Merge pull request #12435 from Filoppi/fix-aspect-ratio-stuck

Fix aspect ratio heuristics getting stuck to a state
This commit is contained in:
Admiral H. Curtiss 2024-02-20 21:36:43 +01:00 committed by GitHub
commit 5090a028e6
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2 changed files with 100 additions and 46 deletions

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@ -4,6 +4,7 @@
#include "VideoCommon/Widescreen.h" #include "VideoCommon/Widescreen.h"
#include "Common/ChunkFile.h" #include "Common/ChunkFile.h"
#include "Common/Logging/Log.h"
#include "Core/Config/SYSCONFSettings.h" #include "Core/Config/SYSCONFSettings.h"
#include "Core/System.h" #include "Core/System.h"
@ -13,12 +14,34 @@ std::unique_ptr<WidescreenManager> g_widescreen;
WidescreenManager::WidescreenManager() WidescreenManager::WidescreenManager()
{ {
Update(); std::optional<bool> is_game_widescreen = GetWidescreenOverride();
if (is_game_widescreen.has_value())
m_is_game_widescreen = is_game_widescreen.value();
// Throw a warning as unsupported aspect ratio modes have no specific behavior to them
const bool is_valid_suggested_aspect_mode =
g_ActiveConfig.suggested_aspect_mode == AspectMode::Auto ||
g_ActiveConfig.suggested_aspect_mode == AspectMode::ForceStandard ||
g_ActiveConfig.suggested_aspect_mode == AspectMode::ForceWide;
if (!is_valid_suggested_aspect_mode)
{
WARN_LOG_FMT(VIDEO,
"Invalid suggested aspect ratio mode: only Auto, 4:3 and 16:9 are supported");
}
m_config_changed = ConfigChangedEvent::Register( m_config_changed = ConfigChangedEvent::Register(
[this](u32 bits) { [this](u32 bits) {
if (bits & (CONFIG_CHANGE_BIT_ASPECT_RATIO)) if (bits & (CONFIG_CHANGE_BIT_ASPECT_RATIO))
Update(); {
std::optional<bool> is_game_widescreen = GetWidescreenOverride();
// If the widescreen flag isn't being overridden by any settings,
// reset it to default if heuristic aren't running or to the last
// heuristic value if they were running.
if (!is_game_widescreen.has_value())
is_game_widescreen = (m_heuristic_state == HeuristicState::Active_Found_Anamorphic);
if (is_game_widescreen.has_value())
m_is_game_widescreen = is_game_widescreen.value();
}
}, },
"Widescreen"); "Widescreen");
@ -31,80 +54,100 @@ WidescreenManager::WidescreenManager()
} }
} }
void WidescreenManager::Update() std::optional<bool> WidescreenManager::GetWidescreenOverride() const
{ {
std::optional<bool> is_game_widescreen;
auto& system = Core::System::GetInstance(); auto& system = Core::System::GetInstance();
if (system.IsWii()) if (system.IsWii())
m_is_game_widescreen = Config::Get(Config::SYSCONF_WIDESCREEN); is_game_widescreen = Config::Get(Config::SYSCONF_WIDESCREEN);
// suggested_aspect_mode overrides SYSCONF_WIDESCREEN // suggested_aspect_mode overrides SYSCONF_WIDESCREEN
if (g_ActiveConfig.suggested_aspect_mode == AspectMode::ForceStandard) if (g_ActiveConfig.suggested_aspect_mode == AspectMode::ForceStandard)
m_is_game_widescreen = false; is_game_widescreen = false;
else if (g_ActiveConfig.suggested_aspect_mode == AspectMode::ForceWide) else if (g_ActiveConfig.suggested_aspect_mode == AspectMode::ForceWide)
m_is_game_widescreen = true; is_game_widescreen = true;
// If widescreen hack is disabled override game's AR if UI is set to 4:3 or 16:9. // If widescreen hack is disabled override game's AR if UI is set to 4:3 or 16:9.
if (!g_ActiveConfig.bWidescreenHack) if (!g_ActiveConfig.bWidescreenHack)
{ {
const auto aspect_mode = g_ActiveConfig.aspect_mode; const auto aspect_mode = g_ActiveConfig.aspect_mode;
if (aspect_mode == AspectMode::ForceStandard) if (aspect_mode == AspectMode::ForceStandard)
m_is_game_widescreen = false; is_game_widescreen = false;
else if (aspect_mode == AspectMode::ForceWide) else if (aspect_mode == AspectMode::ForceWide)
m_is_game_widescreen = true; is_game_widescreen = true;
} }
return is_game_widescreen;
} }
// Heuristic to detect if a GameCube game is in 16:9 anamorphic widescreen mode. // Heuristic to detect if a GameCube game is in 16:9 anamorphic widescreen mode.
// Cheats that change the game aspect ratio to natively unsupported ones won't be recognized here. // Cheats that change the game aspect ratio to natively unsupported ones won't be recognized here.
void WidescreenManager::UpdateWidescreenHeuristic() void WidescreenManager::UpdateWidescreenHeuristic()
{ {
// Reset to baseline state before the update
const auto flush_statistics = g_vertex_manager->ResetFlushAspectRatioCount(); const auto flush_statistics = g_vertex_manager->ResetFlushAspectRatioCount();
const bool was_orthographically_anamorphic = m_was_orthographically_anamorphic;
m_heuristic_state = HeuristicState::Inactive;
m_was_orthographically_anamorphic = false;
// If suggested_aspect_mode (GameINI) is configured don't use heuristic. // If suggested_aspect_mode (GameINI) is configured don't use heuristic.
// We also don't need to check "GetWidescreenOverride()" in this case as
// nothing would have changed there.
if (g_ActiveConfig.suggested_aspect_mode != AspectMode::Auto) if (g_ActiveConfig.suggested_aspect_mode != AspectMode::Auto)
return; return;
