ref: 0103f2696b737956e09b2fbdd735c7042a947cf2
parent: 42f12c18d93786938eb59f0a7fb371a9e4295f8d
author: Clownacy <Clownacy@users.noreply.github.com>
date: Wed Sep 23 13:07:26 EDT 2020
Better way to handle Wii U screen viewports
--- a/src/Backends/Rendering/WiiU.cpp
+++ b/src/Backends/Rendering/WiiU.cpp
@@ -48,14 +48,6 @@
GX2Texture texture;
} RenderBackend_GlyphAtlas;
-typedef struct Viewport
-{
- float x;
- float y;
- float width;
- float height;
-} Viewport;
-
typedef struct Coordinate2D
{
float x;
@@ -89,9 +81,6 @@
static RenderBackend_GlyphAtlas *glyph_atlas;
static RenderBackend_Surface *glyph_destination_surface;
-static Viewport tv_viewport;
-static Viewport drc_viewport;
-
static VertexBufferSlot *local_vertex_buffer;
static size_t local_vertex_buffer_size;
static size_t current_vertex_buffer_slot;
@@ -176,26 +165,6 @@
current_vertex_buffer_slot = 0;
}
-static void CalculateViewport(size_t actual_screen_width, size_t actual_screen_height, Viewport *viewport)
-{
- if (actual_screen_width * framebuffer_surface->height > framebuffer_surface->width * actual_screen_height)
- {
- viewport->y = 0.0f;
- viewport->height = actual_screen_height;
-
- viewport->width = (framebuffer_surface->width * actual_screen_height) / 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 * actual_screen_width) / framebuffer_surface->width;
- viewport->y = (actual_screen_height - viewport->height) / 2;
- }
-}
-
RenderBackend_Surface* RenderBackend_Init(const char *window_title, size_t screen_width, size_t screen_height, bool fullscreen)
{
(void)window_title;
@@ -254,30 +223,6 @@
// Disable depth-test (enabled by default for some reason)
GX2SetDepthOnlyControl(FALSE, FALSE, GX2_COMPARE_FUNC_ALWAYS);
- // Calculate centred viewports
- switch (GX2GetSystemTVScanMode())
- {
- // For now, we have to match WUT's broken behaviour (its `GX2TVScanMode`
- // enum is missing values, and the rest are off-by-one)
- //case GX2_TV_SCAN_MODE_576I:
- case GX2_TV_SCAN_MODE_480I: // Actually 576i
- case GX2_TV_SCAN_MODE_480P: // Actually 480i
- CalculateViewport(854, 480, &tv_viewport);
- break;
-
- case GX2_TV_SCAN_MODE_720P: // Actually 480p
- default: // Funnel the *real* 1080p into this
- CalculateViewport(1280, 720, &tv_viewport);
- break;
-
- case GX2_TV_SCAN_MODE_1080I: // Actually invalid
- case GX2_TV_SCAN_MODE_1080P: // Actually 1080i
- CalculateViewport(1920, 1080, &tv_viewport);
- break;
- }
-
- CalculateViewport(854, 480, &drc_viewport);
-
return framebuffer_surface;
}
else
@@ -359,13 +304,13 @@
VertexBufferSlot *vertex_buffer_slot = (VertexBufferSlot*)GX2RLockBufferEx(&vertex_buffer, (GX2RResourceFlags)0);
// Set buffer to (4:3) full-screen
- vertex_buffer_slot->vertices[0].position.x = -1.0f;
+ vertex_buffer_slot->vertices[0].position.x = -12.0f / 16.0f;
vertex_buffer_slot->vertices[0].position.y = -1.0f;
- vertex_buffer_slot->vertices[1].position.x = 1.0f;
+ vertex_buffer_slot->vertices[1].position.x = 12.0f / 16.0f;
vertex_buffer_slot->vertices[1].position.y = -1.0f;
- vertex_buffer_slot->vertices[2].position.x = 1.0f;
+ vertex_buffer_slot->vertices[2].position.x = 12.0f / 16.0f;
vertex_buffer_slot->vertices[2].position.y = 1.0f;
- vertex_buffer_slot->vertices[3].position.x = -1.0f;
+ vertex_buffer_slot->vertices[3].position.x = -12.0f / 16.0f;
vertex_buffer_slot->vertices[3].position.y = 1.0f;
// Set buffer to full-texture
@@ -393,9 +338,6 @@
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);
@@ -421,9 +363,6 @@
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);