Set framebuffer layout from EmuWindow.

This commit is contained in:
bunnei 2015-03-07 17:21:19 -05:00
parent 8e4e28aacb
commit 9960c49c21
7 changed files with 88 additions and 60 deletions

View File

@ -36,20 +36,13 @@ const bool EmuWindow_GLFW::IsOpen() {
}
void EmuWindow_GLFW::OnFramebufferResizeEvent(GLFWwindow* win, int width, int height) {
ASSERT(width > 0);
ASSERT(height > 0);
GetEmuWindow(win)->NotifyFramebufferSizeChanged(std::pair<unsigned,unsigned>(width, height));
GetEmuWindow(win)->NotifyFramebufferLayoutChanged(EmuWindow::FramebufferLayout::DefaultScreenLayout(width, height));
}
void EmuWindow_GLFW::OnClientAreaResizeEvent(GLFWwindow* win, int width, int height) {
ASSERT(width > 0);
ASSERT(height > 0);
// NOTE: GLFW provides no proper way to set a minimal window size.
// Hence, we just ignore the corresponding EmuWindow hint.
GetEmuWindow(win)->NotifyClientAreaSizeChanged(std::pair<unsigned,unsigned>(width, height));
OnFramebufferResizeEvent(win, width, height);
}
/// EmuWindow_GLFW constructor

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@ -155,6 +155,7 @@ GRenderWindow::GRenderWindow(QWidget* parent) : QWidget(parent), emu_thread(this
child = new GGLWidgetInternal(fmt, this);
QBoxLayout* layout = new QHBoxLayout(this);
resize(VideoCore::kScreenTopWidth, VideoCore::kScreenTopHeight + VideoCore::kScreenBottomHeight);
layout->addWidget(child);
layout->setMargin(0);
@ -234,7 +235,7 @@ void GRenderWindow::OnFramebufferSizeChanged()
unsigned height = child->QPaintDevice::height();
#endif
NotifyFramebufferSizeChanged(std::make_pair(width, height));
NotifyFramebufferLayoutChanged(EmuWindow::FramebufferLayout::DefaultScreenLayout(width, height));
}
void GRenderWindow::BackupGeometry()

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@ -3,6 +3,7 @@
// Refer to the license.txt file included.
#include "emu_window.h"
#include "video_core/video_core.h"
void EmuWindow::KeyPressed(KeyMap::HostDeviceKey key) {
Service::HID::PadState mapped_key = KeyMap::GetPadKey(key);
@ -15,3 +16,52 @@ void EmuWindow::KeyReleased(KeyMap::HostDeviceKey key) {
Service::HID::PadButtonRelease(mapped_key);
}
EmuWindow::FramebufferLayout EmuWindow::FramebufferLayout::DefaultScreenLayout(int width, int height) {
ASSERT(width > 0);
ASSERT(height > 0);
EmuWindow::FramebufferLayout res = { width, height, {}, {} };
float window_aspect_ratio = static_cast<float>(height) / width;
float emulation_aspect_ratio = static_cast<float>(VideoCore::kScreenTopHeight * 2) /
VideoCore::kScreenTopWidth;
if (window_aspect_ratio > emulation_aspect_ratio) {
// Window is narrower than the emulation content => apply borders to the top and bottom
int viewport_height = static_cast<int>(std::round(emulation_aspect_ratio * width));
res.top_screen.left = 0;
res.top_screen.right = res.top_screen.left + width;
res.top_screen.top = (height - viewport_height) / 2;
res.top_screen.bottom = res.top_screen.top + viewport_height / 2;
int bottom_width = static_cast<int>((static_cast<float>(VideoCore::kScreenBottomWidth) /
VideoCore::kScreenTopWidth) * (res.top_screen.right - res.top_screen.left));
int bottom_border = ((res.top_screen.right - res.top_screen.left) - bottom_width) / 2;
res.bottom_screen.left = bottom_border;
res.bottom_screen.right = res.bottom_screen.left + bottom_width;
res.bottom_screen.top = res.top_screen.bottom;
res.bottom_screen.bottom = res.bottom_screen.top + viewport_height / 2;
} else {
// Otherwise, apply borders to the left and right sides of the window.
int viewport_width = static_cast<int>(std::round(height / emulation_aspect_ratio));
res.top_screen.left = (width - viewport_width) / 2;
res.top_screen.right = res.top_screen.left + viewport_width;
res.top_screen.top = 0;
res.top_screen.bottom = res.top_screen.top + height / 2;
int bottom_width = static_cast<int>((static_cast<float>(VideoCore::kScreenBottomWidth) /
VideoCore::kScreenTopWidth) * (res.top_screen.right - res.top_screen.left));
int bottom_border = ((res.top_screen.right - res.top_screen.left) - bottom_width) / 2;
res.bottom_screen.left = res.top_screen.left + bottom_border;
res.bottom_screen.right = res.bottom_screen.left + bottom_width;
res.bottom_screen.top = res.top_screen.bottom;
res.bottom_screen.bottom = res.bottom_screen.top + height / 2;
}
return res;
}

