Viewport scaling and display density independence
The view is scaled to be as large as possible, without changing the aspect, within the bounds of the window. On "retina" displays, or other displays where window units != pixels, the view should no longer draw incorrectly.
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7 changed files with 89 additions and 4 deletions
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@ -191,7 +191,8 @@ 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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glViewport(0, 0, resolution_width, resolution_height);
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UpdateViewportExtent();
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glViewport(viewport_extent.x, viewport_extent.y, viewport_extent.width, viewport_extent.height);
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glClear(GL_COLOR_BUFFER_BIT);
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glUseProgram(program_id);
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@ -228,6 +229,39 @@ void RendererOpenGL::SetWindow(EmuWindow* window) {
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render_window = window;
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}
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void RendererOpenGL::UpdateViewportExtent() {
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int width_in_pixels;
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int height_in_pixels;
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render_window->GetFramebufferSize(&width_in_pixels, &height_in_pixels);
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// No update needed if framebuffer size hasn't changed
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if (width_in_pixels == framebuffer_size.width && height_in_pixels == framebuffer_size.height) {
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return;
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}
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framebuffer_size.width = width_in_pixels;
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framebuffer_size.height = height_in_pixels;
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float window_aspect_ratio = static_cast<float>(height_in_pixels) / width_in_pixels;
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float emulation_aspect_ratio = static_cast<float>(resolution_height) / resolution_width;
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if (window_aspect_ratio > emulation_aspect_ratio) {
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// If the window is more narrow than the emulation content, borders are applied on the
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// top and bottom of the window.
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viewport_extent.width = width_in_pixels;
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viewport_extent.height = emulation_aspect_ratio * viewport_extent.width;
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viewport_extent.x = 0;
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viewport_extent.y = (height_in_pixels - viewport_extent.height) / 2;
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} else {
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// Otherwise, borders are applied on the left and right sides of the window.
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viewport_extent.height = height_in_pixels;
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viewport_extent.width = (1 / emulation_aspect_ratio) * viewport_extent.height;
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viewport_extent.x = (width_in_pixels - viewport_extent.width) / 2;
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viewport_extent.y = 0;
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}
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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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@ -52,12 +52,27 @@ private:
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static void LoadFBToActiveGLTexture(const GPU::Regs::FramebufferConfig& framebuffer,
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const TextureInfo& texture);
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/// Updates the viewport rectangle
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void UpdateViewportExtent();
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EmuWindow* render_window; ///< Handle to render window
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u32 last_mode; ///< Last render mode
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int resolution_width; ///< Current resolution width
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int resolution_height; ///< Current resolution height
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struct {
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int width;
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int height;
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} framebuffer_size; ///< Current framebuffer size
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struct {
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int x;
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int y;
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int width;
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int height;
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} viewport_extent; ///< Current viewport rectangle
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// OpenGL object IDs
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GLuint vertex_array_handle;
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GLuint vertex_buffer_handle;
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