OpenGL Renderer: Cleanup viewport extent calculation.

master
Tony Wasserka 2014-11-13 19:33:29 +07:00
parent 19bb01c223
commit c5c6e095f0
2 changed files with 30 additions and 45 deletions

@ -191,8 +191,8 @@ void RendererOpenGL::DrawSingleScreenRotated(const TextureInfo& texture, float x
* Draws the emulated screens to the emulator window. * Draws the emulated screens to the emulator window.
*/ */
void RendererOpenGL::DrawScreens() { void RendererOpenGL::DrawScreens() {
UpdateViewportExtent(); auto viewport_extent = GetViewportExtent();
glViewport(viewport_extent.x, viewport_extent.y, viewport_extent.width, viewport_extent.height); glViewport(viewport_extent.left, viewport_extent.top, viewport_extent.GetWidth(), viewport_extent.GetHeight()); // TODO: Or bottom?
glClear(GL_COLOR_BUFFER_BIT); glClear(GL_COLOR_BUFFER_BIT);
glUseProgram(program_id); glUseProgram(program_id);
@ -229,37 +229,32 @@ void RendererOpenGL::SetWindow(EmuWindow* window) {
render_window = window; render_window = window;
} }
void RendererOpenGL::UpdateViewportExtent() { MathUtil::Rectangle<unsigned> RendererOpenGL::GetViewportExtent() {
unsigned width_in_pixels; unsigned framebuffer_width;
unsigned height_in_pixels; unsigned framebuffer_height;
std::tie(framebuffer_width, framebuffer_height) = render_window->GetFramebufferSize();
std::tie(width_in_pixels, height_in_pixels) = render_window->GetFramebufferSize(); float window_aspect_ratio = static_cast<float>(framebuffer_height) / framebuffer_width;
// No update needed if framebuffer size hasn't changed
if (width_in_pixels == framebuffer_size.width && height_in_pixels == framebuffer_size.height) {
return;
}
framebuffer_size.width = width_in_pixels;
framebuffer_size.height = height_in_pixels;
float window_aspect_ratio = static_cast<float>(height_in_pixels) / width_in_pixels;
float emulation_aspect_ratio = static_cast<float>(resolution_height) / resolution_width; float emulation_aspect_ratio = static_cast<float>(resolution_height) / resolution_width;
MathUtil::Rectangle<unsigned> viewport_extent;
if (window_aspect_ratio > emulation_aspect_ratio) { if (window_aspect_ratio > emulation_aspect_ratio) {
// If the window is more narrow than the emulation content, borders are applied on the // Window is narrower than the emulation content => apply borders to the top and bottom
// top and bottom of the window. unsigned viewport_height = emulation_aspect_ratio * framebuffer_width;
viewport_extent.width = width_in_pixels; viewport_extent.left = 0;
viewport_extent.height = emulation_aspect_ratio * viewport_extent.width; viewport_extent.top = (framebuffer_height - viewport_height) / 2;
viewport_extent.x = 0; viewport_extent.right = viewport_extent.left + framebuffer_width;
viewport_extent.y = (height_in_pixels - viewport_extent.height) / 2; viewport_extent.bottom = viewport_extent.top + viewport_height;
} else { } else {
// Otherwise, borders are applied on the left and right sides of the window. // Otherwise, apply borders to the left and right sides of the window.
viewport_extent.height = height_in_pixels; unsigned viewport_width = framebuffer_height / emulation_aspect_ratio;
viewport_extent.width = (1 / emulation_aspect_ratio) * viewport_extent.height; viewport_extent.left = (framebuffer_width - viewport_width) / 2;
viewport_extent.x = (width_in_pixels - viewport_extent.width) / 2; viewport_extent.top = 0;
viewport_extent.y = 0; viewport_extent.right = viewport_extent.left + viewport_width;
viewport_extent.bottom = viewport_extent.top + framebuffer_height;
} }
return viewport_extent;
} }
/// Initialize the renderer /// Initialize the renderer

@ -4,13 +4,15 @@
#pragma once #pragma once
#include <array>
#include "generated/gl_3_2_core.h" #include "generated/gl_3_2_core.h"
#include "common/common.h" #include "common/math_util.h"
#include "core/hw/gpu.h"
#include "video_core/renderer_base.h"
#include <array> #include "core/hw/gpu.h"
#include "video_core/renderer_base.h"
class EmuWindow; class EmuWindow;
@ -52,8 +54,8 @@ private:
static void LoadFBToActiveGLTexture(const GPU::Regs::FramebufferConfig& framebuffer, static void LoadFBToActiveGLTexture(const GPU::Regs::FramebufferConfig& framebuffer,
const TextureInfo& texture); const TextureInfo& texture);
/// Updates the viewport rectangle /// Computes the viewport rectangle
void UpdateViewportExtent(); MathUtil::Rectangle<unsigned> GetViewportExtent();
EmuWindow* render_window; ///< Handle to render window EmuWindow* render_window; ///< Handle to render window
u32 last_mode; ///< Last render mode u32 last_mode; ///< Last render mode
@ -61,18 +63,6 @@ private:
int resolution_width; ///< Current resolution width int resolution_width; ///< Current resolution width
int resolution_height; ///< Current resolution height int resolution_height; ///< Current resolution height
struct {
int width;
int height;
} framebuffer_size; ///< Current framebuffer size
struct {
int x;
int y;
int width;
int height;
} viewport_extent; ///< Current viewport rectangle
// OpenGL object IDs // OpenGL object IDs
GLuint vertex_array_handle; GLuint vertex_array_handle;
GLuint vertex_buffer_handle; GLuint vertex_buffer_handle;