diff options
| author | Jordan Woyak <jordan.woyak@gmail.com> | 2020-01-25 19:04:50 -0600 |
|---|---|---|
| committer | Jordan Woyak <jordan.woyak@gmail.com> | 2020-02-09 13:22:25 -0600 |
| commit | 10223da6a87ee572ee534ff4dc6ffe1716986659 (patch) | |
| tree | 8e0151bed91f65cdb33a96243d95a3a3feb43a98 /Source/Core/VideoCommon/RenderBase.cpp | |
| parent | e00459f68fd53b6a4d30800ce0548e459b141e5e (diff) | |
VideoCommon: Tweak widescreen heuristic and clean up some related Renderer logic.
Diffstat (limited to 'Source/Core/VideoCommon/RenderBase.cpp')
| -rw-r--r-- | Source/Core/VideoCommon/RenderBase.cpp | 234 |
1 files changed, 136 insertions, 98 deletions
diff --git a/Source/Core/VideoCommon/RenderBase.cpp b/Source/Core/VideoCommon/RenderBase.cpp index 03e277d563..59c7f12af4 100644 --- a/Source/Core/VideoCommon/RenderBase.cpp +++ b/Source/Core/VideoCommon/RenderBase.cpp @@ -102,7 +102,7 @@ Renderer::Renderer(int backbuffer_width, int backbuffer_height, float backbuffer UpdateDrawRectangle(); CalculateTargetSize(); - m_aspect_wide = SConfig::GetInstance().bWii && Config::Get(Config::SYSCONF_WIDESCREEN); + m_is_game_widescreen = SConfig::GetInstance().bWii && Config::Get(Config::SYSCONF_WIDESCREEN); } Renderer::~Renderer() = default; @@ -561,22 +561,21 @@ void Renderer::DrawDebugText() float Renderer::CalculateDrawAspectRatio() const { - if (g_ActiveConfig.aspect_mode == AspectMode::Stretch) - { - // If stretch is enabled, we prefer the aspect ratio of the window. + const auto aspect_mode = g_ActiveConfig.aspect_mode; + + // If stretch is enabled, we prefer the aspect ratio of the window. + if (aspect_mode == AspectMode::Stretch) return (static_cast<float>(m_backbuffer_width) / static_cast<float>(m_backbuffer_height)); - } - // The rendering window aspect ratio as a proportion of the 4:3 or 16:9 ratio - if (g_ActiveConfig.aspect_mode == AspectMode::AnalogWide || - (g_ActiveConfig.aspect_mode != AspectMode::Analog && m_aspect_wide)) - { - return AspectToWidescreen(VideoInterface::GetAspectRatio()); - } - else + const float aspect_ratio = VideoInterface::GetAspectRatio(); + + if (aspect_mode == AspectMode::AnalogWide || + (aspect_mode == AspectMode::Auto && m_is_game_widescreen)) { - return VideoInterface::GetAspectRatio(); + return AspectToWidescreen(aspect_ratio); } + + return aspect_ratio; } void Renderer::AdjustRectanglesToFitBounds(MathUtil::Rectangle<int>* target_rect, @@ -728,9 +727,7 @@ std::tuple<float, float> Renderer::ScaleToDisplayAspectRatio(const int width, void Renderer::UpdateDrawRectangle() { - // The rendering window size - const float win_width = static_cast<float>(m_backbuffer_width); - const float win_height = static_cast<float>(m_backbuffer_height); + const float draw_aspect_ratio = CalculateDrawAspectRatio(); // Update aspect ratio hack values // Won't take effect until next frame @@ -738,28 +735,10 @@ void Renderer::UpdateDrawRectangle() if (g_ActiveConfig.bWidescreenHack) { float source_aspect = VideoInterface::GetAspectRatio(); - if (m_aspect_wide) + if (m_is_game_widescreen) source_aspect = AspectToWidescreen(source_aspect); - float target_aspect = 0.0f; - - switch (g_ActiveConfig.aspect_mode) - { - case AspectMode::Stretch: - target_aspect = win_width / win_height; - break; - case AspectMode::Analog: - target_aspect = VideoInterface::GetAspectRatio(); - break; - case AspectMode::AnalogWide: - target_aspect = AspectToWidescreen(VideoInterface::GetAspectRatio()); - break; - case AspectMode::Auto: - default: - target_aspect = source_aspect; - break; - } - float adjust = source_aspect / target_aspect; + const float adjust = source_aspect / draw_aspect_ratio; if (adjust > 1) { // Vert+ @@ -775,40 +754,24 @@ void