VideoCommon: Expose the widescreen heuristic's standard and widescreen ratio values in onion config.

This commit is contained in:
Jordan Woyak 2023-09-06 18:44:43 -05:00
parent 76a00551d1
commit 7cc4304918
5 changed files with 35 additions and 21 deletions

View file

@ -25,10 +25,12 @@ const Info<AspectMode> GFX_SUGGESTED_ASPECT_RATIO{{System::GFX, "Settings", "Sug
AspectMode::Auto};
const Info<u32> GFX_WIDESCREEN_HEURISTIC_TRANSITION_THRESHOLD{
{System::GFX, "Settings", "WidescreenHeuristicTransitionThreshold"}, 3};
const Info<float> GFX_WIDESCREEN_HEURISTIC_ASPECT_RATIO_IDEAL{
{System::GFX, "Settings", "WidescreenHeuristicAspectRatioIdeal"}, (16 / 9.f) / (4 / 3.f)};
const Info<float> GFX_WIDESCREEN_HEURISTIC_ASPECT_RATIO_SLOP{
{System::GFX, "Settings", "WidescreenHeuristicAspectRatioSlop"}, 0.11f};
const Info<float> GFX_WIDESCREEN_HEURISTIC_STANDARD_RATIO{
{System::GFX, "Settings", "WidescreenHeuristicStandardRatio"}, 1.f};
const Info<float> GFX_WIDESCREEN_HEURISTIC_WIDESCREEN_RATIO{
{System::GFX, "Settings", "WidescreenHeuristicWidescreenRatio"}, (16 / 9.f) / (4 / 3.f)};
const Info<bool> GFX_CROP{{System::GFX, "Settings", "Crop"}, false};
const Info<int> GFX_SAFE_TEXTURE_CACHE_COLOR_SAMPLES{
{System::GFX, "Settings", "SafeTextureCacheColorSamples"}, 128};

View file

@ -30,8 +30,9 @@ extern const Info<bool> GFX_WIDESCREEN_HACK;
extern const Info<AspectMode> GFX_ASPECT_RATIO;
extern const Info<AspectMode> GFX_SUGGESTED_ASPECT_RATIO;
extern const Info<u32> GFX_WIDESCREEN_HEURISTIC_TRANSITION_THRESHOLD;
extern const Info<float> GFX_WIDESCREEN_HEURISTIC_ASPECT_RATIO_IDEAL;
extern const Info<float> GFX_WIDESCREEN_HEURISTIC_ASPECT_RATIO_SLOP;
extern const Info<float> GFX_WIDESCREEN_HEURISTIC_STANDARD_RATIO;
extern const Info<float> GFX_WIDESCREEN_HEURISTIC_WIDESCREEN_RATIO;
extern const Info<bool> GFX_CROP;
extern const Info<int> GFX_SAFE_TEXTURE_CACHE_COLOR_SAMPLES;
extern const Info<bool> GFX_SHOW_FPS;

