mirror of
https://github.com/Lime3DS/Lime3DS.git
synced 2024-11-11 04:35:05 +01:00
Merge pull request #5906 from SachinVin/android2
Backport some more stuff from android
This commit is contained in:
commit
6dfb74a8b9
@ -696,8 +696,8 @@ void SetUserPath(const std::string& path) {
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g_paths.emplace(UserPath::ConfigDir, user_path + CONFIG_DIR DIR_SEP);
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g_paths.emplace(UserPath::CacheDir, user_path + CACHE_DIR DIR_SEP);
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#elif ANDROID
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if (FileUtil::Exists(ROOT_DIR DIR_SEP SDCARD_DIR)) {
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user_path = ROOT_DIR DIR_SEP SDCARD_DIR DIR_SEP EMU_DATA_DIR DIR_SEP;
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if (FileUtil::Exists(DIR_SEP SDCARD_DIR)) {
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user_path = DIR_SEP SDCARD_DIR DIR_SEP EMU_DATA_DIR DIR_SEP;
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g_paths.emplace(UserPath::ConfigDir, user_path + CONFIG_DIR DIR_SEP);
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g_paths.emplace(UserPath::CacheDir, user_path + CACHE_DIR DIR_SEP);
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}
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@ -541,11 +541,11 @@ void System::Shutdown(bool is_deserializing) {
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archive_manager.reset();
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service_manager.reset();
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dsp_core.reset();
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cpu_cores.clear();
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kernel.reset();
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cpu_cores.clear();
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timing.reset();
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if (video_dumper->IsDumping()) {
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if (video_dumper && video_dumper->IsDumping()) {
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video_dumper->StopDumping();
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}
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@ -554,6 +554,8 @@ void System::Shutdown(bool is_deserializing) {
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room_member->SendGameInfo(game_info);
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}
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memory.reset();
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LOG_DEBUG(Core, "Shutdown OK");
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}
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@ -73,6 +73,14 @@ static bool IsWithinTouchscreen(const Layout::FramebufferLayout& layout, unsigne
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framebuffer_x < layout.bottom_screen.right / 2) ||
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(framebuffer_x >= (layout.bottom_screen.left / 2) + (layout.width / 2) &&
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framebuffer_x < (layout.bottom_screen.right / 2) + (layout.width / 2))));
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} else if (Settings::values.render_3d == Settings::StereoRenderOption::CardboardVR) {
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return (framebuffer_y >= layout.bottom_screen.top &&
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framebuffer_y < layout.bottom_screen.bottom &&
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((framebuffer_x >= layout.bottom_screen.left &&
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framebuffer_x < layout.bottom_screen.right) ||
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(framebuffer_x >= layout.cardboard.bottom_screen_right_eye + (layout.width / 2) &&
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framebuffer_x < layout.cardboard.bottom_screen_right_eye +
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layout.bottom_screen.GetWidth() + (layout.width / 2))));
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} else {
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return (framebuffer_y >= layout.bottom_screen.top &&
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framebuffer_y < layout.bottom_screen.bottom &&
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@ -82,9 +90,14 @@ static bool IsWithinTouchscreen(const Layout::FramebufferLayout& layout, unsigne
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}
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std::tuple<unsigned, unsigned> EmuWindow::ClipToTouchScreen(unsigned new_x, unsigned new_y) const {
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if (Settings::values.render_3d == Settings::StereoRenderOption::SideBySide) {
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if (new_x >= framebuffer_layout.width / 2)
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if (new_x >= framebuffer_layout.width / 2) {
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if (Settings::values.render_3d == Settings::StereoRenderOption::SideBySide)
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new_x -= framebuffer_layout.width / 2;
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else if (Settings::values.render_3d == Settings::StereoRenderOption::CardboardVR)
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new_x -=
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(framebuffer_layout.width / 2) - (framebuffer_layout.cardboard.user_x_shift * 2);
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}
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if (Settings::values.render_3d == Settings::StereoRenderOption::SideBySide) {
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new_x = std::max(new_x, framebuffer_layout.bottom_screen.left / 2);
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new_x = std::min(new_x, framebuffer_layout.bottom_screen.right / 2 - 1);
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} else {
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@ -98,13 +111,17 @@ std::tuple<unsigned, unsigned> EmuWindow::ClipToTouchScreen(unsigned new_x, unsi
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return std::make_tuple(new_x, new_y);
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}
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void EmuWindow::TouchPressed(unsigned framebuffer_x, unsigned framebuffer_y) {
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bool EmuWindow::TouchPressed(unsigned framebuffer_x, unsigned framebuffer_y) {
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if (!IsWithinTouchscreen(framebuffer_layout, framebuffer_x, framebuffer_y))
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return;
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return false;
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if (Settings::values.render_3d == Settings::StereoRenderOption::SideBySide &&
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framebuffer_x >= framebuffer_layout.width / 2)
