Merge pull request #12170 from Filoppi/custom_aspect_ratio

Add support for custom aspect ratios
This commit is contained in:
Admiral H. Curtiss
2023-12-18 05:19:06 +01:00
committed by GitHub
16 changed files with 209 additions and 88 deletions

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@ -4,6 +4,7 @@
#include "VideoCommon/Present.h"
#include "Common/ChunkFile.h"
#include "Core/Config/GraphicsSettings.h"
#include "Core/HW/VideoInterface.h"
#include "Core/Host.h"
#include "Core/System.h"
@ -13,6 +14,7 @@
#include "Present.h"
#include "VideoCommon/AbstractGfx.h"
#include "VideoCommon/FrameDumper.h"
#include "VideoCommon/FramebufferManager.h"
#include "VideoCommon/OnScreenUI.h"
#include "VideoCommon/PostProcessing.h"
#include "VideoCommon/Statistics.h"
@ -28,9 +30,10 @@ static constexpr int VIDEO_ENCODER_LCM = 4;
namespace VideoCommon
{
static float AspectToWidescreen(float aspect)
// Stretches the native/internal analog resolution aspect ratio from ~4:3 to ~16:9
static float SourceAspectRatioToWidescreen(float source_aspect)
{
return aspect * ((16.0f / 9.0f) / (4.0f / 3.0f));
return source_aspect * ((16.0f / 9.0f) / (4.0f / 3.0f));
}
static std::tuple<int, int> FindClosestIntegerResolution(float width, float height,
@ -201,20 +204,46 @@ void Presenter::ProcessFrameDumping(u64 ticks) const
void Presenter::SetBackbuffer(int backbuffer_width, int backbuffer_height)
{
const bool is_first = m_backbuffer_width == 0 && m_backbuffer_height == 0;
const bool size_changed =
(m_backbuffer_width != backbuffer_width || m_backbuffer_height != backbuffer_height);
m_backbuffer_width = backbuffer_width;
m_backbuffer_height = backbuffer_height;
UpdateDrawRectangle();
OnBackbufferSet(size_changed, is_first);
}
void Presenter::SetBackbuffer(SurfaceInfo info)
{
const bool is_first = m_backbuffer_width == 0 && m_backbuffer_height == 0;
const bool size_changed =
(m_backbuffer_width != (int)info.width || m_backbuffer_height != (int)info.height);
m_backbuffer_width = info.width;
m_backbuffer_height = info.height;
m_backbuffer_scale = info.scale;
m_backbuffer_format = info.format;
if (m_onscreen_ui)
m_onscreen_ui->SetScale(info.scale);
OnBackbufferSet(size_changed, is_first);
}
void Presenter::OnBackbufferSet(bool size_changed, bool is_first_set)
{
UpdateDrawRectangle();
// Automatically update the resolution scale if the window size changed,
// or if the game XFB resolution changed.
if (size_changed && !is_first_set && g_ActiveConfig.iEFBScale == EFB_SCALE_AUTO_INTEGRAL &&
m_auto_resolution_scale != AutoIntegralScale())
{
g_framebuffer_manager->RecreateEFBFramebuffer();
}
if (size_changed || is_first_set)
{
m_auto_resolution_scale = AutoIntegralScale();
}
}
void Presenter::ConfigChanged(u32 changed_bits)
@ -292,15 +321,22 @@ float Presenter::CalculateDrawAspectRatio(bool allow_stretch) const
return (static_cast<float>(m_backbuffer_width) / static_cast<float>(m_backbuffer_height));
auto& vi = Core::System::GetInstance().GetVideoInterface();
const float aspect_ratio = vi.GetAspectRatio();
const float source_aspect_ratio = vi.GetAspectRatio();
if (aspect_mode == AspectMode::AnalogWide ||
// This will scale up the source ~4:3 resolution to its equivalent ~16:9 resolution
if (aspect_mode == AspectMode::ForceWide ||
(aspect_mode == AspectMode::Auto && g_widescreen->IsGameWidescreen()))
{
return AspectToWidescreen(aspect_ratio);
return SourceAspectRatioToWidescreen(source_aspect_ratio);
}
// For the "custom" mode, we force the exact target aspect ratio, without
// acknowleding the difference between the source aspect ratio and 4:3.
else if (aspect_mode == AspectMode::Custom)
{
return g_ActiveConfig.GetCustomAspectRatio();
}
return aspect_ratio;
return source_aspect_ratio;
}
void Presenter::AdjustRectanglesToFitBounds(MathUtil::Rectangle<int>* target_rect,
@ -365,38 +401,29 @@ void* Presenter::GetNewSurfaceHandle()
u32 Presenter::AutoIntegralScale() const
{
const float efb_aspect_ratio = static_cast<float>(EFB_WIDTH) / EFB_HEIGHT;
const float target_aspect_ratio =
static_cast<float>(m_target_rectangle.GetWidth()) / m_target_rectangle.GetHeight();
u32 target_width;
u32 target_height;
// Instead of using the entire window (back buffer) resolution,
// find the portion of it that will actually contain the EFB output,
// and ignore the portion that will likely have black bars.
if (target_aspect_ratio >= efb_aspect_ratio)
{
target_height = m_target_rectangle.GetHeight();
target_width = static_cast<u32>(
std::round((static_cast<float>(m_target_rectangle.GetWidth()) / target_aspect_ratio) *
efb_aspect_ratio));
}
// Take the source resolution (XFB) and stretch it on the target aspect ratio.
