Rework frame layouts to use a max rectangle instead of hardcoded calculations

This commit is contained in:
James Rowe 2016-11-05 01:47:05 -06:00
parent e40c23463f
commit 5f72aade77
2 changed files with 109 additions and 259 deletions

View file

@ -9,290 +9,128 @@
#include "video_core/video_core.h"
namespace Layout {
static FramebufferLayout DefaultFrameLayout(unsigned width, unsigned height) {
static const float TOP_SCREEN_ASPECT_RATIO =
static_cast<float>(VideoCore::kScreenTopHeight) / VideoCore::kScreenTopWidth;
static const float BOT_SCREEN_ASPECT_RATIO =
static_cast<float>(VideoCore::kScreenBottomHeight) / VideoCore::kScreenBottomWidth;
static const float BOT_TO_TOP_SCREEN_RATIO_DIFFERENCE =
BOT_SCREEN_ASPECT_RATIO - TOP_SCREEN_ASPECT_RATIO;
// Finds the largest size subrectangle contained in window area that is confined to the aspect ratio
template <class T>
static MathUtil::Rectangle<T> maxRectangle(MathUtil::Rectangle<T> window_area,
float screen_aspect_ratio) {
float scale = std::min(static_cast<float>(window_area.GetWidth()),
window_area.GetHeight() / screen_aspect_ratio);
return MathUtil::Rectangle<T>{0, 0, static_cast<T>(scale),
static_cast<T>(scale * screen_aspect_ratio)};
}
FramebufferLayout DefaultFrameLayout(unsigned width, unsigned height, bool swapped) {
ASSERT(width > 0);
ASSERT(height > 0);
FramebufferLayout res{width, height, true, true, {}, {}};
// Default layout gives equal screen sizes to the top and bottom screen
MathUtil::Rectangle<unsigned> screen_window_area{0, 0, width, height / 2};
MathUtil::Rectangle<unsigned> top_screen =
maxRectangle(screen_window_area, TOP_SCREEN_ASPECT_RATIO);
MathUtil::Rectangle<unsigned> bot_screen =
maxRectangle(screen_window_area, BOT_SCREEN_ASPECT_RATIO);
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;
}
static FramebufferLayout DefaultFrameLayout_Swapped(unsigned width, unsigned height) {
ASSERT(width > 0);
ASSERT(height > 0);
FramebufferLayout res {width, height, true, true, {}, {}};
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;
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 = (height - viewport_height) / 2;
res.bottom_screen.bottom = res.bottom_screen.top + viewport_height / 2;
res.top_screen.top = res.bottom_screen.bottom;
res.top_screen.bottom = res.top_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;
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 = 0;
res.bottom_screen.bottom = res.bottom_screen.top + height / 2;
res.top_screen.top = res.bottom_screen.bottom;
res.top_screen.bottom = res.top_screen.top + height / 2;
}
return res;
}
static FramebufferLayout SingleFrameLayout(unsigned width, unsigned height) {
ASSERT(width > 0);
ASSERT(height > 0);
FramebufferLayout res {width, height, true, false, {}, {}};
float window_aspect_ratio = static_cast<float>(height) / width;
float emulation_aspect_ratio = static_cast<float>(VideoCore::kScreenTopHeight) /
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;
res.bottom_screen.left = 0;
res.bottom_screen.right = VideoCore::kScreenBottomWidth;
res.bottom_screen.top = 0;
res.bottom_screen.bottom = VideoCore::kScreenBottomHeight;
} 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;
// The Rasterizer still depends on these fields to maintain the right aspect ratio
res.bottom_screen.left = 0;
res.bottom_screen.right = VideoCore::kScreenBottomWidth;
res.bottom_screen.top = 0;
res.bottom_screen.bottom = VideoCore::kScreenBottomHeight;
}
return res;
}
static FramebufferLayout SingleFrameLayout_Swapped(unsigned width, unsigned height) {
ASSERT(width > 0);
ASSERT(height > 0);
FramebufferLayout res {width, height, false, true, {}, {}};
float window_aspect_ratio = static_cast<float>(height) / width;
float emulation_aspect_ratio = static_cast<float>(VideoCore::kScreenBottomHeight) /
VideoCore::kScreenBottomWidth;
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.bottom_screen.left = 0;
res.bottom_screen.right = res.bottom_screen.left + width;
res.bottom_screen.top = (height - viewport_height) / 2;
res.bottom_screen.bottom = res.bottom_screen.top + viewport_height;
// The Rasterizer still depends on these fields to maintain the right aspect ratio
res.top_screen.left = 0;
res.top_screen.right = VideoCore::kScreenTopWidth;
res.top_screen.top = 0;
res.top_screen.bottom = VideoCore::kScreenTopHeight;
} 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.bottom_screen.left = (width - viewport_width) / 2;
