Move screen size constants from video_core to core

video_core didn't even properly use them, and they were the source of
many otherwise-unnecessary dependencies from core to video_core.
This commit is contained in:
Yuri Kunde Schlesner 2017-05-27 18:06:59 -07:00
parent 6665557ff7
commit eb10f25025
9 changed files with 63 additions and 51 deletions

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@ -12,10 +12,10 @@
#include "common/logging/log.h" #include "common/logging/log.h"
#include "common/scm_rev.h" #include "common/scm_rev.h"
#include "common/string_util.h" #include "common/string_util.h"
#include "core/3ds.h"
#include "core/settings.h" #include "core/settings.h"
#include "input_common/keyboard.h" #include "input_common/keyboard.h"
#include "input_common/main.h" #include "input_common/main.h"
#include "video_core/video_core.h"
void EmuWindow_SDL2::OnMouseMotion(s32 x, s32 y) { void EmuWindow_SDL2::OnMouseMotion(s32 x, s32 y) {
TouchMoved((unsigned)std::max(x, 0), (unsigned)std::max(y, 0)); TouchMoved((unsigned)std::max(x, 0), (unsigned)std::max(y, 0));
@ -80,11 +80,11 @@ EmuWindow_SDL2::EmuWindow_SDL2() {
std::string window_title = Common::StringFromFormat("Citra %s| %s-%s ", Common::g_build_name, std::string window_title = Common::StringFromFormat("Citra %s| %s-%s ", Common::g_build_name,
Common::g_scm_branch, Common::g_scm_desc); Common::g_scm_branch, Common::g_scm_desc);
render_window = SDL_CreateWindow( render_window =
window_title.c_str(), SDL_CreateWindow(window_title.c_str(),
SDL_WINDOWPOS_UNDEFINED, // x position SDL_WINDOWPOS_UNDEFINED, // x position
SDL_WINDOWPOS_UNDEFINED, // y position SDL_WINDOWPOS_UNDEFINED, // y position
VideoCore::kScreenTopWidth, VideoCore::kScreenTopHeight + VideoCore::kScreenBottomHeight, Core::kScreenTopWidth, Core::kScreenTopHeight + Core::kScreenBottomHeight,
SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI); SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI);
if (render_window == nullptr) { if (render_window == nullptr) {

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@ -12,12 +12,11 @@
#include "common/microprofile.h" #include "common/microprofile.h"
#include "common/scm_rev.h" #include "common/scm_rev.h"
#include "common/string_util.h" #include "common/string_util.h"
#include "core/3ds.h"
#include "core/core.h" #include "core/core.h"
#include "core/settings.h" #include "core/settings.h"
#include "input_common/keyboard.h" #include "input_common/keyboard.h"
#include "input_common/main.h" #include "input_common/main.h"
#include "video_core/debug_utils/debug_utils.h"
#include "video_core/video_core.h"
EmuThread::EmuThread(GRenderWindow* render_window) EmuThread::EmuThread(GRenderWindow* render_window)
: exec_step(false), running(false), stop_run(false), render_window(render_window) {} : exec_step(false), running(false), stop_run(false), render_window(render_window) {}
@ -266,8 +265,7 @@ void GRenderWindow::InitRenderTarget() {
child = new GGLWidgetInternal(fmt, this); child = new GGLWidgetInternal(fmt, this);
QBoxLayout* layout = new QHBoxLayout(this); QBoxLayout* layout = new QHBoxLayout(this);
resize(VideoCore::kScreenTopWidth, resize(Core::kScreenTopWidth, Core::kScreenTopHeight + Core::kScreenBottomHeight);
VideoCore::kScreenTopHeight + VideoCore::kScreenBottomHeight);
layout->addWidget(child); layout->addWidget(child);
layout->setMargin(0); layout->setMargin(0);
setLayout(layout); setLayout(layout);

21
src/core/3ds.h Normal file
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@ -0,0 +1,21 @@
// Copyright 2017 Citra Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#pragma once
namespace Core {
// 3DS Video Constants
// -------------------
// NOTE: The LCDs actually rotate the image 90 degrees when displaying. Because of that the
// framebuffers in video memory are stored in column-major order and rendered sideways, causing
// the widths and heights of the framebuffers read by the LCD to be switched compared to the
// heights and widths of the screens listed here.
constexpr int kScreenTopWidth = 400; ///< 3DS top screen width
constexpr int kScreenTopHeight = 240; ///< 3DS top screen height
constexpr int kScreenBottomWidth = 320; ///< 3DS bottom screen width
constexpr int kScreenBottomHeight = 240; ///< 3DS bottom screen height
} // namespace Core

