Changed the aspect ratio settings to account for NTSC/PAL pixel aspect ratios and VI scaling.

This commit is contained in:
mirrorbender
2015-07-20 20:12:29 -04:00
parent ab2e68aa16
commit 0faba3b018
9 changed files with 126 additions and 38 deletions

View File

@ -28,6 +28,8 @@
#include "Core/Movie.h"
#include "Core/FifoPlayer/FifoRecorder.h"
#include "Core/HW/VideoInterface.h"
#include "VideoCommon/AVIDump.h"
#include "VideoCommon/BPMemory.h"
#include "VideoCommon/CommandProcessor.h"
@ -44,6 +46,7 @@
#include "VideoCommon/VideoConfig.h"
#include "VideoCommon/XFMemory.h"
// TODO: Move these out of here.
int frameCount;
int OSDChoice;
@ -360,15 +363,14 @@ void Renderer::DrawDebugText()
case ASPECT_AUTO:
ar_text = "Auto";
break;
case ASPECT_FORCE_16_9:
ar_text = "16:9";
break;
case ASPECT_FORCE_4_3:
ar_text = "4:3";
break;
case ASPECT_STRETCH:
ar_text = "Stretch";
break;
case ASPECT_ANALOG:
ar_text = "Force 4:3";
break;
case ASPECT_ANALOG_WIDE:
ar_text = "Force 16:9";
}
const char* const efbcopy_text = g_ActiveConfig.bSkipEFBCopyToRam ? "to Texture" : "to RAM";
@ -425,31 +427,27 @@ void Renderer::UpdateDrawRectangle(int backbuffer_width, int backbuffer_height)
const float WinWidth = FloatGLWidth;
const float WinHeight = FloatGLHeight;
// Handle aspect ratio.
// Default to auto.
bool use16_9 = g_aspect_wide;
// Update aspect ratio hack values
// Won't take effect until next frame
// Don't know if there is a better place for this code so there isn't a 1 frame delay
if (g_ActiveConfig.bWidescreenHack)
{
float source_aspect = use16_9 ? (16.0f / 9.0f) : (4.0f / 3.0f);
float source_aspect = VideoInterface::GetAspectRatio(g_aspect_wide);
float target_aspect;
switch (g_ActiveConfig.iAspectRatio)
{
case ASPECT_FORCE_16_9:
target_aspect = 16.0f / 9.0f;
break;
case ASPECT_FORCE_4_3:
target_aspect = 4.0f / 3.0f;
break;
case ASPECT_STRETCH:
target_aspect = WinWidth / WinHeight;
break;
case ASPECT_ANALOG:
target_aspect = VideoInterface::GetAspectRatio(false);
break;
case ASPECT_ANALOG_WIDE:
target_aspect = VideoInterface::GetAspectRatio(true);
break;
default:
// ASPECT_AUTO == no hacking
// ASPECT_AUTO
target_aspect = source_aspect;
break;
}
@ -476,16 +474,23 @@ void Renderer::UpdateDrawRectangle(int backbuffer_width, int backbuffer_height)
}
// Check for force-settings and override.
if (g_ActiveConfig.iAspectRatio == ASPECT_FORCE_16_9)
use16_9 = true;
else if (g_ActiveConfig.iAspectRatio == ASPECT_FORCE_4_3)
use16_9 = false;
// The rendering window aspect ratio as a proportion of the 4:3 or 16:9 ratio
float Ratio;
switch (g_ActiveConfig.iAspectRatio)
{
case ASPECT_ANALOG_WIDE:
Ratio = (WinWidth / WinHeight) / VideoInterface::GetAspectRatio(true);
break;
case ASPECT_ANALOG:
Ratio = (WinWidth / WinHeight) / VideoInterface::GetAspectRatio(false);
break;
default:
Ratio = (WinWidth / WinHeight) / VideoInterface::GetAspectRatio(g_aspect_wide);
break;
}
if (g_ActiveConfig.iAspectRatio != ASPECT_STRETCH)
{
// The rendering window aspect ratio as a proportion of the 4:3 or 16:9 ratio
float Ratio = (WinWidth / WinHeight) / (!use16_9 ? (4.0f / 3.0f) : (16.0f / 9.0f));
// Check if height or width is the limiting factor. If ratio > 1 the picture is too wide and have to limit the width.
if (Ratio > 1.0f)
{
// Scale down and center in the X direction.
@ -502,12 +507,27 @@ void Renderer::UpdateDrawRectangle(int backbuffer_width, int backbuffer_height)
}
// -----------------------------------------------------------------------
// Crop the picture from 4:3 to 5:4 or from 16:9 to 16:10.
// Crop the picture from Analog to 4:3 or from Analog (Wide) to 16:9.
// Output: FloatGLWidth, FloatGLHeight, FloatXOffset, FloatYOffset
// ------------------
if (g_ActiveConfig.iAspectRatio != ASPECT_STRETCH && g_ActiveConfig.bCrop)
{
float Ratio = !use16_9 ? ((4.0f / 3.0f) / (5.0f / 4.0f)) : (((16.0f / 9.0f) / (16.0f / 10.0f)));
switch (g_ActiveConfig.iAspectRatio)
{
case ASPECT_ANALOG_WIDE:
Ratio = (16.0f / 9.0f) / VideoInterface::GetAspectRatio(true);
break;
case ASPECT_ANALOG:
Ratio = (4.0f / 3.0f) / VideoInterface::GetAspectRatio(false);
break;
default:
Ratio = (!g_aspect_wide ? (4.0f / 3.0f) : (16.0f / 9.0f)) / VideoInterface::GetAspectRatio(g_aspect_wide);
break;
}
if (Ratio <= 1.0f)
{
Ratio = 1.0f / Ratio;
}
// The width and height we will add (calculate this before FloatGLWidth and FloatGLHeight is adjusted)
float IncreasedWidth = (Ratio - 1.0f) * FloatGLWidth;
float IncreasedHeight = (Ratio - 1.0f) * FloatGLHeight;