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fe1f06c856
This was regressed by ART. Prior to ART, the screenshots were saved at the title's framebuffer resolution. A misunderstanding of the existing logic led to screenshot dimensions becoming dependent on the host render window size. This changes the behavior to match how it was prior to ART at 1x, with screenshots now always being the title's framebuffer dimensions scaled by the resolution scaling factor.
79 lines
3 KiB
C++
79 lines
3 KiB
C++
// Copyright 2018 yuzu emulator team
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#include <cmath>
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#include "common/assert.h"
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#include "common/settings.h"
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#include "core/frontend/framebuffer_layout.h"
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namespace Layout {
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// Finds the largest size subrectangle contained in window area that is confined to the aspect ratio
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template <class T>
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static Common::Rectangle<T> MaxRectangle(Common::Rectangle<T> window_area,
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float screen_aspect_ratio) {
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const float scale = std::min(static_cast<float>(window_area.GetWidth()),
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static_cast<float>(window_area.GetHeight()) / screen_aspect_ratio);
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return Common::Rectangle<T>{0, 0, static_cast<T>(std::round(scale)),
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static_cast<T>(std::round(scale * screen_aspect_ratio))};
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}
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FramebufferLayout DefaultFrameLayout(u32 width, u32 height) {
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ASSERT(width > 0);
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ASSERT(height > 0);
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// The drawing code needs at least somewhat valid values for both screens
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// so just calculate them both even if the other isn't showing.
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FramebufferLayout res{
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.width = width,
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.height = height,
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.screen = {},
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.is_srgb = false,
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};
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const float window_aspect_ratio = static_cast<float>(height) / static_cast<float>(width);
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const float emulation_aspect_ratio = EmulationAspectRatio(
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static_cast<AspectRatio>(Settings::values.aspect_ratio.GetValue()), window_aspect_ratio);
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const Common::Rectangle<u32> screen_window_area{0, 0, width, height};
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Common::Rectangle<u32> screen = MaxRectangle(screen_window_area, emulation_aspect_ratio);
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if (window_aspect_ratio < emulation_aspect_ratio) {
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screen = screen.TranslateX((screen_window_area.GetWidth() - screen.GetWidth()) / 2);
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} else {
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screen = screen.TranslateY((height - screen.GetHeight()) / 2);
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}
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res.screen = screen;
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return res;
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}
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FramebufferLayout FrameLayoutFromResolutionScale(f32 res_scale) {
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const bool is_docked = Settings::values.use_docked_mode.GetValue();
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const u32 screen_width = is_docked ? ScreenDocked::Width : ScreenUndocked::Width;
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const u32 screen_height = is_docked ? ScreenDocked::Height : ScreenUndocked::Height;
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const u32 width = static_cast<u32>(static_cast<f32>(screen_width) * res_scale);
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const u32 height = static_cast<u32>(static_cast<f32>(screen_height) * res_scale);
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return DefaultFrameLayout(width, height);
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}
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float EmulationAspectRatio(AspectRatio aspect, float window_aspect_ratio) {
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switch (aspect) {
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case AspectRatio::Default:
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return static_cast<float>(ScreenUndocked::Height) / ScreenUndocked::Width;
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case AspectRatio::R4_3:
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return 3.0f / 4.0f;
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case AspectRatio::R21_9:
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return 9.0f / 21.0f;
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case AspectRatio::StretchToWindow:
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return window_aspect_ratio;
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default:
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return static_cast<float>(ScreenUndocked::Height) / ScreenUndocked::Width;
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}
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}
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} // namespace Layout
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