res.bottom_screen.right = res.bottom_screen.left + viewport_width;
res.bottom_screen.top = 0;
res.bottom_screen.bottom = res.bottom_screen.top + height;
res.top_screen.left = 0;
res.top_screen.right = VideoCore::kScreenTopWidth;
res.top_screen.top = 0;
res.top_screen.bottom = VideoCore::kScreenTopHeight;
}
return res;
}
static FramebufferLayout LargeFrameLayout(unsigned width, unsigned height) {
ASSERT(width > 0);
ASSERT(height > 0);
FramebufferLayout res{ width, height, true, true,{},{} };
float window_aspect_ratio = static_cast<float>(width) / height;
float top_screen_aspect_ratio = static_cast<float>(VideoCore::kScreenTopWidth) /
VideoCore::kScreenTopHeight;
int viewport_height = static_cast<int>(std::round((width - VideoCore::kScreenBottomWidth) /
top_screen_aspect_ratio));
int viewport_width = static_cast<int>(std::round((height * top_screen_aspect_ratio) +
VideoCore::kScreenBottomWidth));
float emulation_aspect_ratio = static_cast<float>(width) / viewport_height;
// both screens height are taken into account by multiplying by 2
float emulation_aspect_ratio = TOP_SCREEN_ASPECT_RATIO * 2;
if (window_aspect_ratio < emulation_aspect_ratio) {
// Window is narrower than the emulation content => apply borders to the top and bottom
res.top_screen.left = 0;
res.top_screen.right = width - VideoCore::kScreenBottomWidth;
res.top_screen.top = (height - viewport_height) / 2;
res.top_screen.bottom = viewport_height + res.top_screen.top;
res.bottom_screen.left = res.top_screen.right;
res.bottom_screen.right = width;
res.bottom_screen.bottom = res.top_screen.bottom;
res.bottom_screen.top = res.bottom_screen.bottom - VideoCore::kScreenBottomHeight;
// Apply borders to the left and right sides of the window.
top_screen =
top_screen.TranslateX((screen_window_area.GetWidth() - top_screen.GetWidth()) / 2);
bot_screen =
bot_screen.TranslateX((screen_window_area.GetWidth() - bot_screen.GetWidth()) / 2);
} else {
// Otherwise, apply borders to the left and right sides of the window.
res.top_screen.left = (width - viewport_width) / 2;
res.top_screen.right = (top_screen_aspect_ratio * height) + res.top_screen.left;
res.top_screen.top = 0;
res.top_screen.bottom = height;
res.bottom_screen.left = res.top_screen.right;
res.bottom_screen.right = res.bottom_screen.left + VideoCore::kScreenBottomWidth;
res.bottom_screen.bottom = height;
res.bottom_screen.top = height - VideoCore::kScreenBottomHeight;
// Window is narrower than the emulation content => apply borders to the top and bottom
top_screen = top_screen.TranslateY(height / 2 - top_screen.GetHeight());
// Recalculate the bottom screen to account for the width difference between top and bottom
screen_window_area = {0, 0, width, top_screen.GetHeight()};
bot_screen = maxRectangle(screen_window_area, BOT_SCREEN_ASPECT_RATIO);
bot_screen = bot_screen.TranslateX((top_screen.GetWidth() - bot_screen.GetWidth()) / 2);
}
// Move the top screen to the bottom if we are swapped.
res.top_screen = swapped ? top_screen.TranslateY(height / 2) : top_screen;
res.bottom_screen = swapped ? bot_screen : bot_screen.TranslateY(height / 2);
return res;
}
static FramebufferLayout LargeFrameLayout_Swapped(unsigned width, unsigned height) {
FramebufferLayout SingleFrameLayout(unsigned width, unsigned height, bool swapped) {
ASSERT(width > 0);
ASSERT(height > 0);
// The drawing code needs at least somewhat valid values for both screens
// so just calculate them both even if the other isn't showing.
FramebufferLayout res{width, height, !swapped, swapped, {}, {}};
MathUtil::Rectangle<unsigned> screen_window_area{0, 0, width, height};
MathUtil::Rectangle<unsigned> top_screen =
maxRectangle(screen_window_area, TOP_SCREEN_ASPECT_RATIO);
MathUtil::Rectangle<unsigned> bot_screen =
maxRectangle(screen_window_area, BOT_SCREEN_ASPECT_RATIO);
float window_aspect_ratio = static_cast<float>(height) / width;
float emulation_aspect_ratio = (swapped) ? BOT_SCREEN_ASPECT_RATIO : TOP_SCREEN_ASPECT_RATIO;
if (window_aspect_ratio < emulation_aspect_ratio) {
top_screen =
top_screen.TranslateX((screen_window_area.GetWidth() - top_screen.GetWidth()) / 2);
bot_screen =
bot_screen.TranslateX((screen_window_area.GetWidth() - bot_screen.GetWidth()) / 2);
} else {
top_screen = top_screen.TranslateY((height - top_screen.GetHeight()) / 2);
bot_screen = bot_screen.TranslateY((height - bot_screen.GetHeight()) / 2);
}
res.top_screen = top_screen;
res.bottom_screen = bot_screen;
return res;
}
