Better screen layout support

This commit is contained in:
wheremyfoodat 2025-07-06 02:41:44 +03:00
parent 1c0f65c740
commit cf321b1ed8
17 changed files with 328 additions and 186 deletions

View file

@ -328,7 +328,7 @@ set(SOURCE_FILES src/emulator.cpp src/io_file.cpp src/config.cpp
src/core/memory.cpp src/renderer.cpp src/core/renderer_null/renderer_null.cpp src/core/memory.cpp src/renderer.cpp src/core/renderer_null/renderer_null.cpp
src/http_server.cpp src/stb_image_write.c src/core/cheats.cpp src/core/action_replay.cpp src/http_server.cpp src/stb_image_write.c src/core/cheats.cpp src/core/action_replay.cpp
src/discord_rpc.cpp src/lua.cpp src/memory_mapped_file.cpp src/renderdoc.cpp src/discord_rpc.cpp src/lua.cpp src/memory_mapped_file.cpp src/renderdoc.cpp
src/frontend_settings.cpp src/miniaudio/miniaudio.cpp src/frontend_settings.cpp src/miniaudio/miniaudio.cpp src/core/screen_layout.cpp
) )
set(CRYPTO_SOURCE_FILES src/core/crypto/aes_engine.cpp) set(CRYPTO_SOURCE_FILES src/core/crypto/aes_engine.cpp)
set(KERNEL_SOURCE_FILES src/core/kernel/kernel.cpp src/core/kernel/resource_limits.cpp set(KERNEL_SOURCE_FILES src/core/kernel/kernel.cpp src/core/kernel/resource_limits.cpp
@ -416,7 +416,7 @@ set(HEADER_FILES include/emulator.hpp include/helpers.hpp include/termcolor.hpp
include/fs/archive_twl_sound.hpp include/fs/archive_card_spi.hpp include/services/ns.hpp include/audio/audio_device.hpp include/fs/archive_twl_sound.hpp include/fs/archive_card_spi.hpp include/services/ns.hpp include/audio/audio_device.hpp
include/audio/audio_device_interface.hpp include/audio/libretro_audio_device.hpp include/services/ir/ir_types.hpp include/audio/audio_device_interface.hpp include/audio/libretro_audio_device.hpp include/services/ir/ir_types.hpp
include/services/ir/ir_device.hpp include/services/ir/circlepad_pro.hpp include/services/service_intercept.hpp include/services/ir/ir_device.hpp include/services/ir/circlepad_pro.hpp include/services/service_intercept.hpp
include/PICA/screen_layout.hpp include/screen_layout.hpp
) )
if(IOS) if(IOS)

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@ -89,6 +89,7 @@ class GPU {
PICA::Vertex getImmediateModeVertex(); PICA::Vertex getImmediateModeVertex();
void getAcceleratedDrawInfo(PICA::DrawAcceleration& accel, bool indexed); void getAcceleratedDrawInfo(PICA::DrawAcceleration& accel, bool indexed);
public: public:
// 256 entries per LUT with each LUT as its own row forming a 2D image 256 * LUT_COUNT // 256 entries per LUT with each LUT as its own row forming a 2D image 256 * LUT_COUNT
// Encoded in PICA native format // Encoded in PICA native format
@ -134,6 +135,8 @@ class GPU {
// Used for setting the size of the window we'll be outputting graphics to // Used for setting the size of the window we'll be outputting graphics to
void setOutputSize(u32 width, u32 height) { renderer->setOutputSize(width, height); } void setOutputSize(u32 width, u32 height) { renderer->setOutputSize(width, height); }
// Used for notifying the renderer the screen layout has changed
void reloadScreenLayout() { renderer->reloadScreenLayout(); }
// TODO: Emulate the transfer engine & its registers // TODO: Emulate the transfer engine & its registers
// Then this can be emulated by just writing the appropriate values there // Then this can be emulated by just writing the appropriate values there
@ -181,6 +184,7 @@ class GPU {
} }
Renderer* getRenderer() { return renderer.get(); } Renderer* getRenderer() { return renderer.get(); }
private: private:
// GPU external registers // GPU external registers
// We have them in the end of the struct for cache locality reasons. Tl;dr we want the more commonly used things to be packed in the start // We have them in the end of the struct for cache locality reasons. Tl;dr we want the more commonly used things to be packed in the start
@ -189,8 +193,8 @@ class GPU {
ALWAYS_INLINE void setVsOutputMask(u32 val) { ALWAYS_INLINE void setVsOutputMask(u32 val) {
val &= 0xffff; val &= 0xffff;
// Avoid recomputing this if not necessary // Avoid recomputing this if not necessary
if (oldVsOutputMask != val) [[unlikely]] { if (oldVsOutputMask != val) [[unlikely]] {
oldVsOutputMask = val; oldVsOutputMask = val;