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framebuffer_x -= framebuffer_layout.width / 2;
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if (framebuffer_x >= framebuffer_layout.width / 2) {
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if (Settings::values.render_3d == Settings::StereoRenderOption::SideBySide)
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framebuffer_x -= framebuffer_layout.width / 2;
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else if (Settings::values.render_3d == Settings::StereoRenderOption::CardboardVR)
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framebuffer_x -=
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(framebuffer_layout.width / 2) - (framebuffer_layout.cardboard.user_x_shift * 2);
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}
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std::lock_guard guard(touch_state->mutex);
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if (Settings::values.render_3d == Settings::StereoRenderOption::SideBySide) {
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touch_state->touch_x =
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@ -126,6 +143,7 @@ void EmuWindow::TouchPressed(unsigned framebuffer_x, unsigned framebuffer_y) {
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}
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touch_state->touch_pressed = true;
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return true;
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}
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void EmuWindow::TouchReleased() {
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@ -145,7 +163,8 @@ void EmuWindow::TouchMoved(unsigned framebuffer_x, unsigned framebuffer_y) {
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TouchPressed(framebuffer_x, framebuffer_y);
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}
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void EmuWindow::UpdateCurrentFramebufferLayout(unsigned width, unsigned height) {
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void EmuWindow::UpdateCurrentFramebufferLayout(unsigned width, unsigned height,
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bool is_portrait_mode) {
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Layout::FramebufferLayout layout;
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const auto layout_option = Settings::values.layout_option;
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const auto min_size =
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@ -156,6 +175,12 @@ void EmuWindow::UpdateCurrentFramebufferLayout(unsigned width, unsigned height)
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} else {
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width = std::max(width, min_size.first);
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height = std::max(height, min_size.second);
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// If in portrait mode, only the MobilePortrait option really makes sense
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const Settings::LayoutOption layout_option = is_portrait_mode
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? Settings::LayoutOption::MobilePortrait
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: Settings::values.layout_option;
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switch (layout_option) {
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case Settings::LayoutOption::SingleScreen:
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layout = Layout::SingleFrameLayout(width, height, Settings::values.swap_screen,
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@ -169,6 +194,13 @@ void EmuWindow::UpdateCurrentFramebufferLayout(unsigned width, unsigned height)
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layout = Layout::SideFrameLayout(width, height, Settings::values.swap_screen,
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Settings::values.upright_screen);
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break;
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case Settings::LayoutOption::MobilePortrait:
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layout = Layout::MobilePortraitFrameLayout(width, height, Settings::values.swap_screen);
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break;
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case Settings::LayoutOption::MobileLandscape:
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layout = Layout::MobileLandscapeFrameLayout(width, height, Settings::values.swap_screen,
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2.25f, false);
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break;
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case Settings::LayoutOption::Default:
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default:
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layout = Layout::DefaultFrameLayout(width, height, Settings::values.swap_screen,
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@ -177,6 +209,9 @@ void EmuWindow::UpdateCurrentFramebufferLayout(unsigned width, unsigned height)
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}
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UpdateMinimumWindowSize(min_size);
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}
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if (Settings::values.render_3d == Settings::StereoRenderOption::CardboardVR) {
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layout = Layout::GetCardboardSettings(layout);
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}
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NotifyFramebufferLayoutChanged(layout);
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}
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@ -115,8 +115,9 @@ public:
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* Signal that a touch pressed event has occurred (e.g. mouse click pressed)
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* @param framebuffer_x Framebuffer x-coordinate that was pressed
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* @param framebuffer_y Framebuffer y-coordinate that was pressed
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* @returns True if the coordinates are within the touchpad, otherwise false
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*/
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void TouchPressed(unsigned framebuffer_x, unsigned framebuffer_y);
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bool TouchPressed(unsigned framebuffer_x, unsigned framebuffer_y);
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/// Signal that a touch released event has occurred (e.g. mouse click released)
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void TouchReleased();
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@ -159,7 +160,8 @@ public:
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* Convenience method to update the current frame layout
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* Read from the current settings to determine which layout to use.
