Merge pull request #5008 from ligfx/aspectheuristic

VideoCommon: rework anamorphic widescreen heuristic
This commit is contained in:
Scott Mansell
2017-04-10 11:30:34 +12:00
committed by GitHub
9 changed files with 80 additions and 46 deletions

View File

@ -55,6 +55,8 @@
#include "VideoCommon/Statistics.h"
#include "VideoCommon/TextureCacheBase.h"
#include "VideoCommon/TextureDecoder.h"
#include "VideoCommon/VertexManagerBase.h"
#include "VideoCommon/VertexShaderManager.h"
#include "VideoCommon/VideoConfig.h"
#include "VideoCommon/XFMemory.h"
@ -89,6 +91,11 @@ Renderer::Renderer(int backbuffer_width, int backbuffer_height)
OSDChoice = 0;
OSDTime = 0;
if (SConfig::GetInstance().bWii)
{
m_aspect_wide = SConfig::GetInstance().m_wii_aspect_ratio != 0;
}
}
Renderer::~Renderer()
@ -457,7 +464,7 @@ float Renderer::CalculateDrawAspectRatio(int target_width, int target_height) co
// The rendering window aspect ratio as a proportion of the 4:3 or 16:9 ratio
if (g_ActiveConfig.iAspectRatio == ASPECT_ANALOG_WIDE ||
(g_ActiveConfig.iAspectRatio != ASPECT_ANALOG && Core::g_aspect_wide))
(g_ActiveConfig.iAspectRatio != ASPECT_ANALOG && m_aspect_wide))
{
return (static_cast<float>(target_width) / static_cast<float>(target_height)) /
AspectToWidescreen(VideoInterface::GetAspectRatio());
@ -532,7 +539,7 @@ void Renderer::UpdateDrawRectangle()
if (g_ActiveConfig.bWidescreenHack)
{
float source_aspect = VideoInterface::GetAspectRatio();
if (Core::g_aspect_wide)
if (m_aspect_wide)
source_aspect = AspectToWidescreen(source_aspect);
float target_aspect;
@ -652,11 +659,10 @@ void Renderer::SetWindowSize(int width, int height)
{
// Force 4:3 or 16:9 by cropping the image.
float current_aspect = scaled_width / scaled_height;
float expected_aspect =
(g_ActiveConfig.iAspectRatio == ASPECT_ANALOG_WIDE ||
(g_ActiveConfig.iAspectRatio != ASPECT_ANALOG && Core::g_aspect_wide)) ?
(16.0f / 9.0f) :
(4.0f / 3.0f);
float expected_aspect = (g_ActiveConfig.iAspectRatio == ASPECT_ANALOG_WIDE ||
(g_ActiveConfig.iAspectRatio != ASPECT_ANALOG && m_aspect_wide)) ?
(16.0f / 9.0f) :
(4.0f / 3.0f);
if (current_aspect > expected_aspect)
{
// keep height, crop width
@ -722,6 +728,22 @@ void Renderer::RecordVideoMemory()
void Renderer::Swap(u32 xfbAddr, u32 fbWidth, u32 fbStride, u32 fbHeight, const EFBRectangle& rc,
u64 ticks, float Gamma)
{
// Heuristic to detect if a GameCube game is in 16:9 anamorphic widescreen mode.
if (!SConfig::GetInstance().bWii)
{
size_t flush_count_4_3, flush_count_anamorphic;
std::tie(flush_count_4_3, flush_count_anamorphic) =
g_vertex_manager->ResetFlushAspectRatioCount();
size_t flush_total = flush_count_4_3 + flush_count_anamorphic;
// 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.
if (m_aspect_wide)
m_aspect_wide = !(flush_count_4_3 > 0.75 * flush_total);
else
m_aspect_wide = flush_count_anamorphic > 0.75 * flush_total;
}
// TODO: merge more generic parts into VideoCommon
SwapImpl(xfbAddr, fbWidth, fbStride, fbHeight, rc, ticks, Gamma);