Lime3DS/src/common/framebuffer_layout.cpp

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// Copyright 2016 Citra Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#include <cmath>
#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<float>(height) / width;
float emulation_aspect_ratio = static_cast<float>(VideoCore::kScreenTopHeight * 2) /
VideoCore::kScreenTopWidth;
if (window_aspect_ratio > emulation_aspect_ratio) {
// Window is narrower than the emulation content => apply borders to the top and bottom
int viewport_height = static_cast<int>(std::round(emulation_aspect_ratio * width));
res.top_screen.left = 0;
res.top_screen.right = res.top_screen.left + width;
res.top_screen.top = (height - viewport_height) / 2;
res.top_screen.bottom = res.top_screen.top + viewport_height / 2;
int bottom_width = static_cast<int>((static_cast<float>(VideoCore::kScreenBottomWidth) /
VideoCore::kScreenTopWidth) * (res.top_screen.right - res.top_screen.left));
int bottom_border = ((res.top_screen.right - res.top_screen.left) - bottom_width) / 2;
res.bottom_screen.left = bottom_border;
res.bottom_screen.right = res.bottom_screen.left + bottom_width;
res.bottom_screen.top = res.top_screen.bottom;
res.bottom_screen.bottom = res.bottom_screen.top + viewport_height / 2;
} else {
// Otherwise, apply borders to the left and right sides of the window.
int viewport_width = static_cast<int>(std::round(height / emulation_aspect_ratio));
res.top_screen.left = (width - viewport_width) / 2;
res.top_screen.right = res.top_screen.left + viewport_width;
res.top_screen.top = 0;
res.top_screen.bottom = res.top_screen.top + height / 2;
int bottom_width = static_cast<int>((static_cast<float>(VideoCore::kScreenBottomWidth) /
VideoCore::kScreenTopWidth) * (res.top_screen.right - res.top_screen.left));
int bottom_border = ((res.top_screen.right - res.top_screen.left) - bottom_width) / 2;
res.bottom_screen.left = res.top_screen.left + bottom_border;
res.bottom_screen.right = res.bottom_screen.left + bottom_width;
res.bottom_screen.top = res.top_screen.bottom;
res.bottom_screen.bottom = res.bottom_screen.top + height / 2;
}
return res;
}
static 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<float>(height) / width;
float emulation_aspect_ratio = static_cast<float>(VideoCore::kScreenTopHeight * 2) /
VideoCore::kScreenTopWidth;
if (window_aspect_ratio > emulation_aspect_ratio) {
// Window is narrower than the emulation content => apply borders to the top and bottom
int viewport_height = static_cast<int>(std::round(emulation_aspect_ratio * width));
res.top_screen.left = 0;
res.top_screen.right = res.top_screen.left + width;
int bottom_width = static_cast<int>((static_cast<float>(VideoCore::kScreenBottomWidth) /
VideoCore::kScreenTopWidth) * (res.top_screen.right - res.top_screen.left));
int bottom_border = ((res.top_screen.right - res.top_screen.left) - bottom_width) / 2;
res.bottom_screen.left = bottom_border;
res.bottom_screen.right = res.bottom_screen.left + bottom_width;
res.bottom_screen.top = (height - viewport_height) / 2;
res.bottom_screen.bottom = res.bottom_screen.top + viewport_height / 2;
res.top_screen.top = res.bottom_screen.bottom;
res.top_screen.bottom = res.top_screen.top + viewport_height / 2;
} else {
// Otherwise, apply borders to the left and right sides of the window.