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@ -1,161 +0,0 @@
#pragma once
#include <algorithm>
#include "helpers.hpp"
namespace ScreenLayout {
static constexpr u32 TOP_SCREEN_WIDTH = 400;
static constexpr u32 BOTTOM_SCREEN_WIDTH = 320;
static constexpr u32 TOP_SCREEN_HEIGHT = 240;
static constexpr u32 BOTTOM_SCREEN_HEIGHT = 240;
// The bottom screen is less wide by 80 pixels, so we center it by offsetting it 40 pixels right
static constexpr u32 BOTTOM_SCREEN_X_OFFSET = 40;
static constexpr u32 CONSOLE_HEIGHT = TOP_SCREEN_HEIGHT + BOTTOM_SCREEN_HEIGHT;
enum class Layout {
Default, // Top screen up, bottom screen down
DefaultFlipped, // Top screen down, bottom screen up
SideBySide, // Top screen left, bottom screen right,
SideBySideFlipped, // Top screen right, bottom screen left,
};
// For properly handling touchscreen, we have to remember what window coordinates our screens map to
// We also remember some more information that is useful to our renderers, particularly for the final screen blit.
struct WindowCoordinates {
u32 topScreenX = 0;
u32 topScreenY = 0;
u32 topScreenWidth = TOP_SCREEN_WIDTH;
u32 topScreenHeight = TOP_SCREEN_HEIGHT;
u32 bottomScreenX = BOTTOM_SCREEN_X_OFFSET;
u32 bottomScreenY = TOP_SCREEN_HEIGHT;
u32 bottomScreenWidth = BOTTOM_SCREEN_WIDTH;
u32 bottomScreenHeight = BOTTOM_SCREEN_HEIGHT;
u32 windowWidth = topScreenWidth;
u32 windowHeight = topScreenHeight + bottomScreenHeight;
// Information used when optimizing the final screen blit into a single blit
struct {
int destX = 0, destY = 0;
int destWidth = TOP_SCREEN_WIDTH;
int destHeight = CONSOLE_HEIGHT;
} singleBlitInfo;
};
// Calculate screen coordinates on the screen for a given layout & a given size for the output window
// Used in both the renderers and in the frontends (To eg calculate touch screen boundaries)
static void calculateCoordinates(WindowCoordinates& coordinates, u32 outputWindowWidth, u32 outputWindowHeight, Layout layout) {
layout = Layout::SideBySideFlipped;
const float topScreenPercentage = 0.5f;
const float destAspect = float(outputWindowWidth) / float(outputWindowHeight);
if (layout == Layout::Default || layout == Layout::DefaultFlipped) {
// Calculate available height for each screen based on split
int availableTopHeight = int(outputWindowHeight * topScreenPercentage + 0.5f);
int availableBottomHeight = outputWindowHeight - availableTopHeight;
// Calculate scales for top and bottom screens, and then the actual sizes
float scaleTopX = float(outputWindowWidth) / float(TOP_SCREEN_WIDTH);
float scaleTopY = float(availableTopHeight) / float(TOP_SCREEN_HEIGHT);
float scaleTop = std::min(scaleTopX, scaleTopY);
float scaleBottomX = float(outputWindowWidth) / float(BOTTOM_SCREEN_WIDTH);
float scaleBottomY = float(availableBottomHeight) / float(BOTTOM_SCREEN_HEIGHT);
float scaleBottom = std::min(scaleBottomX, scaleBottomY);
int topScreenWidth = int(TOP_SCREEN_WIDTH * scaleTop + 0.5f);
int topScreenHeight = int(TOP_SCREEN_HEIGHT * scaleTop + 0.5f);
int bottomScreenWidth = int(BOTTOM_SCREEN_WIDTH * scaleBottom + 0.5f);
int bottomScreenHeight = int(BOTTOM_SCREEN_HEIGHT * scaleBottom + 0.5f);
// Center screens horizontally
int topScreenX = (outputWindowWidth - topScreenWidth) / 2;
int bottomScreenX = (outputWindowWidth - bottomScreenWidth) / 2;
coordinates.topScreenWidth = topScreenWidth;
coordinates.topScreenHeight = topScreenHeight;
coordinates.bottomScreenWidth = bottomScreenWidth;
coordinates.bottomScreenHeight = bottomScreenHeight;
coordinates.topScreenX = topScreenX;
coordinates.bottomScreenX = bottomScreenX;
if (layout == Layout::Default) {
coordinates.topScreenY = 0;
coordinates.bottomScreenY = topScreenHeight;
} else {
coordinates.bottomScreenY = 0;
coordinates.topScreenY = bottomScreenHeight;
}
coordinates.windowWidth = outputWindowWidth;
coordinates.windowHeight = outputWindowHeight;
// Default layout can be rendered using a single blit, flipped layout can't
if (layout == Layout::Default) {
coordinates.singleBlitInfo.destX = coordinates.topScreenX;
coordinates.singleBlitInfo.destY = coordinates.topScreenY;
coordinates.singleBlitInfo.destWidth = coordinates.topScreenWidth;
coordinates.singleBlitInfo.destHeight = coordinates.topScreenHeight + coordinates.bottomScreenHeight;
} else {
// Dummy data for the single blit info, as we can't render the screen in 1 blit when the screens are side-by-sid
coordinates.singleBlitInfo.destX = 0;
coordinates.singleBlitInfo.destY = 0;
coordinates.singleBlitInfo.destWidth = 0;
coordinates.singleBlitInfo.destHeight = 0;
}
} else if (layout == Layout::SideBySide || layout == Layout::SideBySideFlipped) {
// Calculate available width for each screen based on split
int availableTopWidth = int(outputWindowWidth * topScreenPercentage + 0.5f);
int availableBottomWidth = outputWindowWidth - availableTopWidth;
// Calculate scales for top and bottom screens, and then the actual sizes
float scaleTop = std::min(float(availableTopWidth) / float(TOP_SCREEN_WIDTH), float(outputWindowHeight) / float(TOP_SCREEN_HEIGHT));
float scaleBottom =
std::min(float(availableBottomWidth) / float(BOTTOM_SCREEN_WIDTH), float(outputWindowHeight) / float(BOTTOM_SCREEN_HEIGHT));
int topScreenWidth = int(TOP_SCREEN_WIDTH * scaleTop + 0.5f);
int topScreenHeight = int(TOP_SCREEN_HEIGHT * scaleTop + 0.5f);
int bottomScreenWidth = int(BOTTOM_SCREEN_WIDTH * scaleBottom + 0.5f);
int bottomScreenHeight = int(BOTTOM_SCREEN_HEIGHT * scaleBottom + 0.5f);
// Vertically center the tallest screen
int maxHeight = std::max(topScreenHeight, bottomScreenHeight);
int baseY = (outputWindowHeight - maxHeight) / 2;
int topScreenY = baseY + (maxHeight - topScreenHeight) / 2;
int bottomScreenY = baseY + (maxHeight - bottomScreenHeight) / 2;
if (layout == Layout::SideBySide) {
coordinates.topScreenX = (outputWindowWidth - (topScreenWidth + bottomScreenWidth)) / 2;
coordinates.bottomScreenX = coordinates.topScreenX + topScreenWidth;
} else {
coordinates.bottomScreenX = (outputWindowWidth - (topScreenWidth + bottomScreenWidth)) / 2;
coordinates.topScreenX = coordinates.bottomScreenX + bottomScreenWidth;
}
coordinates.topScreenY = topScreenY;
coordinates.topScreenWidth = topScreenWidth;
coordinates.topScreenHeight = topScreenHeight;
coordinates.bottomScreenY = bottomScreenY;
coordinates.bottomScreenWidth = bottomScreenWidth;
coordinates.bottomScreenHeight = bottomScreenHeight;
coordinates.windowWidth = outputWindowWidth;
coordinates.windowHeight = outputWindowHeight;
// Dummy data for the single blit info, as we can't render the screen in 1 blit when the screens are side-by-side
coordinates.singleBlitInfo.destX = 0;
coordinates.singleBlitInfo.destY = 0;
coordinates.singleBlitInfo.destWidth = 0;
coordinates.singleBlitInfo.destHeight = 0;
} else {
Helpers::panic("Unimplemented screen layout");
}
}
} // namespace ScreenLayout

