Merge pull request #772 from wheremyfoodat/screen-layout
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Better screen layout support
This commit is contained in:
wheremyfoodat 2025-07-06 04:07:22 +03:00 committed by GitHub
commit d1f4ae2911
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GPG key ID: B5690EEEBB952194
18 changed files with 488 additions and 135 deletions

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@ -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/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/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(KERNEL_SOURCE_FILES src/core/kernel/kernel.cpp src/core/kernel/resource_limits.cpp
@ -416,6 +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/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/screen_layout.hpp
)
if(IOS)

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@ -89,6 +89,7 @@ class GPU {
PICA::Vertex getImmediateModeVertex();
void getAcceleratedDrawInfo(PICA::DrawAcceleration& accel, bool indexed);
public:
// 256 entries per LUT with each LUT as its own row forming a 2D image 256 * LUT_COUNT
// 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
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
// Then this can be emulated by just writing the appropriate values there
@ -181,6 +184,7 @@ class GPU {
}
Renderer* getRenderer() { return renderer.get(); }
private:
// 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

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

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

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@ -3,6 +3,7 @@
#include <functional>
#include <memory>
#include "screen_layout.hpp"
#include "gl/context.h"
#include "window_info.h"
@ -29,6 +30,15 @@ class ScreenWidget : public QWidget {
u32 previousWidth = 0;
u32 previousHeight = 0;
// Coordinates (x/y/width/height) for the two screens in window space, used for properly handling touchscreen regardless
// of layout or resizing
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:
std::unique_ptr<GL::Context> glContext = nullptr;
ResizeCallback resizeCallback;
@ -39,4 +49,6 @@ class ScreenWidget : public QWidget {
int scaledWindowWidth() const;
int scaledWindowHeight() const;
std::optional<WindowInfo> getWindowInfo();
void reloadScreenCoordinates();
};

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@ -4,6 +4,7 @@
#include <filesystem>
#include "screen_layout.hpp"
#include "emulator.hpp"
#include "input_mappings.hpp"
@ -28,6 +29,10 @@ class FrontendSDL {
int gameControllerID;
bool programRunning = true;
// Coordinates (x/y/width/height) for the two screens in window space, used for properly handling touchscreen regardless
// of layout or resizing
ScreenLayout::WindowCoordinates screenCoordinates;
// For tracking whether to update gyroscope
// We bind gyro to right click + mouse movement
bool holdingRightClick = false;
@ -38,5 +43,7 @@ class FrontendSDL {
bool keyboardAnalogX = false;
bool keyboardAnalogY = false;
private:
void setupControllerSensors(SDL_GameController* controller);
void handleLeftClick(int mouseX, int mouseY);
};

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

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@ -147,12 +147,24 @@ class RendererGL final : public Renderer {
OpenGL::Driver driverInfo;
// Information about the final 3DS screen -> Window blit, accounting for things like scaling and shifting the output based on
// the window's dimensions.
// the window's dimensions. Updated whenever the screen size or layout changes.
struct {
int topScreenX = 0;
int topScreenY = 0;
int topScreenWidth = 400;
int topScreenHeight = 240;
int bottomScreenX = 40;
int bottomScreenY = 240;
int bottomScreenWidth = 320;
int bottomScreenHeight = 240;
// For optimizing the final screen blit into a single blit instead of 2 when possible:
int destX = 0;
int destY = 0;
int destWidth = 400;
int destHeight = 480;
bool canDoSingleBlit = true;
} blitInfo;
MAKE_LOG_FUNCTION(log, rendererLogger)

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@ -89,13 +89,17 @@ class RendererMTL final : public Renderer {
MTL::Texture* lastDepthTexture = nullptr;
// Information about the final 3DS screen -> Window blit, accounting for things like scaling and shifting the output based on
// the window's dimensions.
// the window's dimensions. Updated whenever the screen size or layout changes.
struct {
float topScreenX = 0;
float topScreenY = 0;
float topScreenWidth = 400;
float topScreenHeight = 240;
float bottomScreenX = 40;
float bottomScreenY = 240;
float scale = 1.0;
float bottomScreenWidth = 320;
float bottomScreenHeight = 240;
} blitInfo;
// Debug

