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VertexManagerBase: Allow widecreen heuristic constants to be overriden by onion config
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@ -76,26 +76,26 @@ constexpr Common::EnumMap<PrimitiveType, Primitive::GX_DRAW_POINTS> primitive_fr
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// by ~9% in opposite directions.
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// Just in case any game decides to take this into account, we do both these
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// tests with a large amount of slop.
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static constexpr float ASPECT_RATIO_SLOP = 0.11f;
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static bool IsAnamorphicProjection(const Projection::Raw& projection, const Viewport& viewport)
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static bool IsAnamorphicProjection(const Projection::Raw& projection, const Viewport& viewport,
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const float ideal_ratio, const float slop)
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{
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// If ratio between our projection and viewport aspect ratios is similar to 16:9 / 4:3
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// we have an anamorphic projection.
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static constexpr float IDEAL_RATIO = (16 / 9.f) / (4 / 3.f);
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// (the "ideal ratio"), we have an anamorphic projection. This value can be overridden
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// by a GameINI.
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const float projection_ar = projection[2] / projection[0];
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const float viewport_ar = viewport.wd / viewport.ht;
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return std::abs(std::abs(projection_ar / viewport_ar) - IDEAL_RATIO) <
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IDEAL_RATIO * ASPECT_RATIO_SLOP;
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return std::abs(std::abs(projection_ar / viewport_ar) - ideal_ratio) < ideal_ratio * slop;
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}
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static bool IsNormalProjection(const Projection::Raw& projection, const Viewport& viewport)
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static bool IsNormalProjection(const Projection::Raw& projection, const Viewport& viewport,
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const float slop)
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{
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const float projection_ar = projection[2] / projection[0];
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const float viewport_ar = viewport.wd / viewport.ht;
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return std::abs(std::abs(projection_ar / viewport_ar) - 1) < ASPECT_RATIO_SLOP;
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return std::abs(std::abs(projection_ar / viewport_ar) - 1) < slop;
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}
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VertexManagerBase::VertexManagerBase()
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@ -507,12 +507,15 @@ void VertexManagerBase::Flush()
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auto& counts =
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is_perspective ? m_flush_statistics.perspective : m_flush_statistics.orthographic;
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if (IsAnamorphicProjection(xfmem.projection.rawProjection, xfmem.viewport))
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const float ideal_ratio = g_ActiveConfig.widescreen_heuristic_aspect_ratio_ideal;
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const float slop = g_ActiveConfig.widescreen_heuristic_aspect_ratio_slop;
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if (IsAnamorphicProjection(xfmem.projection.rawProjection, xfmem.viewport, ideal_ratio, slop))
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{
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++counts.anamorphic_flush_count;
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counts.anamorphic_vertex_count += m_index_generator.GetIndexLen();
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}
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else if (IsNormalProjection(xfmem.projection.rawProjection, xfmem.viewport))
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else if (IsNormalProjection(xfmem.projection.rawProjection, xfmem.viewport, slop))
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{
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++counts.normal_flush_count;
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counts.normal_vertex_count += m_index_generator.GetIndexLen();
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