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@ -2,6 +2,7 @@
#include <filesystem> #include <filesystem>
#include <string> #include <string>
#include "screen_layout.hpp"
#include "audio/dsp_core.hpp" #include "audio/dsp_core.hpp"
#include "frontend_settings.hpp" #include "frontend_settings.hpp"
#include "renderer.hpp" #include "renderer.hpp"
@ -69,6 +70,9 @@ struct EmulatorConfig {
bool accelerateShaders = accelerateShadersDefault; bool accelerateShaders = accelerateShadersDefault;
bool hashTextures = hashTexturesDefault; bool hashTextures = hashTexturesDefault;
ScreenLayout::Layout screenLayout = ScreenLayout::Layout::Default;
float topScreenSize = 0.5;
bool accurateShaderMul = false; bool accurateShaderMul = false;
bool discordRpcEnabled = false; bool discordRpcEnabled = false;

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@ -115,6 +115,8 @@ class Emulator {
RomFS::DumpingResult dumpRomFS(const std::filesystem::path& path); RomFS::DumpingResult dumpRomFS(const std::filesystem::path& path);
void setOutputSize(u32 width, u32 height) { gpu.setOutputSize(width, height); } void setOutputSize(u32 width, u32 height) { gpu.setOutputSize(width, height); }
void reloadScreenLayout() { gpu.reloadScreenLayout(); }
void deinitGraphicsContext() { gpu.deinitGraphicsContext(); } void deinitGraphicsContext() { gpu.deinitGraphicsContext(); }
// Reloads some settings that require special handling, such as audio enable // Reloads some settings that require special handling, such as audio enable

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@ -3,7 +3,7 @@
#include <functional> #include <functional>
#include <memory> #include <memory>
#include "PICA/screen_layout.hpp" #include "screen_layout.hpp"
#include "gl/context.h" #include "gl/context.h"
#include "window_info.h" #include "window_info.h"
@ -33,6 +33,11 @@ class ScreenWidget : public QWidget {
// Coordinates (x/y/width/height) for the two screens in window space, used for properly handling touchscreen regardless // Coordinates (x/y/width/height) for the two screens in window space, used for properly handling touchscreen regardless
// of layout or resizing // of layout or resizing
ScreenLayout::WindowCoordinates screenCoordinates; ScreenLayout::WindowCoordinates screenCoordinates;
// Screen layouts and sizes
ScreenLayout::Layout screenLayout = ScreenLayout::Layout::Default;
float topScreenSize = 0.5f;
void reloadScreenLayout(ScreenLayout::Layout newLayout, float newTopScreenSize);
private: private:
std::unique_ptr<GL::Context> glContext = nullptr; std::unique_ptr<GL::Context> glContext = nullptr;
@ -44,4 +49,6 @@ class ScreenWidget : public QWidget {
int scaledWindowWidth() const; int scaledWindowWidth() const;
int scaledWindowHeight() const; int scaledWindowHeight() const;
std::optional<WindowInfo> getWindowInfo(); std::optional<WindowInfo> getWindowInfo();
void reloadScreenCoordinates();
}; };

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@ -4,7 +4,7 @@
#include <filesystem> #include <filesystem>
#include "PICA/screen_layout.hpp" #include "screen_layout.hpp"
#include "emulator.hpp" #include "emulator.hpp"
#include "input_mappings.hpp" #include "input_mappings.hpp"

