Merge pull request #3412 from Morph1984/aspect-ratio

GUI: Add aspect ratio dropdown
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bunnei 2020-02-17 22:02:18 -05:00 committed by GitHub
commit 72d4c6fee0
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10 changed files with 85 additions and 3 deletions

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@ -27,9 +27,9 @@ FramebufferLayout DefaultFrameLayout(u32 width, u32 height) {
// so just calculate them both even if the other isn't showing. // so just calculate them both even if the other isn't showing.
FramebufferLayout res{width, height}; FramebufferLayout res{width, height};
const float emulation_aspect_ratio{static_cast<float>(ScreenUndocked::Height) / const float window_aspect_ratio = static_cast<float>(height) / width;
ScreenUndocked::Width}; const float emulation_aspect_ratio = EmulationAspectRatio(
const auto window_aspect_ratio = static_cast<float>(height) / width; static_cast<AspectRatio>(Settings::values.aspect_ratio), window_aspect_ratio);
const Common::Rectangle<u32> screen_window_area{0, 0, width, height}; const Common::Rectangle<u32> screen_window_area{0, 0, width, height};
Common::Rectangle<u32> screen = MaxRectangle(screen_window_area, emulation_aspect_ratio); Common::Rectangle<u32> screen = MaxRectangle(screen_window_area, emulation_aspect_ratio);
@ -58,4 +58,19 @@ FramebufferLayout FrameLayoutFromResolutionScale(u32 res_scale) {
return DefaultFrameLayout(width, height); return DefaultFrameLayout(width, height);
} }
float EmulationAspectRatio(AspectRatio aspect, float window_aspect_ratio) {
switch (aspect) {
case AspectRatio::Default:
return static_cast<float>(ScreenUndocked::Height) / ScreenUndocked::Width;
case AspectRatio::R4_3:
return 3.0f / 4.0f;
case AspectRatio::R21_9:
return 9.0f / 21.0f;
case AspectRatio::StretchToWindow:
return window_aspect_ratio;
default:
return static_cast<float>(ScreenUndocked::Height) / ScreenUndocked::Width;
}
}
} // namespace Layout } // namespace Layout

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@ -18,6 +18,13 @@ enum ScreenDocked : u32 {
HeightDocked = 1080, HeightDocked = 1080,
}; };
enum class AspectRatio {
Default,
R4_3,
R21_9,
StretchToWindow,
};
/// Describes the layout of the window framebuffer /// Describes the layout of the window framebuffer
struct FramebufferLayout { struct FramebufferLayout {
u32 width{ScreenUndocked::Width}; u32 width{ScreenUndocked::Width};
@ -48,4 +55,12 @@ FramebufferLayout DefaultFrameLayout(u32 width, u32 height);
*/ */
FramebufferLayout FrameLayoutFromResolutionScale(u32 res_scale); FramebufferLayout FrameLayoutFromResolutionScale(u32 res_scale);
/**
* Convenience method to determine emulation aspect ratio
* @param aspect Represents the index of aspect ratio stored in Settings::values.aspect_ratio
* @param window_aspect_ratio Current window aspect ratio
* @return Emulation render window aspect ratio
*/
float EmulationAspectRatio(AspectRatio aspect, float window_aspect_ratio);
} // namespace Layout } // namespace Layout

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@ -429,6 +429,7 @@ struct Values {
int vulkan_device; int vulkan_device;
float resolution_factor; float resolution_factor;
int aspect_ratio;
bool use_frame_limit; bool use_frame_limit;
u16 frame_limit; u16 frame_limit;
bool use_disk_shader_cache; bool use_disk_shader_cache;

