Merge pull request #3412 from Morph1984/aspect-ratio
GUI: Add aspect ratio dropdown
This commit is contained in:
commit
72d4c6fee0
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@ -27,9 +27,9 @@ FramebufferLayout DefaultFrameLayout(u32 width, u32 height) {
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// so just calculate them both even if the other isn't showing.
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// so just calculate them both even if the other isn't showing.
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FramebufferLayout res{width, height};
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FramebufferLayout res{width, height};
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const float emulation_aspect_ratio{static_cast<float>(ScreenUndocked::Height) /
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const float window_aspect_ratio = static_cast<float>(height) / width;
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ScreenUndocked::Width};
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const float emulation_aspect_ratio = EmulationAspectRatio(
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const auto window_aspect_ratio = static_cast<float>(height) / width;
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static_cast<AspectRatio>(Settings::values.aspect_ratio), window_aspect_ratio);
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const Common::Rectangle<u32> screen_window_area{0, 0, width, height};
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const Common::Rectangle<u32> screen_window_area{0, 0, width, height};
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Common::Rectangle<u32> screen = MaxRectangle(screen_window_area, emulation_aspect_ratio);
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Common::Rectangle<u32> screen = MaxRectangle(screen_window_area, emulation_aspect_ratio);
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@ -58,4 +58,19 @@ FramebufferLayout FrameLayoutFromResolutionScale(u32 res_scale) {
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return DefaultFrameLayout(width, height);
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return DefaultFrameLayout(width, height);
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}
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}
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float EmulationAspectRatio(AspectRatio aspect, float window_aspect_ratio) {
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switch (aspect) {
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case AspectRatio::Default:
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return static_cast<float>(ScreenUndocked::Height) / ScreenUndocked::Width;
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case AspectRatio::R4_3:
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return 3.0f / 4.0f;
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case AspectRatio::R21_9:
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return 9.0f / 21.0f;
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case AspectRatio::StretchToWindow:
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return window_aspect_ratio;
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default:
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return static_cast<float>(ScreenUndocked::Height) / ScreenUndocked::Width;
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}
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}
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} // namespace Layout
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} // namespace Layout
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@ -18,6 +18,13 @@ enum ScreenDocked : u32 {
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HeightDocked = 1080,
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HeightDocked = 1080,
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};
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};
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enum class AspectRatio {
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Default,
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R4_3,
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R21_9,
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StretchToWindow,
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};
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/// Describes the layout of the window framebuffer
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/// Describes the layout of the window framebuffer
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struct FramebufferLayout {
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struct FramebufferLayout {
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u32 width{ScreenUndocked::Width};
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u32 width{ScreenUndocked::Width};
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@ -48,4 +55,12 @@ FramebufferLayout DefaultFrameLayout(u32 width, u32 height);
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*/
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*/
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FramebufferLayout FrameLayoutFromResolutionScale(u32 res_scale);
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FramebufferLayout FrameLayoutFromResolutionScale(u32 res_scale);
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/**
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* Convenience method to determine emulation aspect ratio
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* @param aspect Represents the index of aspect ratio stored in Settings::values.aspect_ratio
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* @param window_aspect_ratio Current window aspect ratio
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* @return Emulation render window aspect ratio
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*/
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float EmulationAspectRatio(AspectRatio aspect, float window_aspect_ratio);
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} // namespace Layout
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} // namespace Layout
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@ -429,6 +429,7 @@ struct Values {
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int vulkan_device;
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int vulkan_device;
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float resolution_factor;
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float resolution_factor;
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int aspect_ratio;
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bool use_frame_limit;
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bool use_frame_limit;
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u16 frame_limit;
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u16 frame_limit;
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bool use_disk_shader_cache;
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bool use_disk_shader_cache;
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@ -630,6 +630,7 @@ void Config::ReadRendererValues() {
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Settings::values.vulkan_device = ReadSetting(QStringLiteral("vulkan_device"), 0).toInt();
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Settings::values.vulkan_device = ReadSetting(QStringLiteral("vulkan_device"), 0).toInt();
