diff options
| author | degasus <wickmarkus@web.de> | 2012-12-27 10:36:54 +0100 |
|---|---|---|
| committer | degasus <wickmarkus@web.de> | 2012-12-27 10:36:54 +0100 |
| commit | 316a33d1e68ab47b2870345a04bb9dfd4f383f28 (patch) | |
| tree | 03b40807def9787df30976ecb53f09d6c6084c13 /Source/Core/VideoCommon/Src/RenderBase.cpp | |
| parent | 53398ca5d8bc6e73a726c9d803db5a956c22cf6a (diff) | |
| parent | 94116bf89c917309b7e7b2a2b46bf2f43f3219db (diff) | |
Merge branch 'master' into GLSL-master
Conflicts:
Source/Core/DolphinWX/Src/VideoConfigDiag.h
Source/Plugins/Plugin_VideoOGL/Src/GLUtil.h
Source/Plugins/Plugin_VideoOGL/Src/Render.cpp
Source/Plugins/Plugin_VideoOGL/Src/TextureCache.cpp
Source/Plugins/Plugin_VideoOGL/Src/TextureConverter.cpp
Diffstat (limited to 'Source/Core/VideoCommon/Src/RenderBase.cpp')
| -rw-r--r-- | Source/Core/VideoCommon/Src/RenderBase.cpp | 240 |
1 files changed, 197 insertions, 43 deletions
diff --git a/Source/Core/VideoCommon/Src/RenderBase.cpp b/Source/Core/VideoCommon/Src/RenderBase.cpp index 0bd1c89118..577570c568 100644 --- a/Source/Core/VideoCommon/Src/RenderBase.cpp +++ b/Source/Core/VideoCommon/Src/RenderBase.cpp @@ -67,12 +67,7 @@ int Renderer::s_target_height; int Renderer::s_backbuffer_width; int Renderer::s_backbuffer_height; -// ratio of backbuffer size and render area size -float Renderer::xScale; -float Renderer::yScale; - -unsigned int Renderer::s_XFB_width; -unsigned int Renderer::s_XFB_height; +TargetRectangle Renderer::target_rc; int Renderer::s_LastEFBScale; @@ -81,6 +76,11 @@ bool Renderer::XFBWrited; bool Renderer::s_EnableDLCachingAfterRecording; unsigned int Renderer::prev_efb_format = (unsigned int)-1; +unsigned int Renderer::efb_scale_numeratorX = 1; +unsigned int Renderer::efb_scale_numeratorY = 1; +unsigned int Renderer::efb_scale_denominatorX = 1; +unsigned int Renderer::efb_scale_denominatorY = 1; +unsigned int Renderer::ssaa_multiplier = 1; Renderer::Renderer() : frame_data(NULL), bLastFrameDumped(false) @@ -98,6 +98,8 @@ Renderer::~Renderer() // invalidate previous efb format prev_efb_format = (unsigned int)-1; + efb_scale_numeratorX = efb_scale_numeratorY = efb_scale_denominatorX = efb_scale_denominatorY = ssaa_multiplier = 1; + #if defined _WIN32 || defined HAVE_LIBAV if (g_ActiveConfig.bDumpFrames && bLastFrameDumped && bAVIDumping) AVIDump::Stop(); @@ -121,64 +123,117 @@ void Renderer::RenderToXFB(u32 xfbAddr, u32 fbWidth, u32 fbHeight, const EFBRect VideoFifo_CheckSwapRequestAt(xfbAddr, fbWidth, fbHeight); XFBWrited = true; - // XXX: Without the VI, how would we know what kind of field this is? So - // just use progressive. if (g_ActiveConfig.bUseXFB) { FramebufferManagerBase::CopyToXFB(xfbAddr, fbWidth, fbHeight, sourceRc,Gamma); } else { + // XXX: Without the VI, how would we know what kind of field this is? So + // just use progressive. g_renderer->Swap(xfbAddr, FIELD_PROGRESSIVE, fbWidth, fbHeight,sourceRc,Gamma); Common::AtomicStoreRelease(s_swapRequested, false); } } -void Renderer::CalculateTargetScale(int x, int y, int &scaledX, int &scaledY) +int Renderer::EFBToScaledX(int x) { switch (g_ActiveConfig.iEFBScale) { + case 0: // fractional + return (int)ssaa_multiplier * FramebufferManagerBase::ScaleToVirtualXfbWidth(x, s_backbuffer_width); + + default: + return x * (int)ssaa_multiplier * (int)efb_scale_numeratorX / (int)efb_scale_denominatorX; + }; +} + +int Renderer::EFBToScaledY(int y) +{ + switch (g_ActiveConfig.iEFBScale) + { + case 0: // fractional + return (int)ssaa_multiplier * FramebufferManagerBase::ScaleToVirtualXfbHeight(y, s_backbuffer_height); + + default: + return y * (int)ssaa_multiplier * (int)efb_scale_numeratorY / (int)efb_scale_denominatorY; + }; +} + +void Renderer::CalculateTargetScale(int x, int y, int &scaledX, int &scaledY) +{ + if (g_ActiveConfig.iEFBScale == 0 || g_ActiveConfig.iEFBScale == 1) + { + scaledX = x; + scaledY = y; + } + else + { + scaledX = x * (int)efb_scale_numeratorX / (int)efb_scale_denominatorX; + scaledY = y * (int)efb_scale_numeratorY / (int)efb_scale_denominatorY; + } +} + +// return true if target size changed +bool Renderer::CalculateTargetSize(unsigned int framebuffer_width, unsigned int framebuffer_height, int multiplier) +{ + int newEFBWidth, newEFBHeight; + + // TODO: Ugly. Clean up + switch (s_LastEFBScale) + { + case 2: // 1x + efb_scale_numeratorX = efb_scale_numeratorY = 1; + efb_scale_denominatorX = efb_scale_denominatorY = 1; + break; + case 3: // 1.5x - scaledX = (x / 2) * 3; - scaledY = (y / 2) * 3; + efb_scale_numeratorX = efb_scale_numeratorY = 3; + efb_scale_denominatorX = efb_scale_denominatorY = 2; break; + case 4: // 2x - scaledX = x * 2; - scaledY = y * 2; + efb_scale_numeratorX = efb_scale_numeratorY = 2; + efb_scale_denominatorX = efb_scale_denominatorY = 1; break; + case 5: // 2.5x - scaledX = (x / 2) * 5; - scaledY = (y / 2) * 5; + efb_scale_numeratorX = efb_scale_numeratorY = 5; + efb_scale_denominatorX = efb_scale_denominatorY = 2; break; + case 6: // 3x - scaledX = x * 3; - scaledY = y * 3; + efb_scale_numeratorX = efb_scale_numeratorY = 3; + efb_scale_denominatorX = efb_scale_denominatorY = 1; break; + case 7: // 4x - scaledX = x * 4; - scaledY = y * 4; + efb_scale_numeratorX = efb_scale_numeratorY = 4; + efb_scale_denominatorX = efb_scale_denominatorY = 1; break; - default: - scaledX = x; - scaledY = y; + + default: // fractional & integral handled later break; - }; -} + } -// return true if target size changed -bool Renderer::CalculateTargetSize(int multiplier) -{ - int newEFBWidth, newEFBHeight; switch (s_LastEFBScale) { case 0: // fractional - newEFBWidth = (int)(EFB_WIDTH * xScale); - newEFBHeight = (int)(EFB_HEIGHT * yScale); - break; case 1: // integral - newEFBWidth = EFB_WIDTH * (int)ceilf(xScale); - newEFBHeight = EFB_HEIGHT * (int)ceilf(yScale); + newEFBWidth = FramebufferManagerBase::ScaleToVirtualXfbWidth(EFB_WIDTH, framebuffer_width); + newEFBHeight = FramebufferManagerBase::ScaleToVirtualXfbHeight(EFB_HEIGHT, framebuffer_height); + + if (s_LastEFBScale == 1) + { + newEFBWidth = ((newEFBWidth-1) / EFB_WIDTH + 1) * EFB_WIDTH; + newEFBHeight = ((newEFBHeight-1) / EFB_HEIGHT + 1) * EFB_HEIGHT; + } + efb_scale_numeratorX = newEFBWidth; + efb_scale_denominatorX = EFB_WIDTH; + efb_scale_numeratorY = newEFBHeight; + efb_scale_denominatorY = EFB_HEIGHT; break; + default: CalculateTargetScale(EFB_WIDTH, EFB_HEIGHT, newEFBWidth, newEFBHeight); break; @@ -186,6 +241,7 @@ bool Renderer::CalculateTargetSize(int multiplier) newEFBWidth *= multiplier; newEFBHeight *= multiplier; + ssaa_multiplier = multiplier; if (newEFBWidth != s_target_width || newEFBHeight != s_target_height) { @@ -311,27 +367,125 @@ void Renderer::DrawDebugText() } } -void Renderer::CalculateXYScale(const TargetRectangle& dst_rect) +// TODO: remove +extern bool g_aspect_wide; + +void Renderer::UpdateDrawRectangle(int backbuffer_width, int backbuffer_height) { - if (g_ActiveConfig.bUseXFB && g_ActiveConfig.bUseRealXFB) + float FloatGLWidth = (float)backbuffer_width; + float FloatGLHeight = (float)backbuffer_height; + float FloatXOffset = 0; + float FloatYOffset = 0; + + // The rendering window size + const float WinWidth = FloatGLWidth; + const float WinHeight = FloatGLHeight; + + // Handle aspect ratio. + // Default to auto. + bool use16_9 = g_aspect_wide; + + // Update aspect ratio hack values + // Won't