int viewport_width = static_cast<int>(std::round(height / emulation_aspect_ratio));
res.top_screen.left = (width - viewport_width) / 2;
res.top_screen.right = res.top_screen.left + viewport_width;
int bottom_width = static_cast<int>((static_cast<float>(VideoCore::kScreenBottomWidth) /
VideoCore::kScreenTopWidth) * (res.top_screen.right - res.top_screen.left));
int bottom_border = ((res.top_screen.right - res.top_screen.left) - bottom_width) / 2;
res.bottom_screen.left = res.top_screen.left + bottom_border;
res.bottom_screen.right = res.bottom_screen.left + bottom_width;
res.bottom_screen.top = 0;
res.bottom_screen.bottom = res.bottom_screen.top + height / 2;
res.top_screen.top = res.bottom_screen.bottom;
res.top_screen.bottom = res.top_screen.top + height / 2;
}
return res;
}
static FramebufferLayout SingleFrameLayout(unsigned width, unsigned height) {
ASSERT(width > 0);
ASSERT(height > 0);
FramebufferLayout res {width, height, true, false, {}, {}};
float window_aspect_ratio = static_cast<float>(height) / width;
float emulation_aspect_ratio = static_cast<float>(VideoCore::kScreenTopHeight) /
VideoCore::kScreenTopWidth;
if (window_aspect_ratio > emulation_aspect_ratio) {
// Window is narrower than the emulation content => apply borders to the top and bottom
int viewport_height = static_cast<int>(std::round(emulation_aspect_ratio * width));
res.top_screen.left = 0;
res.top_screen.right = res.top_screen.left + width;
res.top_screen.top = (height - viewport_height) / 2;
res.top_screen.bottom = res.top_screen.top + viewport_height;
res.bottom_screen.left = 0;
res.bottom_screen.right = VideoCore::kScreenBottomWidth;
res.bottom_screen.top = 0;
res.bottom_screen.bottom = VideoCore::kScreenBottomHeight;
} else {
// Otherwise, apply borders to the left and right sides of the window.
int viewport_width = static_cast<int>(std::round(height / emulation_aspect_ratio));
res.top_screen.left = (width - viewport_width) / 2;
res.top_screen.right = res.top_screen.left + viewport_width;
res.top_screen.top = 0;
res.top_screen.bottom = res.top_screen.top + height;
// The Rasterizer still depends on these fields to maintain the right aspect ratio
res.bottom_screen.left = 0;
res.bottom_screen.right = VideoCore::kScreenBottomWidth;
res.bottom_screen.top = 0;
res.bottom_screen.bottom = VideoCore::kScreenBottomHeight;
}
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<float>(height) / width;
float emulation_aspect_ratio = static_cast<float>(VideoCore::kScreenBottomHeight) /
VideoCore::kScreenBottomWidth;
if (window_aspect_ratio > emulation_aspect_ratio) {
// Window is narrower than the emulation content => apply borders to the top and bottom
int viewport_height = static_cast<int>(std::round(emulation_aspect_ratio * width));
res.bottom_screen.left = 0;
res.bottom_screen.right = res.bottom_screen.left + width;
res.bottom_screen.top = (height - viewport_height) / 2;
res.bottom_screen.bottom = res.bottom_screen.top + viewport_height;
// The Rasterizer still depends on these fields to maintain the right aspect ratio
res.top_screen.left = 0;
res.top_screen.right = VideoCore::kScreenTopWidth;
res.top_screen.top = 0;
res.top_screen.bottom = VideoCore::kScreenTopHeight;
} else {
// Otherwise, apply borders to the left and right sides of the window.
int viewport_width = static_cast<int>(std::round(height / emulation_aspect_ratio));
res.bottom_screen.left = (width - viewport_width) / 2;
res.bottom_screen.right = res.bottom_screen.left + viewport_width;
res.bottom_screen.top = 0;
res.bottom_screen.bottom = res.bottom_screen.top + height;
res.top_screen.left = 0;
res.top_screen.right = VideoCore::kScreenTopWidth;
res.top_screen.top = 0;
res.top_screen.bottom = VideoCore::kScreenTopHeight;
}
return res;
}
static FramebufferLayout LargeFrameLayout(unsigned width, unsigned height) {
ASSERT(width > 0);
ASSERT(height > 0);
FramebufferLayout res{ width, height, true, true,{},{} };
float window_aspect_ratio = static_cast<float>(width) / height;
float top_screen_aspect_ratio = static_cast<float>(VideoCore::kScreenTopWidth) /
VideoCore::kScreenTopHeight;
int viewport_height = static_cast<int>(std::round((width - VideoCore::kScreenBottomWidth) /
top_screen_aspect_ratio));
int viewport_width = static_cast<int>(std::round((height * top_screen_aspect_ratio) +
VideoCore::kScreenBottomWidth));
float emulation_aspect_ratio = static_cast<float>(width) / viewport_height;
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;
} 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;
}
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<float>(width) / height;
float bottom_screen_aspect_ratio = static_cast<float>(VideoCore::kScreenBottomWidth) /
VideoCore::kScreenBottomHeight;
int viewport_height = static_cast<int>(std::round((width - VideoCore::kScreenTopWidth) /
bottom_screen_aspect_ratio));
int viewport_width = static_cast<int>(std::round((height * bottom_screen_aspect_ratio) +
VideoCore::kScreenTopWidth));
float emulation_aspect_ratio = static_cast<float>(width) / viewport_height;
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;
} 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;
}
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);
}
}