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@ -130,4 +130,5 @@ class Renderer {
void setConfig(EmulatorConfig* config) { emulatorConfig = config; } void setConfig(EmulatorConfig* config) { emulatorConfig = config; }
void setHashTextures(bool setting) { hashTextures = setting; } void setHashTextures(bool setting) { hashTextures = setting; }
void reloadScreenLayout() { outputSizeChanged = true; }
}; };

58
include/screen_layout.hpp Normal file
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@ -0,0 +1,58 @@
#pragma once
#include <string>
#include "helpers.hpp"
namespace ScreenLayout {
static constexpr u32 TOP_SCREEN_WIDTH = 400;
static constexpr u32 BOTTOM_SCREEN_WIDTH = 320;
static constexpr u32 TOP_SCREEN_HEIGHT = 240;
static constexpr u32 BOTTOM_SCREEN_HEIGHT = 240;
// The bottom screen is less wide by 80 pixels, so we center it by offsetting it 40 pixels right
static constexpr u32 BOTTOM_SCREEN_X_OFFSET = 40;
static constexpr u32 CONSOLE_HEIGHT = TOP_SCREEN_HEIGHT + BOTTOM_SCREEN_HEIGHT;
enum class Layout {
Default = 0, // Top screen up, bottom screen down
DefaultFlipped, // Top screen down, bottom screen up
SideBySide, // Top screen left, bottom screen right,
SideBySideFlipped, // Top screen right, bottom screen left,
};
// For properly handling touchscreen, we have to remember what window coordinates our screens map to
// We also remember some more information that is useful to our renderers, particularly for the final screen blit.
struct WindowCoordinates {
u32 topScreenX = 0;
u32 topScreenY = 0;
u32 topScreenWidth = TOP_SCREEN_WIDTH;
u32 topScreenHeight = TOP_SCREEN_HEIGHT;
u32 bottomScreenX = BOTTOM_SCREEN_X_OFFSET;
u32 bottomScreenY = TOP_SCREEN_HEIGHT;
u32 bottomScreenWidth = BOTTOM_SCREEN_WIDTH;
u32 bottomScreenHeight = BOTTOM_SCREEN_HEIGHT;
u32 windowWidth = topScreenWidth;
u32 windowHeight = topScreenHeight + bottomScreenHeight;
// Information used when optimizing the final screen blit into a single blit
struct {
// Can we actually render both of the screens in a single blit?
bool canDoSingleBlit = false;
// Blit information used if we can
int destX = 0, destY = 0;
int destWidth = TOP_SCREEN_WIDTH;
int destHeight = CONSOLE_HEIGHT;
} singleBlitInfo;
};
// Calculate screen coordinates on the screen for a given layout & a given size for the output window
// Used in both the renderers and in the frontends (To eg calculate touch screen boundaries)
void calculateCoordinates(
WindowCoordinates& coordinates, u32 outputWindowWidth, u32 outputWindowHeight, float topScreenPercentage, Layout layout
);
Layout layoutFromString(std::string inString);
const char* layoutToString(Layout layout);
} // namespace ScreenLayout

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@ -93,6 +93,10 @@ void EmulatorConfig::load() {
lightShadergenThreshold = toml::find_or<toml::integer>(gpu, "ShadergenLightThreshold", 1); lightShadergenThreshold = toml::find_or<toml::integer>(gpu, "ShadergenLightThreshold", 1);
hashTextures = toml::find_or<toml::boolean>(gpu, "HashTextures", hashTexturesDefault); hashTextures = toml::find_or<toml::boolean>(gpu, "HashTextures", hashTexturesDefault);
enableRenderdoc = toml::find_or<toml::boolean>(gpu, "EnableRenderdoc", false); enableRenderdoc = toml::find_or<toml::boolean>(gpu, "EnableRenderdoc", false);
auto screenLayoutName = toml::find_or<std::string>(gpu, "ScreenLayout", "Default");
screenLayout = ScreenLayout::layoutFromString(screenLayoutName);
topScreenSize = float(std::clamp(toml::find_or<toml::floating>(gpu, "TopScreenSize", 0.5), 0.0, 1.0));
} }
} }
@ -194,6 +198,8 @@ void EmulatorConfig::save() {
data["GPU"]["AccelerateShaders"] = accelerateShaders; data["GPU"]["AccelerateShaders"] = accelerateShaders;
data["GPU"]["EnableRenderdoc"] = enableRenderdoc; data["GPU"]["EnableRenderdoc"] = enableRenderdoc;
data["GPU"]["HashTextures"] = hashTextures; data["GPU"]["HashTextures"] = hashTextures;
data["GPU"]["ScreenLayout"] = std::string(ScreenLayout::layoutToString(screenLayout));
data["GPU"]["TopScreenSize"] = double(topScreenSize);
data["Audio"]["DSPEmulation"] = std::string(Audio::DSPCore::typeToString(dspType)); data["Audio"]["DSPEmulation"] = std::string(Audio::DSPCore::typeToString(dspType));
data["Audio"]["EnableAudio"] = audioEnabled; data["Audio"]["EnableAudio"] = audioEnabled;