// If the target resolution is larger (on either x or y), we scale the source
// by a integer multiplier until it won't have to be scaled up anymore.
u32 source_width = m_last_xfb_width;
u32 source_height = m_last_xfb_height;
const u32 target_width = m_target_rectangle.GetWidth();
const u32 target_height = m_target_rectangle.GetHeight();
const float source_aspect_ratio = (float)source_width / source_height;
const float target_aspect_ratio = (float)target_width / target_height;
if (source_aspect_ratio >= target_aspect_ratio)
source_width = std::round(source_height * target_aspect_ratio);
else
{
target_width = m_target_rectangle.GetWidth();
target_height = static_cast<u32>(
std::round((static_cast<float>(m_target_rectangle.GetHeight()) * target_aspect_ratio) /
efb_aspect_ratio));
}
// Calculate a scale based on the adjusted window size
u32 width = EFB_WIDTH * target_width / m_last_xfb_width;
u32 height = EFB_HEIGHT * target_height / m_last_xfb_height;
return std::max((width - 1) / EFB_WIDTH + 1, (height - 1) / EFB_HEIGHT + 1);
source_height = std::round(source_width / target_aspect_ratio);
const u32 width_scale =
source_width > 0 ? ((target_width + (source_width - 1)) / source_width) : 1;
const u32 height_scale =
source_height > 0 ? ((target_height + (source_height - 1)) / source_height) : 1;
// Limit to the max to avoid creating textures larger than their max supported resolution.
return std::min(std::max(width_scale, height_scale),
static_cast<u32>(Config::Get(Config::GFX_MAX_EFB_SCALE)));
}
void Presenter::SetWindowSize(int width, int height)
void Presenter::SetSuggestedWindowSize(int width, int height)
{
// While trying to guess the best window resolution, we can't allow it to use the
// "AspectMode::Stretch" setting because that would self influence the output result,
@ -414,7 +441,7 @@ void Presenter::SetWindowSize(int width, int height)
Host_RequestRenderWindowSize(out_width, out_height);
}
// Crop to exactly 16:9 or 4:3 if enabled and not AspectMode::Stretch.
// Crop to exact forced aspect ratios if enabled and not AspectMode::Stretch.
std::tuple<float, float> Presenter::ApplyStandardAspectCrop(float width, float height,
bool allow_stretch) const
{
@ -426,13 +453,28 @@ std::tuple<float, float> Presenter::ApplyStandardAspectCrop(float width, float h
if (!g_ActiveConfig.bCrop || aspect_mode == AspectMode::Stretch)
return {width, height};
// Force 4:3 or 16:9 by cropping the image.
// Force aspect ratios by cropping the image.
const float current_aspect = width / height;
const float expected_aspect =
(aspect_mode == AspectMode::AnalogWide ||
(aspect_mode == AspectMode::Auto && g_widescreen->IsGameWidescreen())) ?
(16.0f / 9.0f) :
(4.0f / 3.0f);
float expected_aspect;
switch (aspect_mode)
{
default:
case AspectMode::Auto:
expected_aspect = g_widescreen->IsGameWidescreen() ? (16.0f / 9.0f) : (4.0f / 3.0f);
break;
case AspectMode::ForceWide:
expected_aspect = 16.0f / 9.0f;
break;
case AspectMode::ForceStandard:
expected_aspect = 4.0f / 3.0f;
break;
// There should be no cropping needed in the custom case,
// as output should always exactly match the target aspect ratio
case AspectMode::Custom:
expected_aspect = g_ActiveConfig.GetCustomAspectRatio();
break;
}
if (current_aspect > expected_aspect)
{
// keep height, crop width
@ -457,11 +499,13 @@ void Presenter::UpdateDrawRectangle()
if (g_ActiveConfig.bWidescreenHack)
{
auto& vi = Core::System::GetInstance().GetVideoInterface();
float source_aspect = vi.GetAspectRatio();
float source_aspect_ratio = vi.GetAspectRatio();
// If the game is meant to be in widescreen (or forced to),
// scale the source aspect ratio to it.
if (g_widescreen->IsGameWidescreen())
source_aspect = AspectToWidescreen(source_aspect);
source_aspect_ratio = SourceAspectRatioToWidescreen(source_aspect_ratio);
const float adjust = source_aspect / draw_aspect_ratio;
const float adjust = source_aspect_ratio / draw_aspect_ratio;
if (adjust > 1)
{
// Vert+
@ -652,7 +696,7 @@ void Presenter::Present()
// Update the window size based on the frame that was just rendered.
// Due to depending on guest state, we need to call this every frame.
SetWindowSize(m_xfb_rect.GetWidth(), m_xfb_rect.GetHeight());
SetSuggestedWindowSize(m_xfb_rect.GetWidth(), m_xfb_rect.GetHeight());
}
return;
}
@ -694,7 +738,7 @@ void Presenter::Present()
{
// Update the window size based on the frame that was just rendered.
// Due to depending on guest state, we need to call this every frame.
SetWindowSize(m_xfb_rect.GetWidth(), m_xfb_rect.GetHeight());
SetSuggestedWindowSize(m_xfb_rect.GetWidth(), m_xfb_rect.GetHeight());
}
if (m_onscreen_ui)

