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Renderer: Adjust source rectangle when crop would draw off screen

This prevents us from requiring an oversized and/or negative viewport by
shrinking the source rectangle instead.
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stenzek committed Apr 28, 2019
1 parent d2d8d7c commit 3c64f0c6165f7f998952c9a4829970b143f930cb
@@ -338,12 +338,14 @@ void Renderer::RenderXFBToScreen(const AbstractTexture* texture, const MathUtil:
// Render to staging texture which is double the width of the backbuffer
SetAndClearFramebuffer(m_3d_vision_framebuffer.get());

const auto target_rc = GetTargetRectangle();
m_post_processor->BlitFromTexture(target_rc, rc, texture, 0);
auto adjusted_rc = rc;
auto target_rc = GetTargetRectangle();
AdjustRectanglesToFitBounds(&target_rc, &adjusted_rc, m_backbuffer_width, m_backbuffer_height);
m_post_processor->BlitFromTexture(target_rc, adjusted_rc, texture, 0);
m_post_processor->BlitFromTexture(
MathUtil::Rectangle<int>(target_rc.left + m_backbuffer_width, target_rc.top,
target_rc.right + m_backbuffer_width, target_rc.bottom),
rc, texture, 1);
adjusted_rc, texture, 1);

// Copy the left eye to the backbuffer, if Nvidia 3D Vision is enabled it should
// recognize the signature and automatically include the right eye frame.
@@ -984,13 +984,15 @@ void Renderer::RenderXFBToScreen(const AbstractTexture* texture, const MathUtil:
if (g_ActiveConfig.stereo_mode != StereoMode::QuadBuffer)
return ::Renderer::RenderXFBToScreen(texture, rc);

const auto target_rc = GetTargetRectangle();
auto adjusted_rc = rc;
auto target_rc = GetTargetRectangle();
AdjustRectanglesToFitBounds(&target_rc, &adjusted_rc, m_backbuffer_width, m_backbuffer_height);

glDrawBuffer(GL_BACK_LEFT);
m_post_processor->BlitFromTexture(target_rc, rc, texture, 0);
m_post_processor->BlitFromTexture(target_rc, adjusted_rc, texture, 0);

glDrawBuffer(GL_BACK_RIGHT);
m_post_processor->BlitFromTexture(target_rc, rc, texture, 1);
m_post_processor->BlitFromTexture(target_rc, adjusted_rc, texture, 1);

glDrawBuffer(GL_BACK);
}
@@ -561,6 +561,40 @@ float Renderer::CalculateDrawAspectRatio() const
}
}

void Renderer::AdjustRectanglesToFitBounds(MathUtil::Rectangle<int>* target_rect,
MathUtil::Rectangle<int>* source_rect, int fb_width,
int fb_height)
{
const int orig_target_width = target_rect->GetWidth();
const int orig_target_height = target_rect->GetHeight();
const int orig_source_width = source_rect->GetWidth();
const int orig_source_height = source_rect->GetHeight();
if (target_rect->left < 0)
{
const int offset = -target_rect->left;
target_rect->left = 0;
source_rect->left += offset * orig_source_width / orig_target_width;
}
if (target_rect->right > fb_width)
{
const int offset = target_rect->right - fb_width;
target_rect->right -= offset;
source_rect->right -= offset * orig_source_width / orig_target_width;
}
if (target_rect->top < 0)
{
const int offset = -target_rect->top;
target_rect->top = 0;
source_rect->top += offset * orig_source_height / orig_target_height;
}
if (target_rect->bottom > fb_height)
{
const int offset = target_rect->bottom - fb_height;
target_rect->right -= offset;
source_rect->right -= offset * orig_source_height / orig_target_height;
}
}

bool Renderer::IsHeadless() const
{
return true;
@@ -1287,19 +1321,21 @@ void Renderer::Swap(u32 xfb_addr, u32 fb_width, u32 fb_stride, u32 fb_height, u6

void Renderer::RenderXFBToScreen(const AbstractTexture* texture, const MathUtil::Rectangle<int>& rc)
{
const auto target_rc = GetTargetRectangle();
auto adjusted_rc = rc;
auto target_rc = GetTargetRectangle();
AdjustRectanglesToFitBounds(&target_rc, &adjusted_rc, m_backbuffer_width, m_backbuffer_height);
if (g_ActiveConfig.stereo_mode == StereoMode::SBS ||
g_ActiveConfig.stereo_mode == StereoMode::TAB)
{
MathUtil::Rectangle<int> left_rc, right_rc;
std::tie(left_rc, right_rc) = ConvertStereoRectangle(target_rc);

m_post_processor->BlitFromTexture(left_rc, rc, texture, 0);
m_post_processor->BlitFromTexture(right_rc, rc, texture, 1);
m_post_processor->BlitFromTexture(left_rc, adjusted_rc, texture, 0);
m_post_processor->BlitFromTexture(right_rc, adjusted_rc, texture, 1);
}
else
{
m_post_processor->BlitFromTexture(target_rc, rc, texture, 0);
m_post_processor->BlitFromTexture(target_rc, adjusted_rc, texture, 0);
}
}

@@ -171,6 +171,13 @@ class Renderer
const MathUtil::Rectangle<int>& GetTargetRectangle() const { return m_target_rectangle; }
float CalculateDrawAspectRatio() const;

// Crops the target rectangle to the framebuffer dimensions, reducing the size of the source
// rectangle if it is greater. Works even if the source and target rectangles don't have a
// 1:1 pixel mapping, scaling as appropriate.
void AdjustRectanglesToFitBounds(MathUtil::Rectangle<int>* target_rect,
MathUtil::Rectangle<int>* source_rect, int fb_width,
int fb_height);

std::tuple<float, float> ScaleToDisplayAspectRatio(int width, int height) const;
void UpdateDrawRectangle();

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