Move screen size constants from video_core to core
video_core didn't even properly use them, and they were the source of many otherwise-unnecessary dependencies from core to video_core.
This commit is contained in:
parent
6665557ff7
commit
eb10f25025
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@ -12,10 +12,10 @@
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#include "common/logging/log.h"
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#include "common/logging/log.h"
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#include "common/scm_rev.h"
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#include "common/scm_rev.h"
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#include "common/string_util.h"
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#include "common/string_util.h"
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#include "core/3ds.h"
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#include "core/settings.h"
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#include "core/settings.h"
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#include "input_common/keyboard.h"
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#include "input_common/keyboard.h"
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#include "input_common/main.h"
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#include "input_common/main.h"
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#include "video_core/video_core.h"
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void EmuWindow_SDL2::OnMouseMotion(s32 x, s32 y) {
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void EmuWindow_SDL2::OnMouseMotion(s32 x, s32 y) {
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TouchMoved((unsigned)std::max(x, 0), (unsigned)std::max(y, 0));
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TouchMoved((unsigned)std::max(x, 0), (unsigned)std::max(y, 0));
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@ -80,12 +80,12 @@ EmuWindow_SDL2::EmuWindow_SDL2() {
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std::string window_title = Common::StringFromFormat("Citra %s| %s-%s ", Common::g_build_name,
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std::string window_title = Common::StringFromFormat("Citra %s| %s-%s ", Common::g_build_name,
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Common::g_scm_branch, Common::g_scm_desc);
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Common::g_scm_branch, Common::g_scm_desc);
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render_window = SDL_CreateWindow(
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render_window =
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window_title.c_str(),
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SDL_CreateWindow(window_title.c_str(),
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SDL_WINDOWPOS_UNDEFINED, // x position
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SDL_WINDOWPOS_UNDEFINED, // x position
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SDL_WINDOWPOS_UNDEFINED, // y position
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SDL_WINDOWPOS_UNDEFINED, // y position
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VideoCore::kScreenTopWidth, VideoCore::kScreenTopHeight + VideoCore::kScreenBottomHeight,
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Core::kScreenTopWidth, Core::kScreenTopHeight + Core::kScreenBottomHeight,
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SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI);
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SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI);
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if (render_window == nullptr) {
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if (render_window == nullptr) {
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LOG_CRITICAL(Frontend, "Failed to create SDL2 window! Exiting...");
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LOG_CRITICAL(Frontend, "Failed to create SDL2 window! Exiting...");
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@ -12,12 +12,11 @@
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#include "common/microprofile.h"
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#include "common/microprofile.h"
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#include "common/scm_rev.h"
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#include "common/scm_rev.h"
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#include "common/string_util.h"
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#include "common/string_util.h"
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#include "core/3ds.h"
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#include "core/core.h"
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#include "core/core.h"
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#include "core/settings.h"
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#include "core/settings.h"
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#include "input_common/keyboard.h"
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#include "input_common/keyboard.h"
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#include "input_common/main.h"
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#include "input_common/main.h"
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#include "video_core/debug_utils/debug_utils.h"
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#include "video_core/video_core.h"
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EmuThread::EmuThread(GRenderWindow* render_window)
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EmuThread::EmuThread(GRenderWindow* render_window)
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: exec_step(false), running(false), stop_run(false), render_window(render_window) {}
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: exec_step(false), running(false), stop_run(false), render_window(render_window) {}
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@ -266,8 +265,7 @@ void GRenderWindow::InitRenderTarget() {
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child = new GGLWidgetInternal(fmt, this);
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child = new GGLWidgetInternal(fmt, this);
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QBoxLayout* layout = new QHBoxLayout(this);
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QBoxLayout* layout = new QHBoxLayout(this);
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resize(VideoCore::kScreenTopWidth,
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resize(Core::kScreenTopWidth, Core::kScreenTopHeight + Core::kScreenBottomHeight);
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VideoCore::kScreenTopHeight + VideoCore::kScreenBottomHeight);
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layout->addWidget(child);
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layout->addWidget(child);
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layout->setMargin(0);
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layout->setMargin(0);
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setLayout(layout);
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setLayout(layout);
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@ -0,0 +1,21 @@
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// Copyright 2017 Citra Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#pragma once
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namespace Core {
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// 3DS Video Constants
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// -------------------
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// NOTE: The LCDs actually rotate the image 90 degrees when displaying. Because of that the
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// framebuffers in video memory are stored in column-major order and rendered sideways, causing
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// the widths and heights of the framebuffers read by the LCD to be switched compared to the
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// heights and widths of the screens listed here.