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@ -11,7 +11,7 @@
#include "PICA/pica_hash.hpp" #include "PICA/pica_hash.hpp"
#include "PICA/pica_simd.hpp" #include "PICA/pica_simd.hpp"
#include "PICA/regs.hpp" #include "PICA/regs.hpp"
#include "PICA/screen_layout.hpp" #include "screen_layout.hpp"
#include "PICA/shader_decompiler.hpp" #include "PICA/shader_decompiler.hpp"
#include "config.hpp" #include "config.hpp"
#include "math_util.hpp" #include "math_util.hpp"
@ -570,15 +570,18 @@ void RendererGL::display() {
if constexpr (!Helpers::isHydraCore()) { if constexpr (!Helpers::isHydraCore()) {
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0); glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
OpenGL::clearColor();
screenFramebuffer.bind(OpenGL::ReadFramebuffer); screenFramebuffer.bind(OpenGL::ReadFramebuffer);
constexpr auto layout = ScreenLayout::Layout::Default;
if (outputSizeChanged) { if (outputSizeChanged) {
outputSizeChanged = false; outputSizeChanged = false;
auto layout = emulatorConfig->screenLayout;
// Get information about our new screen layout to use for blitting the output // Get information about our new screen layout to use for blitting the output
ScreenLayout::WindowCoordinates windowCoords; ScreenLayout::WindowCoordinates windowCoords;
ScreenLayout::calculateCoordinates(windowCoords, outputWindowWidth, outputWindowHeight, layout); ScreenLayout::calculateCoordinates(windowCoords, outputWindowWidth, outputWindowHeight, emulatorConfig->topScreenSize, layout);
blitInfo.topScreenX = windowCoords.topScreenX; blitInfo.topScreenX = windowCoords.topScreenX;
blitInfo.topScreenY = windowCoords.topScreenY; blitInfo.topScreenY = windowCoords.topScreenY;
@ -590,20 +593,16 @@ void RendererGL::display() {
blitInfo.bottomScreenWidth = windowCoords.bottomScreenWidth; blitInfo.bottomScreenWidth = windowCoords.bottomScreenWidth;
blitInfo.bottomScreenHeight = windowCoords.bottomScreenHeight; blitInfo.bottomScreenHeight = windowCoords.bottomScreenHeight;
// Flip topScreenY and bottomScreenY because glBlitFramebuffer uses bottom-left origin // Flip topScreenY and bottomScreenY because glBlitFramebuffer uses bottom-left origin
blitInfo.topScreenY = outputWindowHeight - (blitInfo.topScreenY + blitInfo.topScreenHeight); blitInfo.topScreenY = outputWindowHeight - (blitInfo.topScreenY + blitInfo.topScreenHeight);
blitInfo.bottomScreenY = outputWindowHeight - (blitInfo.bottomScreenY + blitInfo.bottomScreenHeight); blitInfo.bottomScreenY = outputWindowHeight - (blitInfo.bottomScreenY + blitInfo.bottomScreenHeight);
// Used for optimizing the screen blit into a single blit // Used for optimizing the screen blit into a single blit
blitInfo.canDoSingleBlit = windowCoords.singleBlitInfo.canDoSingleBlit;
blitInfo.destX = windowCoords.singleBlitInfo.destX; blitInfo.destX = windowCoords.singleBlitInfo.destX;
blitInfo.destY = windowCoords.singleBlitInfo.destY; blitInfo.destY = windowCoords.singleBlitInfo.destY;
blitInfo.destWidth = windowCoords.singleBlitInfo.destWidth; blitInfo.destWidth = windowCoords.singleBlitInfo.destWidth;
blitInfo.destHeight = windowCoords.singleBlitInfo.destHeight; blitInfo.destHeight = windowCoords.singleBlitInfo.destHeight;
// Check if we can blit the screens in 1 blit. If not, we'll break it into two.
// TODO: Maybe add some size-related checks too.
blitInfo.canDoSingleBlit =
windowCoords.topScreenY + windowCoords.topScreenHeight == windowCoords.bottomScreenY && layout == ScreenLayout::Layout::Default;
} }
if (blitInfo.canDoSingleBlit) { if (blitInfo.canDoSingleBlit) {

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@ -10,7 +10,7 @@
#include "PICA/gpu.hpp" #include "PICA/gpu.hpp"
#include "PICA/pica_hash.hpp" #include "PICA/pica_hash.hpp"
#include "PICA/screen_layout.hpp" #include "screen_layout.hpp"
#include "SDL_metal.h" #include "SDL_metal.h"
using namespace PICA; using namespace PICA;
@ -107,7 +107,9 @@ void RendererMTL::display() {
if (outputSizeChanged) { if (outputSizeChanged) {
outputSizeChanged = false; outputSizeChanged = false;
ScreenLayout::WindowCoordinates windowCoords; ScreenLayout::WindowCoordinates windowCoords;
ScreenLayout::calculateCoordinates(windowCoords, outputWindowWidth, outputWindowHeight, ScreenLayout::Layout::Default); ScreenLayout::calculateCoordinates(
windowCoords, outputWindowWidth, outputWindowHeight, emulatorConfig->topScreenSize, emulatorConfig->screenLayout
);
blitInfo.topScreenX = float(windowCoords.topScreenX); blitInfo.topScreenX = float(windowCoords.topScreenX);
blitInfo.topScreenY = float(windowCoords.topScreenY); blitInfo.topScreenY = float(windowCoords.topScreenY);

