewport_width) / 2; res.top_screen.right = res.top_screen.left + viewport_width; int bottom_width = static_cast((static_cast(VideoCore::kScreenBottomWidth) / VideoCore::kScreenTopWidth) * (res.top_screen.right - res.top_screen.left)); int bottom_border = ((res.top_screen.right - res.top_screen.left) - bottom_width) / 2; res.bottom_screen.left = res.top_screen.left + bottom_border; res.bottom_screen.right = res.bottom_screen.left + bottom_width; res.bottom_screen.top = 0; res.bottom_screen.bottom = res.bottom_screen.top + height / 2; res.top_screen.top = res.bottom_screen.bottom; res.top_screen.bottom = res.top_screen.top + height / 2; } return res; } static FramebufferLayout SingleFrameLayout(unsigned width, unsigned height) { ASSERT(width > 0); ASSERT(height > 0); FramebufferLayout res {width, height, true, false, {}, {}}; float window_aspect_ratio = static_cast(height) / width; float emulation_aspect_ratio = static_cast(VideoCore::kScreenTopHeight) / VideoCore::kScreenTopWidth; if (window_aspect_ratio > emulation_aspect_ratio) { // Window is narrower than the emulation content => apply borders to the top and bottom int viewport_height = static_cast(std::round(emulation_aspect_ratio * width)); res.top_screen.left = 0; res.top_screen.right = res.top_screen.left + width; res.top_screen.top = (height - viewport_height) / 2; res.top_screen.bottom = res.top_screen.top + viewport_height; res.bottom_screen.left = 0; res.bottom_screen.right = VideoCore::kScreenBottomWidth; res.bottom_screen.top = 0; res.bottom_screen.bottom = VideoCore::kScreenBottomHeight; } else { // Otherwise, apply borders to the left and right sides of the window. int viewport_width = static_cast(std::round(height / emulation_aspect_ratio)); res.top_screen.left = (width - viewport_width) / 2; res.top_screen.right = res.top_screen.left + viewport_width; res.top_screen.top = 0; res.top_screen.bottom = res.top_screen.top + height; // The Rasterizer still depends on these fields to maintain the right aspect ratio res.bottom_screen.left = 0; res.bottom_screen.right = VideoCore::kScreenBottomWidth; res.bottom_screen.top = 0; res.bottom_screen.bottom = VideoCore::kScreenBottomHeight; } return res; } static FramebufferLayout SingleFrameLayout_Swapped(unsigned width, unsigned height) { ASSERT(width > 0); ASSERT(height > 0); FramebufferLayout res {width, height, false, true, {}, {}}; float window_aspect_ratio = static_cast(height) / width; float emulation_aspect_ratio = static_cast(VideoCore::kScreenBottomHeight) / VideoCore::kScreenBottomWidth; if (window_aspect_ratio > emulation_aspect_ratio) { // Window is narrower than the emulation content => apply borders to the top and bottom int viewport_height = static_cast(std::round(emulation_aspect_ratio * width)); res.bottom_screen.left = 0; res.bottom_screen.right = res.bottom_screen.left + width; res.bottom_screen.top = (height - viewport_height) / 2; res.bottom_screen.bottom = res.bottom_screen.top + viewport_height; // The Rasterizer still depends on these fields to maintain the right aspect ratio res.top_screen.left = 0; res.top_screen.right = VideoCore::kScreenTopWidth; res.top_screen.top = 0; res.top_screen.bottom = VideoCore::kScreenTopHeight; } else { // Otherwise, apply borders to the left and right sides of the window. int viewport_width = static_cast(std::round(height / emulation_aspect_ratio)); res.bottom_screen.left = (width - viewport_width) / 2; res.bottom_screen.right = res.bottom_screen.left + viewport_width; res.bottom_screen.top = 0; res.bottom_screen.bottom = res.bottom_screen.top + height; res.top_screen.left = 0; res.top_screen.right = VideoCore::kScreenTopWidth; res.top_screen.top = 0; res.top_screen.bottom = VideoCore::kScreenTopHeight; } return res; } static FramebufferLayout LargeFrameLayout(unsigned width, unsigned height) { ASSERT(width > 0); ASSERT(height > 0); FramebufferLayout res{ width, height, true, true,{},{} }; float window_aspect_ratio = static_cast(width) / height; float top_screen_aspect_ratio = static_cast(VideoCore::kScreenTopWidth) / VideoCore::kScreenTopHeight; int viewport_height = static_cast(std::round((width - VideoCore::kScreenBottomWidth) / top_screen_aspect_ratio)); int viewport_width = static_cast(std::round((height * top_screen_aspect_ratio) + VideoCore::kScreenBottomWidth)); float emulation_aspect_ratio = static_cast(width) / viewport_height; if (window_aspect_ratio < emulation_aspect_ratio) { // Window is narrower than the emulation content => apply borders to the top and bottom res.top_screen.left = 0; res.top_screen.right = width - VideoCore::kScreenBottomWidth; res.top_screen.top = (height - viewport_height) / 2; res.top_screen.bottom = viewport_height + res.top_screen.top; res.bottom_screen.left = res.top_screen.right; res.bottom_screen.right = width; res.bottom_screen.bottom = res.top_screen.bottom; res.bottom_screen.top = res.bottom_screen.bottom - VideoCore::kScreenBottomHeight; } else { // Otherwise, apply borders to the left and right sides of the window. res.top_screen.left = (width - viewport_width) / 2; res.top_screen.right = (top_screen_aspect_ratio * height) + res.top_screen.left; res.top_screen.top = 0; res.top_screen.bottom = height; res.bottom_screen.left = res.top_screen.right; res.bottom_screen.right = res.bottom_screen.left + VideoCore::kScreenBottomWidth; res.bottom_screen.bottom = height; res.bottom_screen.top = height - VideoCore::kScreenBottomHeight; } return res; } static FramebufferLayout LargeFrameLayout_Swapped(unsigned width, unsigned height) { ASSERT(width > 0); ASSERT(height > 0); FramebufferLayout res {width, height, true, true, {}, {}}; float window_aspect_ratio = static_cast(width) / height; float bottom_screen_aspect_ratio = static_cast(VideoCore::kScreenBottomWidth) / VideoCore::kScreenBottomHeight; int viewport_height = static_cast(std::round((width - VideoCore::kScreenTopWidth) / bottom_screen_aspect_ratio)); int viewport_width = static_cast(std::round((height * bottom_screen_aspect_ratio) + VideoCore::kScreenTopWidth)); float emulation_aspect_ratio = static_cast(width) / viewport_height; if (window_aspect_ratio < emulation_aspect_ratio) { // Window is narrower than the emulation content => apply borders to the top and bottom res.bottom_screen.left = 0; 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 { // Otherwise, apply borders to the left and right sides of the window. 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; } 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); } }