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);
hashTextures = toml::find_or<toml::boolean>(gpu, "HashTextures", hashTexturesDefault);
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"]["EnableRenderdoc"] = enableRenderdoc;
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"]["EnableAudio"] = audioEnabled;

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@ -11,6 +11,7 @@
#include "PICA/pica_hash.hpp"
#include "PICA/pica_simd.hpp"
#include "PICA/regs.hpp"
#include "screen_layout.hpp"
#include "PICA/shader_decompiler.hpp"
#include "config.hpp"
#include "math_util.hpp"
@ -134,8 +135,8 @@ void RendererGL::initGraphicsContextInternal() {
auto prevTexture = OpenGL::getTex2D();
// Create a plain black texture for when a game reads an invalid texture. It is common for games to configure the PICA to read texture info from NULL.
// Some games that do this are Pokemon X, Cars 2, Tomodachi Life, and more. We bind the texture to an FBO, clear it, and free the FBO
// Create a plain black texture for when a game reads an invalid texture. It is common for games to configure the PICA to read texture info from
// NULL. Some games that do this are Pokemon X, Cars 2, Tomodachi Life, and more. We bind the texture to an FBO, clear it, and free the FBO
blankTexture.create(8, 8, GL_RGBA8);
blankTexture.bind();
blankTexture.setMinFilter(OpenGL::Linear);
@ -269,14 +270,7 @@ void RendererGL::setupStencilTest(bool stencilEnable) {
}
static constexpr std::array<GLenum, 8> stencilFuncs = {
GL_NEVER,
GL_ALWAYS,
GL_EQUAL,
GL_NOTEQUAL,
GL_LESS,
GL_LEQUAL,
GL_GREATER,
GL_GEQUAL
GL_NEVER, GL_ALWAYS, GL_EQUAL, GL_NOTEQUAL, GL_LESS, GL_LEQUAL, GL_GREATER, GL_GEQUAL,
};
gl.enableStencil();
@ -293,15 +287,9 @@ void RendererGL::setupStencilTest(bool stencilEnable) {
gl.setStencilMask(stencilBufferMask);
static constexpr std::array<GLenum, 8> stencilOps = {
GL_KEEP,
GL_ZERO,
GL_REPLACE,
GL_INCR,
GL_DECR,
GL_INVERT,
GL_INCR_WRAP,
GL_DECR_WRAP
GL_KEEP, GL_ZERO, GL_REPLACE, GL_INCR, GL_DECR, GL_INVERT, GL_INCR_WRAP, GL_DECR_WRAP,
};
const u32 stencilOpConfig = regs[PICA::InternalRegs::StencilOp];
const u32 stencilFailOp = getBits<0, 3>(stencilOpConfig);
const u32 depthFailOp = getBits<4, 3>(stencilOpConfig);
@ -468,7 +456,10 @@ void RendererGL::drawVertices(PICA::PrimType primType, std::span<const Vertex> v
const int depthFunc = getBits<4, 3>(depthControl);
const int colourMask = getBits<8, 4>(depthControl);
gl.setColourMask(colourMask & 1, colourMask & 2, colourMask & 4, colourMask & 8);
static constexpr std::array<GLenum, 8> depthModes = {GL_NEVER, GL_ALWAYS, GL_EQUAL, GL_NOTEQUAL, GL_LESS, GL_LEQUAL, GL_GREATER, GL_GEQUAL};
static constexpr std::array<GLenum, 8> depthModes = {
GL_NEVER, GL_ALWAYS, GL_EQUAL, GL_NOTEQUAL, GL_LESS, GL_LEQUAL, GL_GREATER, GL_GEQUAL,
};
bindTexturesToSlots();
if (gpu.fogLUTDirty) {
@ -581,34 +572,59 @@ void RendererGL::display() {
if constexpr (!Helpers::isHydraCore()) {
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
OpenGL::clearColor();
screenFramebuffer.bind(OpenGL::ReadFramebuffer);
if (outputSizeChanged) {
outputSizeChanged = false;
const float srcAspect = 400.0f / 480.0f; // 3DS aspect ratio
const float dstAspect = float(outputWindowWidth) / float(outputWindowHeight);
auto layout = emulatorConfig->screenLayout;
blitInfo.destWidth = outputWindowWidth;
blitInfo.destHeight = outputWindowHeight;
blitInfo.destX = 0;
blitInfo.destY = 0;
// Get information about our new screen layout to use for blitting the output
ScreenLayout::WindowCoordinates windowCoords;
ScreenLayout::calculateCoordinates(windowCoords, outputWindowWidth, outputWindowHeight, emulatorConfig->topScreenSize, layout);
if (dstAspect > srcAspect) {
// Window is wider than source
blitInfo.destWidth = int(outputWindowHeight * srcAspect + 0.5f);
blitInfo.destX = (outputWindowWidth - blitInfo.destWidth) / 2;
} else {
// Window is taller than source
blitInfo.destHeight = int(outputWindowWidth / srcAspect + 0.5f);
blitInfo.destY = (outputWindowHeight - blitInfo.destHeight) / 2;
}
