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				https://github.com/yuzu-emu/yuzu-android.git
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	Merge pull request #636 from bunnei/refactor-screen-win
Set framebuffer layout from EmuWindow.
This commit is contained in:
		
						commit
						06bf471581
					
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			@ -36,20 +36,13 @@ const bool EmuWindow_GLFW::IsOpen() {
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}
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void EmuWindow_GLFW::OnFramebufferResizeEvent(GLFWwindow* win, int width, int height) {
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    ASSERT(width > 0);
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    ASSERT(height > 0);
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    GetEmuWindow(win)->NotifyFramebufferSizeChanged(std::pair<unsigned,unsigned>(width, height));
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    GetEmuWindow(win)->NotifyFramebufferLayoutChanged(EmuWindow::FramebufferLayout::DefaultScreenLayout(width, height));
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}
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void EmuWindow_GLFW::OnClientAreaResizeEvent(GLFWwindow* win, int width, int height) {
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    ASSERT(width > 0);
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    ASSERT(height > 0);
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    // NOTE: GLFW provides no proper way to set a minimal window size.
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    //       Hence, we just ignore the corresponding EmuWindow hint.
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    GetEmuWindow(win)->NotifyClientAreaSizeChanged(std::pair<unsigned,unsigned>(width, height));
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    OnFramebufferResizeEvent(win, width, height);
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}
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/// EmuWindow_GLFW constructor
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			@ -155,6 +155,7 @@ GRenderWindow::GRenderWindow(QWidget* parent) : QWidget(parent), emu_thread(this
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    child = new GGLWidgetInternal(fmt, this);
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    QBoxLayout* layout = new QHBoxLayout(this);
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    resize(VideoCore::kScreenTopWidth, VideoCore::kScreenTopHeight + VideoCore::kScreenBottomHeight);
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    layout->addWidget(child);
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    layout->setMargin(0);
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			@ -234,7 +235,7 @@ void GRenderWindow::OnFramebufferSizeChanged()
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    unsigned height = child->QPaintDevice::height();
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#endif
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    NotifyFramebufferSizeChanged(std::make_pair(width, height));
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    NotifyFramebufferLayoutChanged(EmuWindow::FramebufferLayout::DefaultScreenLayout(width, height));
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}
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void GRenderWindow::BackupGeometry()
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			@ -3,6 +3,7 @@
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// Refer to the license.txt file included.
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#include "emu_window.h"
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#include "video_core/video_core.h"
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void EmuWindow::KeyPressed(KeyMap::HostDeviceKey key) {
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    Service::HID::PadState mapped_key = KeyMap::GetPadKey(key);
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			@ -15,3 +16,52 @@ void EmuWindow::KeyReleased(KeyMap::HostDeviceKey key) {
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    Service::HID::PadButtonRelease(mapped_key);
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}
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EmuWindow::FramebufferLayout EmuWindow::FramebufferLayout::DefaultScreenLayout(int width, int height) {
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    ASSERT(width > 0);
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    ASSERT(height > 0);
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    EmuWindow::FramebufferLayout res = { width, height, {}, {} };
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    float window_aspect_ratio = static_cast<float>(height) / width;
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    float emulation_aspect_ratio = static_cast<float>(VideoCore::kScreenTopHeight * 2) /
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        VideoCore::kScreenTopWidth;
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    if (window_aspect_ratio > emulation_aspect_ratio) {
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        // Window is narrower than the emulation content => apply borders to the top and bottom
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        int viewport_height = static_cast<int>(std::round(emulation_aspect_ratio * width));
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        res.top_screen.left = 0;
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        res.top_screen.right = res.top_screen.left + width;
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        res.top_screen.top = (height - viewport_height) / 2;
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        res.top_screen.bottom = res.top_screen.top + viewport_height / 2;
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        int bottom_width = static_cast<int>((static_cast<float>(VideoCore::kScreenBottomWidth) /
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            VideoCore::kScreenTopWidth) * (res.top_screen.right - res.top_screen.left));
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        int bottom_border = ((res.top_screen.right - res.top_screen.left) - bottom_width) / 2;
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        res.bottom_screen.left = bottom_border;
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        res.bottom_screen.right = res.bottom_screen.left + bottom_width;
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        res.bottom_screen.top = res.top_screen.bottom;
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        res.bottom_screen.bottom = res.bottom_screen.top + viewport_height / 2;
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    } else {
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        // Otherwise, apply borders to the left and right sides of the window.
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        int viewport_width = static_cast<int>(std::round(height / emulation_aspect_ratio));
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        res.top_screen.left = (width - viewport_width) / 2;
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        res.top_screen.right = res.top_screen.left + viewport_width;
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        res.top_screen.top = 0;
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        res.top_screen.bottom = res.top_screen.top + height / 2;
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        int bottom_width = static_cast<int>((static_cast<float>(VideoCore::kScreenBottomWidth) /
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            VideoCore::kScreenTopWidth) * (res.top_screen.right - res.top_screen.left));
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        int bottom_border = ((res.top_screen.right - res.top_screen.left) - bottom_width) / 2;
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        res.bottom_screen.left = res.top_screen.left + bottom_border;
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        res.bottom_screen.right = res.bottom_screen.left + bottom_width;
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        res.bottom_screen.top = res.top_screen.bottom;
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        res.bottom_screen.bottom = res.bottom_screen.top + height / 2;
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    }
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    return res;
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}
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			@ -8,6 +8,7 @@
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#include "common/scm_rev.h"
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#include "common/string_util.h"
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#include "common/key_map.h"
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#include "common/math_util.h"
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/**
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 * Abstraction class used to provide an interface between emulation code and the frontend
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			@ -38,6 +39,23 @@ public:
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        std::pair<unsigned,unsigned> min_client_area_size;
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    };
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    /// Describes the layout of the window framebuffer (size and top/bottom screen positions)
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    struct FramebufferLayout {
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        /**
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         * Factory method for constructing a default FramebufferLayout
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         * @param width Window framebuffer width in pixels
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         * @param height Window framebuffer height in pixels
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         * @return Newly created FramebufferLayout object with default screen regions initialized
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         */
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        static FramebufferLayout DefaultScreenLayout(int width, int height);
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        unsigned width;
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        unsigned height;
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        MathUtil::Rectangle<unsigned> top_screen;
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        MathUtil::Rectangle<unsigned> bottom_screen;
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    };
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    /// Swap buffers to display the next frame
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    virtual void SwapBuffers() = 0;
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			@ -75,11 +93,11 @@ public:
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    }
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    /**
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      * Gets the framebuffer size in pixels.