155
src/core/screen_layout.cpp Normal file
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@ -0,0 +1,155 @@
#include "screen_layout.hpp"
#include <algorithm>
#include <cstdio>
#include <unordered_map>
using namespace ScreenLayout;
// Calculate screen coordinates on the screen for a given layout & a given size for the output window
// Used in both the renderers and in the frontends (To eg calculate touch screen boundaries)
void ScreenLayout::calculateCoordinates(
WindowCoordinates& coordinates, u32 outputWindowWidth, u32 outputWindowHeight, float topScreenPercentage, Layout layout
) {
const float destAspect = float(outputWindowWidth) / float(outputWindowHeight);
if (layout == Layout::Default || layout == Layout::DefaultFlipped) {
// Calculate available height for each screen based on split
int availableTopHeight = int(outputWindowHeight * topScreenPercentage + 0.5f);
int availableBottomHeight = outputWindowHeight - availableTopHeight;
// Calculate scales for top and bottom screens, and then the actual sizes
float scaleTopX = float(outputWindowWidth) / float(TOP_SCREEN_WIDTH);
float scaleTopY = float(availableTopHeight) / float(TOP_SCREEN_HEIGHT);
float scaleTop = std::min(scaleTopX, scaleTopY);
float scaleBottomX = float(outputWindowWidth) / float(BOTTOM_SCREEN_WIDTH);
float scaleBottomY = float(availableBottomHeight) / float(BOTTOM_SCREEN_HEIGHT);
float scaleBottom = std::min(scaleBottomX, scaleBottomY);
int topScreenWidth = int(TOP_SCREEN_WIDTH * scaleTop + 0.5f);
int topScreenHeight = int(TOP_SCREEN_HEIGHT * scaleTop + 0.5f);
int bottomScreenWidth = int(BOTTOM_SCREEN_WIDTH * scaleBottom + 0.5f);
int bottomScreenHeight = int(BOTTOM_SCREEN_HEIGHT * scaleBottom + 0.5f);
// Center screens horizontally
int topScreenX = (outputWindowWidth - topScreenWidth) / 2;
int bottomScreenX = (outputWindowWidth - bottomScreenWidth) / 2;
coordinates.topScreenWidth = topScreenWidth;
coordinates.topScreenHeight = topScreenHeight;
coordinates.bottomScreenWidth = bottomScreenWidth;
coordinates.bottomScreenHeight = bottomScreenHeight;
coordinates.topScreenX = topScreenX;
coordinates.bottomScreenX = bottomScreenX;
if (layout == Layout::Default) {
coordinates.topScreenY = 0;
coordinates.bottomScreenY = topScreenHeight;
} else {
coordinates.bottomScreenY = 0;
coordinates.topScreenY = bottomScreenHeight;
}
coordinates.windowWidth = outputWindowWidth;
coordinates.windowHeight = outputWindowHeight;
// Default layout can be rendered using a single blit, flipped layout can't
if (layout == Layout::Default) {
coordinates.singleBlitInfo.destX = coordinates.topScreenX;
coordinates.singleBlitInfo.destY = coordinates.topScreenY;
coordinates.singleBlitInfo.destWidth = coordinates.topScreenWidth;
coordinates.singleBlitInfo.destHeight = coordinates.topScreenHeight + coordinates.bottomScreenHeight;
} else {
// Dummy data for the single blit info, as we can't render the screen in 1 blit when the screens are side-by-sid
coordinates.singleBlitInfo.destX = 0;
coordinates.singleBlitInfo.destY = 0;
coordinates.singleBlitInfo.destWidth = 0;
coordinates.singleBlitInfo.destHeight = 0;
}
// Check if we can blit the screens in 1 blit. If not, we'll break it into two.
// TODO: Maybe add some more size-related checks too.
coordinates.singleBlitInfo.canDoSingleBlit = layout == Layout::Default && topScreenPercentage == 0.5 &&
coordinates.topScreenY + coordinates.topScreenHeight == coordinates.bottomScreenY;
} else if (layout == Layout::SideBySide || layout == Layout::SideBySideFlipped) {
// Calculate available width for each screen based on split
int availableTopWidth = int(outputWindowWidth * topScreenPercentage + 0.5f);
int availableBottomWidth = outputWindowWidth - availableTopWidth;
// Calculate scales for top and bottom screens, and then the actual sizes
float scaleTop = std::min(float(availableTopWidth) / float(TOP_SCREEN_WIDTH), float(outputWindowHeight) / float(TOP_SCREEN_HEIGHT));
float scaleBottom =
std::min(float(availableBottomWidth) / float(BOTTOM_SCREEN_WIDTH), float(outputWindowHeight) / float(BOTTOM_SCREEN_HEIGHT));
int topScreenWidth = int(TOP_SCREEN_WIDTH * scaleTop + 0.5f);
int topScreenHeight = int(TOP_SCREEN_HEIGHT * scaleTop + 0.5f);
int bottomScreenWidth = int(BOTTOM_SCREEN_WIDTH * scaleBottom + 0.5f);
int bottomScreenHeight = int(BOTTOM_SCREEN_HEIGHT * scaleBottom + 0.5f);
// Vertically center the tallest screen
int maxHeight = std::max(topScreenHeight, bottomScreenHeight);
int baseY = (outputWindowHeight - maxHeight) / 2;
int topScreenY = baseY + (maxHeight - topScreenHeight) / 2;
int bottomScreenY = baseY + (maxHeight - bottomScreenHeight) / 2;
if (layout == Layout::SideBySide) {
coordinates.topScreenX = (outputWindowWidth - (topScreenWidth + bottomScreenWidth)) / 2;
coordinates.bottomScreenX = coordinates.topScreenX + topScreenWidth;
} else {
coordinates.bottomScreenX = (outputWindowWidth - (topScreenWidth + bottomScreenWidth)) / 2;
coordinates.topScreenX = coordinates.bottomScreenX + bottomScreenWidth;
}
coordinates.topScreenY = topScreenY;
coordinates.topScreenWidth = topScreenWidth;
coordinates.topScreenHeight = topScreenHeight;
coordinates.bottomScreenY = bottomScreenY;
coordinates.bottomScreenWidth = bottomScreenWidth;
coordinates.bottomScreenHeight = bottomScreenHeight;
coordinates.windowWidth = outputWindowWidth;
coordinates.windowHeight = outputWindowHeight;
// Dummy data for the single blit info, as we can't render the screen in 1 blit when the screens are side-by-side
coordinates.singleBlitInfo.canDoSingleBlit = false;
coordinates.singleBlitInfo.destX = 0;
coordinates.singleBlitInfo.destY = 0;
coordinates.singleBlitInfo.destWidth = 0;
coordinates.singleBlitInfo.destHeight = 0;
} else {
Helpers::panic("Unimplemented screen layout");
}
}
Layout ScreenLayout::layoutFromString(std::string inString) {
// Transform to lower-case to make the setting case-insensitive
std::transform(inString.begin(), inString.end(), inString.begin(), [](unsigned char c) { return std::tolower(c); });
static const std::unordered_map<std::string, Layout> map = {
{"default", Layout::Default},
{"defaultflipped", Layout::DefaultFlipped},
{"sidebyside", Layout::SideBySide},
{"sidebysideflipped", Layout::SideBySideFlipped},
};
if (auto search = map.find(inString); search != map.end()) {
return search->second;
}
printf("Invalid screen layout. Defaulting to Default\n");
return Layout::Default;
}
const char* ScreenLayout::layoutToString(Layout layout) {
switch (layout) {
case Layout::Default: return "default";
case Layout::DefaultFlipped: return "defaultFlipped";
case Layout::SideBySide: return "sideBySide";
case Layout::SideBySideFlipped: return "sideBySideFlipped";
default: return "invalid";
}
}