blitInfo.topScreenX = windowCoords.topScreenX;
blitInfo.topScreenY = windowCoords.topScreenY;
blitInfo.topScreenWidth = windowCoords.topScreenWidth;
blitInfo.topScreenHeight = windowCoords.topScreenHeight;
blitInfo.bottomScreenX = windowCoords.bottomScreenX;
blitInfo.bottomScreenY = windowCoords.bottomScreenY;
blitInfo.bottomScreenWidth = windowCoords.bottomScreenWidth;
blitInfo.bottomScreenHeight = windowCoords.bottomScreenHeight;
// Flip topScreenY and bottomScreenY because glBlitFramebuffer uses bottom-left origin
blitInfo.topScreenY = outputWindowHeight - (blitInfo.topScreenY + blitInfo.topScreenHeight);
blitInfo.bottomScreenY = outputWindowHeight - (blitInfo.bottomScreenY + blitInfo.bottomScreenHeight);
// Used for optimizing the screen blit into a single blit
blitInfo.canDoSingleBlit = windowCoords.singleBlitInfo.canDoSingleBlit;
blitInfo.destX = windowCoords.singleBlitInfo.destX;
blitInfo.destY = windowCoords.singleBlitInfo.destY;
blitInfo.destWidth = windowCoords.singleBlitInfo.destWidth;
blitInfo.destHeight = windowCoords.singleBlitInfo.destHeight;
}
if (blitInfo.canDoSingleBlit) {
glBlitFramebuffer(
0, 0, 400, 480, blitInfo.destX, blitInfo.destY, blitInfo.destX + blitInfo.destWidth, blitInfo.destY + blitInfo.destHeight,
GL_COLOR_BUFFER_BIT, GL_LINEAR
);
} else {
// Blit top screen
glBlitFramebuffer(
0, 240, 400, 480, blitInfo.topScreenX, blitInfo.topScreenY, blitInfo.topScreenX + blitInfo.topScreenWidth,
blitInfo.topScreenY + blitInfo.topScreenHeight, GL_COLOR_BUFFER_BIT, GL_LINEAR
);
// Blit bottom screen
glBlitFramebuffer(
40, 0, 360, 240, blitInfo.bottomScreenX, blitInfo.bottomScreenY, blitInfo.bottomScreenX + blitInfo.bottomScreenWidth,
blitInfo.bottomScreenY + blitInfo.bottomScreenHeight, GL_COLOR_BUFFER_BIT, GL_LINEAR
);
}
}
}
@ -735,8 +751,10 @@ void RendererGL::displayTransfer(u32 inputAddr, u32 outputAddr, u32 inputSize, u
u32 outputWidth = outputSize & 0xffff;
u32 outputHeight = outputSize >> 16;
OpenGL::DebugScope scope("DisplayTransfer inputAddr 0x%08X outputAddr 0x%08X inputWidth %d outputWidth %d inputHeight %d outputHeight %d",
inputAddr, outputAddr, inputWidth, outputWidth, inputHeight, outputHeight);
OpenGL::DebugScope scope(
"DisplayTransfer inputAddr 0x%08X outputAddr 0x%08X inputWidth %d outputWidth %d inputHeight %d outputHeight %d", inputAddr, outputAddr,
inputWidth, outputWidth, inputHeight, outputHeight
);
auto srcFramebuffer = getColourBuffer(inputAddr, inputFormat, inputWidth, outputHeight);
Math::Rect<u32> srcRect = srcFramebuffer->getSubRect(inputAddr, outputWidth, outputHeight);
@ -786,8 +804,10 @@ void RendererGL::textureCopy(u32 inputAddr, u32 outputAddr, u32 totalBytes, u32
const u32 outputWidth = (outputSize & 0xffff) << 4;
const u32 outputGap = (outputSize >> 16) << 4;
OpenGL::DebugScope scope("TextureCopy inputAddr 0x%08X outputAddr 0x%08X totalBytes %d inputWidth %d inputGap %d outputWidth %d outputGap %d",
inputAddr, outputAddr, totalBytes, inputWidth, inputGap, outputWidth, outputGap);
OpenGL::DebugScope scope(
"TextureCopy inputAddr 0x%08X outputAddr 0x%08X totalBytes %d inputWidth %d inputGap %d outputWidth %d outputGap %d", inputAddr, outputAddr,
totalBytes, inputWidth, inputGap, outputWidth, outputGap
);
if (inputGap != 0 || outputGap != 0) {
// Helpers::warn("Strided texture copy\n");
@ -1041,8 +1061,8 @@ bool RendererGL::prepareForDraw(ShaderUnit& shaderUnit, PICA::DrawAcceleration*
driverInfo.usingGLES ? PICA::ShaderGen::API::GLES : PICA::ShaderGen::API::GL, PICA::ShaderGen::Language::GLSL
);
// Empty source means compilation error, if the source is not empty then we convert the recompiled PICA code into a valid shader and upload
// it to the GPU
// Empty source means compilation error, if the source is not empty then we convert the recompiled PICA code into a valid shader and
// upload it to the GPU
if (!picaShaderSource.empty()) {
std::string vertexShaderSource = fragShaderGen.getVertexShaderAccelerated(picaShaderSource, vertexConfig, usingUbershader);
shader->create({vertexShaderSource}, OpenGL::Vertex);