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*/
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void UpdateCurrentFramebufferLayout(unsigned width, unsigned height);
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void UpdateCurrentFramebufferLayout(unsigned width, unsigned height,
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bool is_portrait_mode = {});
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std::unique_ptr<TextureMailbox> mailbox = nullptr;
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@ -117,6 +117,82 @@ FramebufferLayout DefaultFrameLayout(u32 width, u32 height, bool swapped, bool u
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return res;
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}
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FramebufferLayout MobilePortraitFrameLayout(u32 width, u32 height, bool swapped) {
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ASSERT(width > 0);
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ASSERT(height > 0);
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FramebufferLayout res{width, height, true, true, {}, {}};
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// Default layout gives equal screen sizes to the top and bottom screen
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Common::Rectangle<u32> screen_window_area{0, 0, width, height / 2};
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Common::Rectangle<u32> top_screen = maxRectangle(screen_window_area, TOP_SCREEN_ASPECT_RATIO);
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Common::Rectangle<u32> bot_screen = maxRectangle(screen_window_area, BOT_SCREEN_ASPECT_RATIO);
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float window_aspect_ratio = static_cast<float>(height) / width;
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// both screens height are taken into account by multiplying by 2
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float emulation_aspect_ratio = TOP_SCREEN_ASPECT_RATIO * 2;
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if (window_aspect_ratio < emulation_aspect_ratio) {
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// Apply borders to the left and right sides of the window.
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top_screen =
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top_screen.TranslateX((screen_window_area.GetWidth() - top_screen.GetWidth()) / 2);
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bot_screen =
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bot_screen.TranslateX((screen_window_area.GetWidth() - bot_screen.GetWidth()) / 2);
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} else {
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// Window is narrower than the emulation content
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// Recalculate the bottom screen to account for the width difference between top and bottom
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bot_screen = bot_screen.TranslateX((top_screen.GetWidth() - bot_screen.GetWidth()) / 2);
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}
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// Move the top screen to the bottom if we are swapped.
