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115 lines
3.8 KiB
C++
115 lines
3.8 KiB
C++
// Copyright 2023 Dolphin Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#include "VideoCommon/Widescreen.h"
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#include "Common/ChunkFile.h"
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#include "Core/Config/SYSCONFSettings.h"
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#include "Core/ConfigManager.h"
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#include "VideoCommon/VertexManagerBase.h"
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std::unique_ptr<WidescreenManager> g_widescreen;
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WidescreenManager::WidescreenManager()
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{
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Update();
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m_config_changed = ConfigChangedEvent::Register(
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[this](u32 bits) {
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if (bits & (CONFIG_CHANGE_BIT_ASPECT_RATIO))
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Update();
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},
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"Widescreen");
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// VertexManager doesn't maintain statistics in Wii mode.
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if (!SConfig::GetInstance().bWii)
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{
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m_update_widescreen =
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AfterFrameEvent::Register([this] { UpdateWidescreenHeuristic(); }, "WideScreen Heuristic");
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}
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}
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void WidescreenManager::Update()
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{
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if (SConfig::GetInstance().bWii)
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m_is_game_widescreen = Config::Get(Config::SYSCONF_WIDESCREEN);
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// suggested_aspect_mode overrides SYSCONF_WIDESCREEN
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if (g_ActiveConfig.suggested_aspect_mode == AspectMode::Analog)
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m_is_game_widescreen = false;
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else if (g_ActiveConfig.suggested_aspect_mode == AspectMode::AnalogWide)
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m_is_game_widescreen = true;
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// If widescreen hack is disabled override game's AR if UI is set to 4:3 or 16:9.
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if (!g_ActiveConfig.bWidescreenHack)
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{
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const auto aspect_mode = g_ActiveConfig.aspect_mode;
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if (aspect_mode == AspectMode::Analog)
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m_is_game_widescreen = false;
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else if (aspect_mode == AspectMode::AnalogWide)
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m_is_game_widescreen = true;
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}
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}
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// Heuristic to detect if a GameCube game is in 16:9 anamorphic widescreen mode.
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void WidescreenManager::UpdateWidescreenHeuristic()
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{
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const auto flush_statistics = g_vertex_manager->ResetFlushAspectRatioCount();
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// If suggested_aspect_mode (GameINI) is configured don't use heuristic.
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if (g_ActiveConfig.suggested_aspect_mode != AspectMode::Auto)
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return;
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Update();
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// If widescreen hack isn't active and aspect_mode (UI) is 4:3 or 16:9 don't use heuristic.
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if (!g_ActiveConfig.bWidescreenHack && (g_ActiveConfig.aspect_mode == AspectMode::Analog ||
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g_ActiveConfig.aspect_mode == AspectMode::AnalogWide))
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return;
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// Modify the threshold based on which aspect ratio we're already using:
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// If the game's in 4:3, it probably won't switch to anamorphic, and vice-versa.
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static constexpr u32 TRANSITION_THRESHOLD = 3;
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const auto looks_normal = [](auto& counts) {
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return counts.normal_vertex_count > counts.anamorphic_vertex_count * TRANSITION_THRESHOLD;
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};
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const auto looks_anamorphic = [](auto& counts) {
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return counts.anamorphic_vertex_count > counts.normal_vertex_count * TRANSITION_THRESHOLD;
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};
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const auto& persp = flush_statistics.perspective;
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const auto& ortho = flush_statistics.orthographic;
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const auto ortho_looks_anamorphic = looks_anamorphic(ortho);
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if (looks_anamorphic(persp) || ortho_looks_anamorphic)
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{
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// If either perspective or orthographic projections look anamorphic, it's a safe bet.
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m_is_game_widescreen = true;
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}
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else if (looks_normal(persp) || (m_was_orthographically_anamorphic && looks_normal(ortho)))
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{
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// Many widescreen games (or AR/GeckoCodes) use anamorphic perspective projections
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// with NON-anamorphic orthographic projections.
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// This can cause incorrect changes to 4:3 when perspective projections are temporarily not
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// shown. e.g. Animal Crossing's inventory menu.
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// Unless we were in a situation which was orthographically anamorphic
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// we won't consider orthographic data for changes from 16:9 to 4:3.
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m_is_game_widescreen = false;
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}
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m_was_orthographically_anamorphic = ortho_looks_anamorphic;
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}
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void WidescreenManager::DoState(PointerWrap& p)
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{
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p.Do(m_is_game_widescreen);
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if (p.IsReadMode())
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{
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m_was_orthographically_anamorphic = false;
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}
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}
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