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constexpr int kScreenTopWidth = 400; ///< 3DS top screen width
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constexpr int kScreenTopHeight = 240; ///< 3DS top screen height
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constexpr int kScreenBottomWidth = 320; ///< 3DS bottom screen width
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constexpr int kScreenBottomHeight = 240; ///< 3DS bottom screen height
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} // namespace Core
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@ -179,6 +179,7 @@ set(SRCS
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)
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)
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set(HEADERS
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set(HEADERS
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3ds.h
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arm/arm_interface.h
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arm/arm_interface.h
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arm/dynarmic/arm_dynarmic.h
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arm/dynarmic/arm_dynarmic.h
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arm/dynarmic/arm_dynarmic_cp15.h
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arm/dynarmic/arm_dynarmic_cp15.h
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@ -5,10 +5,10 @@
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#include <algorithm>
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#include <algorithm>
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#include <cmath>
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#include <cmath>
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#include "common/assert.h"
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#include "common/assert.h"
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#include "core/3ds.h"
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#include "core/core.h"
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#include "core/core.h"
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#include "core/frontend/emu_window.h"
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#include "core/frontend/emu_window.h"
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#include "core/settings.h"
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#include "core/settings.h"
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#include "video_core/video_core.h"
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/**
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/**
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* Check if the given x/y coordinates are within the touchpad specified by the framebuffer layout
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* Check if the given x/y coordinates are within the touchpad specified by the framebuffer layout
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@ -38,11 +38,9 @@ void EmuWindow::TouchPressed(unsigned framebuffer_x, unsigned framebuffer_y) {
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if (!IsWithinTouchscreen(framebuffer_layout, framebuffer_x, framebuffer_y))
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if (!IsWithinTouchscreen(framebuffer_layout, framebuffer_x, framebuffer_y))
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return;
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return;
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touch_x = VideoCore::kScreenBottomWidth *
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touch_x = Core::kScreenBottomWidth * (framebuffer_x - framebuffer_layout.bottom_screen.left) /
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(framebuffer_x - framebuffer_layout.bottom_screen.left) /
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(framebuffer_layout.bottom_screen.right - framebuffer_layout.bottom_screen.left);
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(framebuffer_layout.bottom_screen.right - framebuffer_layout.bottom_screen.left);
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touch_y = VideoCore::kScreenBottomHeight *
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touch_y = Core::kScreenBottomHeight * (framebuffer_y - framebuffer_layout.bottom_screen.top) /
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(framebuffer_y - framebuffer_layout.bottom_screen.top) /
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(framebuffer_layout.bottom_screen.bottom - framebuffer_layout.bottom_screen.top);
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(framebuffer_layout.bottom_screen.bottom - framebuffer_layout.bottom_screen.top);
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touch_pressed = true;
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touch_pressed = true;
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@ -5,16 +5,20 @@
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#include <cmath>
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#include <cmath>
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#include "common/assert.h"
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#include "common/assert.h"
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#include "core/3ds.h"
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#include "core/frontend/framebuffer_layout.h"
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#include "core/frontend/framebuffer_layout.h"
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#include "core/settings.h"
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#include "core/settings.h"
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#include "video_core/video_core.h"
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namespace Layout {
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namespace Layout {
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static const float TOP_SCREEN_ASPECT_RATIO =
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static const float TOP_SCREEN_ASPECT_RATIO =
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static_cast<float>(VideoCore::kScreenTopHeight) / VideoCore::kScreenTopWidth;
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static_cast<float>(Core::kScreenTopHeight) / Core::kScreenTopWidth;
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static const float BOT_SCREEN_ASPECT_RATIO =
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static const float BOT_SCREEN_ASPECT_RATIO =
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static_cast<float>(VideoCore::kScreenBottomHeight) / VideoCore::kScreenBottomWidth;
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static_cast<float>(Core::kScreenBottomHeight) / Core::kScreenBottomWidth;
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float FramebufferLayout::GetScalingRatio() const {
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return static_cast<float>(top_screen.GetWidth()) / Core::kScreenTopWidth;
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}
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// Finds the largest size subrectangle contained in window area that is confined to the aspect ratio
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// Finds the largest size subrectangle contained in window area that is confined to the aspect ratio
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template <class T>
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template <class T>
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@ -106,10 +110,10 @@ FramebufferLayout LargeFrameLayout(unsigned width, unsigned height, bool swapped
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float window_aspect_ratio = static_cast<float>(height) / width;
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float window_aspect_ratio = static_cast<float>(height) / width;
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float emulation_aspect_ratio =
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float emulation_aspect_ratio =
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swapped
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swapped
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? VideoCore::kScreenBottomHeight * 4 /
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? Core::kScreenBottomHeight * 4 /
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(VideoCore::kScreenBottomWidth * 4.0f + VideoCore::kScreenTopWidth)
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(Core::kScreenBottomWidth * 4.0f + Core::kScreenTopWidth)
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: VideoCore::kScreenTopHeight * 4 /
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: Core::kScreenTopHeight * 4 /
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(VideoCore::kScreenTopWidth * 4.0f + VideoCore::kScreenBottomWidth);
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(Core::kScreenTopWidth * 4.0f + Core::kScreenBottomWidth);
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float large_screen_aspect_ratio = swapped ? BOT_SCREEN_ASPECT_RATIO : TOP_SCREEN_ASPECT_RATIO;
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float large_screen_aspect_ratio = swapped ? BOT_SCREEN_ASPECT_RATIO : TOP_SCREEN_ASPECT_RATIO;
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float small_screen_aspect_ratio = swapped ? TOP_SCREEN_ASPECT_RATIO : BOT_SCREEN_ASPECT_RATIO;
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float small_screen_aspect_ratio = swapped ? TOP_SCREEN_ASPECT_RATIO : BOT_SCREEN_ASPECT_RATIO;
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#pragma once
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#pragma once
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#include "common/math_util.h"
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#include "common/math_util.h"
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namespace Layout {
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namespace Layout {
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/// Describes the layout of the window framebuffer (size and top/bottom screen positions)
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/// Describes the layout of the window framebuffer (size and top/bottom screen positions)
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struct FramebufferLayout {
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struct FramebufferLayout {
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unsigned width;
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unsigned width;
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bool bottom_screen_enabled;
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bool bottom_screen_enabled;
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MathUtil::Rectangle<unsigned> top_screen;
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MathUtil::Rectangle<unsigned> top_screen;
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MathUtil::Rectangle<unsigned> bottom_screen;
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MathUtil::Rectangle<unsigned> bottom_screen;
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/**
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* Returns the ration of pixel size of the top screen, compared to the native size of the 3DS
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* screen.