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res.top_screen = swapped ? top_screen.TranslateY(bot_screen.GetHeight()) : top_screen;
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res.bottom_screen = swapped ? bot_screen : bot_screen.TranslateY(top_screen.GetHeight());
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return res;
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}
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FramebufferLayout MobileLandscapeFrameLayout(u32 width, u32 height, bool swapped,
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float scale_factor, bool center_vertical) {
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ASSERT(width > 0);
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ASSERT(height > 0);
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FramebufferLayout res{width, height, true, true, {}, {}};
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// Split the window into two parts. Give 4x width to the main screen and 1x width to the small
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// To do that, find the total emulation box and maximize that based on window size
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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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swapped ? Core::kScreenBottomHeight * scale_factor /
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(Core::kScreenBottomWidth * scale_factor + Core::kScreenTopWidth)
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: Core::kScreenTopHeight * scale_factor /
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(Core::kScreenTopWidth * scale_factor + 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 small_screen_aspect_ratio = swapped ? TOP_SCREEN_ASPECT_RATIO : BOT_SCREEN_ASPECT_RATIO;
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Common::Rectangle<u32> screen_window_area{0, 0, width, height};
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Common::Rectangle<u32> total_rect = maxRectangle(screen_window_area, emulation_aspect_ratio);
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Common::Rectangle<u32> large_screen = maxRectangle(total_rect, large_screen_aspect_ratio);
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Common::Rectangle<u32> fourth_size_rect = total_rect.Scale(1.f / scale_factor);
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Common::Rectangle<u32> small_screen = maxRectangle(fourth_size_rect, small_screen_aspect_ratio);
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if (window_aspect_ratio < emulation_aspect_ratio) {
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large_screen =
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large_screen.TranslateX((screen_window_area.GetWidth() - total_rect.GetWidth()) / 2);
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} else if (center_vertical) {
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large_screen = large_screen.TranslateY((height - total_rect.GetHeight()) / 2);
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}
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// Shift the small screen to the bottom right corner
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small_screen = small_screen.TranslateX(large_screen.right);
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if (center_vertical) {
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small_screen.TranslateY(large_screen.GetHeight() + large_screen.top -
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small_screen.GetHeight());
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}
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res.top_screen = swapped ? small_screen : large_screen;
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res.bottom_screen = swapped ? large_screen : small_screen;
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return res;
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}
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FramebufferLayout SingleFrameLayout(u32 width, u32 height, bool swapped, bool upright) {
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ASSERT(width > 0);
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ASSERT(height > 0);
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@ -346,6 +422,22 @@ FramebufferLayout FrameLayoutFromResolutionScale(u32 res_scale) {
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layout = SideFrameLayout(width, height, Settings::values.swap_screen,
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Settings::values.upright_screen);
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break;
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case Settings::LayoutOption::MobilePortrait:
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width = Core::kScreenTopWidth * res_scale;
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height = (Core::kScreenTopHeight + Core::kScreenBottomHeight) * res_scale;
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layout = MobilePortraitFrameLayout(width, height, Settings::values.swap_screen);
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break;
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case Settings::LayoutOption::MobileLandscape:
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if (Settings::values.swap_screen) {
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width = (Core::kScreenBottomWidth + Core::kScreenTopWidth / 2.25f) * res_scale;
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height = Core::kScreenBottomHeight * res_scale;
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} else {
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width = (Core::kScreenTopWidth + Core::kScreenBottomWidth / 2.25f) * res_scale;
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height = Core::kScreenTopHeight * res_scale;
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}
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layout = MobileLandscapeFrameLayout(width, height, Settings::values.swap_screen, 2.25f,
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false);
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break;
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case Settings::LayoutOption::Default:
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default:
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if (Settings::values.upright_screen) {
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@ -360,9 +452,92 @@ FramebufferLayout FrameLayoutFromResolutionScale(u32 res_scale) {
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break;
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}
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}
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if (Settings::values.render_3d == Settings::StereoRenderOption::CardboardVR) {
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layout = Layout::GetCardboardSettings(layout);
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}
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return layout;
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}
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FramebufferLayout GetCardboardSettings(FramebufferLayout layout) {
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FramebufferLayout newLayout = layout;
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float top_screen_left = 0;
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float top_screen_top = 0;
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float bottom_screen_left = 0;
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float bottom_screen_top = 0;