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@ -179,6 +179,7 @@ set(SRCS
) )
set(HEADERS set(HEADERS
3ds.h
arm/arm_interface.h arm/arm_interface.h
arm/dynarmic/arm_dynarmic.h arm/dynarmic/arm_dynarmic.h
arm/dynarmic/arm_dynarmic_cp15.h arm/dynarmic/arm_dynarmic_cp15.h

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@ -5,10 +5,10 @@
#include <algorithm> #include <algorithm>
#include <cmath> #include <cmath>
#include "common/assert.h" #include "common/assert.h"
#include "core/3ds.h"
#include "core/core.h" #include "core/core.h"
#include "core/frontend/emu_window.h" #include "core/frontend/emu_window.h"
#include "core/settings.h" #include "core/settings.h"
#include "video_core/video_core.h"
/** /**
* Check if the given x/y coordinates are within the touchpad specified by the framebuffer layout * Check if the given x/y coordinates are within the touchpad specified by the framebuffer layout
@ -38,11 +38,9 @@ void EmuWindow::TouchPressed(unsigned framebuffer_x, unsigned framebuffer_y) {
if (!IsWithinTouchscreen(framebuffer_layout, framebuffer_x, framebuffer_y)) if (!IsWithinTouchscreen(framebuffer_layout, framebuffer_x, framebuffer_y))
return; return;
touch_x = VideoCore::kScreenBottomWidth * touch_x = Core::kScreenBottomWidth * (framebuffer_x - framebuffer_layout.bottom_screen.left) /
(framebuffer_x - framebuffer_layout.bottom_screen.left) /
(framebuffer_layout.bottom_screen.right - framebuffer_layout.bottom_screen.left); (framebuffer_layout.bottom_screen.right - framebuffer_layout.bottom_screen.left);
touch_y = VideoCore::kScreenBottomHeight * touch_y = Core::kScreenBottomHeight * (framebuffer_y - framebuffer_layout.bottom_screen.top) /
(framebuffer_y - framebuffer_layout.bottom_screen.top) /
(framebuffer_layout.bottom_screen.bottom - framebuffer_layout.bottom_screen.top); (framebuffer_layout.bottom_screen.bottom - framebuffer_layout.bottom_screen.top);
touch_pressed = true; touch_pressed = true;

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@ -5,16 +5,20 @@
#include <cmath> #include <cmath>
#include "common/assert.h" #include "common/assert.h"
#include "core/3ds.h"
#include "core/frontend/framebuffer_layout.h" #include "core/frontend/framebuffer_layout.h"
#include "core/settings.h" #include "core/settings.h"
#include "video_core/video_core.h"
namespace Layout { namespace Layout {
static const float TOP_SCREEN_ASPECT_RATIO = static const float TOP_SCREEN_ASPECT_RATIO =
static_cast<float>(VideoCore::kScreenTopHeight) / VideoCore::kScreenTopWidth; static_cast<float>(Core::kScreenTopHeight) / Core::kScreenTopWidth;
static const float BOT_SCREEN_ASPECT_RATIO = static const float BOT_SCREEN_ASPECT_RATIO =
static_cast<float>(VideoCore::kScreenBottomHeight) / VideoCore::kScreenBottomWidth; static_cast<float>(Core::kScreenBottomHeight) / Core::kScreenBottomWidth;
float FramebufferLayout::GetScalingRatio() const {
return static_cast<float>(top_screen.GetWidth()) / Core::kScreenTopWidth;
}
// Finds the largest size subrectangle contained in window area that is confined to the aspect ratio // Finds the largest size subrectangle contained in window area that is confined to the aspect ratio
template <class T> template <class T>
@ -106,10 +110,10 @@ FramebufferLayout LargeFrameLayout(unsigned width, unsigned height, bool swapped
float window_aspect_ratio = static_cast<float>(height) / width; float window_aspect_ratio = static_cast<float>(height) / width;
float emulation_aspect_ratio = float emulation_aspect_ratio =
swapped swapped
? VideoCore::kScreenBottomHeight * 4 / ? Core::kScreenBottomHeight * 4 /
(VideoCore::kScreenBottomWidth * 4.0f + VideoCore::kScreenTopWidth) (Core::kScreenBottomWidth * 4.0f + Core::kScreenTopWidth)
: VideoCore::kScreenTopHeight * 4 / : Core::kScreenTopHeight * 4 /
(VideoCore::kScreenTopWidth * 4.0f + VideoCore::kScreenBottomWidth); (Core::kScreenTopWidth * 4.0f + Core::kScreenBottomWidth);
float large_screen_aspect_ratio = swapped ? BOT_SCREEN_ASPECT_RATIO : TOP_SCREEN_ASPECT_RATIO; 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 small_screen_aspect_ratio = swapped ? TOP_SCREEN_ASPECT_RATIO : BOT_SCREEN_ASPECT_RATIO;