Update(); std::optional<bool> is_game_widescreen = GetWidescreenOverride();
// If widescreen hack isn't active and aspect_mode (user setting) // If widescreen hack isn't active and aspect_mode (UI) is 4:3 or 16:9 don't use heuristic.
// is set to a forced aspect ratio, don't use heuristic. if (g_ActiveConfig.bWidescreenHack || (g_ActiveConfig.aspect_mode != AspectMode::ForceStandard &&
if (!g_ActiveConfig.bWidescreenHack && (g_ActiveConfig.aspect_mode == AspectMode::ForceStandard || g_ActiveConfig.aspect_mode != AspectMode::ForceWide))
g_ActiveConfig.aspect_mode == AspectMode::ForceWide))
return;
// Modify the threshold based on which aspect ratio we're already using:
// If the game's in 4:3, it probably won't switch to anamorphic, and vice-versa.
const u32 transition_threshold = g_ActiveConfig.widescreen_heuristic_transition_threshold;
const auto looks_normal = [transition_threshold](auto& counts) {
return counts.normal_vertex_count > counts.anamorphic_vertex_count * transition_threshold;
};
const auto looks_anamorphic = [transition_threshold](auto& counts) {
return counts.anamorphic_vertex_count > counts.normal_vertex_count * transition_threshold;
};
const auto& persp = flush_statistics.perspective;
const auto& ortho = flush_statistics.orthographic;
const auto ortho_looks_anamorphic = looks_anamorphic(ortho);
if (looks_anamorphic(persp) || ortho_looks_anamorphic)
{ {
// If either perspective or orthographic projections look anamorphic, it's a safe bet. // Modify the threshold based on which aspect ratio we're already using:
m_is_game_widescreen = true; // If the game's in 4:3, it probably won't switch to anamorphic, and vice-versa.
} const u32 transition_threshold = g_ActiveConfig.widescreen_heuristic_transition_threshold;
else if (looks_normal(persp) || (m_was_orthographically_anamorphic && looks_normal(ortho)))
{ const auto looks_normal = [transition_threshold](auto& counts) {
// Many widescreen games (or AR/GeckoCodes) use anamorphic perspective projections return counts.normal_vertex_count > counts.anamorphic_vertex_count * transition_threshold;
// with NON-anamorphic orthographic projections. };
// This can cause incorrect changes to 4:3 when perspective projections are temporarily not const auto looks_anamorphic = [transition_threshold](auto& counts) {
// shown. e.g. Animal Crossing's inventory menu. return counts.anamorphic_vertex_count > counts.normal_vertex_count * transition_threshold;
// Unless we were in a situation which was orthographically anamorphic };
// we won't consider orthographic data for changes from 16:9 to 4:3.
m_is_game_widescreen = false; const auto& persp = flush_statistics.perspective;
const auto& ortho = flush_statistics.orthographic;
const auto ortho_looks_anamorphic = looks_anamorphic(ortho);
const auto persp_looks_normal = looks_normal(persp);
if (looks_anamorphic(persp) || ortho_looks_anamorphic)
{
// If either perspective or orthographic projections look anamorphic, it's a safe bet.
is_game_widescreen = true;
m_heuristic_state = HeuristicState::Active_Found_Anamorphic;
}
else if (persp_looks_normal || looks_normal(ortho))
{
// Many widescreen games (or AR/GeckoCodes) use anamorphic perspective projections
// with NON-anamorphic orthographic projections.
// This can cause incorrect changes to 4:3 when perspective projections are temporarily not
// shown. e.g. Animal Crossing's inventory menu.
// Unless we were in a situation which was orthographically anamorphic
// we won't consider orthographic data for changes from 16:9 to 4:3.
if (persp_looks_normal || was_orthographically_anamorphic)
is_game_widescreen = false;
m_heuristic_state = HeuristicState::Active_Found_Normal;
}
else
{
m_heuristic_state = HeuristicState::Active_NotFound;
}
m_was_orthographically_anamorphic = ortho_looks_anamorphic;
} }
m_was_orthographically_anamorphic = ortho_looks_anamorphic; if (is_game_widescreen.has_value())
m_is_game_widescreen = is_game_widescreen.value();
} }
void WidescreenManager::DoState(PointerWrap& p) void WidescreenManager::DoState(PointerWrap& p)
@ -114,5 +157,6 @@ void WidescreenManager::DoState(PointerWrap& p)
if (p.IsReadMode()) if (p.IsReadMode())
{ {
m_was_orthographically_anamorphic = false; m_was_orthographically_anamorphic = false;
m_heuristic_state = HeuristicState::Inactive;
} }
} }

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@ -24,11 +24,21 @@ public:
void DoState(PointerWrap& p); void DoState(PointerWrap& p);
private: private:
void Update(); enum class HeuristicState
{
Inactive,
Active_NotFound,
Active_Found_Normal,
Active_Found_Anamorphic,
};
// Returns whether the widescreen state wants to change, and its target value
std::optional<bool> GetWidescreenOverride() const;
void UpdateWidescreenHeuristic(); void UpdateWidescreenHeuristic();
bool m_is_game_widescreen = false; bool m_is_game_widescreen = false;
bool m_was_orthographically_anamorphic = false; bool m_was_orthographically_anamorphic = false;
HeuristicState m_heuristic_state = HeuristicState::Inactive;
Common::EventHook m_update_widescreen; Common::EventHook m_update_widescreen;
Common::EventHook m_config_changed; Common::EventHook m_config_changed;