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@ -10,6 +10,7 @@
#include "PICA/gpu.hpp"
#include "PICA/pica_hash.hpp"
#include "screen_layout.hpp"
#include "SDL_metal.h"
using namespace PICA;
@ -105,32 +106,26 @@ void RendererMTL::display() {
if (outputSizeChanged) {
outputSizeChanged = false;
ScreenLayout::WindowCoordinates windowCoords;
ScreenLayout::calculateCoordinates(
windowCoords, outputWindowWidth, outputWindowHeight, emulatorConfig->topScreenSize, emulatorConfig->screenLayout
);
const float srcAspect = 400.0 / 480.0;
const float destAspect = float(outputWindowWidth) / float(outputWindowHeight);
int destX = 0, destY = 0, destWidth = outputWindowWidth, destHeight = outputWindowHeight;
blitInfo.topScreenX = float(windowCoords.topScreenX);
blitInfo.topScreenY = float(windowCoords.topScreenY);
blitInfo.bottomScreenX = float(windowCoords.bottomScreenX);
blitInfo.bottomScreenY = float(windowCoords.bottomScreenY);
if (destAspect > srcAspect) {
// Window is wider than source
destWidth = int(outputWindowHeight * srcAspect + 0.5f);
destX = (outputWindowWidth - destWidth) / 2;
} else {
// Window is taller than source
destHeight = int(outputWindowWidth / srcAspect + 0.5f);
destY = (outputWindowHeight - destHeight) / 2;
}
blitInfo.scale = float(destWidth) / 400.0f;
blitInfo.topScreenX = float(destX);
blitInfo.topScreenY = float(destY + (destHeight - int(480 * blitInfo.scale)) / 2);
blitInfo.bottomScreenX = float(destX) + 40 * blitInfo.scale;
blitInfo.bottomScreenY = blitInfo.topScreenY + 240 * blitInfo.scale;
blitInfo.topScreenWidth = float(windowCoords.topScreenWidth);
blitInfo.topScreenHeight = float(windowCoords.topScreenHeight);
blitInfo.bottomScreenWidth = float(windowCoords.bottomScreenWidth);
blitInfo.bottomScreenHeight = float(windowCoords.bottomScreenHeight);
}
// Top screen
if (topScreen) {
renderCommandEncoder->setViewport(
MTL::Viewport{blitInfo.topScreenX, blitInfo.topScreenY, 400 * blitInfo.scale, 240 * blitInfo.scale, 0.0f, 1.0f}
MTL::Viewport{blitInfo.topScreenX, blitInfo.topScreenY, blitInfo.topScreenWidth, blitInfo.topScreenHeight, 0.0f, 1.0f}
);
renderCommandEncoder->setFragmentTexture(topScreen->get().texture, 0);
renderCommandEncoder->drawPrimitives(MTL::PrimitiveTypeTriangleStrip, NS::UInteger(0), NS::UInteger(4));
@ -139,7 +134,7 @@ void RendererMTL::display() {
// Bottom screen
if (bottomScreen) {
renderCommandEncoder->setViewport(
MTL::Viewport{blitInfo.bottomScreenX, blitInfo.bottomScreenY, 320 * blitInfo.scale, 240 * blitInfo.scale, 0.0f, 1.0f}
MTL::Viewport{blitInfo.bottomScreenX, blitInfo.bottomScreenY, blitInfo.bottomScreenWidth, blitInfo.bottomScreenHeight, 0.0f, 1.0f}
);
renderCommandEncoder->setFragmentTexture(bottomScreen->get().texture, 0);
renderCommandEncoder->drawPrimitives(MTL::PrimitiveTypeTriangleStrip, NS::UInteger(0), NS::UInteger(4));
@ -800,7 +795,7 @@ void RendererMTL::updateLightingLUT(MTL::RenderCommandEncoder* encoder) {
void RendererMTL::updateFogLUT(MTL::RenderCommandEncoder* encoder) {
gpu.fogLUTDirty = false;
std::array<float, FOG_LUT_TEXTURE_WIDTH* 2> fogLut = {0.0f};
std::array<float, FOG_LUT_TEXTURE_WIDTH * 2> fogLut = {0.0f};
for (int i = 0; i < fogLut.size(); i += 2) {
const uint32_t value = gpu.fogLUT[i >> 1];
@ -835,8 +830,11 @@ void RendererMTL::textureCopyImpl(
commandEncoder.setRenderPipelineState(blitPipeline);
// Viewport
renderCommandEncoder->setViewport(MTL::Viewport{
double(destRect.left), double(destRect.bottom), double(destRect.right - destRect.left), double(destRect.top - destRect.bottom), 0.0, 1.0});
renderCommandEncoder->setViewport(
MTL::Viewport{
double(destRect.left), double(destRect.bottom), double(destRect.right - destRect.left), double(destRect.top - destRect.bottom), 0.0, 1.0
}
);
float srcRectNDC[4] = {
srcRect.left / (float)srcFramebuffer.size.u(),