Renderer::UpdateDrawRectangle() } else { - // Hack is disabled + // Hack is disabled. g_Config.fAspectRatioHackW = 1; g_Config.fAspectRatioHackH = 1; } - // get the picture aspect ratio - const float draw_aspect_ratio = CalculateDrawAspectRatio(); + // The rendering window size + const float win_width = static_cast<float>(m_backbuffer_width); + const float win_height = static_cast<float>(m_backbuffer_height); // Make ControllerInterface aware of the render window region actually being used // to adjust mouse cursor inputs. g_controller_interface.SetAspectRatioAdjustment(draw_aspect_ratio / (win_width / win_height)); - float draw_width, draw_height, crop_width, crop_height; - draw_width = crop_width = draw_aspect_ratio; - draw_height = crop_height = 1; + float draw_width = draw_aspect_ratio; + float draw_height = 1; - // crop the picture to a standard aspect ratio - if (g_ActiveConfig.bCrop && g_ActiveConfig.aspect_mode != AspectMode::Stretch) - { - float expected_aspect = (g_ActiveConfig.aspect_mode == AspectMode::AnalogWide || - (g_ActiveConfig.aspect_mode != AspectMode::Analog && m_aspect_wide)) ? - (16.0f / 9.0f) : - (4.0f / 3.0f); - if (crop_width / crop_height >= expected_aspect) - { - // the picture is flatter than it should be - crop_width = crop_height * expected_aspect; - } - else - { - // the picture is skinnier than it should be - crop_height = crop_width / expected_aspect; - } - } + // Crop the picture to a standard aspect ratio. (if enabled) + auto [crop_width, crop_height] = ApplyStandardAspectCrop(draw_width, draw_height); // scale the picture to fit the rendering window if (win_width / win_height >= crop_width / crop_height) @@ -851,6 +814,34 @@ void Renderer::SetWindowSize(int width, int height) Host_RequestRenderWindowSize(out_width, out_height); } +// Crop to exactly 16:9 or 4:3 if enabled and not AspectMode::Stretch. +std::tuple<float, float> Renderer::ApplyStandardAspectCrop(float width, float height) const +{ + const auto aspect_mode = g_ActiveConfig.aspect_mode; + + if (!g_ActiveConfig.bCrop || aspect_mode == AspectMode::Stretch) + return {width, height}; + + // Force 4:3 or 16:9 by cropping the image. + const float current_aspect = width / height; + const float expected_aspect = (aspect_mode == AspectMode::AnalogWide || + (aspect_mode == AspectMode::Auto && m_is_game_widescreen)) ? + (16.0f / 9.0f) : + (4.0f / 3.0f); + if (current_aspect > expected_aspect) + { + // keep height, crop width + width = height * expected_aspect; + } + else + { + // keep width, crop height + height = width / expected_aspect; + } + + return {width, height}; +} + std::tuple<int, int> Renderer::CalculateOutputDimensions(int width, int height) const { width = std::max(width, 1); @@ -858,25 +849,8 @@ std::tuple<int, int> Renderer::CalculateOutputDimensions(int width, int height) auto [scaled_width, scaled_height] = ScaleToDisplayAspectRatio(width, height); - if (g_ActiveConfig.bCrop) - { - // Force 4:3 or 16:9 by cropping the image. - float current_aspect = scaled_width / scaled_height; - float expected_aspect = (g_ActiveConfig.aspect_mode == AspectMode::AnalogWide || - (g_ActiveConfig.aspect_mode != AspectMode::Analog && m_aspect_wide)) ? - (16.0f / 9.0f) : - (4.0f / 3.0f); - if (current_aspect > expected_aspect) - { - // keep height, crop width - scaled_width = scaled_height * expected_aspect; - } - else - { - // keep width, crop height - scaled_height = scaled_width / expected_aspect; - } - } + // Apply crop if enabled. + std::tie(scaled_width, scaled_height) = ApplyStandardAspectCrop(scaled_width, scaled_height); width = static_cast<int>(std::ceil(scaled_width)); height = static_cast<int>(std::ceil(scaled_height)); @@ -1163,30 +1137,88 @@ void Renderer::EndUIFrame() BeginImGuiFrame(); } -void Renderer::Swap(u32 xfb_addr, u32 fb_width, u32 fb_stride, u32 fb_height, u64 ticks) +// Heuristic to detect if a GameCube game is in 16:9 anamorphic widescreen mode. +void Renderer::UpdateWidescreenHeuristic() { - const AspectMode suggested = g_ActiveConfig.suggested_aspect_mode; - if (suggested == AspectMode::Analog || suggested == AspectMode::AnalogWide) + // VertexManager maintains no statistics in Wii mode. + if (SConfig::GetInstance().bWii) + return; + + 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; + + // 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; + + const auto& persp = flush_statistics.perspective; + const auto& ortho = flush_statistics.orthographic; + + DEBUG_LOG(VIDEO, + "flush stats: persp: 4:3=%ld 16:9=%ld other=%ld | ortho: 4:3=%ld 16:9=%ld other=%ld", + persp.normal_flush_count, persp.anamorphic_flush_count, persp.other_flush_count, + ortho.normal_flush_count, ortho.anamorphic_flush_count, ortho.other_flush_count); + + DEBUG_LOG(VIDEO, + "vertex stats: persp: 4:3=%ld 16:9=%ld other=%ld | ortho: 4:3=%ld 16:9=%ld other=%ld", + persp.normal_vertex_count, persp.anamorphic_vertex_count, persp.other_vertex_count, + ortho.normal_vertex_count, ortho.anamorphic_vertex_count, ortho.other_vertex_count); + + // 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 ortho_looks_anamorphic = looks_anamorphic(ortho); + + if (looks_anamorphic(persp) || ortho_looks_anamorphic) { - m_aspect_wide = suggested == AspectMode::AnalogWide; + // If either perspective or orthographic projections look anamorphic, it's a safe bet. + m_is_game_widescreen = true; } - else if (SConfig::GetInstance().bWii) + else if (looks_normal(persp) || (m_was_orthographically_anamorphic && looks_normal(ortho))) { - m_aspect_wide = Config::Get(Config::SYSCONF_WIDESCREEN); + // 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 sitation which was orthographically anamorphic + // we won't consider orthographic data for changes from 16:9 to 4:3. + m_is_game_widescreen = false; } - else - { - // Heuristic to detect if a GameCube game is in 16:9 anamorphic widescreen mode. - const auto [flush_count_4_3, flush_count_anamorphic] = - g_vertex_manager->ResetFlushAspectRatioCount(); - const size_t flush_total = flush_count_4_3 + flush_count_anamorphic; - // 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. - if (m_aspect_wide) - m_aspect_wide = !(flush_count_4_3 > 0.75 * flush_total); - else - m_aspect_wide = flush_count_anamorphic > 0.75 * flush_total; + m_was_orthographically_anamorphic = ortho_looks_anamorphic; +} + +void Renderer::Swap(u32 xfb_addr, u32 fb_width, u32 fb_stride, u32 fb_height, u64 ticks) +{ + 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; } // Ensure the last frame was written to the dump. @@ -1225,6 +1257,10 @@ void Renderer::Swap(u32 xfb_addr, u32 fb_width, u32 fb_stride, u32 fb_height, u6 if (!IsHeadless()) { BindBackbuffer({{0.0f, 0.0f, 0.0f, 1.0f}}); + + if (!is_duplicate_frame) + UpdateWidescreenHeuristic(); + UpdateDrawRectangle(); // Adjust the source rectangle instead of using an oversized viewport to render the XFB. @@ -1659,7 +1695,7 @@ bool Renderer::UseVertexDepthRange() const void Renderer::DoState(PointerWrap& p) { - p.Do(m_aspect_wide); + p.Do(m_is_game_widescreen); p.Do(m_frame_count); p.Do(m_prev_efb_format); p.Do(m_last_xfb_ticks); @@ -1673,6 +1709,8 @@ void Renderer::DoState(PointerWrap& p) // Force the next xfb to be displayed. m_last_xfb_id = std::numeric_limits<u64>::max(); + m_was_orthographically_anamorphic = false; + // And actually display it. Swap(m_last_xfb_addr, m_last_xfb_width, m_last_xfb_stride, m_last_xfb_height, m_last_xfb_ticks); } |