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float cardboardScreenScale = Settings::values.cardboard_screen_size / 100.0f;
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float top_screen_width = layout.top_screen.GetWidth() / 2.0f * cardboardScreenScale;
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float top_screen_height = layout.top_screen.GetHeight() / 2.0f * cardboardScreenScale;
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float bottom_screen_width = layout.bottom_screen.GetWidth() / 2.0f * cardboardScreenScale;
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float bottom_screen_height = layout.bottom_screen.GetHeight() / 2.0f * cardboardScreenScale;
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bool is_swapped = Settings::values.swap_screen;
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bool is_portrait = layout.height > layout.width;
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float cardboardScreenWidth;
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float cardboardScreenHeight;
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switch (Settings::values.layout_option) {
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case Settings::LayoutOption::MobileLandscape:
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case Settings::LayoutOption::SideScreen:
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// If orientation is portrait, only use MobilePortrait
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if (!is_portrait) {
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cardboardScreenWidth = top_screen_width + bottom_screen_width;
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cardboardScreenHeight = is_swapped ? bottom_screen_height : top_screen_height;
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if (is_swapped)
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top_screen_left += bottom_screen_width;
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else
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bottom_screen_left += top_screen_width;
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break;
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} else {
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[[fallthrough]];
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}
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case Settings::LayoutOption::SingleScreen:
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default:
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if (!is_portrait) {
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// Default values when using LayoutOption::SingleScreen
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cardboardScreenWidth = is_swapped ? bottom_screen_width : top_screen_width;
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cardboardScreenHeight = is_swapped ? bottom_screen_height : top_screen_height;
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break;
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} else {
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[[fallthrough]];
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}
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case Settings::LayoutOption::MobilePortrait:
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cardboardScreenWidth = top_screen_width;
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cardboardScreenHeight = top_screen_height + bottom_screen_height;
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bottom_screen_left += (top_screen_width - bottom_screen_width) / 2.0f;
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if (is_swapped)
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top_screen_top += bottom_screen_height;
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else
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bottom_screen_top += top_screen_height;
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break;
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}
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float cardboardMaxXShift = (layout.width / 2.0f - cardboardScreenWidth) / 2.0f;
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float cardboardUserXShift = (Settings::values.cardboard_x_shift / 100.0f) * cardboardMaxXShift;
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float cardboardMaxYShift = ((float)layout.height - cardboardScreenHeight) / 2.0f;
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float cardboardUserYShift = (Settings::values.cardboard_y_shift / 100.0f) * cardboardMaxYShift;
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// Center the screens and apply user Y shift
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newLayout.top_screen.left = top_screen_left + cardboardMaxXShift;
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newLayout.top_screen.top = top_screen_top + cardboardMaxYShift + cardboardUserYShift;
|
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newLayout.bottom_screen.left = bottom_screen_left + cardboardMaxXShift;
|
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newLayout.bottom_screen.top = bottom_screen_top + cardboardMaxYShift + cardboardUserYShift;
|
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|
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// Set the X coordinates for the right eye and apply user X shift
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newLayout.cardboard.top_screen_right_eye = newLayout.top_screen.left - cardboardUserXShift;
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newLayout.top_screen.left += cardboardUserXShift;
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newLayout.cardboard.bottom_screen_right_eye =
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newLayout.bottom_screen.left - cardboardUserXShift;
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newLayout.bottom_screen.left += cardboardUserXShift;
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newLayout.cardboard.user_x_shift = cardboardUserXShift;
|
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|
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// Update right/bottom instead of passing new variables for width/height
|
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newLayout.top_screen.right = newLayout.top_screen.left + top_screen_width;
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newLayout.top_screen.bottom = newLayout.top_screen.top + top_screen_height;
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newLayout.bottom_screen.right = newLayout.bottom_screen.left + bottom_screen_width;
|
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newLayout.bottom_screen.bottom = newLayout.bottom_screen.top + bottom_screen_height;
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return newLayout;
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}
|
||||
|
||||
std::pair<unsigned, unsigned> GetMinimumSizeFromLayout(Settings::LayoutOption layout,
|
||||
bool upright_screen) {
|
||||
unsigned min_width, min_height;
|
||||
|
@ -9,6 +9,13 @@
|
||||
|
||||
namespace Layout {
|
||||
|
||||
/// Describes the horizontal coordinates for the right eye screen when using Cardboard VR
|
||||
struct CardboardSettings {
|
||||
float top_screen_right_eye;
|
||||
float bottom_screen_right_eye;
|
||||
float user_x_shift;
|
||||
};
|
||||
|
||||
/// Describes the layout of the window framebuffer (size and top/bottom screen positions)
|
||||
struct FramebufferLayout {
|
||||
u32 width;
|
||||
@ -19,6 +26,8 @@ struct FramebufferLayout {
|
||||
Common::Rectangle<u32> bottom_screen;
|
||||
bool is_rotated = true;
|
||||
|
||||
CardboardSettings cardboard;
|
||||
|
||||
/**
|
||||
* Returns the ration of pixel size of the top screen, compared to the native size of the 3DS
|
||||
* screen.
