Merge pull request #8584 from jordan-woyak/widescreen-heuristic-fix

VideoCommon: Tweak widescreen heuristic.
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JMC47 2020-04-13 05:57:19 -04:00 committed by GitHub
commit c0ae9cbc45
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4 changed files with 205 additions and 127 deletions

View File

@ -102,7 +102,7 @@ Renderer::Renderer(int backbuffer_width, int backbuffer_height, float backbuffer
UpdateDrawRectangle();
CalculateTargetSize();
m_aspect_wide = SConfig::GetInstance().bWii && Config::Get(Config::SYSCONF_WIDESCREEN);
m_is_game_widescreen = SConfig::GetInstance().bWii && Config::Get(Config::SYSCONF_WIDESCREEN);
}
Renderer::~Renderer() = default;
@ -561,22 +561,21 @@ void Renderer::DrawDebugText()
float Renderer::CalculateDrawAspectRatio() const
{
if (g_ActiveConfig.aspect_mode == AspectMode::Stretch)
{
// If stretch is enabled, we prefer the aspect ratio of the window.
const auto aspect_mode = g_ActiveConfig.aspect_mode;
// If stretch is enabled, we prefer the aspect ratio of the window.
if (aspect_mode == AspectMode::Stretch)
return (static_cast<float>(m_backbuffer_width) / static_cast<float>(m_backbuffer_height));
const float aspect_ratio = VideoInterface::GetAspectRatio();
if (aspect_mode == AspectMode::AnalogWide ||
(aspect_mode == AspectMode::Auto && m_is_game_widescreen))
{
return AspectToWidescreen(aspect_ratio);
}
// The rendering window aspect ratio as a proportion of the 4:3 or 16:9 ratio
if (g_ActiveConfig.aspect_mode == AspectMode::AnalogWide ||
(g_ActiveConfig.aspect_mode != AspectMode::Analog && m_aspect_wide))
{
return AspectToWidescreen(VideoInterface::GetAspectRatio());
}
else
{
return VideoInterface::GetAspectRatio();
}
return aspect_ratio;
}
void Renderer::AdjustRectanglesToFitBounds(MathUtil::Rectangle<int>* target_rect,
@ -728,9 +727,7 @@ std::tuple<float, float> Renderer::ScaleToDisplayAspectRatio(const int width,
void Renderer::UpdateDrawRectangle()
{
// The rendering window size
const float win_width = static_cast<float>(m_backbuffer_width);
const float win_height = static_cast<float>(m_backbuffer_height);
const float draw_aspect_ratio = CalculateDrawAspectRatio();
// Update aspect ratio hack values
// Won't take effect until next frame
@ -738,28 +735,10 @@ void Renderer::UpdateDrawRectangle()
if (g_ActiveConfig.bWidescreenHack)
{
float source_aspect = VideoInterface::GetAspectRatio();
if (m_aspect_wide)
if (m_is_game_widescreen)
source_aspect = AspectToWidescreen(source_aspect);
float target_aspect = 0.0f;
switch (g_ActiveConfig.aspect_mode)
{
case AspectMode::Stretch:
target_aspect = win_width / win_height;
break;
case AspectMode::Analog:
target_aspect = VideoInterface::GetAspectRatio();
break;
case AspectMode::AnalogWide:
target_aspect = AspectToWidescreen(VideoInterface::GetAspectRatio());
break;
case AspectMode::Auto:
default:
target_aspect = source_aspect;
break;
}
float adjust = source_aspect / target_aspect;
const float adjust = source_aspect / draw_aspect_ratio;
if (adjust > 1)
{
// Vert+
@ -775,40 +754,24 @@ void Renderer::UpdateDrawRectangle()
}
else
{
// Hack is disabled
// Hack is disabled.
g_Config.fAspectRatioHackW = 1;
g_Config.fAspectRatioHackH = 1;
}
// get the picture aspect ratio
const float draw_aspect_ratio = CalculateDrawAspectRatio();
// The rendering window size
const float win_width = static_cast<float>(m_backbuffer_width);
const float win_height = static_cast<float>(m_backbuffer_height);
// Make ControllerInterface aware of the render window region actually being used
// to adjust mouse cursor inputs.