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@ -8,6 +8,7 @@
#include "common/scm_rev.h"
#include "common/string_util.h"
#include "common/key_map.h"
#include "common/math_util.h"
/**
* Abstraction class used to provide an interface between emulation code and the frontend
@ -38,6 +39,23 @@ public:
std::pair<unsigned,unsigned> min_client_area_size;
};
/// Describes the layout of the window framebuffer (size and top/bottom screen positions)
struct FramebufferLayout {
/**
* Factory method for constructing a default FramebufferLayout
* @param width Window framebuffer width in pixels
* @param height Window framebuffer height in pixels
* @return Newly created FramebufferLayout object with default screen regions initialized
*/
static FramebufferLayout DefaultScreenLayout(int width, int height);
unsigned width;
unsigned height;
MathUtil::Rectangle<unsigned> top_screen;
MathUtil::Rectangle<unsigned> bottom_screen;
};
/// Swap buffers to display the next frame
virtual void SwapBuffers() = 0;
@ -75,11 +93,11 @@ public:
}
/**
* Gets the framebuffer size in pixels.
* Gets the framebuffer layout (width, height, and screen regions)
* @note This method is thread-safe
*/
const std::pair<unsigned,unsigned> GetFramebufferSize() const {
return framebuffer_size;
const FramebufferLayout& GetFramebufferLayout() const {
return framebuffer_layout;
}
/**
@ -118,11 +136,11 @@ protected:
}
/**
* Update internal framebuffer size with the given parameter.
* Update framebuffer layout with the given parameter.
* @note EmuWindow implementations will usually use this in window resize event handlers.
*/
void NotifyFramebufferSizeChanged(const std::pair<unsigned,unsigned>& size) {
framebuffer_size = size;
void NotifyFramebufferLayoutChanged(const FramebufferLayout& layout) {
framebuffer_layout = layout;
}
/**
@ -143,7 +161,7 @@ private:
// By default, ignore this request and do nothing.
}
std::pair<unsigned,unsigned> framebuffer_size;
FramebufferLayout framebuffer_layout; ///< Current framebuffer layout
unsigned client_area_width; ///< Current client width, should be set by window impl.
unsigned client_area_height; ///< Current client height, should be set by window impl.