|
||||
@ -35,6 +44,29 @@ struct FramebufferLayout {
|
||||
*/
|
||||
FramebufferLayout DefaultFrameLayout(u32 width, u32 height, bool is_swapped, bool upright);
|
||||
|
||||
/**
|
||||
* Factory method for constructing a mobile portrait FramebufferLayout
|
||||
* @param width Window framebuffer width in pixels
|
||||
* @param height Window framebuffer height in pixels
|
||||
* @param is_swapped if true, the bottom screen will be displayed above the top screen
|
||||
* @return Newly created FramebufferLayout object with mobile portrait screen regions initialized
|
||||
*/
|
||||
FramebufferLayout MobilePortraitFrameLayout(u32 width, u32 height, bool is_swapped);
|
||||
|
||||
/**
|
||||
* Factory method for constructing a Frame with the a 4x size Top screen with a 1x size bottom
|
||||
* screen on the right
|
||||
* This is useful in particular because it matches well with a 1920x1080 resolution monitor
|
||||
* @param width Window framebuffer width in pixels
|
||||
* @param height Window framebuffer height in pixels
|
||||
* @param is_swapped if true, the bottom screen will be the large display
|
||||
* @param scale_factor Scale factor to use for bottom screen with respect to top screen
|
||||
* @param center_vertical When true, centers the top and bottom screens vertically
|
||||
* @return Newly created FramebufferLayout object with default screen regions initialized
|
||||
*/
|
||||
FramebufferLayout MobileLandscapeFrameLayout(u32 width, u32 height, bool is_swapped,
|
||||
float scale_factor, bool center_vertical);
|
||||
|
||||
/**
|
||||
* Factory method for constructing a FramebufferLayout with only the top or bottom screen
|
||||
* @param width Window framebuffer width in pixels
|
||||
@ -81,6 +113,13 @@ FramebufferLayout CustomFrameLayout(u32 width, u32 height);
|
||||
*/
|
||||
FramebufferLayout FrameLayoutFromResolutionScale(u32 res_scale);
|
||||
|
||||
/**
|
||||
* Convenience method for transforming a frame layout when using Cardboard VR
|
||||
* @param layout frame layout to transform
|
||||
* @return layout transformed with the user cardboard settings
|
||||
*/
|
||||
FramebufferLayout GetCardboardSettings(FramebufferLayout layout);
|
||||
|
||||
std::pair<unsigned, unsigned> GetMinimumSizeFromLayout(Settings::LayoutOption layout,
|
||||
bool upright_screen);
|
||||
|
||||
|
@ -76,7 +76,7 @@ void UnregisterFactory(const std::string& name) {
|
||||
}
|
||||
|
||||
/**
|
||||
* Create an input device from given paramters.
|
||||
* Create an input device from given parameters.
|
||||
* @tparam InputDeviceType the type of input devices to create
|
||||
* @param params a serialized ParamPackage string contains all parameters for creating the device
|
||||
*/
|
||||
|
@ -33,9 +33,11 @@ void Apply() {
|
||||
VideoCore::g_hw_shader_accurate_mul = values.shaders_accurate_mul;
|
||||
VideoCore::g_use_disk_shader_cache = values.use_disk_shader_cache;
|
||||
|
||||
#ifndef ANDROID
|
||||
if (VideoCore::g_renderer) {
|
||||
VideoCore::g_renderer->UpdateCurrentFramebufferLayout();
|
||||
}
|
||||
#endif
|
||||
|
||||
VideoCore::g_renderer_bg_color_update_requested = true;
|
||||
VideoCore::g_renderer_sampler_update_requested = true;
|
||||
|
@ -24,6 +24,14 @@ enum class LayoutOption {
|
||||
SingleScreen,
|
||||
LargeScreen,
|
||||
SideScreen,
|
||||
|
||||
// Similiar to default, but better for mobile devices in portrait mode. Top screen in clamped to
|
||||
// the top of the frame, and the bottom screen is enlarged to match the top screen.