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      * Gets the framebuffer layout (width, height, and screen regions)
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      * @note This method is thread-safe
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      */
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    const std::pair<unsigned,unsigned> GetFramebufferSize() const {
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        return framebuffer_size;
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    const FramebufferLayout& GetFramebufferLayout() const {
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        return framebuffer_layout;
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    }
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    /**
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			@ -118,11 +136,11 @@ protected:
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    }
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    /**
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     * Update internal framebuffer size with the given parameter.
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     * Update framebuffer layout with the given parameter.
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     * @note EmuWindow implementations will usually use this in window resize event handlers.
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     */
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    void NotifyFramebufferSizeChanged(const std::pair<unsigned,unsigned>& size) {
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        framebuffer_size = size;
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    void NotifyFramebufferLayoutChanged(const FramebufferLayout& layout) {
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        framebuffer_layout = layout;
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    }
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    /**
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			@ -143,7 +161,7 @@ private:
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        // By default, ignore this request and do nothing.
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    }
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    std::pair<unsigned,unsigned> framebuffer_size;
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    FramebufferLayout framebuffer_layout; ///< Current framebuffer layout
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    unsigned client_area_width;    ///< Current client width, should be set by window impl.
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    unsigned client_area_height;   ///< Current client height, should be set by window impl.
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			@ -254,28 +254,26 @@ 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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    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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    auto layout = render_window->GetFramebufferLayout();
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    glViewport(0, 0, layout.width, layout.height);
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    glClear(GL_COLOR_BUFFER_BIT);
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    glUseProgram(program_id);
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    // Set projection matrix
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    std::array<GLfloat, 3*2> ortho_matrix = MakeOrthographicMatrix((float)resolution_width, (float)resolution_height);
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    std::array<GLfloat, 3 * 2> ortho_matrix = MakeOrthographicMatrix((float)layout.width,
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        (float)layout.height);
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    glUniformMatrix3x2fv(uniform_modelview_matrix, 1, GL_FALSE, ortho_matrix.data());
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    // Bind texture in Texture Unit 0
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    glActiveTexture(GL_TEXTURE0);
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    glUniform1i(uniform_color_texture, 0);
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    const float max_width = std::max((float)VideoCore::kScreenTopWidth, (float)VideoCore::kScreenBottomWidth);
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    const float top_x = 0.5f * (max_width - VideoCore::kScreenTopWidth);
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    const float bottom_x = 0.5f * (max_width - VideoCore::kScreenBottomWidth);
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    DrawSingleScreenRotated(textures[0], top_x, 0,
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        (float)VideoCore::kScreenTopWidth, (float)VideoCore::kScreenTopHeight);
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    DrawSingleScreenRotated(textures[1], bottom_x, (float)VideoCore::kScreenTopHeight,
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        (float)VideoCore::kScreenBottomWidth, (float)VideoCore::kScreenBottomHeight);
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    DrawSingleScreenRotated(textures[0], (float)layout.top_screen.left, (float)layout.top_screen.top,
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        (float)layout.top_screen.GetWidth(), (float)layout.top_screen.GetHeight());
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    DrawSingleScreenRotated(textures[1], (float)layout.bottom_screen.left,(float)layout.bottom_screen.top,
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        (float)layout.bottom_screen.GetWidth(), (float)layout.bottom_screen.GetHeight());
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    m_current_frame++;
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}
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			@ -292,34 +290,6 @@ void RendererOpenGL::SetWindow(EmuWindow* window) {
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    render_window = window;
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}
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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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    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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        // Window is narrower than the emulation content => apply borders to the top and bottom
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        unsigned viewport_height = static_cast<unsigned>(std::round(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, apply borders to the left and right sides of the window.
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        unsigned viewport_width = static_cast<unsigned>(std::round(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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void RendererOpenGL::Init() {
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    render_window->MakeCurrent();
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			@ -18,7 +18,6 @@ namespace VideoCore {
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EmuWindow*      g_emu_window    = nullptr;     ///< Frontend emulator window
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RendererBase*   g_renderer      = nullptr;     ///< Renderer plugin
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int             g_current_frame = 0;
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/// Initialize the video core
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void Init(EmuWindow* emu_window) {
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			@ -27,8 +26,6 @@ void Init(EmuWindow* emu_window) {
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    g_renderer->SetWindow(g_emu_window);
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    g_renderer->Init();
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    g_current_frame = 0;
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    LOG_DEBUG(Render, "initialized OK");
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}
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			@ -30,7 +30,6 @@ static const int kScreenBottomHeight    = 240;  ///< 3DS bottom screen height
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// ---------------------
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extern RendererBase*   g_renderer;              ///< Renderer plugin
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extern int             g_current_frame;         ///< Current frame
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extern EmuWindow*      g_emu_window;            ///< Emu window
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/// Start the video core
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