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Settings::values.resolution_factor =
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Settings::values.resolution_factor =
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ReadSetting(QStringLiteral("resolution_factor"), 1.0).toFloat();
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ReadSetting(QStringLiteral("resolution_factor"), 1.0).toFloat();
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Settings::values.aspect_ratio = ReadSetting(QStringLiteral("aspect_ratio"), 0).toInt();
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Settings::values.use_frame_limit =
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Settings::values.use_frame_limit =
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ReadSetting(QStringLiteral("use_frame_limit"), true).toBool();
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ReadSetting(QStringLiteral("use_frame_limit"), true).toBool();
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Settings::values.frame_limit = ReadSetting(QStringLiteral("frame_limit"), 100).toInt();
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Settings::values.frame_limit = ReadSetting(QStringLiteral("frame_limit"), 100).toInt();
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@ -1064,6 +1065,7 @@ void Config::SaveRendererValues() {
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WriteSetting(QStringLiteral("vulkan_device"), Settings::values.vulkan_device, 0);
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WriteSetting(QStringLiteral("vulkan_device"), Settings::values.vulkan_device, 0);
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WriteSetting(QStringLiteral("resolution_factor"),
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WriteSetting(QStringLiteral("resolution_factor"),
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static_cast<double>(Settings::values.resolution_factor), 1.0);
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static_cast<double>(Settings::values.resolution_factor), 1.0);
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WriteSetting(QStringLiteral("aspect_ratio"), Settings::values.aspect_ratio, 0);
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WriteSetting(QStringLiteral("use_frame_limit"), Settings::values.use_frame_limit, true);
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WriteSetting(QStringLiteral("use_frame_limit"), Settings::values.use_frame_limit, true);
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WriteSetting(QStringLiteral("frame_limit"), Settings::values.frame_limit, 100);
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WriteSetting(QStringLiteral("frame_limit"), Settings::values.frame_limit, 100);
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WriteSetting(QStringLiteral("use_disk_shader_cache"), Settings::values.use_disk_shader_cache,
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WriteSetting(QStringLiteral("use_disk_shader_cache"), Settings::values.use_disk_shader_cache,
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@ -97,6 +97,7 @@ void ConfigureGraphics::SetConfiguration() {
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ui->api->setCurrentIndex(static_cast<int>(Settings::values.renderer_backend));
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ui->api->setCurrentIndex(static_cast<int>(Settings::values.renderer_backend));
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ui->resolution_factor_combobox->setCurrentIndex(
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ui->resolution_factor_combobox->setCurrentIndex(
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static_cast<int>(FromResolutionFactor(Settings::values.resolution_factor)));
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static_cast<int>(FromResolutionFactor(Settings::values.resolution_factor)));
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ui->aspect_ratio_combobox->setCurrentIndex(Settings::values.aspect_ratio);
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ui->use_disk_shader_cache->setEnabled(runtime_lock);
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ui->use_disk_shader_cache->setEnabled(runtime_lock);
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ui->use_disk_shader_cache->setChecked(Settings::values.use_disk_shader_cache);
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ui->use_disk_shader_cache->setChecked(Settings::values.use_disk_shader_cache);
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ui->use_accurate_gpu_emulation->setChecked(Settings::values.use_accurate_gpu_emulation);
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ui->use_accurate_gpu_emulation->setChecked(Settings::values.use_accurate_gpu_emulation);
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@ -114,6 +115,7 @@ void ConfigureGraphics::ApplyConfiguration() {
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Settings::values.vulkan_device = vulkan_device;
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Settings::values.vulkan_device = vulkan_device;
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Settings::values.resolution_factor =
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Settings::values.resolution_factor =
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ToResolutionFactor(static_cast<Resolution>(ui->resolution_factor_combobox->currentIndex()));
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ToResolutionFactor(static_cast<Resolution>(ui->resolution_factor_combobox->currentIndex()));
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Settings::values.aspect_ratio = ui->aspect_ratio_combobox->currentIndex();
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Settings::values.use_disk_shader_cache = ui->use_disk_shader_cache->isChecked();
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Settings::values.use_disk_shader_cache = ui->use_disk_shader_cache->isChecked();
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Settings::values.use_accurate_gpu_emulation = ui->use_accurate_gpu_emulation->isChecked();
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Settings::values.use_accurate_gpu_emulation = ui->use_accurate_gpu_emulation->isChecked();
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Settings::values.use_asynchronous_gpu_emulation =
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Settings::values.use_asynchronous_gpu_emulation =
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@ -138,6 +138,41 @@
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</item>
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</item>
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</layout>
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</layout>
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</item>
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</item>
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<item>
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<layout class="QHBoxLayout" name="horizontalLayout_6">
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<item>
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<widget class="QLabel" name="ar_label">
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<property name="text">
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<string>Aspect Ratio:</string>
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</property>
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</widget>
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</item>