|
||||
MobilePortrait,
|
||||
|
||||
// Similiar to LargeScreen, but better for mobile devices in landscape mode. The screens are
|
||||
// clamped to the top of the frame, and the bottom screen is a bit bigger.
|
||||
MobileLandscape,
|
||||
};
|
||||
|
||||
enum class MicInputType {
|
||||
@ -32,7 +40,14 @@ enum class MicInputType {
|
||||
Static,
|
||||
};
|
||||
|
||||
enum class StereoRenderOption { Off, SideBySide, Anaglyph, Interlaced, ReverseInterlaced };
|
||||
enum class StereoRenderOption {
|
||||
Off,
|
||||
SideBySide,
|
||||
Anaglyph,
|
||||
Interlaced,
|
||||
ReverseInterlaced,
|
||||
CardboardVR
|
||||
};
|
||||
|
||||
namespace NativeButton {
|
||||
enum Values {
|
||||
@ -182,6 +197,10 @@ struct Values {
|
||||
StereoRenderOption render_3d;
|
||||
std::atomic<u8> factor_3d;
|
||||
|
||||
int cardboard_screen_size;
|
||||
int cardboard_x_shift;
|
||||
int cardboard_y_shift;
|
||||
|
||||
bool filter_mode;
|
||||
std::string pp_shader_name;
|
||||
|
||||
|
@ -11,9 +11,9 @@
|
||||
|
||||
RendererBase::RendererBase(Frontend::EmuWindow& window) : render_window{window} {}
|
||||
RendererBase::~RendererBase() = default;
|
||||
void RendererBase::UpdateCurrentFramebufferLayout() {
|
||||
void RendererBase::UpdateCurrentFramebufferLayout(bool is_portrait_mode) {
|
||||
const Layout::FramebufferLayout& layout = render_window.GetFramebufferLayout();
|
||||
render_window.UpdateCurrentFramebufferLayout(layout.width, layout.height);
|
||||
render_window.UpdateCurrentFramebufferLayout(layout.width, layout.height, is_portrait_mode);
|
||||
}
|
||||
|
||||
void RendererBase::RefreshRasterizerSetting() {
|
||||
|
@ -38,7 +38,7 @@ public:
|
||||
virtual void CleanupVideoDumping() = 0;
|
||||
|
||||
/// Updates the framebuffer layout of the contained render window handle.
|
||||
void UpdateCurrentFramebufferLayout();
|
||||
void UpdateCurrentFramebufferLayout(bool is_portrait_mode = {});
|
||||
|
||||
// Getter/setter functions:
|
||||
// ------------------------
|
||||
|
@ -1016,6 +1016,16 @@ void RendererOpenGL::DrawScreens(const Layout::FramebufferLayout& layout, bool f
|
||||
((float)top_screen.left / 2) + ((float)layout.width / 2),
|
||||
(float)top_screen.top, (float)top_screen.GetWidth() / 2,
|
||||
(float)top_screen.GetHeight());
|
||||
} else if (Settings::values.render_3d == Settings::StereoRenderOption::CardboardVR) {
|
||||
DrawSingleScreenRotated(screen_infos[0], layout.top_screen.left,
|
||||
layout.top_screen.top, layout.top_screen.GetWidth(),
|
||||
layout.top_screen.GetHeight());
|
||||
glUniform1i(uniform_layer, 1);
|
||||
DrawSingleScreenRotated(screen_infos[1],
|
||||
layout.cardboard.top_screen_right_eye +
|
||||
((float)layout.width / 2),
|
||||
layout.top_screen.top, layout.top_screen.GetWidth(),
|
||||
layout.top_screen.GetHeight());
|
||||
} else if (stereo_single_screen) {
|
||||
DrawSingleScreenStereoRotated(
|
||||
screen_infos[0], screen_infos[1], (float)top_screen.left, (float)top_screen.top,
|
||||
