ref: bc7b078df50f25eb4acad2721aff16c2b74ad37e
parent: caa00c9a6b2ea0347813cfc71390060ab05bbd6d
author: Clownacy <Clownacy@users.noreply.github.com>
date: Tue Apr 21 13:58:24 EDT 2020
Make Wii U renderer support non 4:3 aspect ratios
--- a/src/Backends/Rendering/WiiU.cpp
+++ b/src/Backends/Rendering/WiiU.cpp
@@ -6,6 +6,7 @@
#include <string>
#include <gx2/context.h>
+#include <gx2/display.h>
#include <gx2/draw.h>
#include <gx2/event.h>
#include <gx2/registers.h>
@@ -40,6 +41,14 @@
unsigned int height;
} RenderBackend_Glyph;
+typedef struct Viewport
+{
+ float x;
+ float y;
+ float width;
+ float height;
+} Viewport;
+
static WHBGfxShaderGroup texture_shader;
static WHBGfxShaderGroup texture_colour_key_shader;
static WHBGfxShaderGroup colour_fill_shader;
@@ -56,6 +65,29 @@
static RenderBackend_Surface *glyph_destination_surface;
+static Viewport tv_viewport;
+static Viewport drc_viewport;
+
+static void CalculateViewport(unsigned int actual_screen_width, unsigned int actual_screen_height, Viewport *viewport)
+{
+ if ((float)actual_screen_width / (float)actual_screen_height > (float)framebuffer_surface->width / (float)framebuffer_surface->height)
+ {
+ viewport->y = 0.0f;
+ viewport->height = actual_screen_height;
+
+ viewport->width = framebuffer_surface->width * ((float)actual_screen_height / (float)framebuffer_surface->height);
+ viewport->x = (actual_screen_width - viewport->width) / 2;
+ }
+ else
+ {
+ viewport->x = 0.0f;
+ viewport->width = actual_screen_width;
+
+ viewport->height = framebuffer_surface->height * ((float)actual_screen_width / (float)framebuffer_surface->width);
+ viewport->y = (actual_screen_height - viewport->height) / 2;
+ }
+}
+
RenderBackend_Surface* RenderBackend_Init(const char *window_title, int screen_width, int screen_height, bool fullscreen)
{
(void)window_title;
@@ -139,6 +171,29 @@
GX2_BLEND_COMBINE_MODE_ADD);
*/
+ // Calculate centred viewports
+ switch (GX2GetSystemTVScanMode())
+ {
+ case GX2_TV_SCAN_MODE_NONE: // lolwut
+ break;
+
+ case GX2_TV_SCAN_MODE_480I:
+ case GX2_TV_SCAN_MODE_480P:
+ CalculateViewport(854, 480, &tv_viewport);
+ break;
+
+ case GX2_TV_SCAN_MODE_720P:
+ CalculateViewport(1280, 720, &tv_viewport);
+ break;
+
+ case GX2_TV_SCAN_MODE_1080I:
+ case GX2_TV_SCAN_MODE_1080P:
+ CalculateViewport(1920, 1080, &tv_viewport);
+ break;
+ }
+
+ CalculateViewport(854, 480, &drc_viewport);
+
return framebuffer_surface;
}
@@ -185,14 +240,14 @@
// Set buffer to (4:3) full-screen
float *position_pointer = (float*)GX2RLockBufferEx(&vertex_position_buffer, (GX2RResourceFlags)0);
- position_pointer[0] = -640.0f / 854.0f;
+ position_pointer[0] = -1.0f;
position_pointer[1] = -1.0f;
- position_pointer[2] = 640.0f / 854.0f;
+ position_pointer[2] = 1.0f;
position_pointer[3] = -1.0f;
- position_pointer[4] = 640.0f / 854.0f;
- position_pointer[5] = 1.0f;
- position_pointer[6] = -640.0f / 854.0f;
- position_pointer[7] = 1.0f;
+ position_pointer[4] = 1.0f;
+ position_pointer[5] = 1.0f;
+ position_pointer[6] = -1.0f;
+ position_pointer[7] = 1.0f;
GX2RUnlockBufferEx(&vertex_position_buffer, (GX2RResourceFlags)0);
// Set buffer to full-texture
@@ -217,6 +272,9 @@
WHBGfxBeginRenderTV();
WHBGfxClearColor(0.0f, 0.0f, 0.0f, 1.0f);
+ // Set Viewport
+ GX2SetViewport(tv_viewport.x, tv_viewport.y, tv_viewport.width, tv_viewport.height, 0.0f, 1.0f);
+
// This might be needed? Not sure.
// GX2RInvalidateSurface(&framebuffer_surface->texture.surface, 0, (GX2RResourceFlags)0);
@@ -242,6 +300,9 @@
WHBGfxBeginRenderDRC();
WHBGfxClearColor(0.0f, 0.0f, 0.0f, 1.0f);
+
+ // Set Viewport
+ GX2SetViewport(drc_viewport.x, drc_viewport.y, drc_viewport.width, drc_viewport.height, 0.0f, 1.0f);
// This might be needed? Not sure.
// GX2RInvalidateSurface(&framebuffer_surface->texture.surface, 0, (GX2RResourceFlags)0);