View file

@ -240,6 +240,36 @@ ConfigWindow::ConfigWindow(ConfigCallback configCallback, MainWindowCallback win
connectCheckbox(hashTextures, config.hashTextures); connectCheckbox(hashTextures, config.hashTextures);
gpuLayout->addRow(hashTextures); gpuLayout->addRow(hashTextures);
QComboBox* screenLayout = new QComboBox();
screenLayout->addItem(tr("Default"));
screenLayout->addItem(tr("Default (Flipped)"));
screenLayout->addItem(tr("Side-by-Side"));
screenLayout->addItem(tr("Side-by-Side (Flipped)"));
screenLayout->setCurrentIndex(static_cast<int>(config.screenLayout));
connect(screenLayout, &QComboBox::currentIndexChanged, this, [&](int index) {
config.screenLayout = static_cast<ScreenLayout::Layout>(index);
updateConfig();
});
gpuLayout->addRow(tr("Screen Layout"), screenLayout);
// Screen size slider widgets
QLabel* topScreenSizeLabel = new QLabel(QString::number(int(config.topScreenSize * 100)));
QSlider* topScreenSizeSlider = new QSlider(Qt::Horizontal);
topScreenSizeSlider->setRange(0, 100);
topScreenSizeSlider->setValue(int(config.topScreenSize * 100));
connect(topScreenSizeSlider, &QSlider::valueChanged, this, [this, topScreenSizeLabel](int value) {
config.topScreenSize = float(value) / 100.0f;
topScreenSizeLabel->setText(QString::number(value));
updateConfig();
});
QHBoxLayout* screenSizeLayout = new QHBoxLayout();
screenSizeLayout->setSpacing(4);
screenSizeLayout->addWidget(topScreenSizeSlider);
screenSizeLayout->addWidget(topScreenSizeLabel);
gpuLayout->addRow(tr("Top screen size (%)"), screenSizeLayout);
QCheckBox* forceShadergenForLights = new QCheckBox(tr("Force shadergen when rendering lights")); QCheckBox* forceShadergenForLights = new QCheckBox(tr("Force shadergen when rendering lights"));
connectCheckbox(forceShadergenForLights, config.forceShadergenForLights); connectCheckbox(forceShadergenForLights, config.forceShadergenForLights);
gpuLayout->addRow(forceShadergenForLights); gpuLayout->addRow(forceShadergenForLights);
@ -302,7 +332,7 @@ ConfigWindow::ConfigWindow(ConfigCallback configCallback, MainWindowCallback win
volumeSlider->setRange(0, 200); volumeSlider->setRange(0, 200);
volumeSlider->setValue(int(config.audioDeviceConfig.volumeRaw * 100)); volumeSlider->setValue(int(config.audioDeviceConfig.volumeRaw * 100));
connect(volumeSlider, &QSlider::valueChanged, this, [this, volumeLabel](int value) { connect(volumeSlider, &QSlider::valueChanged, this, [this, volumeLabel](int value) {
config.audioDeviceConfig.volumeRaw = static_cast<float>(value) / 100.0f; config.audioDeviceConfig.volumeRaw = float(value) / 100.0f;
volumeLabel->setText(QString::number(value)); volumeLabel->setText(QString::number(value));
updateConfig(); updateConfig();
@ -467,12 +497,14 @@ void ConfigWindow::setTheme(Theme theme) {
p.setColor(QPalette::Highlight, QColor(42, 130, 218)); p.setColor(QPalette::Highlight, QColor(42, 130, 218));
p.setColor(QPalette::HighlightedText, Qt::black); p.setColor(QPalette::HighlightedText, Qt::black);
qApp->setPalette(p); qApp->setPalette(p);
qApp->setStyleSheet("QLineEdit {" qApp->setStyleSheet(
"QLineEdit {"
"background-color: #000000; color: #ffffff; border: 1px solid #a0a0a0; " "background-color: #000000; color: #ffffff; border: 1px solid #a0a0a0; "
"border-radius: 4px; padding: 5px; }" "border-radius: 4px; padding: 5px; }"
"QCheckBox::indicator:unchecked {" "QCheckBox::indicator:unchecked {"
"border: 1px solid #808080; border-radius: 4px; }"); "border: 1px solid #808080; border-radius: 4px; }"
);
break; break;
} }

