Normalize aspect ratio calculations to 4:3

Video Interface simply isn't aware about widescreen.
Instead, the render class can multiply by 1.3333333 to get
the 16:9 aspect ratio.
This commit is contained in:
Scott Mansell
2016-01-08 13:31:48 +13:00
parent dd1192b709
commit 9c0dae47ca
3 changed files with 18 additions and 51 deletions

View File

@ -80,6 +80,7 @@ unsigned int Renderer::efb_scale_numeratorY = 1;
unsigned int Renderer::efb_scale_denominatorX = 1;
unsigned int Renderer::efb_scale_denominatorY = 1;
static float AspectToWidescreen(float aspect) { return aspect * ((16.0f / 9.0f) / (4.0f / 3.0f)); }
Renderer::Renderer()
: frame_data()
@ -431,7 +432,9 @@ void Renderer::UpdateDrawRectangle(int backbuffer_width, int backbuffer_height)
// Don't know if there is a better place for this code so there isn't a 1 frame delay
if (g_ActiveConfig.bWidescreenHack)
{
float source_aspect = VideoInterface::GetAspectRatio(Core::g_aspect_wide);
float source_aspect = VideoInterface::GetAspectRatio();
if (Core::g_aspect_wide)
source_aspect = AspectToWidescreen(source_aspect);
float target_aspect;
switch (g_ActiveConfig.iAspectRatio)
@ -440,10 +443,10 @@ void Renderer::UpdateDrawRectangle(int backbuffer_width, int backbuffer_height)
target_aspect = WinWidth / WinHeight;
break;
case ASPECT_ANALOG:
target_aspect = VideoInterface::GetAspectRatio(false);
target_aspect = VideoInterface::GetAspectRatio();
break;
case ASPECT_ANALOG_WIDE:
target_aspect = VideoInterface::GetAspectRatio(true);
target_aspect = AspectToWidescreen(VideoInterface::GetAspectRatio());
break;
default:
// ASPECT_AUTO
@ -476,17 +479,13 @@ void Renderer::UpdateDrawRectangle(int backbuffer_width, int backbuffer_height)
// The rendering window aspect ratio as a proportion of the 4:3 or 16:9 ratio
float Ratio;
switch (g_ActiveConfig.iAspectRatio)
if (g_ActiveConfig.iAspectRatio == ASPECT_ANALOG_WIDE || (g_ActiveConfig.iAspectRatio != ASPECT_ANALOG && Core::g_aspect_wide))
{
case ASPECT_ANALOG_WIDE:
Ratio = (WinWidth / WinHeight) / VideoInterface::GetAspectRatio(true);
break;
case ASPECT_ANALOG:
Ratio = (WinWidth / WinHeight) / VideoInterface::GetAspectRatio(false);
break;
default:
Ratio = (WinWidth / WinHeight) / VideoInterface::GetAspectRatio(Core::g_aspect_wide);
break;
Ratio = (WinWidth / WinHeight) / AspectToWidescreen(VideoInterface::GetAspectRatio());
}
else
{
Ratio = (WinWidth / WinHeight) / VideoInterface::GetAspectRatio();
}
if (g_ActiveConfig.iAspectRatio != ASPECT_STRETCH)
@ -512,18 +511,7 @@ void Renderer::UpdateDrawRectangle(int backbuffer_width, int backbuffer_height)
// ------------------
if (g_ActiveConfig.iAspectRatio != ASPECT_STRETCH && g_ActiveConfig.bCrop)
{
switch (g_ActiveConfig.iAspectRatio)
{
case ASPECT_ANALOG_WIDE:
Ratio = (16.0f / 9.0f) / VideoInterface::GetAspectRatio(true);
break;
case ASPECT_ANALOG:
Ratio = (4.0f / 3.0f) / VideoInterface::GetAspectRatio(false);
break;
default:
Ratio = (!Core::g_aspect_wide ? (4.0f / 3.0f) : (16.0f / 9.0f)) / VideoInterface::GetAspectRatio(Core::g_aspect_wide);
break;
}
Ratio = (4.0f / 3.0f) / VideoInterface::GetAspectRatio();
if (Ratio <= 1.0f)
{
Ratio = 1.0f / Ratio;