152
src/core/screen_layout.cpp Normal file
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@ -0,0 +1,152 @@
#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 scaleTop = std::min(float(outputWindowWidth) / float(TOP_SCREEN_WIDTH), float(availableTopHeight) / float(TOP_SCREEN_HEIGHT));
float scaleBottom =
std::min(float(outputWindowWidth) / float(BOTTOM_SCREEN_WIDTH), float(availableBottomHeight) / 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);
// 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 centerY = (outputWindowHeight - maxHeight) / 2;
int topScreenY = centerY + (maxHeight - topScreenHeight) / 2;
int bottomScreenY = centerY + (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);
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"));
connectCheckbox(forceShadergenForLights, config.forceShadergenForLights);
gpuLayout->addRow(forceShadergenForLights);
@ -302,7 +332,7 @@ ConfigWindow::ConfigWindow(ConfigCallback configCallback, MainWindowCallback win
volumeSlider->setRange(0, 200);
volumeSlider->setValue(int(config.audioDeviceConfig.volumeRaw * 100));
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));
updateConfig();
@ -467,12 +497,14 @@ void ConfigWindow::setTheme(Theme theme) {
p.setColor(QPalette::Highlight, QColor(42, 130, 218));
p.setColor(QPalette::HighlightedText, Qt::black);
qApp->setPalette(p);
qApp->setStyleSheet("QLineEdit {"
qApp->setStyleSheet(
"QLineEdit {"
"background-color: #000000; color: #ffffff; border: 1px solid #a0a0a0; "
"border-radius: 4px; padding: 5px; }"
"QCheckBox::indicator:unchecked {"
"border: 1px solid #808080; border-radius: 4px; }");
"border: 1px solid #808080; border-radius: 4px; }"
);
break;
}