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@ -630,6 +630,7 @@ void Config::ReadRendererValues() {
Settings::values.vulkan_device = ReadSetting(QStringLiteral("vulkan_device"), 0).toInt(); Settings::values.vulkan_device = ReadSetting(QStringLiteral("vulkan_device"), 0).toInt();
Settings::values.resolution_factor = Settings::values.resolution_factor =
ReadSetting(QStringLiteral("resolution_factor"), 1.0).toFloat(); ReadSetting(QStringLiteral("resolution_factor"), 1.0).toFloat();
Settings::values.aspect_ratio = ReadSetting(QStringLiteral("aspect_ratio"), 0).toInt();
Settings::values.use_frame_limit = Settings::values.use_frame_limit =
ReadSetting(QStringLiteral("use_frame_limit"), true).toBool(); ReadSetting(QStringLiteral("use_frame_limit"), true).toBool();
Settings::values.frame_limit = ReadSetting(QStringLiteral("frame_limit"), 100).toInt(); Settings::values.frame_limit = ReadSetting(QStringLiteral("frame_limit"), 100).toInt();
@ -1064,6 +1065,7 @@ void Config::SaveRendererValues() {
WriteSetting(QStringLiteral("vulkan_device"), Settings::values.vulkan_device, 0); WriteSetting(QStringLiteral("vulkan_device"), Settings::values.vulkan_device, 0);
WriteSetting(QStringLiteral("resolution_factor"), WriteSetting(QStringLiteral("resolution_factor"),
static_cast<double>(Settings::values.resolution_factor), 1.0); static_cast<double>(Settings::values.resolution_factor), 1.0);
WriteSetting(QStringLiteral("aspect_ratio"), Settings::values.aspect_ratio, 0);
WriteSetting(QStringLiteral("use_frame_limit"), Settings::values.use_frame_limit, true); WriteSetting(QStringLiteral("use_frame_limit"), Settings::values.use_frame_limit, true);
WriteSetting(QStringLiteral("frame_limit"), Settings::values.frame_limit, 100); WriteSetting(QStringLiteral("frame_limit"), Settings::values.frame_limit, 100);
WriteSetting(QStringLiteral("use_disk_shader_cache"), Settings::values.use_disk_shader_cache, WriteSetting(QStringLiteral("use_disk_shader_cache"), Settings::values.use_disk_shader_cache,

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@ -97,6 +97,7 @@ void ConfigureGraphics::SetConfiguration() {
ui->api->setCurrentIndex(static_cast<int>(Settings::values.renderer_backend)); ui->api->setCurrentIndex(static_cast<int>(Settings::values.renderer_backend));
ui->resolution_factor_combobox->setCurrentIndex( ui->resolution_factor_combobox->setCurrentIndex(
static_cast<int>(FromResolutionFactor(Settings::values.resolution_factor))); static_cast<int>(FromResolutionFactor(Settings::values.resolution_factor)));
ui->aspect_ratio_combobox->setCurrentIndex(Settings::values.aspect_ratio);
ui->use_disk_shader_cache->setEnabled(runtime_lock); ui->use_disk_shader_cache->setEnabled(runtime_lock);
ui->use_disk_shader_cache->setChecked(Settings::values.use_disk_shader_cache); ui->use_disk_shader_cache->setChecked(Settings::values.use_disk_shader_cache);
ui->use_accurate_gpu_emulation->setChecked(Settings::values.use_accurate_gpu_emulation); ui->use_accurate_gpu_emulation->setChecked(Settings::values.use_accurate_gpu_emulation);
@ -114,6 +115,7 @@ void ConfigureGraphics::ApplyConfiguration() {
Settings::values.vulkan_device = vulkan_device; Settings::values.vulkan_device = vulkan_device;
Settings::values.resolution_factor = Settings::values.resolution_factor =
ToResolutionFactor(static_cast<Resolution>(ui->resolution_factor_combobox->currentIndex())); ToResolutionFactor(static_cast<Resolution>(ui->resolution_factor_combobox->currentIndex()));
Settings::values.aspect_ratio = ui->aspect_ratio_combobox->currentIndex();
Settings::values.use_disk_shader_cache = ui->use_disk_shader_cache->isChecked(); Settings::values.use_disk_shader_cache = ui->use_disk_shader_cache->isChecked();
Settings::values.use_accurate_gpu_emulation = ui->use_accurate_gpu_emulation->isChecked(); Settings::values.use_accurate_gpu_emulation = ui->use_accurate_gpu_emulation->isChecked();
Settings::values.use_asynchronous_gpu_emulation = Settings::values.use_asynchronous_gpu_emulation =

