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.
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9 changed files with 63 additions and 51 deletions
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@ -561,20 +561,16 @@ RasterizerCacheOpenGL::GetFramebufferSurfaces(
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color_params.is_tiled = depth_params.is_tiled = true;
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// Set the internal resolution, assume the same scaling factor for top and bottom screens
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const Layout::FramebufferLayout& layout = VideoCore::g_emu_window->GetFramebufferLayout();
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if (Settings::values.resolution_factor == 0.0f) {
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float resolution_scale_factor = Settings::values.resolution_factor;
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if (resolution_scale_factor == 0.0f) {
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// Auto - scale resolution to the window size
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color_params.res_scale_width = depth_params.res_scale_width =
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(float)layout.top_screen.GetWidth() / VideoCore::kScreenTopWidth;
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color_params.res_scale_height = depth_params.res_scale_height =
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(float)layout.top_screen.GetHeight() / VideoCore::kScreenTopHeight;
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} else {
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// Otherwise, scale the resolution by the specified factor
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color_params.res_scale_width = Settings::values.resolution_factor;
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depth_params.res_scale_width = Settings::values.resolution_factor;
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color_params.res_scale_height = Settings::values.resolution_factor;
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depth_params.res_scale_height = Settings::values.resolution_factor;
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resolution_scale_factor = VideoCore::g_emu_window->GetFramebufferLayout().GetScalingRatio();
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}
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// Scale the resolution by the specified factor
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color_params.res_scale_width = resolution_scale_factor;
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depth_params.res_scale_width = resolution_scale_factor;
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color_params.res_scale_height = resolution_scale_factor;
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depth_params.res_scale_height = resolution_scale_factor;
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color_params.addr = config.GetColorBufferPhysicalAddress();
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color_params.pixel_format = CachedSurface::PixelFormatFromColorFormat(config.color_format);
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@ -15,21 +15,6 @@ class RendererBase;
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namespace VideoCore {
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// 3DS Video Constants
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// -------------------
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// NOTE: The LCDs actually rotate the image 90 degrees when displaying. Because of that the
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// framebuffers in video memory are stored in column-major order and rendered sideways, causing
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// the widths and heights of the framebuffers read by the LCD to be switched compared to the
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// heights and widths of the screens listed here.
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static const int kScreenTopWidth = 400; ///< 3DS top screen width
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static const int kScreenTopHeight = 240; ///< 3DS top screen height
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static const int kScreenBottomWidth = 320; ///< 3DS bottom screen width
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static const int kScreenBottomHeight = 240; ///< 3DS bottom screen height
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// Video core renderer
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// ---------------------
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extern std::unique_ptr<RendererBase> g_renderer; ///< Renderer plugin
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extern EmuWindow* g_emu_window; ///< Emu window
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