g_controller_interface.SetAspectRatioAdjustment(draw_aspect_ratio / (win_width / win_height));
float draw_width, draw_height, crop_width, crop_height;
draw_width = crop_width = draw_aspect_ratio;
draw_height = crop_height = 1;
float draw_width = draw_aspect_ratio;
float draw_height = 1;
// crop the picture to a standard aspect ratio
if (g_ActiveConfig.bCrop && g_ActiveConfig.aspect_mode != AspectMode::Stretch)
{
float expected_aspect = (g_ActiveConfig.aspect_mode == AspectMode::AnalogWide ||
(g_ActiveConfig.aspect_mode != AspectMode::Analog && m_aspect_wide)) ?
(16.0f / 9.0f) :
(4.0f / 3.0f);
if (crop_width / crop_height >= expected_aspect)
{
// the picture is flatter than it should be
crop_width = crop_height * expected_aspect;
}
else
{
// the picture is skinnier than it should be
crop_height = crop_width / expected_aspect;
}
}
// Crop the picture to a standard aspect ratio. (if enabled)
auto [crop_width, crop_height] = ApplyStandardAspectCrop(draw_width, draw_height);
// scale the picture to fit the rendering window
if (win_width / win_height >= crop_width / crop_height)
@ -851,6 +814,34 @@ void Renderer::SetWindowSize(int width, int height)
Host_RequestRenderWindowSize(out_width, out_height);
}
// Crop to exactly 16:9 or 4:3 if enabled and not AspectMode::Stretch.
std::tuple<float, float> Renderer::ApplyStandardAspectCrop(float width, float height) const
{
const auto aspect_mode = g_ActiveConfig.aspect_mode;
if (!g_ActiveConfig.bCrop || aspect_mode == AspectMode::Stretch)
return {width, height};
// Force 4:3 or 16:9 by cropping the image.
const float current_aspect = width / height;
const float expected_aspect = (aspect_mode == AspectMode::AnalogWide ||
(aspect_mode == AspectMode::Auto && m_is_game_widescreen)) ?
(16.0f / 9.0f) :
(4.0f / 3.0f);
if (current_aspect > expected_aspect)
{
// keep height, crop width
width = height * expected_aspect;
}
else
{
// keep width, crop height
height = width / expected_aspect;
}
return {width, height};
}
std::tuple<int, int> Renderer::CalculateOutputDimensions(int width, int height) const
{
width = std::max(width, 1);
@ -858,25 +849,8 @@ std::tuple<int, int> Renderer::CalculateOutputDimensions(int width, int height)
auto [scaled_width, scaled_height] = ScaleToDisplayAspectRatio(width, height);
if (g_ActiveConfig.bCrop)
{
// Force 4:3 or 16:9 by cropping the image.
float current_aspect = scaled_width / scaled_height;
float expected_aspect = (g_ActiveConfig.aspect_mode == AspectMode::AnalogWide ||
(g_ActiveConfig.aspect_mode != AspectMode::Analog && m_aspect_wide)) ?
(16.0f / 9.0f) :
(4.0f / 3.0f);
if (current_aspect > expected_aspect)
{
// keep height, crop width
scaled_width = scaled_height * expected_aspect;
}
else
{
// keep width, crop height
scaled_height = scaled_width / expected_aspect;
}
}
// Apply crop if enabled.
std::tie(scaled_width, scaled_height) = ApplyStandardAspectCrop(scaled_width, scaled_height);
width = static_cast<int>(std::ceil(scaled_width));
height = static_cast<int>(std::ceil(scaled_height));
@ -1163,30 +1137,78 @@ void Renderer::EndUIFrame()
BeginImGuiFrame();
}
// Heuristic to detect if a GameCube game is in 16:9 anamorphic widescreen mode.
void Renderer::UpdateWidescreenHeuristic()
{
// VertexManager maintains no statistics in Wii mode.