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@ -5,7 +5,9 @@
#pragma once #pragma once
#include "common/math_util.h" #include "common/math_util.h"
namespace Layout { namespace Layout {
/// Describes the layout of the window framebuffer (size and top/bottom screen positions) /// Describes the layout of the window framebuffer (size and top/bottom screen positions)
struct FramebufferLayout { struct FramebufferLayout {
unsigned width; unsigned width;
@ -14,6 +16,12 @@ struct FramebufferLayout {
bool bottom_screen_enabled; bool bottom_screen_enabled;
MathUtil::Rectangle<unsigned> top_screen; MathUtil::Rectangle<unsigned> top_screen;
MathUtil::Rectangle<unsigned> bottom_screen; MathUtil::Rectangle<unsigned> bottom_screen;
/**
* Returns the ration of pixel size of the top screen, compared to the native size of the 3DS
* screen.
*/
float GetScalingRatio() const;
}; };
/** /**
@ -52,4 +60,5 @@ FramebufferLayout LargeFrameLayout(unsigned width, unsigned height, bool is_swap
* @return Newly created FramebufferLayout object with default screen regions initialized * @return Newly created FramebufferLayout object with default screen regions initialized
*/ */
FramebufferLayout CustomFrameLayout(unsigned width, unsigned height); FramebufferLayout CustomFrameLayout(unsigned width, unsigned height);
}
} // namespace Layout

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@ -561,20 +561,16 @@ RasterizerCacheOpenGL::GetFramebufferSurfaces(
color_params.is_tiled = depth_params.is_tiled = true; color_params.is_tiled = depth_params.is_tiled = true;
// Set the internal resolution, assume the same scaling factor for top and bottom screens // Set the internal resolution, assume the same scaling factor for top and bottom screens
const Layout::FramebufferLayout& layout = VideoCore::g_emu_window->GetFramebufferLayout(); float resolution_scale_factor = Settings::values.resolution_factor;
if (Settings::values.resolution_factor == 0.0f) { if (resolution_scale_factor == 0.0f) {
// Auto - scale resolution to the window size // Auto - scale resolution to the window size
color_params.res_scale_width = depth_params.res_scale_width = resolution_scale_factor = VideoCore::g_emu_window->GetFramebufferLayout().GetScalingRatio();
(float)layout.top_screen.GetWidth() / VideoCore::kScreenTopWidth;
color_params.res_scale_height = depth_params.res_scale_height =
(float)layout.top_screen.GetHeight() / VideoCore::kScreenTopHeight;
} else {
// Otherwise, scale the resolution by the specified factor
color_params.res_scale_width = Settings::values.resolution_factor;
depth_params.res_scale_width = Settings::values.resolution_factor;
color_params.res_scale_height = Settings::values.resolution_factor;
depth_params.res_scale_height = Settings::values.resolution_factor;
} }
// Scale the resolution by the specified factor
color_params.res_scale_width = resolution_scale_factor;
depth_params.res_scale_width = resolution_scale_factor;
color_params.res_scale_height = resolution_scale_factor;
depth_params.res_scale_height = resolution_scale_factor;
color_params.addr = config.GetColorBufferPhysicalAddress(); color_params.addr = config.GetColorBufferPhysicalAddress();
color_params.pixel_format = CachedSurface::PixelFormatFromColorFormat(config.color_format); color_params.pixel_format = CachedSurface::PixelFormatFromColorFormat(config.color_format);

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@ -15,21 +15,6 @@ class RendererBase;
namespace VideoCore { namespace VideoCore {
// 3DS Video Constants
// -------------------
// NOTE: The LCDs actually rotate the image 90 degrees when displaying. Because of that the
// framebuffers in video memory are stored in column-major order and rendered sideways, causing
// the widths and heights of the framebuffers read by the LCD to be switched compared to the
// heights and widths of the screens listed here.
static const int kScreenTopWidth = 400; ///< 3DS top screen width
static const int kScreenTopHeight = 240; ///< 3DS top screen height
static const int kScreenBottomWidth = 320; ///< 3DS bottom screen width
static const int kScreenBottomHeight = 240; ///< 3DS bottom screen height
// Video core renderer
// ---------------------
extern std::unique_ptr<RendererBase> g_renderer; ///< Renderer plugin extern std::unique_ptr<RendererBase> g_renderer; ///< Renderer plugin
extern EmuWindow* g_emu_window; ///< Emu window extern EmuWindow* g_emu_window; ///< Emu window