View file

@ -129,6 +129,8 @@ MainWindow::MainWindow(QApplication* app, QWidget* parent) : QMainWindow(parent)
if (config.printAppVersion) { if (config.printAppVersion) {
printf("Welcome to Panda3DS v%s!\n", PANDA3DS_VERSION); printf("Welcome to Panda3DS v%s!\n", PANDA3DS_VERSION);
} }
screen->reloadScreenLayout(config.screenLayout, config.topScreenSize);
} }
// The emulator graphics context for the thread should be initialized in the emulator thread due to how GL contexts work // The emulator graphics context for the thread should be initialized in the emulator thread due to how GL contexts work
@ -435,13 +437,24 @@ void MainWindow::dispatchMessage(const EmulatorMessage& message) {
break; break;
} }
case MessageType::UpdateConfig: case MessageType::UpdateConfig: {
emu->getConfig() = configWindow->getConfig(); auto& emuConfig = emu->getConfig();
auto& newConfig = configWindow->getConfig();
// If the screen layout changed, we have to notify the emulator & the screen widget
bool reloadScreenLayout = (emuConfig.screenLayout != newConfig.screenLayout || emuConfig.topScreenSize != newConfig.topScreenSize);
emuConfig = newConfig;
emu->reloadSettings(); emu->reloadSettings();
if (reloadScreenLayout) {
emu->reloadScreenLayout();
screen->reloadScreenLayout(newConfig.screenLayout, newConfig.topScreenSize);
}
// Save new settings to disk // Save new settings to disk
emu->getConfig().save(); emuConfig.save();
break; break;
}
} }
} }

View file

@ -47,7 +47,7 @@ void ScreenWidget::resizeEvent(QResizeEvent* event) {
this->windowInfo = *windowInfo; this->windowInfo = *windowInfo;
} }
ScreenLayout::calculateCoordinates(screenCoordinates, u32(width()), u32(height()), ScreenLayout::Layout::Default); reloadScreenCoordinates();
// This will call take care of calling resizeSurface from the emulator thread // This will call take care of calling resizeSurface from the emulator thread
resizeCallback(surfaceWidth, surfaceHeight); resizeCallback(surfaceWidth, surfaceHeight);
@ -62,6 +62,17 @@ void ScreenWidget::resizeSurface(u32 width, u32 height) {
} }
} }
void ScreenWidget::reloadScreenCoordinates() {
ScreenLayout::calculateCoordinates(screenCoordinates, u32(width()), u32(height()), topScreenSize, screenLayout);
}
void ScreenWidget::reloadScreenLayout(ScreenLayout::Layout newLayout, float newTopScreenSize) {
screenLayout = newLayout;
topScreenSize = newTopScreenSize;
reloadScreenCoordinates();
}
bool ScreenWidget::createGLContext() { bool ScreenWidget::createGLContext() {
// List of GL context versions we will try. Anything 4.1+ is good for desktop OpenGL, and 3.1+ for OpenGL ES // List of GL context versions we will try. Anything 4.1+ is good for desktop OpenGL, and 3.1+ for OpenGL ES
static constexpr std::array<GL::Context::Version, 8> versionsToTry = { static constexpr std::array<GL::Context::Version, 8> versionsToTry = {

View file

@ -55,7 +55,12 @@ FrontendSDL::FrontendSDL() : keyboardMappings(InputMappings::defaultKeyboardMapp
windowWidth = 400; windowWidth = 400;
windowHeight = 480; windowHeight = 480;
} }
// Initialize output size and screen layout
emu.setOutputSize(windowWidth, windowHeight); emu.setOutputSize(windowWidth, windowHeight);
ScreenLayout::calculateCoordinates(
screenCoordinates, u32(windowWidth), u32(windowHeight), emu.getConfig().topScreenSize, emu.getConfig().screenLayout
);
if (needOpenGL) { if (needOpenGL) {
// Demand 4.1 core for OpenGL renderer (max available on MacOS), 3.3 for the software & null renderers // Demand 4.1 core for OpenGL renderer (max available on MacOS), 3.3 for the software & null renderers
@ -365,7 +370,11 @@ void FrontendSDL::run() {
if (type == SDL_WINDOWEVENT_RESIZED) { if (type == SDL_WINDOWEVENT_RESIZED) {
windowWidth = event.window.data1; windowWidth = event.window.data1;
windowHeight = event.window.data2; windowHeight = event.window.data2;
ScreenLayout::calculateCoordinates(screenCoordinates, u32(windowWidth), u32(windowHeight), ScreenLayout::Layout::Default);
const auto& config = emu.getConfig();
ScreenLayout::calculateCoordinates(
screenCoordinates, u32(windowWidth), u32(windowHeight), emu.getConfig().topScreenSize, emu.getConfig().screenLayout
);
emu.setOutputSize(windowWidth, windowHeight); emu.setOutputSize(windowWidth, windowHeight);
} }