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@ -138,6 +138,41 @@
</item> </item>
</layout> </layout>
</item> </item>
<item>
<layout class="QHBoxLayout" name="horizontalLayout_6">
<item>
<widget class="QLabel" name="ar_label">
<property name="text">
<string>Aspect Ratio:</string>
</property>
</widget>
</item>
<item>
<widget class="QComboBox" name="aspect_ratio_combobox">
<item>
<property name="text">
<string>Default (16:9)</string>
</property>
</item>
<item>
<property name="text">
<string>Force 4:3</string>
</property>
</item>
<item>
<property name="text">
<string>Force 21:9</string>
</property>
</item>
<item>
<property name="text">
<string>Stretch to Window</string>
</property>
</item>
</widget>
</item>
</layout>
</item>
<item> <item>
<layout class="QHBoxLayout" name="horizontalLayout_3"> <layout class="QHBoxLayout" name="horizontalLayout_3">
<item> <item>

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@ -379,6 +379,8 @@ void Config::ReadValues() {
Settings::values.resolution_factor = Settings::values.resolution_factor =
static_cast<float>(sdl2_config->GetReal("Renderer", "resolution_factor", 1.0)); static_cast<float>(sdl2_config->GetReal("Renderer", "resolution_factor", 1.0));
Settings::values.aspect_ratio =
static_cast<int>(sdl2_config->GetInteger("Renderer", "aspect_ratio", 0));
Settings::values.use_frame_limit = sdl2_config->GetBoolean("Renderer", "use_frame_limit", true); Settings::values.use_frame_limit = sdl2_config->GetBoolean("Renderer", "use_frame_limit", true);
Settings::values.frame_limit = Settings::values.frame_limit =
static_cast<u16>(sdl2_config->GetInteger("Renderer", "frame_limit", 100)); static_cast<u16>(sdl2_config->GetInteger("Renderer", "frame_limit", 100));

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@ -122,6 +122,10 @@ use_shader_jit =
# factor for the Switch resolution # factor for the Switch resolution
resolution_factor = resolution_factor =
# Aspect ratio
# 0: Default (16:9), 1: Force 4:3, 2: Force 21:9, 3: Stretch to Window
aspect_ratio =
# Whether to enable V-Sync (caps the framerate at 60FPS) or not. # Whether to enable V-Sync (caps the framerate at 60FPS) or not.
# 0 (default): Off, 1: On # 0 (default): Off, 1: On
use_vsync = use_vsync =

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@ -118,6 +118,8 @@ void Config::ReadValues() {
// Renderer // Renderer
Settings::values.resolution_factor = Settings::values.resolution_factor =
static_cast<float>(sdl2_config->GetReal("Renderer", "resolution_factor", 1.0)); static_cast<float>(sdl2_config->GetReal("Renderer", "resolution_factor", 1.0));
Settings::values.aspect_ratio =
static_cast<int>(sdl2_config->GetInteger("Renderer", "aspect_ratio", 0));
Settings::values.use_frame_limit = false; Settings::values.use_frame_limit = false;
Settings::values.frame_limit = 100; Settings::values.frame_limit = 100;
Settings::values.use_disk_shader_cache = Settings::values.use_disk_shader_cache =

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@ -26,6 +26,10 @@ use_shader_jit =
# factor for the Switch resolution # factor for the Switch resolution
resolution_factor = resolution_factor =
# Aspect ratio
# 0: Default (16:9), 1: Force 4:3, 2: Force 21:9, 3: Stretch to Window
aspect_ratio =
# Whether to enable V-Sync (caps the framerate at 60FPS) or not. # Whether to enable V-Sync (caps the framerate at 60FPS) or not.
# 0 (default): Off, 1: On # 0 (default): Off, 1: On
use_vsync = use_vsync =