View file

@ -77,25 +77,33 @@ constexpr Common::EnumMap<PrimitiveType, Primitive::GX_DRAW_POINTS> primitive_fr
// Just in case any game decides to take this into account, we do both these
// tests with a large amount of slop.
static bool IsAnamorphicProjection(const Projection::Raw& projection, const Viewport& viewport,
const float ideal_ratio, const float slop)
static float CalculateProjectionViewportRatio(const Projection::Raw& projection,
const Viewport& viewport)
{
// If ratio between our projection and viewport aspect ratios is similar to 16:9 / 4:3
// (the "ideal ratio"), we have an anamorphic projection. This value can be overridden
// by a GameINI.
const float projection_ar = projection[2] / projection[0];
const float viewport_ar = viewport.wd / viewport.ht;
return std::abs(std::abs(projection_ar / viewport_ar) - ideal_ratio) < ideal_ratio * slop;
return std::abs(projection_ar / viewport_ar);
}
static bool IsAnamorphicProjection(const Projection::Raw& projection, const Viewport& viewport,
const VideoConfig& config)
{
// If ratio between our projection and viewport aspect ratios is similar to 16:9 / 4:3
// we have an anamorphic projection. This value can be overridden
// by a GameINI.
return std::abs(CalculateProjectionViewportRatio(projection, viewport) -
config.widescreen_heuristic_widescreen_ratio) <
config.widescreen_heuristic_aspect_ratio_slop;
}
static bool IsNormalProjection(const Projection::Raw& projection, const Viewport& viewport,
const float slop)
const VideoConfig& config)
{
const float projection_ar = projection[2] / projection[0];
const float viewport_ar = viewport.wd / viewport.ht;
return std::abs(std::abs(projection_ar / viewport_ar) - 1) < slop;
return std::abs(CalculateProjectionViewportRatio(projection, viewport) -
config.widescreen_heuristic_standard_ratio) <
config.widescreen_heuristic_aspect_ratio_slop;
}
VertexManagerBase::VertexManagerBase()
@ -507,15 +515,15 @@ void VertexManagerBase::Flush()
auto& counts =
is_perspective ? m_flush_statistics.perspective : m_flush_statistics.orthographic;
const float ideal_ratio = g_ActiveConfig.widescreen_heuristic_aspect_ratio_ideal;
const float slop = g_ActiveConfig.widescreen_heuristic_aspect_ratio_slop;
// TODO: Potentially the viewport size could be used as weight for the flush count average.
// This way a small minimap would have less effect than a fullscreen projection.
if (IsAnamorphicProjection(xfmem.projection.rawProjection, xfmem.viewport, ideal_ratio, slop))
if (IsAnamorphicProjection(xfmem.projection.rawProjection, xfmem.viewport, g_ActiveConfig))
{
++counts.anamorphic_flush_count;
counts.anamorphic_vertex_count += m_index_generator.GetIndexLen();
}
else if (IsNormalProjection(xfmem.projection.rawProjection, xfmem.viewport, slop))
else if (IsNormalProjection(xfmem.projection.rawProjection, xfmem.viewport, g_ActiveConfig))
{
++counts.normal_flush_count;
counts.normal_vertex_count += m_index_generator.GetIndexLen();

View file

@ -88,10 +88,12 @@ void VideoConfig::Refresh()
suggested_aspect_mode = Config::Get(Config::GFX_SUGGESTED_ASPECT_RATIO);
widescreen_heuristic_transition_threshold =
Config::Get(Config::GFX_WIDESCREEN_HEURISTIC_TRANSITION_THRESHOLD);
widescreen_heuristic_aspect_ratio_ideal =
Config::Get(Config::GFX_WIDESCREEN_HEURISTIC_ASPECT_RATIO_IDEAL);
widescreen_heuristic_aspect_ratio_slop =
Config::Get(Config::GFX_WIDESCREEN_HEURISTIC_ASPECT_RATIO_SLOP);
widescreen_heuristic_standard_ratio =
Config::Get(Config::GFX_WIDESCREEN_HEURISTIC_STANDARD_RATIO);
widescreen_heuristic_widescreen_ratio =
Config::Get(Config::GFX_WIDESCREEN_HEURISTIC_WIDESCREEN_RATIO);
bCrop = Config::Get(Config::GFX_CROP);
iSafeTextureCache_ColorSamples = Config::Get(Config::GFX_SAFE_TEXTURE_CACHE_COLOR_SAMPLES);
bShowFPS = Config::Get(Config::GFX_SHOW_FPS);

View file

@ -107,8 +107,9 @@ struct VideoConfig final
AspectMode aspect_mode{};
AspectMode suggested_aspect_mode{};
u32 widescreen_heuristic_transition_threshold = 0;
float widescreen_heuristic_aspect_ratio_ideal = 0.f;
float widescreen_heuristic_aspect_ratio_slop = 0.f;
float widescreen_heuristic_standard_ratio = 0.f;
float widescreen_heuristic_widescreen_ratio = 0.f;
bool bCrop = false; // Aspect ratio controls.
bool bShaderCache = false;