dolphin/Source/Core/VideoCommon/Widescreen.cpp

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// Copyright 2023 Dolphin Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#include "VideoCommon/Widescreen.h"
#include "Common/ChunkFile.h"
#include "Core/Config/SYSCONFSettings.h"
#include "Core/ConfigManager.h"
#include "VideoCommon/VertexManagerBase.h"
std::unique_ptr<WidescreenManager> g_widescreen;
WidescreenManager::WidescreenManager()
{
Update();
m_config_changed = ConfigChangedEvent::Register([this](u32 bits) {
if (bits & (CONFIG_CHANGE_BIT_ASPECT_RATIO))
Update();
}, "Widescreen");
// VertexManager doesn't maintain statistics in Wii mode.
if (!SConfig::GetInstance().bWii)
{
m_update_widescreen =
AfterFrameEvent::Register([this] { UpdateWidescreenHeuristic(); }, "WideScreen Heuristic");
}
}
void WidescreenManager::Update()
{
if (SConfig::GetInstance().bWii)
m_is_game_widescreen = Config::Get(Config::SYSCONF_WIDESCREEN);
// suggested_aspect_mode overrides SYSCONF_WIDESCREEN
if (g_ActiveConfig.suggested_aspect_mode == AspectMode::Analog)
m_is_game_widescreen = false;
else if (g_ActiveConfig.suggested_aspect_mode == AspectMode::AnalogWide)
m_is_game_widescreen = true;
// If widescreen hack is disabled override game's AR if UI is set to 4:3 or 16:9.
if (!g_ActiveConfig.bWidescreenHack)
{
const auto aspect_mode = g_ActiveConfig.aspect_mode;
if (aspect_mode == AspectMode::Analog)
m_is_game_widescreen = false;
else if (aspect_mode == AspectMode::AnalogWide)
m_is_game_widescreen = true;
}
}
// Heuristic to detect if a GameCube game is in 16:9 anamorphic widescreen mode.
void WidescreenManager::UpdateWidescreenHeuristic()
{
const auto flush_statistics = g_vertex_manager->ResetFlushAspectRatioCount();
// If suggested_aspect_mode (GameINI) is configured don't use heuristic.
if (g_ActiveConfig.suggested_aspect_mode != AspectMode::Auto)
return;
Update();
// If widescreen hack isn't active and aspect_mode (UI) is 4:3 or 16:9 don't use heuristic.
if (!g_ActiveConfig.bWidescreenHack && (g_ActiveConfig.aspect_mode == AspectMode::Analog ||
g_ActiveConfig.aspect_mode == AspectMode::AnalogWide))
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.
static constexpr u32 TRANSITION_THRESHOLD = 3;
const auto looks_normal = [](auto& counts) {
return counts.normal_vertex_count > counts.anamorphic_vertex_count * TRANSITION_THRESHOLD;
};
const auto looks_anamorphic = [](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.
m_is_game_widescreen = true;
}
else if (looks_normal(persp) || (m_was_orthographically_anamorphic && 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.
m_is_game_widescreen = false;
}
m_was_orthographically_anamorphic = ortho_looks_anamorphic;
}
void WidescreenManager::DoState(PointerWrap& p)
{
p.Do(m_is_game_widescreen);
if (p.IsReadMode())
{
m_was_orthographically_anamorphic = false;
}
}