View file

@ -129,6 +129,8 @@ MainWindow::MainWindow(QApplication* app, QWidget* parent) : QMainWindow(parent)
if (config.printAppVersion) {
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
@ -435,14 +437,25 @@ void MainWindow::dispatchMessage(const EmulatorMessage& message) {
break;
}
case MessageType::UpdateConfig:
emu->getConfig() = configWindow->getConfig();
case MessageType::UpdateConfig: {
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();
if (reloadScreenLayout) {
emu->reloadScreenLayout();
screen->reloadScreenLayout(newConfig.screenLayout, newConfig.topScreenSize);
}
// Save new settings to disk
emu->getConfig().save();
emuConfig.save();
break;
}
}
}
void MainWindow::keyPressEvent(QKeyEvent* event) {
@ -525,17 +538,21 @@ void MainWindow::handleTouchscreenPress(QMouseEvent* event) {
const QPointF clickPos = event->globalPosition();
const QPointF widgetPos = screen->mapFromGlobal(clickPos);
// Press is inside the screen area
if (widgetPos.x() >= 0 && widgetPos.x() < screen->width() && widgetPos.y() >= 0 && widgetPos.y() < screen->height()) {
// Go from widget positions to [0, 400) for x and [0, 480) for y
uint x = (uint)std::round(widgetPos.x() / screen->width() * 400.f);
uint y = (uint)std::round(widgetPos.y() / screen->height() * 480.f);
const auto& coords = screen->screenCoordinates;
const float bottomScreenX = float(coords.bottomScreenX);
const float bottomScreenY = float(coords.bottomScreenY);
const float bottomScreenWidth = float(coords.bottomScreenWidth);
const float bottomScreenHeight = float(coords.bottomScreenHeight);
// Check if touch falls in the touch screen area
if (y >= 240 && y <= 480 && x >= 40 && x < 40 + 320) {
// Convert to 3DS coordinates
u16 x_converted = static_cast<u16>(x) - 40;
u16 y_converted = static_cast<u16>(y) - 240;
// Press is inside the screen area
if (widgetPos.x() >= bottomScreenX && widgetPos.x() < bottomScreenX + bottomScreenWidth && widgetPos.y() >= bottomScreenY &&
widgetPos.y() < bottomScreenY + bottomScreenHeight) {
// Map widget position to 3DS touchscreen coordinates, with (0, 0) = top left of touchscreen
float relX = (widgetPos.x() - bottomScreenX) / bottomScreenWidth;
float relY = (widgetPos.y() - bottomScreenY) / bottomScreenHeight;
u16 x_converted = u16(std::clamp(relX * ScreenLayout::BOTTOM_SCREEN_WIDTH, 0.f, float(ScreenLayout::BOTTOM_SCREEN_WIDTH - 1)));
u16 y_converted = u16(std::clamp(relY * ScreenLayout::BOTTOM_SCREEN_HEIGHT, 0.f, float(ScreenLayout::BOTTOM_SCREEN_HEIGHT - 1)));
EmulatorMessage message{.type = MessageType::PressTouchscreen};
message.touchscreen.x = x_converted;
@ -544,7 +561,6 @@ void MainWindow::handleTouchscreenPress(QMouseEvent* event) {
} else {
sendMessage(EmulatorMessage{.type = MessageType::ReleaseTouchscreen});
}
}
}
void MainWindow::loadLuaScript(const std::string& code) {

View file

@ -47,6 +47,8 @@ void ScreenWidget::resizeEvent(QResizeEvent* event) {
this->windowInfo = *windowInfo;
}
reloadScreenCoordinates();
// This will call take care of calling resizeSurface from the emulator thread
resizeCallback(surfaceWidth, surfaceHeight);
}
@ -60,6 +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() {
// 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 = {

