diff options
Diffstat (limited to '')
-rw-r--r-- | src/common/framebuffer_layout.cpp | 338 |
1 files changed, 88 insertions, 250 deletions
diff --git a/src/common/framebuffer_layout.cpp b/src/common/framebuffer_layout.cpp index 42cfa32a9..d50c141bb 100644 --- a/src/common/framebuffer_layout.cpp +++ b/src/common/framebuffer_layout.cpp @@ -9,290 +9,128 @@ #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<float>(height) / width; - float emulation_aspect_ratio = static_cast<float>(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<int>(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<int>((static_cast<float>(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<int>(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<int>((static_cast<float>(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 const float TOP_SCREEN_ASPECT_RATIO = + static_cast<float>(VideoCore::kScreenTopHeight) / VideoCore::kScreenTopWidth; +static const float BOT_SCREEN_ASPECT_RATIO = + static_cast<float>(VideoCore::kScreenBottomHeight) / VideoCore::kScreenBottomWidth; +static const float BOT_TO_TOP_SCREEN_RATIO_DIFFERENCE = + BOT_SCREEN_ASPECT_RATIO - TOP_SCREEN_ASPECT_RATIO; + +// Finds the largest size subrectangle contained in window area that is confined to the aspect ratio +template <class T> +static MathUtil::Rectangle<T> maxRectangle(MathUtil::Rectangle<T> window_area, + float screen_aspect_ratio) { + float scale = std::min(static_cast<float>(window_area.GetWidth()), + window_area.GetHeight() / screen_aspect_ratio); + return MathUtil::Rectangle<T>{0, 0, static_cast<T>(scale), + static_cast<T>(scale * screen_aspect_ratio)}; } -static FramebufferLayout DefaultFrameLayout_Swapped(unsigned width, unsigned height) { - +FramebufferLayout DefaultFrameLayout(unsigned width, unsigned height, bool swapped) { ASSERT(width > 0); ASSERT(height > 0); - FramebufferLayout res {width, height, true, true, {}, {}}; + FramebufferLayout res{width, height, true, true, {}, {}}; + // Default layout gives equal screen sizes to the top and bottom screen + MathUtil::Rectangle<unsigned> screen_window_area{0, 0, width, height / 2}; + MathUtil::Rectangle<unsigned> top_screen = + maxRectangle(screen_window_area, TOP_SCREEN_ASPECT_RATIO); + MathUtil::Rectangle<unsigned> bot_screen = + maxRectangle(screen_window_area, BOT_SCREEN_ASPECT_RATIO); float window_aspect_ratio = static_cast<float>(height) / width; - float emulation_aspect_ratio = static_cast<float>(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<int>(std::round(emulation_aspect_ratio * width)); - - res.top_screen.left = 0; - res.top_screen.right = res.top_screen.left + width; + // both screens height are taken into account by multiplying by 2 + float emulation_aspect_ratio = TOP_SCREEN_ASPECT_RATIO * 2; - int bottom_width = static_cast<int>((static_cast<float>(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; + if (window_aspect_ratio < emulation_aspect_ratio) { + // Apply borders to the left and right sides of the window. + top_screen = + top_screen.TranslateX((screen_window_area.GetWidth() - top_screen.GetWidth()) / 2); + bot_screen = + bot_screen.TranslateX((screen_window_area.GetWidth() - bot_screen.GetWidth()) / 2); } else { - // Otherwise, apply borders to the left and right sides of the window. - int viewport_width = static_cast<int>(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<int>((static_cast<float>(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<float>(height) / width; - float emulation_aspect_ratio = static_cast<float>(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<int>(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<int>(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; + top_screen = top_screen.TranslateY(height / 2 - top_screen.GetHeight()); + // Recalculate the bottom screen to account for the width difference between top and bottom + screen_window_area = {0, 0, width, top_screen.GetHeight()}; + bot_screen = maxRectangle(screen_window_area, BOT_SCREEN_ASPECT_RATIO); + bot_screen = bot_screen.TranslateX((top_screen.GetWidth() - bot_screen.GetWidth()) / 2); } - + // Move the top screen to the bottom if we are swapped. + res.top_screen = swapped ? top_screen.TranslateY(height / 2) : top_screen; + res.bottom_screen = swapped ? bot_screen : bot_screen.TranslateY(height / 2); return res; } -static FramebufferLayout SingleFrameLayout_Swapped(unsigned width, unsigned height) { - +FramebufferLayout SingleFrameLayout(unsigned