From 615e5db0cbda4afad3ee940f6c160c1ece963c36 Mon Sep 17 00:00:00 2001 From: Scott Mansell Date: Sat, 1 Aug 2015 13:18:47 +1200 Subject: [PATCH 1/2] Make the GameCube game widescreen heuristic smarter. The last heuristic wasn't quite smart enough and had a few false positives in Mario Kart: Double Dash and Metroid prime 2. Now we only activate if the game is rendering a 16:9 projection to a 4:3 viewport. --- Source/Core/VideoCommon/VertexShaderManager.cpp | 6 ++++-- 1 file changed, 4 insertions(+), 2 deletions(-) diff --git a/Source/Core/VideoCommon/VertexShaderManager.cpp b/Source/Core/VideoCommon/VertexShaderManager.cpp index a6bab1aabf..83e112021e 100644 --- a/Source/Core/VideoCommon/VertexShaderManager.cpp +++ b/Source/Core/VideoCommon/VertexShaderManager.cpp @@ -428,9 +428,11 @@ void VertexShaderManager::SetConstants() // Just in case any game decides to take this into account, we do these tests // with a large amount of slop. float aspect = fabsf(rawProjection[2] / rawProjection[0]); - if (fabsf(aspect - 16.0f/9.0f) < 16.0f/9.0f * 0.11) // within 11% of 16:9 + float viewport_aspect = fabsf(xfmem.viewport.wd / xfmem.viewport.ht); + bool viewport_is_4_3 = fabsf(viewport_aspect - 4.0f/3.0f) < 4.0f/3.0f * 0.11; + if (fabsf(aspect - 16.0f/9.0f) < 16.0f/9.0f * 0.11 && viewport_is_4_3) // within 11% of 16:9 g_aspect_wide = true; - else if (fabsf(aspect - 4.0f/3.0f) < 4.0f/3.0f * 0.11) // within 11% of 4:3 + else if (fabsf(aspect - 4.0f/3.0f) < 4.0f/3.0f * 0.11 && viewport_is_4_3) // within 11% of 4:3 g_aspect_wide = false; } From a1df1f5ae4e9534222539dd85f7454d17c4ba559 Mon Sep 17 00:00:00 2001 From: Scott Mansell Date: Sat, 1 Aug 2015 14:39:34 +1200 Subject: [PATCH 2/2] Widescreen Heuristic: Cleanup code. --- .../Core/VideoCommon/VertexShaderManager.cpp | 34 ++++++++++++------- 1 file changed, 22 insertions(+), 12 deletions(-) diff --git a/Source/Core/VideoCommon/VertexShaderManager.cpp b/Source/Core/VideoCommon/VertexShaderManager.cpp index 83e112021e..46884a79d2 100644 --- a/Source/Core/VideoCommon/VertexShaderManager.cpp +++ b/Source/Core/VideoCommon/VertexShaderManager.cpp @@ -89,6 +89,23 @@ static float PHackValue(std::string sValue) return f; } +// Due to the BT.601 standard which the GameCube is based on being a compromise +// between PAL and NTSC, neither standard gets square pixels. They are each off +// 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 bool AspectIs4_3(float width, float height) +{ + float aspect = fabsf(width / height); + return fabsf(aspect - 4.0f / 3.0f) < 4.0f / 3.0f * 0.11; // within 11% of 4:3 +} + +static bool AspectIs16_9(float width, float height) +{ + float aspect = fabsf(width / height); + return fabsf(aspect - 16.0f / 9.0f) < 16.0f / 9.0f * 0.11; // within 11% of 16:9 +} + void UpdateProjectionHack(int iPhackvalue[], std::string sPhackvalue[]) { float fhackvalue1 = 0, fhackvalue2 = 0; @@ -422,18 +439,11 @@ void VertexShaderManager::SetConstants() // Heuristic to detect if a GameCube game is in 16:9 anamorphic widescreen mode. if (!SConfig::GetInstance().bWii) { - // Due to the BT.601 standard which the GameCube is based on being a compromise - // between PAL and NTSC, neither standard gets square pixels. They are each off - // by ~9% in opposite directions. - // Just in case any game decides to take this into account, we do these tests - // with a large amount of slop. - float aspect = fabsf(rawProjection[2] / rawProjection[0]); - float viewport_aspect = fabsf(xfmem.viewport.wd / xfmem.viewport.ht); - bool viewport_is_4_3 = fabsf(viewport_aspect - 4.0f/3.0f) < 4.0f/3.0f * 0.11; - if (fabsf(aspect - 16.0f/9.0f) < 16.0f/9.0f * 0.11 && viewport_is_4_3) // within 11% of 16:9 - g_aspect_wide = true; - else if (fabsf(aspect - 4.0f/3.0f) < 4.0f/3.0f * 0.11 && viewport_is_4_3) // within 11% of 4:3 - g_aspect_wide = false; + bool viewport_is_4_3 = AspectIs4_3(xfmem.viewport.wd, xfmem.viewport.ht); + if (AspectIs16_9(rawProjection[2], rawProjection[0]) && viewport_is_4_3) + g_aspect_wide = true; // Projection is 16:9 and viewport is 4:3, we are rendering an anamorphic widescreen picture + else if (AspectIs4_3(rawProjection[2], rawProjection[0]) && viewport_is_4_3) + g_aspect_wide = false; // Project and viewports are both 4:3, we are rendering a normal image. } SETSTAT_FT(stats.gproj_0, g_fProjectionMatrix[0]);