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Video: Make the game resolution (within the window) snap to the XFB size if they are within a ~1 pixel treshold on one axis only.
This takes care of making the image clearer in some edge cases where the game was already running at near perfect 4:3 with no stretching, and the VI aspect ratio didn't match the XFB by one pixel, making the image stretched and blurry. -Video: Fix `FindClosestIntegerResolution() using the window aspect ratio and not the draw aspect ratio, causing it to prefer stretching over black bars in cases when it wasn't desirable.
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@ -69,6 +69,32 @@ static std::tuple<int, int> FindClosestIntegerResolution(float width, float heig
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return std::make_tuple(int_width, int_height);
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}
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static void TryToSnapToXFBSize(int& width, int& height, int xfb_width, int xfb_height)
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{
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// Screen is blanking (e.g. game booting up), nothing to do here
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if (xfb_width == 0 || xfb_height == 0)
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return;
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// If there's only 1 pixel of either horizontal or vertical resolution difference,
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// make the output size match a multiple of the XFB native resolution,
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// to achieve the highest quality (least scaling).
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// The reason why the threshold is 1 pixel (per internal resolution multiplier) is because of
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// minor inaccuracies of the VI aspect ratio (and because some resolutions are rounded
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// while other are floored).
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const unsigned int efb_scale = g_framebuffer_manager->GetEFBScale();
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const unsigned int pixel_difference_width = std::abs(width - xfb_width);
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const unsigned int pixel_difference_height = std::abs(height - xfb_height);
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// We ignore this if there's an offset on both hor and ver size,
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// as then we'd be changing the aspect ratio too much and would need to
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// re-calculate a lot of stuff (like black bars).
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if ((pixel_difference_width <= efb_scale && pixel_difference_height == 0) ||
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(pixel_difference_height <= efb_scale && pixel_difference_width == 0))
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{
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width = xfb_width;
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height = xfb_height;
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}
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}
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Presenter::Presenter()
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{
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m_config_changed =
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@ -114,6 +140,7 @@ bool Presenter::FetchXFB(u32 xfb_addr, u32 fb_width, u32 fb_stride, u32 fb_heigh
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{
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// Game is blanking the screen
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m_xfb_entry.reset();
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m_xfb_rect = MathUtil::Rectangle<int>();
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m_last_xfb_id = std::numeric_limits<u64>::max();
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}
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else
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@ -534,6 +561,7 @@ void Presenter::UpdateDrawRectangle()
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// FIXME: this breaks at very low widget sizes
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// Make ControllerInterface aware of the render window region actually being used
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// to adjust mouse cursor inputs.
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// This also fails to acknowledge "g_ActiveConfig.bCrop".
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g_controller_interface.SetAspectRatioAdjustment(draw_aspect_ratio / win_aspect_ratio);
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float draw_width = draw_aspect_ratio;
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@ -576,10 +604,20 @@ void Presenter::UpdateDrawRectangle()
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}
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else
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{
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// Find the best integer resolution: the closest aspect ratio with the least black bars
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const float updated_draw_aspect_ratio = draw_width / draw_height;
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const auto int_draw_res =
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FindClosestIntegerResolution(draw_width, draw_height, win_aspect_ratio);
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FindClosestIntegerResolution(draw_width, draw_height, updated_draw_aspect_ratio);
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int_draw_width = std::get<0>(int_draw_res);
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int_draw_height = std::get<1>(int_draw_res);
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if (!g_ActiveConfig.bCrop)
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{
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TryToSnapToXFBSize(int_draw_width, int_draw_height, m_xfb_rect.GetWidth(),
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m_xfb_rect.GetHeight());
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// We can't draw something bigger than the window, it will crop
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int_draw_width = std::min(int_draw_width, static_cast<int>(win_width));
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int_draw_height = std::min(int_draw_height, static_cast<int>(win_height));
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}
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}
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m_target_rectangle.left = static_cast<int>(std::round(win_width / 2.0 - int_draw_width / 2.0));
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@ -620,13 +658,14 @@ std::tuple<int, int> Presenter::CalculateOutputDimensions(int width, int height,
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if (!allow_stretch && aspect_mode == AspectMode::Stretch)
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aspect_mode = AspectMode::Auto;
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// Find the closest integer aspect ratio,
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// this avoids a small black line from being drawn on one of the four edges
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if (!g_ActiveConfig.bCrop && aspect_mode != AspectMode::Stretch)
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{
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// Find the closest integer resolution for the aspect ratio,
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// this avoids a small black line from being drawn on one of the four edges
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const float draw_aspect_ratio = CalculateDrawAspectRatio(allow_stretch);
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const auto [int_width, int_height] =
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auto [int_width, int_height] =
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FindClosestIntegerResolution(scaled_width, scaled_height, draw_aspect_ratio);
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TryToSnapToXFBSize(int_width, int_height, m_xfb_rect.GetWidth(), m_xfb_rect.GetHeight());
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width = int_width;
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height = int_height;
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}
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