if (SConfig::GetInstance().bWii)
return;
const auto flush_statistics = g_vertex_manager->ResetFlushAspectRatioCount();
// If suggested_aspect_mode (GameINI) is configured don't use heuristic.
if (g_ActiveConfig.suggested_aspect_mode != AspectMode::Auto)
return;
// If widescreen hack isn't active and aspect_mode (UI) is 4:3 or 16:9 don't use heuristic.
if (!g_ActiveConfig.bWidescreenHack && (g_ActiveConfig.aspect_mode == AspectMode::Analog ||
g_ActiveConfig.aspect_mode == AspectMode::AnalogWide))
return;
// Modify the threshold based on which aspect ratio we're already using:
// If the game's in 4:3, it probably won't switch to anamorphic, and vice-versa.
static constexpr u32 TRANSITION_THRESHOLD = 3;
const auto looks_normal = [](auto& counts) {
return counts.normal_vertex_count > counts.anamorphic_vertex_count * TRANSITION_THRESHOLD;
};
const auto looks_anamorphic = [](auto& counts) {
return counts.anamorphic_vertex_count > counts.normal_vertex_count * TRANSITION_THRESHOLD;
};
const auto& persp = flush_statistics.perspective;
const auto& ortho = flush_statistics.orthographic;
const auto ortho_looks_anamorphic = looks_anamorphic(ortho);
if (looks_anamorphic(persp) || ortho_looks_anamorphic)
{
// If either perspective or orthographic projections look anamorphic, it's a safe bet.
m_is_game_widescreen = true;
}
else if (looks_normal(persp) || (m_was_orthographically_anamorphic && looks_normal(ortho)))
{
// Many widescreen games (or AR/GeckoCodes) use anamorphic perspective projections
// with NON-anamorphic orthographic projections.
// This can cause incorrect changes to 4:3 when perspective projections are temporarily not
// shown. e.g. Animal Crossing's inventory menu.
// Unless we were in a sitation which was orthographically anamorphic
// we won't consider orthographic data for changes from 16:9 to 4:3.
m_is_game_widescreen = false;
}
m_was_orthographically_anamorphic = ortho_looks_anamorphic;
}
void Renderer::Swap(u32 xfb_addr, u32 fb_width, u32 fb_stride, u32 fb_height, u64 ticks)
{
const AspectMode suggested = g_ActiveConfig.suggested_aspect_mode;
if (suggested == AspectMode::Analog || suggested == AspectMode::AnalogWide)
{
m_aspect_wide = suggested == AspectMode::AnalogWide;
}
else if (SConfig::GetInstance().bWii)
{
m_aspect_wide = Config::Get(Config::SYSCONF_WIDESCREEN);
}
else
{
// Heuristic to detect if a GameCube game is in 16:9 anamorphic widescreen mode.
const auto [flush_count_4_3, flush_count_anamorphic] =
g_vertex_manager->ResetFlushAspectRatioCount();
const size_t flush_total = flush_count_4_3 + flush_count_anamorphic;
if (SConfig::GetInstance().bWii)
m_is_game_widescreen = Config::Get(Config::SYSCONF_WIDESCREEN);
// Modify the threshold based on which aspect ratio we're already using: if
// the game's in 4:3, it probably won't switch to anamorphic, and vice-versa.
if (m_aspect_wide)
m_aspect_wide = !(flush_count_4_3 > 0.75 * flush_total);
else
m_aspect_wide = flush_count_anamorphic > 0.75 * flush_total;
// suggested_aspect_mode overrides SYSCONF_WIDESCREEN
if (g_ActiveConfig.suggested_aspect_mode == AspectMode::Analog)
m_is_game_widescreen = false;
else if (g_ActiveConfig.suggested_aspect_mode == AspectMode::AnalogWide)
m_is_game_widescreen = true;
// If widescreen hack is disabled override game's AR if UI is set to 4:3 or 16:9.
if (!g_ActiveConfig.bWidescreenHack)
{
const auto aspect_mode = g_ActiveConfig.aspect_mode;
if (aspect_mode == AspectMode::Analog)
m_is_game_widescreen = false;
else if (aspect_mode == AspectMode::AnalogWide)
m_is_game_widescreen = true;
}
// Ensure the last frame was written to the dump.