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@ -46,18 +46,20 @@ public:
void ConfigChanged(u32 changed_bits);
// Display resolution
// Window resolution (display resolution if fullscreen)
int GetBackbufferWidth() const { return m_backbuffer_width; }
int GetBackbufferHeight() const { return m_backbuffer_height; }
float GetBackbufferScale() const { return m_backbuffer_scale; }
u32 AutoIntegralScale() const;
AbstractTextureFormat GetBackbufferFormat() const { return m_backbuffer_format; }
void SetWindowSize(int width, int height);
void SetSuggestedWindowSize(int width, int height);
void SetBackbuffer(int backbuffer_width, int backbuffer_height);
void SetBackbuffer(SurfaceInfo info);
void OnBackbufferSet(bool size_changed, bool is_first_set);
void UpdateDrawRectangle();
// Returns the target aspect ratio the XFB output should be drawn with.
float CalculateDrawAspectRatio(bool allow_stretch = true) const;
// Crops the target rectangle to the framebuffer dimensions, reducing the size of the source
@ -103,6 +105,8 @@ private:
void ProcessFrameDumping(u64 ticks) const;
void OnBackBufferSizeChanged();
std::tuple<int, int> CalculateOutputDimensions(int width, int height,
bool allow_stretch = true) const;
std::tuple<float, float> ApplyStandardAspectCrop(float width, float height,
@ -126,15 +130,20 @@ private:
Common::Flag m_surface_changed;
Common::Flag m_surface_resized;
// The presentation rectangle.
// Width and height correspond to the final output resolution.
// Offsets imply black borders (if the window aspect ratio doesn't match the game's one).
MathUtil::Rectangle<int> m_target_rectangle = {};
u32 m_auto_resolution_scale = 1;
RcTcacheEntry m_xfb_entry;
MathUtil::Rectangle<int> m_xfb_rect;
// Tracking of XFB textures so we don't render duplicate frames.
u64 m_last_xfb_id = std::numeric_limits<u64>::max();
// These will be set on the first call to SetWindowSize.
// These will be set on the first call to SetSuggestedWindowSize.
int m_last_window_request_width = 0;
int m_last_window_request_height = 0;

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@ -91,8 +91,9 @@ static bool IsAnamorphicProjection(const Projection::Raw& projection, const View
const VideoConfig& config)
{
// If ratio between our projection and viewport aspect ratios is similar to 16:9 / 4:3
// we have an anamorphic projection. This value can be overridden
// by a GameINI.
// we have an anamorphic projection. This value can be overridden by a GameINI.
// Game cheats that change the aspect ratio to natively unsupported ones
// won't be automatically recognized here.
return std::abs(CalculateProjectionViewportRatio(projection, viewport) -
config.widescreen_heuristic_widescreen_ratio) <