@ -1033,6 +1043,14 @@ void RendererOpenGL::DrawScreens(const Layout::FramebufferLayout& layout, bool f
|
||||
((float)top_screen.left / 2) + ((float)layout.width / 2),
|
||||
(float)top_screen.top, (float)top_screen.GetWidth() / 2,
|
||||
(float)top_screen.GetHeight());
|
||||
} else if (Settings::values.render_3d == Settings::StereoRenderOption::CardboardVR) {
|
||||
DrawSingleScreen(screen_infos[0], layout.top_screen.left, layout.top_screen.top,
|
||||
layout.top_screen.GetWidth(), layout.top_screen.GetHeight());
|
||||
glUniform1i(uniform_layer, 1);
|
||||
DrawSingleScreen(screen_infos[1],
|
||||
layout.cardboard.top_screen_right_eye + ((float)layout.width / 2),
|
||||
layout.top_screen.top, layout.top_screen.GetWidth(),
|
||||
layout.top_screen.GetHeight());
|
||||
} else if (stereo_single_screen) {
|
||||
DrawSingleScreenStereo(screen_infos[0], screen_infos[1], (float)top_screen.left,
|
||||
(float)top_screen.top, (float)top_screen.GetWidth(),
|
||||
@ -1056,6 +1074,16 @@ void RendererOpenGL::DrawScreens(const Layout::FramebufferLayout& layout, bool f
|
||||
screen_infos[2], ((float)bottom_screen.left / 2) + ((float)layout.width / 2),
|
||||
(float)bottom_screen.top, (float)bottom_screen.GetWidth() / 2,
|
||||
(float)bottom_screen.GetHeight());
|
||||
} else if (Settings::values.render_3d == Settings::StereoRenderOption::CardboardVR) {
|
||||
DrawSingleScreenRotated(screen_infos[2], layout.bottom_screen.left,
|
||||
layout.bottom_screen.top, layout.bottom_screen.GetWidth(),
|
||||
layout.bottom_screen.GetHeight());
|
||||
glUniform1i(uniform_layer, 1);
|
||||
DrawSingleScreenRotated(screen_infos[2],
|
||||
layout.cardboard.bottom_screen_right_eye +
|
||||
((float)layout.width / 2),
|
||||
layout.bottom_screen.top, layout.bottom_screen.GetWidth(),
|
||||
layout.bottom_screen.GetHeight());
|
||||
} else if (stereo_single_screen) {
|
||||
DrawSingleScreenStereoRotated(screen_infos[2], screen_infos[2],
|
||||
(float)bottom_screen.left, (float)bottom_screen.top,
|
||||
@ -1076,6 +1104,16 @@ void RendererOpenGL::DrawScreens(const Layout::FramebufferLayout& layout, bool f
|
||||
((float)bottom_screen.left / 2) + ((float)layout.width / 2),
|
||||
(float)bottom_screen.top, (float)bottom_screen.GetWidth() / 2,
|
||||
(float)bottom_screen.GetHeight());
|
||||
} else if (Settings::values.render_3d == Settings::StereoRenderOption::CardboardVR) {
|
||||
DrawSingleScreen(screen_infos[2], layout.bottom_screen.left,
|
||||
layout.bottom_screen.top, layout.bottom_screen.GetWidth(),
|
||||
layout.bottom_screen.GetHeight());
|
||||
glUniform1i(uniform_layer, 1);
|
||||
DrawSingleScreen(screen_infos[2],
|
||||
layout.cardboard.bottom_screen_right_eye +
|
||||
((float)layout.width / 2),
|
||||
layout.bottom_screen.top, layout.bottom_screen.GetWidth(),
|
||||
layout.bottom_screen.GetHeight());
|
||||
} else if (stereo_single_screen) {
|
||||
DrawSingleScreenStereo(screen_infos[2], screen_infos[2], (float)bottom_screen.left,
|
||||
(float)bottom_screen.top, (float)bottom_screen.GetWidth(),
|
||||
|
Loading…
Reference in New Issue
Block a user