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*/
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float GetScalingRatio() const;
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};
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};
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/**
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/**
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* @return Newly created FramebufferLayout object with default screen regions initialized
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* @return Newly created FramebufferLayout object with default screen regions initialized
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*/
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*/
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FramebufferLayout CustomFrameLayout(unsigned width, unsigned height);
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FramebufferLayout CustomFrameLayout(unsigned width, unsigned height);
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}
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} // namespace Layout
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@ -561,20 +561,16 @@ RasterizerCacheOpenGL::GetFramebufferSurfaces(
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color_params.is_tiled = depth_params.is_tiled = true;
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color_params.is_tiled = depth_params.is_tiled = true;
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// Set the internal resolution, assume the same scaling factor for top and bottom screens
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// Set the internal resolution, assume the same scaling factor for top and bottom screens
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const Layout::FramebufferLayout& layout = VideoCore::g_emu_window->GetFramebufferLayout();
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float resolution_scale_factor = Settings::values.resolution_factor;
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if (Settings::values.resolution_factor == 0.0f) {
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if (resolution_scale_factor == 0.0f) {
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// Auto - scale resolution to the window size
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// Auto - scale resolution to the window size
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color_params.res_scale_width = depth_params.res_scale_width =
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resolution_scale_factor = VideoCore::g_emu_window->GetFramebufferLayout().GetScalingRatio();
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(float)layout.top_screen.GetWidth() / VideoCore::kScreenTopWidth;
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color_params.res_scale_height = depth_params.res_scale_height =
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(float)layout.top_screen.GetHeight() / VideoCore::kScreenTopHeight;
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} else {
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// Otherwise, scale the resolution by the specified factor
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color_params.res_scale_width = Settings::values.resolution_factor;
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depth_params.res_scale_width = Settings::values.resolution_factor;
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color_params.res_scale_height = Settings::values.resolution_factor;
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depth_params.res_scale_height = Settings::values.resolution_factor;
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}
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}
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// Scale the resolution by the specified factor
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color_params.res_scale_width = resolution_scale_factor;
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depth_params.res_scale_width = resolution_scale_factor;
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color_params.res_scale_height = resolution_scale_factor;
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depth_params.res_scale_height = resolution_scale_factor;
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color_params.addr = config.GetColorBufferPhysicalAddress();
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color_params.addr = config.GetColorBufferPhysicalAddress();
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color_params.pixel_format = CachedSurface::PixelFormatFromColorFormat(config.color_format);
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color_params.pixel_format = CachedSurface::PixelFormatFromColorFormat(config.color_format);
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@ -15,21 +15,6 @@ class RendererBase;
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namespace VideoCore {
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namespace VideoCore {
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// 3DS Video Constants
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// -------------------
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// NOTE: The LCDs actually rotate the image 90 degrees when displaying. Because of that the
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// framebuffers in video memory are stored in column-major order and rendered sideways, causing
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// the widths and heights of the framebuffers read by the LCD to be switched compared to the
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// heights and widths of the screens listed here.
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static const int kScreenTopWidth = 400; ///< 3DS top screen width
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static const int kScreenTopHeight = 240; ///< 3DS top screen height
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static const int kScreenBottomWidth = 320; ///< 3DS bottom screen width
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static const int kScreenBottomHeight = 240; ///< 3DS bottom screen height
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// Video core renderer
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// ---------------------
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extern std::unique_ptr<RendererBase> g_renderer; ///< Renderer plugin
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extern std::unique_ptr<RendererBase> g_renderer; ///< Renderer plugin
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extern EmuWindow* g_emu_window; ///< Emu window
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extern EmuWindow* g_emu_window; ///< Emu window
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