width, unsigned height, bool swapped) { ASSERT(width > 0); ASSERT(height > 0); + // The drawing code needs at least somewhat valid values for both screens + // so just calculate them both even if the other isn't showing. + FramebufferLayout res{width, height, !swapped, swapped, {}, {}}; - FramebufferLayout res {width, height, false, true, {}, {}}; + MathUtil::Rectangle<unsigned> screen_window_area{0, 0, width, height}; + MathUtil::Rectangle<unsigned> top_screen = + maxRectangle(screen_window_area, TOP_SCREEN_ASPECT_RATIO); + MathUtil::Rectangle<unsigned> bot_screen = + maxRectangle(screen_window_area, BOT_SCREEN_ASPECT_RATIO); float window_aspect_ratio = static_cast<float>(height) / width; - float emulation_aspect_ratio = static_cast<float>(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<int>(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<int>(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<float>(width) / height; - float top_screen_aspect_ratio = static_cast<float>(VideoCore::kScreenTopWidth) / - VideoCore::kScreenTopHeight; - - int viewport_height = static_cast<int>(std::round((width - VideoCore::kScreenBottomWidth) / - top_screen_aspect_ratio)); - int viewport_width = static_cast<int>(std::round((height * top_screen_aspect_ratio) + - VideoCore::kScreenBottomWidth)); - float emulation_aspect_ratio = static_cast<float>(width) / viewport_height; + float emulation_aspect_ratio = (swapped) ? BOT_SCREEN_ASPECT_RATIO : TOP_SCREEN_ASPECT_RATIO; 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; + top_screen = + top_screen.TranslateX((screen_window_area.GetWidth() - top_screen.GetWidth()) / 2); + bot_screen = + bot_screen.TranslateX((screen_window_area.GetWidth() - bot_screen.GetWidth()) / 2); } 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; + top_screen = top_screen.TranslateY((height - top_screen.GetHeight()) / 2); + bot_screen = bot_screen.TranslateY((height - bot_screen.GetHeight()) / 2); } - + res.top_screen = top_screen; + res.bottom_screen = bot_screen; return res; } -static FramebufferLayout LargeFrameLayout_Swapped(unsigned width, unsigned height) { - +FramebufferLayout LargeFrameLayout(unsigned width, unsigned height, bool swapped) { ASSERT(width > 0); ASSERT(height > 0); - FramebufferLayout res {width, height, true, true, {}, {}}; - - float window_aspect_ratio = static_cast<float>(width) / height; - float bottom_screen_aspect_ratio = static_cast<float>(VideoCore::kScreenBottomWidth) / - VideoCore::kScreenBottomHeight; - - int viewport_height = static_cast<int>(std::round((width - VideoCore::kScreenTopWidth) / - bottom_screen_aspect_ratio)); - int viewport_width = static_cast<int>(std::round((height * bottom_screen_aspect_ratio) + - VideoCore::kScreenTopWidth)); - float emulation_aspect_ratio = static_cast<float>(width) / viewport_height; + FramebufferLayout res{width, height, true, true, {}, {}}; + // Split the window into two parts. Give 4x width to the main screen and 1x width to the small + // To do that, find the total emulation box and maximize that based on window size + float window_aspect_ratio = static_cast<float>(height) / width; + float emulation_aspect_ratio = + swapped + ? VideoCore::kScreenBottomHeight * 4 / + (VideoCore::kScreenBottomWidth * 4.0f + VideoCore::kScreenTopWidth) + : VideoCore::kScreenTopHeight * 4 / + (VideoCore::kScreenTopWidth * 4.0f + VideoCore::kScreenBottomWidth); + float large_screen_aspect_ratio = swapped ? BOT_SCREEN_ASPECT_RATIO : TOP_SCREEN_ASPECT_RATIO; + float small_screen_aspect_ratio = swapped ? TOP_SCREEN_ASPECT_RATIO : BOT_SCREEN_ASPECT_RATIO; + + MathUtil::Rectangle<unsigned> screen_window_area{0, 0, width, height}; + MathUtil::Rectangle<unsigned> total_rect = + maxRectangle(screen_window_area, emulation_aspect_ratio); + MathUtil::Rectangle<unsigned> large_screen = + maxRectangle(total_rect, large_screen_aspect_ratio); + MathUtil::Rectangle<unsigned> fourth_size_rect = total_rect.Scale(.25f); + MathUtil::Rectangle<unsigned> small_screen = + maxRectangle(fourth_size_rect, small_screen_aspect_ratio); 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; + large_screen = + large_screen.TranslateX((screen_window_area.GetWidth() - total_rect.GetWidth()) / 2); } 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; + large_screen = large_screen.TranslateY((height - total_rect.GetHeight()) / 2); } - + // 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; } - -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); -} } |