FramebufferLayout LargeFrameLayout(unsigned width, unsigned height, bool swapped) {
ASSERT(width > 0);
ASSERT(height > 0);
FramebufferLayout res{width, height, true, true, {}, {}};
// Split the window into two parts. Give 4x width to the main screen and 1x width to the small
// To do that, find the total emulation box and maximize that based on window size
float window_aspect_ratio = static_cast<float>(height) / width;
float emulation_aspect_ratio =
swapped
? VideoCore::kScreenBottomHeight * 4 /
(VideoCore::kScreenBottomWidth * 4.0f + VideoCore::kScreenTopWidth)
: VideoCore::kScreenTopHeight * 4 /
(VideoCore::kScreenTopWidth * 4.0f + VideoCore::kScreenBottomWidth);
float large_screen_aspect_ratio = swapped ? BOT_SCREEN_ASPECT_RATIO : TOP_SCREEN_ASPECT_RATIO;
float small_screen_aspect_ratio = swapped ? TOP_SCREEN_ASPECT_RATIO : BOT_SCREEN_ASPECT_RATIO;
float window_aspect_ratio = static_cast<float>(width) / height;
float bottom_screen_aspect_ratio = static_cast<float>(VideoCore::kScreenBottomWidth) /
VideoCore::kScreenBottomHeight;
int viewport_height = static_cast<int>(std::round((width - VideoCore::kScreenTopWidth) /
bottom_screen_aspect_ratio));
int viewport_width = static_cast<int>(std::round((height * bottom_screen_aspect_ratio) +
VideoCore::kScreenTopWidth));
float emulation_aspect_ratio = static_cast<float>(width) / viewport_height;
MathUtil::Rectangle<unsigned> screen_window_area{0, 0, width, height};
MathUtil::Rectangle<unsigned> total_rect =
maxRectangle(screen_window_area, emulation_aspect_ratio);
MathUtil::Rectangle<unsigned> large_screen =
maxRectangle(total_rect, large_screen_aspect_ratio);
MathUtil::Rectangle<unsigned> fourth_size_rect = total_rect.Scale(.25f);
MathUtil::Rectangle<unsigned> small_screen =
maxRectangle(fourth_size_rect, small_screen_aspect_ratio);
if (window_aspect_ratio < emulation_aspect_ratio) {
// Window is narrower than the emulation content => apply borders to the top and bottom
res.bottom_screen.left = 0;
res.bottom_screen.right = width - VideoCore::kScreenTopWidth;
res.bottom_screen.top = (height - viewport_height) / 2;
res.bottom_screen.bottom = viewport_height + res.bottom_screen.top;
res.top_screen.left = res.bottom_screen.right;
res.top_screen.right = width;
res.top_screen.bottom = res.bottom_screen.bottom;
res.top_screen.top = res.top_screen.bottom - VideoCore::kScreenTopHeight;
large_screen =
large_screen.TranslateX((screen_window_area.GetWidth() - total_rect.GetWidth()) / 2);
} else {
// Otherwise, apply borders to the left and right sides of the window.
res.bottom_screen.left = (width - viewport_width) / 2;
res.bottom_screen.right = (bottom_screen_aspect_ratio * height) + res.bottom_screen.left;
res.bottom_screen.top = 0;
res.bottom_screen.bottom = height;
res.top_screen.left = res.bottom_screen.right;
res.top_screen.right = res.top_screen.left + VideoCore::kScreenTopWidth;
res.top_screen.bottom = height;
res.top_screen.top = height - VideoCore::kScreenTopHeight;
large_screen = large_screen.TranslateY((height - total_rect.GetHeight()) / 2);
}
// Shift the small screen to the bottom right corner
small_screen =
small_screen.TranslateX(large_screen.right)
.TranslateY(large_screen.GetHeight() + large_screen.top - small_screen.GetHeight());
res.top_screen = swapped ? small_screen : large_screen;
res.bottom_screen = swapped ? large_screen : small_screen;
return res;
}
FramebufferLayout DefaultFrameLayout(unsigned width, unsigned height, bool is_swapped) {
return is_swapped ? DefaultFrameLayout_Swapped(width, height) : DefaultFrameLayout(width, height);
}
FramebufferLayout SingleFrameLayout(unsigned width, unsigned height, bool is_swapped) {
return is_swapped ? SingleFrameLayout_Swapped(width, height) : SingleFrameLayout(width, height);
}
FramebufferLayout LargeFrameLayout(unsigned width, unsigned height, bool is_swapped) {
return is_swapped ? LargeFrameLayout_Swapped(width, height) : LargeFrameLayout(width, height);
}
}

View file

@ -38,6 +38,18 @@ struct Rectangle {
T GetHeight() const {
return std::abs(static_cast<typename std::make_signed<T>::type>(bottom - top));
}
Rectangle<T> TranslateX(const T x) const {
return Rectangle{left + x, top, right + x, bottom};
}
Rectangle<T> TranslateY(const T y) const {
return Rectangle{left, top + y, right, bottom + y};
}
Rectangle<T> Scale(const float s) const {
ASSERT(s > 0);
return Rectangle {
left, top, static_cast<T>((right + left) * s), static_cast<T>((top + bottom) * s)
};
}
};
} // namespace MathUtil