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OpenGL Renderer: Cleanup viewport extent calculation.
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@ -191,8 +191,8 @@ void RendererOpenGL::DrawSingleScreenRotated(const TextureInfo& texture, float x
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* Draws the emulated screens to the emulator window.
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*/
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void RendererOpenGL::DrawScreens() {
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UpdateViewportExtent();
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glViewport(viewport_extent.x, viewport_extent.y, viewport_extent.width, viewport_extent.height);
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auto viewport_extent = GetViewportExtent();
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glViewport(viewport_extent.left, viewport_extent.top, viewport_extent.GetWidth(), viewport_extent.GetHeight()); // TODO: Or bottom?
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glClear(GL_COLOR_BUFFER_BIT);
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glUseProgram(program_id);
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@ -229,37 +229,32 @@ void RendererOpenGL::SetWindow(EmuWindow* window) {
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render_window = window;
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}
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void RendererOpenGL::UpdateViewportExtent() {
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unsigned width_in_pixels;
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unsigned height_in_pixels;
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MathUtil::Rectangle<unsigned> RendererOpenGL::GetViewportExtent() {
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unsigned framebuffer_width;
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unsigned framebuffer_height;
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std::tie(framebuffer_width, framebuffer_height) = render_window->GetFramebufferSize();
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std::tie(width_in_pixels, height_in_pixels) = render_window->GetFramebufferSize();
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// No update needed if framebuffer size hasn't changed
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if (width_in_pixels == framebuffer_size.width && height_in_pixels == framebuffer_size.height) {
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return;
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}
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framebuffer_size.width = width_in_pixels;
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framebuffer_size.height = height_in_pixels;
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float window_aspect_ratio = static_cast<float>(height_in_pixels) / width_in_pixels;
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float window_aspect_ratio = static_cast<float>(framebuffer_height) / framebuffer_width;
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float emulation_aspect_ratio = static_cast<float>(resolution_height) / resolution_width;
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MathUtil::Rectangle<unsigned> viewport_extent;
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if (window_aspect_ratio > emulation_aspect_ratio) {
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// If the window is more narrow than the emulation content, borders are applied on the
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// top and bottom of the window.
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viewport_extent.width = width_in_pixels;
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viewport_extent.height = emulation_aspect_ratio * viewport_extent.width;
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viewport_extent.x = 0;
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viewport_extent.y = (height_in_pixels - viewport_extent.height) / 2;
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// Window is narrower than the emulation content => apply borders to the top and bottom
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unsigned viewport_height = emulation_aspect_ratio * framebuffer_width;
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viewport_extent.left = 0;
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viewport_extent.top = (framebuffer_height - viewport_height) / 2;
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viewport_extent.right = viewport_extent.left + framebuffer_width;
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viewport_extent.bottom = viewport_extent.top + viewport_height;
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} else {
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// Otherwise, borders are applied on the left and right sides of the window.
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viewport_extent.height = height_in_pixels;
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viewport_extent.width = (1 / emulation_aspect_ratio) * viewport_extent.height;
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viewport_extent.x = (width_in_pixels - viewport_extent.width) / 2;
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viewport_extent.y = 0;
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// Otherwise, apply borders to the left and right sides of the window.
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unsigned viewport_width = framebuffer_height / emulation_aspect_ratio;
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viewport_extent.left = (framebuffer_width - viewport_width) / 2;
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viewport_extent.top = 0;
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viewport_extent.right = viewport_extent.left + viewport_width;
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viewport_extent.bottom = viewport_extent.top + framebuffer_height;
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}
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return viewport_extent;
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}
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/// Initialize the renderer
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@ -4,13 +4,15 @@
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#pragma once
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#include <array>
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#include "generated/gl_3_2_core.h"
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#include "common/common.h"
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#include "core/hw/gpu.h"
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#include "video_core/renderer_base.h"
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#include "common/math_util.h"
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#include <array>
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#include "core/hw/gpu.h"
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#include "video_core/renderer_base.h"
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class EmuWindow;
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@ -52,8 +54,8 @@ private:
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static void LoadFBToActiveGLTexture(const GPU::Regs::FramebufferConfig& framebuffer,
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const TextureInfo& texture);
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/// Updates the viewport rectangle
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void UpdateViewportExtent();
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/// Computes the viewport rectangle
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MathUtil::Rectangle<unsigned> GetViewportExtent();
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EmuWindow* render_window; ///< Handle to render window
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u32 last_mode; ///< Last render mode
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@ -61,18 +63,6 @@ private:
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int resolution_width; ///< Current resolution width
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int resolution_height; ///< Current resolution height
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struct {
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int width;
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int height;
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} framebuffer_size; ///< Current framebuffer size
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struct {
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int x;
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int y;
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int width;
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int height;
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} viewport_extent; ///< Current viewport rectangle
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// OpenGL object IDs
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GLuint vertex_array_handle;
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GLuint vertex_buffer_handle;
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