From 2b1654ad9bbd8af53f22434d350704a1a1d0a285 Mon Sep 17 00:00:00 2001 From: James Rowe Date: Tue, 3 May 2016 00:07:17 -0600 Subject: Support additional screen layouts. Allows users to choose a single screen layout or a large screen layout. Adds a configuration option to change the prominent screen. --- src/common/framebuffer_layout.cpp | 312 ++++++++++++++++++++++++++++++++++++++ 1 file changed, 312 insertions(+) create mode 100644 src/common/framebuffer_layout.cpp (limited to 'src/common/framebuffer_layout.cpp') diff --git a/src/common/framebuffer_layout.cpp b/src/common/framebuffer_layout.cpp new file mode 100644 index 000000000..a0e75090d --- /dev/null +++ b/src/common/framebuffer_layout.cpp @@ -0,0 +1,312 @@ +// 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(height) / width; + float emulation_aspect_ratio = static_cast(VideoCore::kScreenTopHeight * 4) / + (VideoCore::kScreenTopWidth * 4 + 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.top_screen.left = 0; + // Top screen occupies 4 / 5ths of the total width + res.top_screen.right = static_cast(std::round(width / 5)) * 4; + res.top_screen.top = (height - viewport_height) / 2; + res.top_screen.bottom = res.top_screen.top + viewport_height; + + int bottom_height = static_cast((static_cast(VideoCore::kScreenBottomHeight) / + VideoCore::kScreenBottomWidth) * (width - res.top_screen.right)); + + 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 - bottom_height; + } else { + // Otherwise, apply borders to the left and right sides of the window. + int viewport_width = static_cast(std::round(height / emulation_aspect_ratio)); + // Break the viewport into fifths and give top 4 of them + int fifth_width = static_cast(std::round(viewport_width / 5)); + + res.top_screen.left = (width - viewport_width) / 2; + res.top_screen.right = res.top_screen.left + fifth_width * 4; + res.top_screen.top = 0; + res.top_screen.bottom = height; + + int bottom_height = static_cast((static_cast(VideoCore::kScreenBottomHeight) / + VideoCore::kScreenBottomWidth) * (fifth_width)); + + res.bottom_screen.left = res.top_screen.right; + res.bottom_screen.right = width - (width - viewport_width) / 2; + res.bottom_screen.bottom = res.top_screen.bottom; + res.bottom_screen.top = res.bottom_screen.bottom - bottom_height; + } + + 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(height) / width; + float emulation_aspect_ratio = static_cast(VideoCore::kScreenBottomHeight * 4) / + (VideoCore::kScreenBottomWidth * 4 + 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.bottom_screen.left = 0; + // Top screen occupies 4 / 5ths of the total width + res.bottom_screen.right = static_cast(std::round(width / 5)) * 4; + res.bottom_screen.top = (height - viewport_height) / 2; + res.bottom_screen.bottom = res.bottom_screen.top + viewport_height; + + int top_height = static_cast((static_cast(VideoCore::kScreenTopHeight) / + VideoCore::kScreenTopWidth) * (width - res.bottom_screen.right)); + + 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 - top_height; + } else { + // Otherwise, apply borders to the left and right sides of the window. + int viewport_width = static_cast(std::round(height / emulation_aspect_ratio)); + // Break the viewport into fifths and give top 4 of them + int fifth_width = static_cast(std::round(viewport_width / 5)); + + res.bottom_screen.left = (width - viewport_width) / 2; + res.bottom_screen.right = res.bottom_screen.left + fifth_width * 4; + res.bottom_screen.top = 0; + res.bottom_screen.bottom = height; + + int top_height = static_cast((static_cast(VideoCore::kScreenTopHeight) / + VideoCore::kScreenTopWidth) * (fifth_width)); + + res.top_screen.left = res.bottom_screen.right; + res.top_screen.right = width - (width - viewport_width) / 2; + res.top_screen.bottom = res.bottom_screen.bottom; + res.top_screen.top = res.top_screen.bottom - top_height; + } + + 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); +} +} \ No newline at end of file -- cgit v1.2.3 From e40c23463f6f9924936d7b5c8e97e7a70d3f7e65 Mon Sep 17 00:00:00 2001 From: SonofUgly Date: Sat, 22 Oct 2016 14:03:13 -0700 Subject: LargeFrameLayout + Swapped Make small screen stay at 1x, and large screen maintain its aspect ratio. --- src/common/framebuffer_layout.cpp | 86 ++++++++++++++++----------------------- 1 file changed, 36 insertions(+), 50 deletions(-) (limited to 'src/common/framebuffer_layout.cpp') diff --git a/src/common/framebuffer_layout.cpp b/src/common/framebuffer_layout.cpp index a0e75090d..42cfa32a9 100644 --- a/src/common/framebuffer_layout.cpp +++ b/src/common/framebuffer_layout.cpp @@ -201,47 +201,40 @@ static FramebufferLayout LargeFrameLayout(unsigned width, unsigned height) { ASSERT(width > 0); ASSERT(height > 0); - FramebufferLayout res {width, height, true, true, {}, {}}; + FramebufferLayout res{ width, height, true, true,{},{} }; - float