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@ -85,6 +85,8 @@ void VideoConfig::Refresh()
bWidescreenHack = Config::Get(Config::GFX_WIDESCREEN_HACK);
aspect_mode = Config::Get(Config::GFX_ASPECT_RATIO);
custom_aspect_width = Config::Get(Config::GFX_CUSTOM_ASPECT_RATIO_WIDTH);
custom_aspect_height = Config::Get(Config::GFX_CUSTOM_ASPECT_RATIO_HEIGHT);
suggested_aspect_mode = Config::Get(Config::GFX_SUGGESTED_ASPECT_RATIO);
widescreen_heuristic_transition_threshold =
Config::Get(Config::GFX_WIDESCREEN_HEURISTIC_TRANSITION_THRESHOLD);
@ -287,6 +289,7 @@ void CheckForConfigChanges()
const u32 old_game_mod_changes =
g_ActiveConfig.graphics_mod_config ? g_ActiveConfig.graphics_mod_config->GetChangeCount() : 0;
const bool old_graphics_mods_enabled = g_ActiveConfig.bGraphicMods;
const AspectMode old_aspect_mode = g_ActiveConfig.aspect_mode;
const AspectMode old_suggested_aspect_mode = g_ActiveConfig.suggested_aspect_mode;
const bool old_widescreen_hack = g_ActiveConfig.bWidescreenHack;
const auto old_post_processing_shader = g_ActiveConfig.sPostProcessingShader;
@ -336,6 +339,8 @@ void CheckForConfigChanges()
changed_bits |= CONFIG_CHANGE_BIT_BBOX;
if (old_efb_scale != g_ActiveConfig.iEFBScale)
changed_bits |= CONFIG_CHANGE_BIT_TARGET_SIZE;
if (old_aspect_mode != g_ActiveConfig.aspect_mode)
changed_bits |= CONFIG_CHANGE_BIT_ASPECT_RATIO;
if (old_suggested_aspect_mode != g_ActiveConfig.suggested_aspect_mode)
changed_bits |= CONFIG_CHANGE_BIT_ASPECT_RATIO;
if (old_widescreen_hack != g_ActiveConfig.bWidescreenHack)

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@ -21,10 +21,11 @@ constexpr int EFB_SCALE_AUTO_INTEGRAL = 0;
enum class AspectMode : int
{
Auto,
AnalogWide,
Analog,
Auto, // 4:3 or 16:9
ForceWide, // 16:9
ForceStandard, // 4:3
Stretch,
Custom,
};
enum class StereoMode : int
@ -105,6 +106,8 @@ struct VideoConfig final
bool bVSyncActive = false;
bool bWidescreenHack = false;
AspectMode aspect_mode{};
int custom_aspect_width = 1;
int custom_aspect_height = 1;
AspectMode suggested_aspect_mode{};
u32 widescreen_heuristic_transition_threshold = 0;
float widescreen_heuristic_aspect_ratio_slop = 0.f;
@ -365,6 +368,8 @@ struct VideoConfig final
bool UsingUberShaders() const;
u32 GetShaderCompilerThreads() const;
u32 GetShaderPrecompilerThreads() const;
float GetCustomAspectRatio() const { return (float)custom_aspect_width / custom_aspect_height; }
};
extern VideoConfig g_Config;

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@ -36,23 +36,24 @@ void WidescreenManager::Update()
m_is_game_widescreen = Config::Get(Config::SYSCONF_WIDESCREEN);
// suggested_aspect_mode overrides SYSCONF_WIDESCREEN
if (g_ActiveConfig.suggested_aspect_mode == AspectMode::Analog)
if (g_ActiveConfig.suggested_aspect_mode == AspectMode::ForceStandard)
m_is_game_widescreen = false;
else if (g_ActiveConfig.suggested_aspect_mode == AspectMode::AnalogWide)
else if (g_ActiveConfig.suggested_aspect_mode == AspectMode::ForceWide)
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)
if (aspect_mode == AspectMode::ForceStandard)
m_is_game_widescreen = false;
else if (aspect_mode == AspectMode::AnalogWide)
else if (aspect_mode == AspectMode::ForceWide)
m_is_game_widescreen = true;
}
}
// 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()
{
const auto flush_statistics = g_vertex_manager->ResetFlushAspectRatioCount();
@ -63,9 +64,10 @@ void WidescreenManager::UpdateWidescreenHeuristic()
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))
// 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:

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@ -11,11 +11,14 @@
class PointerWrap;
// This class is responsible for tracking the game's aspect ratio.
// This exclusively supports 4:3 or 16:9 detection by default.
class WidescreenManager
{
public:
WidescreenManager();
// Just a helper to tell whether the game seems to be running in widescreen,
// or if it's being forced to.
bool IsGameWidescreen() const { return m_is_game_widescreen; }
void DoState(PointerWrap& p);