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LargeFrameLayout + Swapped

Make small screen stay at 1x, and large screen maintain its aspect ratio.
This commit is contained in:
SonofUgly 2016-10-22 14:03:13 -07:00 committed by James Rowe
parent 2b1654ad9b
commit e40c23463f
1 changed files with 36 additions and 50 deletions

View File

@ -203,45 +203,38 @@ static FramebufferLayout LargeFrameLayout(unsigned width, unsigned height) {
FramebufferLayout res{ width, height, true, true,{},{} };
float window_aspect_ratio = static_cast<float>(height) / width;
float emulation_aspect_ratio = static_cast<float>(VideoCore::kScreenTopHeight * 4) /
(VideoCore::kScreenTopWidth * 4 + VideoCore::kScreenBottomWidth);
float window_aspect_ratio = static_cast<float>(width) / height;
float top_screen_aspect_ratio = static_cast<float>(VideoCore::kScreenTopWidth) /
VideoCore::kScreenTopHeight;
if (window_aspect_ratio > emulation_aspect_ratio) {
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;
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;
// Top screen occupies 4 / 5ths of the total width
res.top_screen.right = static_cast<int>(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<int>((static_cast<float>(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<int>(std::round(height / emulation_aspect_ratio));
// Break the viewport into fifths and give top 4 of them
int fifth_width = static_cast<int>(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<int>((static_cast<float>(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<float>(height) / width;
float emulation_aspect_ratio = static_cast<float>(VideoCore::kScreenBottomHeight * 4) /
(VideoCore::kScreenBottomWidth * 4 + VideoCore::kScreenTopWidth);
float window_aspect_ratio = static_cast<float>(width) / height;
float bottom_screen_aspect_ratio = static_cast<float>(VideoCore::kScreenBottomWidth) /
VideoCore::kScreenBottomHeight;
if (window_aspect_ratio > emulation_aspect_ratio) {
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;
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;
// Top screen occupies 4 / 5ths of the total width
res.bottom_screen.right = static_cast<int>(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<int>((static_cast<float>(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<int>(std::round(height / emulation_aspect_ratio));
// Break the viewport into fifths and give top 4 of them
int fifth_width = static_cast<int>(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<int>((static_cast<float>(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;