@ -1225,6 +1247,10 @@ void Renderer::Swap(u32 xfb_addr, u32 fb_width, u32 fb_stride, u32 fb_height, u6
if (!IsHeadless())
{
BindBackbuffer({{0.0f, 0.0f, 0.0f, 1.0f}});
if (!is_duplicate_frame)
UpdateWidescreenHeuristic();
UpdateDrawRectangle();
// Adjust the source rectangle instead of using an oversized viewport to render the XFB.
@ -1659,7 +1685,7 @@ bool Renderer::UseVertexDepthRange() const
void Renderer::DoState(PointerWrap& p)
{
p.Do(m_aspect_wide);
p.Do(m_is_game_widescreen);
p.Do(m_frame_count);
p.Do(m_prev_efb_format);
p.Do(m_last_xfb_ticks);
@ -1673,6 +1699,8 @@ void Renderer::DoState(PointerWrap& p)
// Force the next xfb to be displayed.
m_last_xfb_id = std::numeric_limits<u64>::max();
m_was_orthographically_anamorphic = false;
// And actually display it.
Swap(m_last_xfb_addr, m_last_xfb_width, m_last_xfb_stride, m_last_xfb_height, m_last_xfb_ticks);
}

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@ -50,11 +50,12 @@ enum class ShaderStage;
enum class EFBAccessType;
enum class EFBReinterpretType;
enum class StagingTextureType;
enum class AspectMode;
namespace VideoCommon
{
class PostProcessing;
}
} // namespace VideoCommon
struct EfbPokeData
{
@ -181,6 +182,8 @@ public:
std::tuple<float, float> ScaleToDisplayAspectRatio(int width, int height) const;
void UpdateDrawRectangle();
std::tuple<float, float> ApplyStandardAspectCrop(float width, float height) const;
// Use this to convert a single target rectangle to two stereo rectangles
std::tuple<MathUtil::Rectangle<int>, MathUtil::Rectangle<int>>
ConvertStereoRectangle(const MathUtil::Rectangle<int>& rc) const;
@ -218,6 +221,8 @@ public:
// Finish up the current frame, print some stats
void Swap(u32 xfb_addr, u32 fb_width, u32 fb_stride, u32 fb_height, u64 ticks);
void UpdateWidescreenHeuristic();
// Draws the specified XFB buffer to the screen, performing any post-processing.
// Assumes that the backbuffer has already been bound and cleared.
virtual void RenderXFBToScreen(const MathUtil::Rectangle<int>& target_rc,
@ -300,7 +305,9 @@ protected:
Common::Event m_screenshot_completed;
std::mutex m_screenshot_lock;
std::string m_screenshot_name;
bool m_aspect_wide = false;
bool m_is_game_widescreen = false;
bool m_was_orthographically_anamorphic = false;
// The framebuffer size
int m_target_width = 1;

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@ -67,16 +67,26 @@ constexpr std::array<PrimitiveType, 8> primitive_from_gx_pr{{
// by ~9% in opposite directions.
// Just in case any game decides to take this into account, we do both these
// tests with a large amount of slop.
static bool AspectIs4_3(float width, float height)
static constexpr float ASPECT_RATIO_SLOP = 0.11f;
static bool IsAnamorphicProjection(const Projection::Raw& projection, const Viewport& viewport)
{
float aspect = fabsf(width / height);
return fabsf(aspect - 4.0f / 3.0f) < 4.0f / 3.0f * 0.11; // within 11% of 4:3
// If ratio between our projection and viewport aspect ratios is similar to 16:9 / 4:3
// we have an anamorphic projection.
