mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2024-11-14 21:37:52 -07:00
Merge pull request #12435 from Filoppi/fix-aspect-ratio-stuck
Fix aspect ratio heuristics getting stuck to a state
This commit is contained in:
commit
5090a028e6
@ -4,6 +4,7 @@
|
||||
#include "VideoCommon/Widescreen.h"
|
||||
|
||||
#include "Common/ChunkFile.h"
|
||||
#include "Common/Logging/Log.h"
|
||||
#include "Core/Config/SYSCONFSettings.h"
|
||||
#include "Core/System.h"
|
||||
|
||||
@ -13,12 +14,34 @@ std::unique_ptr<WidescreenManager> g_widescreen;
|
||||
|
||||
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(
|
||||
[this](u32 bits) {
|
||||
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");
|
||||
|
||||
@ -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();
|
||||
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
|
||||
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)
|
||||
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 (!g_ActiveConfig.bWidescreenHack)
|
||||
{
|
||||
const auto aspect_mode = g_ActiveConfig.aspect_mode;
|
||||
if (aspect_mode == AspectMode::ForceStandard)
|
||||
m_is_game_widescreen = false;
|
||||
is_game_widescreen = false;
|
||||
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.
|
||||
// Cheats that change the game aspect ratio to natively unsupported ones won't be recognized here.
|
||||
void WidescreenManager::UpdateWidescreenHeuristic()
|
||||
{
|
||||
// Reset to baseline state before the update
|
||||
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.
|
||||
// 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)
|
||||
return;
|
||||
|
||||
Update();
|
||||
std::optional<bool> is_game_widescreen = GetWidescreenOverride();
|
||||
|
||||
// If widescreen hack isn't active and aspect_mode (user setting)
|
||||
// is set to a forced aspect ratio, don't use heuristic.
|
||||
if (!g_ActiveConfig.bWidescreenHack && (g_ActiveConfig.aspect_mode == AspectMode::ForceStandard ||
|
||||
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 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::ForceStandard &&
|
||||
g_ActiveConfig.aspect_mode != AspectMode::ForceWide))
|
||||
{
|
||||
// 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;
|
||||
// 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);
|
||||
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)
|
||||
@ -114,5 +157,6 @@ void WidescreenManager::DoState(PointerWrap& p)
|
||||
if (p.IsReadMode())
|
||||
{
|
||||
m_was_orthographically_anamorphic = false;
|
||||
m_heuristic_state = HeuristicState::Inactive;
|
||||
}
|
||||
}
|
||||
|
@ -24,11 +24,21 @@ public:
|
||||
void DoState(PointerWrap& p);
|
||||
|
||||
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();
|
||||
|
||||
bool m_is_game_widescreen = false;
|
||||
bool m_was_orthographically_anamorphic = false;
|
||||
HeuristicState m_heuristic_state = HeuristicState::Inactive;
|
||||
|
||||
Common::EventHook m_update_widescreen;
|
||||
Common::EventHook m_config_changed;
|
||||
|
Loading…
Reference in New Issue
Block a user