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@ -242,28 +242,26 @@ void RendererOpenGL::DrawSingleScreenRotated(const TextureInfo& texture, float x
* Draws the emulated screens to the emulator window.
*/
void RendererOpenGL::DrawScreens() {
auto viewport_extent = GetViewportExtent();
glViewport(viewport_extent.left, viewport_extent.top, viewport_extent.GetWidth(), viewport_extent.GetHeight()); // TODO: Or bottom?
auto layout = render_window->GetFramebufferLayout();
glViewport(0, 0, layout.width, layout.height);
glClear(GL_COLOR_BUFFER_BIT);
glUseProgram(program_id);
// Set projection matrix
std::array<GLfloat, 3*2> ortho_matrix = MakeOrthographicMatrix((float)resolution_width, (float)resolution_height);
std::array<GLfloat, 3 * 2> ortho_matrix = MakeOrthographicMatrix((float)layout.width,
(float)layout.height);
glUniformMatrix3x2fv(uniform_modelview_matrix, 1, GL_FALSE, ortho_matrix.data());
// Bind texture in Texture Unit 0
glActiveTexture(GL_TEXTURE0);
glUniform1i(uniform_color_texture, 0);
const float max_width = std::max((float)VideoCore::kScreenTopWidth, (float)VideoCore::kScreenBottomWidth);
const float top_x = 0.5f * (max_width - VideoCore::kScreenTopWidth);
const float bottom_x = 0.5f * (max_width - VideoCore::kScreenBottomWidth);
DrawSingleScreenRotated(textures[0], top_x, 0,
(float)VideoCore::kScreenTopWidth, (float)VideoCore::kScreenTopHeight);
DrawSingleScreenRotated(textures[1], bottom_x, (float)VideoCore::kScreenTopHeight,
(float)VideoCore::kScreenBottomWidth, (float)VideoCore::kScreenBottomHeight);
DrawSingleScreenRotated(textures[0], (float)layout.top_screen.left, (float)layout.top_screen.top,
(float)layout.top_screen.GetWidth(), (float)layout.top_screen.GetHeight());
DrawSingleScreenRotated(textures[1], (float)layout.bottom_screen.left,(float)layout.bottom_screen.top,
(float)layout.bottom_screen.GetWidth(), (float)layout.bottom_screen.GetHeight());
m_current_frame++;
}
@ -280,34 +278,6 @@ void RendererOpenGL::SetWindow(EmuWindow* window) {
render_window = window;
}
MathUtil::Rectangle<unsigned> RendererOpenGL::GetViewportExtent() {
unsigned framebuffer_width;
unsigned framebuffer_height;
std::tie(framebuffer_width, framebuffer_height) = render_window->GetFramebufferSize();
float window_aspect_ratio = static_cast<float>(framebuffer_height) / framebuffer_width;
float emulation_aspect_ratio = static_cast<float>(resolution_height) / resolution_width;
MathUtil::Rectangle<unsigned> viewport_extent;
if (window_aspect_ratio > emulation_aspect_ratio) {
// Window is narrower than the emulation content => apply borders to the top and bottom
unsigned viewport_height = static_cast<unsigned>(std::round(emulation_aspect_ratio * framebuffer_width));
viewport_extent.left = 0;
viewport_extent.top = (framebuffer_height - viewport_height) / 2;
viewport_extent.right = viewport_extent.left + framebuffer_width;
viewport_extent.bottom = viewport_extent.top + viewport_height;
} else {
// Otherwise, apply borders to the left and right sides of the window.
unsigned viewport_width = static_cast<unsigned>(std::round(framebuffer_height / emulation_aspect_ratio));
viewport_extent.left = (framebuffer_width - viewport_width) / 2;
viewport_extent.top = 0;
viewport_extent.right = viewport_extent.left + viewport_width;
viewport_extent.bottom = viewport_extent.top + framebuffer_height;
}
return viewport_extent;
}
/// Initialize the renderer
void RendererOpenGL::Init() {
render_window->MakeCurrent();

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@ -18,7 +18,6 @@ namespace VideoCore {
EmuWindow* g_emu_window = nullptr; ///< Frontend emulator window
RendererBase* g_renderer = nullptr; ///< Renderer plugin
int g_current_frame = 0;
/// Initialize the video core
void Init(EmuWindow* emu_window) {
@ -27,8 +26,6 @@ void Init(EmuWindow* emu_window) {
g_renderer->SetWindow(g_emu_window);
g_renderer->Init();
g_current_frame = 0;
LOG_DEBUG(Render, "initialized OK");
}

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@ -30,7 +30,6 @@ static const int kScreenBottomHeight = 240; ///< 3DS bottom screen height
// ---------------------
extern RendererBase* g_renderer; ///< Renderer plugin
extern int g_current_frame; ///< Current frame
extern EmuWindow* g_emu_window; ///< Emu window
/// Start the video core