static constexpr float IDEAL_RATIO = (16 / 9.f) / (4 / 3.f);
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 * ASPECT_RATIO_SLOP;
}
static bool AspectIs16_9(float width, float height)
static bool IsNormalProjection(const Projection::Raw& projection, const Viewport& viewport)
{
float aspect = fabsf(width / height);
return fabsf(aspect - 16.0f / 9.0f) < 16.0f / 9.0f * 0.11; // within 11% of 16:9
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) < ASPECT_RATIO_SLOP;
}
VertexManagerBase::VertexManagerBase()
@ -227,12 +237,11 @@ u32 VertexManagerBase::GetRemainingIndices(int primitive) const
}
}
std::pair<size_t, size_t> VertexManagerBase::ResetFlushAspectRatioCount()
auto VertexManagerBase::ResetFlushAspectRatioCount() -> FlushStatistics
{
std::pair<size_t, size_t> val = std::make_pair(m_flush_count_4_3, m_flush_count_anamorphic);
m_flush_count_4_3 = 0;
m_flush_count_anamorphic = 0;
return val;
const auto result = m_flush_statistics;
m_flush_statistics = {};
return result;
}
void VertexManagerBase::ResetBuffer(u32 vertex_stride)
@ -387,18 +396,25 @@ void VertexManagerBase::Flush()
// Track some stats used elsewhere by the anamorphic widescreen heuristic.
if (!SConfig::GetInstance().bWii)
{
const auto& raw_projection = xfmem.projection.rawProjection;
const bool viewport_is_4_3 = AspectIs4_3(xfmem.viewport.wd, xfmem.viewport.ht);
if (AspectIs16_9(raw_projection[2], raw_projection[0]) && viewport_is_4_3)
const bool is_perspective = xfmem.projection.type == GX_PERSPECTIVE;
auto& counts =
is_perspective ? m_flush_statistics.perspective : m_flush_statistics.orthographic;
if (IsAnamorphicProjection(xfmem.projection.rawProjection, xfmem.viewport))
{
// Projection is 16:9 and viewport is 4:3, we are rendering an anamorphic
// widescreen picture.
m_flush_count_anamorphic++;
++counts.anamorphic_flush_count;
counts.anamorphic_vertex_count += m_index_generator.GetIndexLen();
}
else if (AspectIs4_3(raw_projection[2], raw_projection[0]) && viewport_is_4_3)
else if (IsNormalProjection(xfmem.projection.rawProjection, xfmem.viewport))
{
// Projection and viewports are both 4:3, we are rendering a normal image.
m_flush_count_4_3++;
++counts.normal_flush_count;
counts.normal_vertex_count += m_index_generator.GetIndexLen();
}
else
{
++counts.other_flush_count;
counts.other_vertex_count += m_index_generator.GetIndexLen();
}
}

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@ -46,6 +46,34 @@ private:
static constexpr u32 MAX_PRIMITIVES_PER_COMMAND = 65535;
// Used for 16:9 anamorphic widescreen heuristic.
struct FlushStatistics
{
struct ProjectionCounts
{
size_t normal_flush_count;
size_t anamorphic_flush_count;
size_t other_flush_count;
size_t normal_vertex_count;
size_t anamorphic_vertex_count;
size_t other_vertex_count;
size_t GetTotalFlushCount() const
{
return normal_flush_count + anamorphic_flush_count + other_flush_count;
}
size_t GetTotalVertexCount() const
{
return normal_vertex_count + anamorphic_vertex_count + other_vertex_count;
}
};
ProjectionCounts perspective;
ProjectionCounts orthographic;
};
public:
static constexpr u32 MAXVBUFFERSIZE =
MathUtil::NextPowerOf2(MAX_PRIMITIVES_PER_COMMAND * LARGEST_POSSIBLE_VERTEX);
@ -74,7 +102,7 @@ public:
void DoState(PointerWrap& p);
std::pair<size_t, size_t> ResetFlushAspectRatioCount();
FlushStatistics ResetFlushAspectRatioCount();
// State setters, called from register update functions.
void SetRasterizationStateChanged() { m_rasterization_state_changed = true; }
@ -171,8 +199,7 @@ private:
void UpdatePipelineObject();
bool m_is_flushed = true;
size_t m_flush_count_4_3 = 0;
size_t m_flush_count_anamorphic = 0;
FlushStatistics m_flush_statistics = {};
// CPU access tracking
u32 m_draw_counter = 0;