take effect until next frame + // Don't know if there is a better place for this code so there isn't a 1 frame delay + if ( g_ActiveConfig.bWidescreenHack ) { - xScale = 1.0f; - yScale = 1.0f; + float source_aspect = use16_9 ? (16.0f / 9.0f) : (4.0f / 3.0f); + float target_aspect; + + switch ( g_ActiveConfig.iAspectRatio ) + { + case ASPECT_FORCE_16_9 : + target_aspect = 16.0f / 9.0f; + break; + case ASPECT_FORCE_4_3 : + target_aspect = 4.0f / 3.0f; + break; + case ASPECT_STRETCH : + target_aspect = WinWidth / WinHeight; + break; + default : + // ASPECT_AUTO == no hacking + target_aspect = source_aspect; + break; + } + + float adjust = source_aspect / target_aspect; + if ( adjust > 1 ) + { + // Vert+ + g_Config.fAspectRatioHackW = 1; + g_Config.fAspectRatioHackH = 1/adjust; + } + else + { + // Hor+ + g_Config.fAspectRatioHackW = adjust; + g_Config.fAspectRatioHackH = 1; + } } else { - if (g_ActiveConfig.b3DVision) + // Hack is disabled + g_Config.fAspectRatioHackW = 1; + g_Config.fAspectRatioHackH = 1; + } + + // Check for force-settings and override. + if (g_ActiveConfig.iAspectRatio == ASPECT_FORCE_16_9) + use16_9 = true; + else if (g_ActiveConfig.iAspectRatio == ASPECT_FORCE_4_3) + use16_9 = false; + + if (g_ActiveConfig.iAspectRatio != ASPECT_STRETCH) + { + // The rendering window aspect ratio as a proportion of the 4:3 or 16:9 ratio + float Ratio = (WinWidth / WinHeight) / (!use16_9 ? (4.0f / 3.0f) : (16.0f / 9.0f)); + // Check if height or width is the limiting factor. If ratio > 1 the picture is too wide and have to limit the width. + if (Ratio > 1.0f) { - // This works, yet the version in the else doesn't. No idea why. - xScale = (float)(s_backbuffer_width-1) / (float)(s_XFB_width-1); - yScale = (float)(s_backbuffer_height-1) / (float)(s_XFB_height-1); + // Scale down and center in the X direction. + FloatGLWidth /= Ratio; + FloatXOffset = (WinWidth - FloatGLWidth) / 2.0f; } + // The window is too high, we have to limit the height else { - xScale = (float)(dst_rect.right - dst_rect.left - 1) / (float)(s_XFB_width-1); - yScale = (float)(dst_rect.bottom - dst_rect.top - 1) / (float)(s_XFB_height-1); + // Scale down and center in the Y direction. + FloatGLHeight *= Ratio; + FloatYOffset = FloatYOffset + (WinHeight - FloatGLHeight) / 2.0f; } } + + // ----------------------------------------------------------------------- + // Crop the picture from 4:3 to 5:4 or from 16:9 to 16:10. + // Output: FloatGLWidth, FloatGLHeight, FloatXOffset, FloatYOffset + // ------------------ + if (g_ActiveConfig.iAspectRatio != ASPECT_STRETCH && g_ActiveConfig.bCrop) + { + float Ratio = !use16_9 ? ((4.0f / 3.0f) / (5.0f / 4.0f)) : (((16.0f / 9.0f) / (16.0f / 10.0f))); + // The width and height we will add (calculate this before FloatGLWidth and FloatGLHeight is adjusted) + float IncreasedWidth = (Ratio - 1.0f) * FloatGLWidth; + float IncreasedHeight = (Ratio - 1.0f) * FloatGLHeight; + // The new width and height + FloatGLWidth = FloatGLWidth * Ratio; + FloatGLHeight = FloatGLHeight * Ratio; + // Adjust the X and Y offset + FloatXOffset = FloatXOffset - (IncreasedWidth * 0.5f); + FloatYOffset = FloatYOffset - (IncreasedHeight * 0.5f); + } + + int XOffset = (int)(FloatXOffset + 0.5f); + int YOffset = (int)(FloatYOffset + 0.5f); + int iWhidth = (int)ceil(FloatGLWidth); + int iHeight = (int)ceil(FloatGLHeight); + iWhidth -= iWhidth % 4; // ensure divisibility by 4 to make it compatible with all the video encoders + iHeight -= iHeight % 4; + + target_rc.left = XOffset; + target_rc.top = YOffset; + target_rc.right = XOffset + iWhidth; + target_rc.bottom = YOffset + iHeight; } void Renderer::SetWindowSize(int width, int height) |