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<item>
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<widget class="QComboBox" name="aspect_ratio_combobox">
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<item>
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<property name="text">
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<string>Default (16:9)</string>
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</property>
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</item>
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<item>
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<property name="text">
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<string>Force 4:3</string>
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</property>
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</item>
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<item>
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<property name="text">
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<string>Force 21:9</string>
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</property>
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</item>
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<item>
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<property name="text">
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<string>Stretch to Window</string>
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</property>
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</item>
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</widget>
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</item>
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</layout>
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</item>
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<item>
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<item>
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<layout class="QHBoxLayout" name="horizontalLayout_3">
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<layout class="QHBoxLayout" name="horizontalLayout_3">
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<item>
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<item>
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@ -379,6 +379,8 @@ void Config::ReadValues() {
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Settings::values.resolution_factor =
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Settings::values.resolution_factor =
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static_cast<float>(sdl2_config->GetReal("Renderer", "resolution_factor", 1.0));
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static_cast<float>(sdl2_config->GetReal("Renderer", "resolution_factor", 1.0));
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Settings::values.aspect_ratio =
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static_cast<int>(sdl2_config->GetInteger("Renderer", "aspect_ratio", 0));
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Settings::values.use_frame_limit = sdl2_config->GetBoolean("Renderer", "use_frame_limit", true);
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Settings::values.use_frame_limit = sdl2_config->GetBoolean("Renderer", "use_frame_limit", true);
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Settings::values.frame_limit =
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Settings::values.frame_limit =
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static_cast<u16>(sdl2_config->GetInteger("Renderer", "frame_limit", 100));
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static_cast<u16>(sdl2_config->GetInteger("Renderer", "frame_limit", 100));
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@ -122,6 +122,10 @@ use_shader_jit =
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# factor for the Switch resolution
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# factor for the Switch resolution
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resolution_factor =
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resolution_factor =
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# Aspect ratio
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# 0: Default (16:9), 1: Force 4:3, 2: Force 21:9, 3: Stretch to Window
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aspect_ratio =
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# Whether to enable V-Sync (caps the framerate at 60FPS) or not.
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# Whether to enable V-Sync (caps the framerate at 60FPS) or not.
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# 0 (default): Off, 1: On
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# 0 (default): Off, 1: On
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use_vsync =
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use_vsync =
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@ -118,6 +118,8 @@ void Config::ReadValues() {
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// Renderer
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// Renderer
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Settings::values.resolution_factor =
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Settings::values.resolution_factor =
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static_cast<float>(sdl2_config->GetReal("Renderer", "resolution_factor", 1.0));
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static_cast<float>(sdl2_config->GetReal("Renderer", "resolution_factor", 1.0));
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Settings::values.aspect_ratio =
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static_cast<int>(sdl2_config->GetInteger("Renderer", "aspect_ratio", 0));
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Settings::values.use_frame_limit = false;
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Settings::values.use_frame_limit = false;
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Settings::values.frame_limit = 100;
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Settings::values.frame_limit = 100;
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Settings::values.use_disk_shader_cache =
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Settings::values.use_disk_shader_cache =
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@ -26,6 +26,10 @@ use_shader_jit =
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# factor for the Switch resolution
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# factor for the Switch resolution
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resolution_factor =
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resolution_factor =
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# Aspect ratio
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# 0: Default (16:9), 1: Force 4:3, 2: Force 21:9, 3: Stretch to Window
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aspect_ratio =
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# Whether to enable V-Sync (caps the framerate at 60FPS) or not.
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# Whether to enable V-Sync (caps the framerate at 60FPS) or not.
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# 0 (default): Off, 1: On
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# 0 (default): Off, 1: On
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use_vsync =
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use_vsync =
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