window_aspect_ratio = static_cast(height) / width; - float emulation_aspect_ratio = static_cast(VideoCore::kScreenTopHeight * 4) / - (VideoCore::kScreenTopWidth * 4 + VideoCore::kScreenBottomWidth); + float window_aspect_ratio = static_cast(width) / height; + float top_screen_aspect_ratio = static_cast(VideoCore::kScreenTopWidth) / + VideoCore::kScreenTopHeight; - 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)); + 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; - // Top screen occupies 4 / 5ths of the total width - res.top_screen.right = static_cast(std::round(width / 5)) * 4; + res.top_screen.right = width - VideoCore::kScreenBottomWidth; res.top_screen.top = (height - viewport_height) / 2; - res.top_screen.bottom = res.top_screen.top + viewport_height; - - int bottom_height = static_cast((static_cast(VideoCore::kScreenBottomHeight) / - VideoCore::kScreenBottomWidth) * (width - res.top_screen.right)); + 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 - bottom_height; + res.bottom_screen.top = 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)); - // Break the viewport into fifths and give top 4 of them - int fifth_width = static_cast(std::round(viewport_width / 5)); - res.top_screen.left = (width - viewport_width) / 2; - res.top_screen.right = res.top_screen.left + fifth_width * 4; + res.top_screen.right = (top_screen_aspect_ratio * height) + res.top_screen.left; res.top_screen.top = 0; res.top_screen.bottom = height; - int bottom_height = static_cast((static_cast(VideoCore::kScreenBottomHeight) / - VideoCore::kScreenBottomWidth) * (fifth_width)); - res.bottom_screen.left = res.top_screen.right; - res.bottom_screen.right = width - (width - viewport_width) / 2; - res.bottom_screen.bottom = res.top_screen.bottom; - res.bottom_screen.top = res.bottom_screen.bottom - bottom_height; + res.bottom_screen.right = res.bottom_screen.left + VideoCore::kScreenBottomWidth; + res.bottom_screen.bottom = height; + res.bottom_screen.top = height - VideoCore::kScreenBottomHeight; } return res; @@ -254,45 +247,38 @@ static FramebufferLayout LargeFrameLayout_Swapped(unsigned width, unsigned heigh FramebufferLayout res {width, height, true, true, {}, {}}; - float window_aspect_ratio = static_cast(height) / width; - float emulation_aspect_ratio = static_cast(VideoCore::kScreenBottomHeight * 4) / - (VideoCore::kScreenBottomWidth * 4 + VideoCore::kScreenTopWidth); + float window_aspect_ratio = static_cast(width) / height; + float bottom_screen_aspect_ratio = static_cast(VideoCore::kScreenBottomWidth) / + VideoCore::kScreenBottomHeight; - 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)); + 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; - // Top screen occupies 4 / 5ths of the total width - res.bottom_screen.right = static_cast(std::round(width / 5)) * 4; + res.bottom_screen.right = width - VideoCore::kScreenTopWidth; res.bottom_screen.top = (height - viewport_height) / 2; - res.bottom_screen.bottom = res.bottom_screen.top + viewport_height; - - int top_height = static_cast((static_cast(VideoCore::kScreenTopHeight) / - VideoCore::kScreenTopWidth) * (width - res.bottom_screen.right)); + 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 - top_height; + res.top_screen.top = 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)); - // Break the viewport into fifths and give top 4 of them - int fifth_width = static_cast(std::round(viewport_width / 5)); - res.bottom_screen.left = (width - viewport_width) / 2; - res.bottom_screen.right = res.bottom_screen.left + fifth_width * 4; + res.bottom_screen.right = (bottom_screen_aspect_ratio * height) + res.bottom_screen.left; res.bottom_screen.top = 0; res.bottom_screen.bottom = height; - int top_height = static_cast((static_cast(VideoCore::kScreenTopHeight) / - VideoCore::kScreenTopWidth) * (fifth_width)); - res.top_screen.left = res.bottom_screen.right; - res.top_screen.right = width - (width - viewport_width) / 2; - res.top_screen.bottom = res.bottom_screen.bottom; - res.top_screen.top = res.top_screen.bottom - top_height; + res.top_screen.right = res.top_screen.left + VideoCore::kScreenTopWidth; + res.top_screen.bottom = height; + res.top_screen.top = height - VideoCore::kScreenTopHeight; } return res; @@ -309,4 +295,4 @@ FramebufferLayout SingleFrameLayout(unsigned width, unsigned height, bool is_swa FramebufferLayout LargeFrameLayout(unsigned width, unsigned height, bool is_swapped) { return is_swapped ? LargeFrameLayout_Swapped(width, height) : LargeFrameLayout(width, height); } -} \ No newline at end of file +} -- cgit v1.2.3 From 5f72aade771ea63eaee468b09e2017dbbc5e6bef Mon Sep 17 00:00:00 2001 From: James Rowe Date: Sat, 5 Nov 2016 01:47:05 -0600 Subject: Rework frame layouts to use a max rectangle instead of hardcoded calculations --- src/common/framebuffer_layout.cpp | 338 ++++++++++---------------------------- 1 file changed, 88 insertions(+), 250 deletions(-) (limited to 'src/common/framebuffer_layout.cpp') 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(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 const float TOP_SCREEN_ASPECT_RATIO = + static_cast(VideoCore::kScreenTopHeight) / VideoCore::kScreenTopWidth; +static const float BOT_SCREEN_ASPECT_RATIO = + static_cast(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 +static MathUtil::Rectangle maxRectangle(MathUtil::Rectangle window_area, + float screen_aspect_ratio) { + float scale = std::min(static_cast(window_area.GetWidth()), + window_area.GetHeight() / screen_aspect_ratio); + return MathUtil::Rectangle{0, 0, static_cast(scale), + static_cast(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 screen_window_area{0, 0, width, height / 2}; + MathUtil::Rectangle top_screen = + maxRectangle(screen_window_area, TOP_SCREEN_ASPECT_RATIO); + MathUtil::Rectangle bot_screen = + maxRectangle(screen_window_area, BOT_SCREEN_ASPECT_RATIO); 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; + // 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((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; + 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(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; + 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 screen_window_area{0, 0, width, height}; + MathUtil::Rectangle top_screen = + maxRectangle(screen_window_area, TOP_SCREEN_ASPECT_RATIO); + MathUtil::Rectangle bot_screen = + maxRectangle(screen_window_area, BOT_SCREEN_ASPECT_RATIO); 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; + 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(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; + 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(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 screen_window_area{0, 0, width, height}; + MathUtil::Rectangle total_rect = + maxRectangle(screen_window_area, emulation_aspect_ratio); + MathUtil::Rectangle large_screen = + maxRectangle(total_rect, large_screen_aspect_ratio); + MathUtil::Rectangle fourth_size_rect = total_rect.Scale(.25f); + MathUtil::Rectangle 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); -} } -- cgit v1.2.3 From d9305b0a074a255eb484911db70a126a6fe347b1 Mon Sep 17 00:00:00 2001 From: James Rowe Date: Sat, 5 Nov 2016 02:58:11 -0600 Subject: Add default hotkey to swap primary screens. Also minor style changes --- src/common/framebuffer_layout.cpp | 6 +++++- 1 file changed, 5 insertions(+), 1 deletion(-) (limited to 'src/common/framebuffer_layout.cpp') diff --git a/src/common/framebuffer_layout.cpp b/src/common/framebuffer_layout.cpp index d50c141bb..e8538dcfd 100644 --- a/src/common/framebuffer_layout.cpp +++ b/src/common/framebuffer_layout.cpp @@ -51,11 +51,15 @@ FramebufferLayout DefaultFrameLayout(unsigned width, unsigned height, bool swapp bot_screen.TranslateX((screen_window_area.GetWidth() - bot_screen.GetWidth()) / 2); } else { // Window is narrower than the emulation content => apply borders to the top and bottom - 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); + if (swapped) { + bot_screen = bot_screen.TranslateY(height / 2 - bot_screen.GetHeight()); + } else { + top_screen = top_screen.TranslateY(height / 2 - top_screen.GetHeight()); + } } // Move the top screen to the bottom if we are swapped. res.top_screen = swapped ? top_screen.TranslateY(height / 2) : top_screen; -- cgit v1.2.3 From 793339b73a9bc87d6fa22742be4631565c2201db Mon Sep 17 00:00:00 2001 From: James Rowe Date: Thu, 10 Nov 2016 00:36:07 -0700 Subject: Round the rectangle size to prevent float to int casting issues And other minor style changes --- src/common/framebuffer_layout.cpp | 6 ++---- 1 file changed, 2 insertions(+), 4 deletions(-) (limited to 'src/common/framebuffer_layout.cpp') diff --git a/src/common/framebuffer_layout.cpp b/src/common/framebuffer_layout.cpp index e8538dcfd..46c008d9c 100644 --- a/src/common/framebuffer_layout.cpp +++ b/src/common/framebuffer_layout.cpp @@ -14,8 +14,6 @@ static const float TOP_SCREEN_ASPECT_RATIO = static_cast(VideoCore::kScreenTopHeight) / VideoCore::kScreenTopWidth; static const float BOT_SCREEN_ASPECT_RATIO = static_cast(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 @@ -23,8 +21,8 @@ static MathUtil::Rectangle maxRectangle(MathUtil::Rectangle window_area, float screen_aspect_ratio) { float scale = std::min(static_cast(window_area.GetWidth()), window_area.GetHeight() / screen_aspect_ratio); - return MathUtil::Rectangle{0, 0, static_cast(scale), - static_cast(scale * screen_aspect_ratio)}; + return MathUtil::Rectangle{0, 0, static_cast(std::round(scale)), + static_cast(std::round(scale * screen_aspect_ratio))}; } FramebufferLayout DefaultFrameLayout(unsigned width, unsigned height, bool swapped) { -- cgit v1.2.3