View file

@ -55,7 +55,12 @@ FrontendSDL::FrontendSDL() : keyboardMappings(InputMappings::defaultKeyboardMapp
windowWidth = 400;
windowHeight = 480;
}
// Initialize output size and screen layout
emu.setOutputSize(windowWidth, windowHeight);
ScreenLayout::calculateCoordinates(
screenCoordinates, u32(windowWidth), u32(windowHeight), emu.getConfig().topScreenSize, emu.getConfig().screenLayout
);
if (needOpenGL) {
// Demand 4.1 core for OpenGL renderer (max available on MacOS), 3.3 for the software & null renderers
@ -230,24 +235,7 @@ void FrontendSDL::run() {
if (emu.romType == ROMType::None) break;
if (event.button.button == SDL_BUTTON_LEFT) {
if (windowWidth == 0 || windowHeight == 0) [[unlikely]] {
break;
}
// Go from window positions to [0, 400) for x and [0, 480) for y
const s32 x = (s32)std::round(event.button.x * 400.f / windowWidth);
const s32 y = (s32)std::round(event.button.y * 480.f / windowHeight);
// Check if touch falls in the touch screen area
if (y >= 240 && y <= 480 && x >= 40 && x < 40 + 320) {
// Convert to 3DS coordinates
u16 x_converted = static_cast<u16>(x) - 40;
u16 y_converted = static_cast<u16>(y) - 240;
hid.setTouchScreenPress(x_converted, y_converted);
} else {
hid.releaseTouchScreen();
}
handleLeftClick(event.button.x, event.button.y);
} else if (event.button.button == SDL_BUTTON_RIGHT) {
holdingRightClick = true;
}
@ -321,18 +309,7 @@ void FrontendSDL::run() {
break;
}
// Go from window positions to [0, 400) for x and [0, 480) for y
const s32 x = (s32)std::round(event.motion.x * 400.f / windowWidth);
const s32 y = (s32)std::round(event.motion.y * 480.f / windowHeight);
// Check if touch falls in the touch screen area and register the new touch screen position
if (y >= 240 && y <= 480 && x >= 40 && x < 40 + 320) {
// Convert to 3DS coordinates
u16 x_converted = static_cast<u16>(x) - 40;
u16 y_converted = static_cast<u16>(y) - 240;
hid.setTouchScreenPress(x_converted, y_converted);
}
handleLeftClick(event.motion.x, event.motion.y);
}
// We use right click to indicate we want to rotate the console. If right click is not held, then this is not a gyroscope rotation
@ -393,6 +370,12 @@ void FrontendSDL::run() {
if (type == SDL_WINDOWEVENT_RESIZED) {
windowWidth = event.window.data1;
windowHeight = event.window.data2;
const auto& config = emu.getConfig();
ScreenLayout::calculateCoordinates(
screenCoordinates, u32(windowWidth), u32(windowHeight), emu.getConfig().topScreenSize, emu.getConfig().screenLayout
);
emu.setOutputSize(windowWidth, windowHeight);
}
}
@ -471,3 +454,31 @@ void FrontendSDL::setupControllerSensors(SDL_GameController* controller) {
SDL_GameControllerSetSensorEnabled(controller, SDL_SENSOR_ACCEL, SDL_TRUE);
}
}
void FrontendSDL::handleLeftClick(int mouseX, int mouseY) {
if (windowWidth == 0 || windowHeight == 0) [[unlikely]] {
return;
}
const auto& coords = screenCoordinates;
const int bottomScreenX = int(coords.bottomScreenX);
const int bottomScreenY = int(coords.bottomScreenY);
const int bottomScreenWidth = int(coords.bottomScreenWidth);
const int bottomScreenHeight = int(coords.bottomScreenHeight);
auto& hid = emu.getServiceManager().getHID();
// Check if the mouse is inside the bottom screen area
if (mouseX >= int(bottomScreenX) && mouseX < int(bottomScreenX + bottomScreenWidth) && mouseY >= int(bottomScreenY) &&
mouseY < int(bottomScreenY + bottomScreenHeight)) {
// Map to 3DS touchscreen coordinates
float relX = float(mouseX - bottomScreenX) / float(bottomScreenWidth);
float relY = float(mouseY - bottomScreenY) / float(bottomScreenHeight);
u16 x_converted = static_cast<u16>(std::clamp(relX * ScreenLayout::BOTTOM_SCREEN_WIDTH, 0.f, float(ScreenLayout::BOTTOM_SCREEN_WIDTH - 1)));
u16 y_converted = static_cast<u16>(std::clamp(relY * ScreenLayout::BOTTOM_SCREEN_HEIGHT, 0.f, float(ScreenLayout::BOTTOM_SCREEN_HEIGHT - 1)));
hid.setTouchScreenPress(x_converted, y_converted);
} else {
hid.releaseTouchScreen();
}
}