Merge pull request #11419 from OatmealDome/widescreen

VideoCommon: Allow widescreen heuristic's constants to be overridden by onion config
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JMC47 2023-09-05 13:25:07 -04:00 committed by GitHub
commit 76a00551d1
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6 changed files with 36 additions and 15 deletions

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@ -23,6 +23,12 @@ const Info<bool> GFX_WIDESCREEN_HACK{{System::GFX, "Settings", "wideScreenHack"}
const Info<AspectMode> GFX_ASPECT_RATIO{{System::GFX, "Settings", "AspectRatio"}, AspectMode::Auto};
const Info<AspectMode> GFX_SUGGESTED_ASPECT_RATIO{{System::GFX, "Settings", "SuggestedAspectRatio"},
AspectMode::Auto};
const Info<u32> GFX_WIDESCREEN_HEURISTIC_TRANSITION_THRESHOLD{
{System::GFX, "Settings", "WidescreenHeuristicTransitionThreshold"}, 3};
const Info<float> GFX_WIDESCREEN_HEURISTIC_ASPECT_RATIO_IDEAL{
{System::GFX, "Settings", "WidescreenHeuristicAspectRatioIdeal"}, (16 / 9.f) / (4 / 3.f)};
const Info<float> GFX_WIDESCREEN_HEURISTIC_ASPECT_RATIO_SLOP{
{System::GFX, "Settings", "WidescreenHeuristicAspectRatioSlop"}, 0.11f};
const Info<bool> GFX_CROP{{System::GFX, "Settings", "Crop"}, false};
const Info<int> GFX_SAFE_TEXTURE_CACHE_COLOR_SAMPLES{
{System::GFX, "Settings", "SafeTextureCacheColorSamples"}, 128};

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@ -29,6 +29,9 @@ extern const Info<int> GFX_ADAPTER;
extern const Info<bool> GFX_WIDESCREEN_HACK;
extern const Info<AspectMode> GFX_ASPECT_RATIO;
extern const Info<AspectMode> GFX_SUGGESTED_ASPECT_RATIO;
extern const Info<u32> GFX_WIDESCREEN_HEURISTIC_TRANSITION_THRESHOLD;
extern const Info<float> GFX_WIDESCREEN_HEURISTIC_ASPECT_RATIO_IDEAL;
extern const Info<float> GFX_WIDESCREEN_HEURISTIC_ASPECT_RATIO_SLOP;
extern const Info<bool> GFX_CROP;
extern const Info<int> GFX_SAFE_TEXTURE_CACHE_COLOR_SAMPLES;
extern const Info<bool> GFX_SHOW_FPS;

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

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@ -86,6 +86,12 @@ void VideoConfig::Refresh()
bWidescreenHack = Config::Get(Config::GFX_WIDESCREEN_HACK);
aspect_mode = Config::Get(Config::GFX_ASPECT_RATIO);
suggested_aspect_mode = Config::Get(Config::GFX_SUGGESTED_ASPECT_RATIO);
widescreen_heuristic_transition_threshold =
Config::Get(Config::GFX_WIDESCREEN_HEURISTIC_TRANSITION_THRESHOLD);
widescreen_heuristic_aspect_ratio_ideal =
Config::Get(Config::GFX_WIDESCREEN_HEURISTIC_ASPECT_RATIO_IDEAL);
widescreen_heuristic_aspect_ratio_slop =
Config::Get(Config::GFX_WIDESCREEN_HEURISTIC_ASPECT_RATIO_SLOP);
bCrop = Config::Get(Config::GFX_CROP);
iSafeTextureCache_ColorSamples = Config::Get(Config::GFX_SAFE_TEXTURE_CACHE_COLOR_SAMPLES);
bShowFPS = Config::Get(Config::GFX_SHOW_FPS);

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@ -106,6 +106,9 @@ struct VideoConfig final
bool bWidescreenHack = false;
AspectMode aspect_mode{};
AspectMode suggested_aspect_mode{};
u32 widescreen_heuristic_transition_threshold = 0;
float widescreen_heuristic_aspect_ratio_ideal = 0.f;
float widescreen_heuristic_aspect_ratio_slop = 0.f;
bool bCrop = false; // Aspect ratio controls.
bool bShaderCache = false;

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@ -70,13 +70,13 @@ void WidescreenManager::UpdateWidescreenHeuristic()
// 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 u32 transition_threshold = g_ActiveConfig.widescreen_heuristic_transition_threshold;
const auto looks_normal = [](auto& counts) {
return counts.normal_vertex_count > counts.anamorphic_vertex_count * 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 = [](auto& counts) {
return counts.anamorphic_vertex_count > counts.normal_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;