RetroArch/gfx/gfx_common.c

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/* RetroArch - A frontend for libretro.
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* Copyright (C) 2010-2014 - Hans-Kristian Arntzen
* Copyright (C) 2011-2014 - Daniel De Matteis
*
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* RetroArch is free software: you can redistribute it and/or modify it under the terms
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* of the GNU General Public License as published by the Free Software Found-
* ation, either version 3 of the License, or (at your option) any later version.
*
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* RetroArch is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
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* without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
* PURPOSE. See the GNU General Public License for more details.
*
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* You should have received a copy of the GNU General Public License along with RetroArch.
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* If not, see <http://www.gnu.org/licenses/>.
*/
#include "gfx_common.h"
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#include "../general.h"
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#include "../performance.h"
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static inline float time_to_fps(retro_time_t last_time, retro_time_t new_time, int frames)
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{
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return (1000000.0f * frames) / (new_time - last_time);
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}
#define FPS_UPDATE_INTERVAL 256
bool gfx_get_fps(char *buf, size_t size, char *buf_fps, size_t size_fps)
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{
static retro_time_t time;
static retro_time_t fps_time;
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static float last_fps;
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bool ret = false;
*buf = '\0';
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retro_time_t new_time = rarch_get_time_usec();
if (g_extern.frame_count)
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{
unsigned write_index = g_extern.measure_data.frame_time_samples_count++ &
(MEASURE_FRAME_TIME_SAMPLES_COUNT - 1);
g_extern.measure_data.frame_time_samples[write_index] = new_time - fps_time;
fps_time = new_time;
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if ((g_extern.frame_count % FPS_UPDATE_INTERVAL) == 0)
{
last_fps = time_to_fps(time, new_time, FPS_UPDATE_INTERVAL);
time = new_time;
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snprintf(buf, size, "%s || FPS: %6.1f || Frames: %d", g_extern.title_buf, last_fps, g_extern.frame_count);
ret = true;
}
if (buf_fps)
snprintf(buf_fps, size_fps, "FPS: %6.1f || Frames: %d", last_fps, g_extern.frame_count);
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}
else
{
time = fps_time = new_time;
strlcpy(buf, g_extern.title_buf, size);
if (buf_fps)
strlcpy(buf_fps, "N/A", size_fps);
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ret = true;
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}
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return ret;
}
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#if defined(_WIN32) && !defined(_XBOX)
#include <windows.h>
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#include "../dynamic.h"
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// We only load this library once, so we let it be unloaded at application shutdown,
// since unloading it early seems to cause issues on some systems.
static dylib_t dwmlib = NULL;
static void gfx_dwm_shutdown(void)
{
if (dwmlib)
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{
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dylib_close(dwmlib);
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dwmlib = NULL;
}
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}
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void gfx_set_dwm(void)
{
static bool inited = false;
if (inited)
return;
inited = true;
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dwmlib = dylib_load("dwmapi.dll");
if (!dwmlib)
{
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RARCH_LOG("Did not find dwmapi.dll.\n");
return;
}
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atexit(gfx_dwm_shutdown);
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HRESULT (WINAPI *mmcss)(BOOL) = (HRESULT (WINAPI*)(BOOL))dylib_proc(dwmlib, "DwmEnableMMCSS");
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if (mmcss)
{
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RARCH_LOG("Setting multimedia scheduling for DWM.\n");
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mmcss(TRUE);
}
if (!g_settings.video.disable_composition)
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return;
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HRESULT (WINAPI *composition_enable)(UINT) = (HRESULT (WINAPI*)(UINT))dylib_proc(dwmlib, "DwmEnableComposition");
if (!composition_enable)
{
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RARCH_ERR("Did not find DwmEnableComposition ...\n");
return;
}
HRESULT ret = composition_enable(0);
if (FAILED(ret))
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RARCH_ERR("Failed to set composition state ...\n");
}
#endif
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void gfx_scale_integer(struct rarch_viewport *vp, unsigned width, unsigned height, float aspect_ratio, bool keep_aspect)
{
int padding_x = 0;
int padding_y = 0;
if (g_settings.video.aspect_ratio_idx == ASPECT_RATIO_CUSTOM)
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{
const struct rarch_viewport *custom =
&g_extern.console.screen.viewports.custom_vp;
padding_x = width - custom->width;
padding_y = height - custom->height;
width = custom->width;
height = custom->height;
}
else
{
// Use system reported sizes as these define the geometry for the "normal" case.
unsigned base_height = g_extern.system.av_info.geometry.base_height;
// Account for non-square pixels.
// This is sort of contradictory with the goal of integer scale,
// but it is desirable in some cases.
// If square pixels are used, base_height will be equal to g_extern.system.av_info.base_height.
unsigned base_width = (unsigned)roundf(base_height * aspect_ratio);
// Make sure that we don't get 0x scale ...
if (width >= base_width && height >= base_height)
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{
if (keep_aspect) // X/Y scale must be same.
{
unsigned max_scale = min(width / base_width, height / base_height);
padding_x = width - base_width * max_scale;
padding_y = height - base_height * max_scale;
}
else // X/Y can be independent, each scaled as much as possible.
{
padding_x = width % base_width;
padding_y = height % base_height;
}
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}
width -= padding_x;
height -= padding_y;
}
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vp->width = width;
vp->height = height;
vp->x = padding_x / 2;
vp->y = padding_y / 2;
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}
struct aspect_ratio_elem aspectratio_lut[ASPECT_RATIO_END] = {
{ "4:3", 1.3333f },
{ "16:9", 1.7778f },
{ "16:10", 1.6f },
{ "16:15", 16.0f / 15.0f },
#ifdef RARCH_CONSOLE
{ "1:1", 1.0f },
{ "2:1", 2.0f },
{ "3:2", 1.5f },
{ "3:4", 0.75f },
{ "4:1", 4.0f },
{ "4:4", 1.0f },
{ "5:4", 1.25f },
{ "6:5", 1.2f },
{ "7:9", 0.7777f },
{ "8:3", 2.6666f },
{ "8:7", 1.1428f },
{ "19:12", 1.5833f },
{ "19:14", 1.3571f },
{ "30:17", 1.7647f },
{ "32:9", 3.5555f },
#endif
{ "Config", 0.0f },
{ "Square pixel", 1.0f },
{ "Core provided", 1.0f },
{ "Custom", 0.0f }
};
char rotation_lut[4][32] =
{
"Normal",
"90 deg",
"180 deg",
"270 deg"
};
void gfx_set_square_pixel_viewport(unsigned width, unsigned height)
{
unsigned len, highest, i;
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if (width == 0 || height == 0)
return;
len = min(width, height);
highest = 1;
for (i = 1; i < len; i++)
{
if ((width % i) == 0 && (height % i) == 0)
highest = i;
}
unsigned aspect_x = width / highest;
unsigned aspect_y = height / highest;
snprintf(aspectratio_lut[ASPECT_RATIO_SQUARE].name,
sizeof(aspectratio_lut[ASPECT_RATIO_SQUARE].name),
"%u:%u (1:1 PAR)", aspect_x, aspect_y);
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aspectratio_lut[ASPECT_RATIO_SQUARE].value = (float)aspect_x / aspect_y;
}
void gfx_set_core_viewport(void)
{
const struct retro_game_geometry *geom = &g_extern.system.av_info.geometry;
if (geom->base_width <= 0.0f || geom->base_height <= 0.0f)
return;
// Fallback to 1:1 pixel ratio if none provided
if (geom->aspect_ratio > 0.0f)
aspectratio_lut[ASPECT_RATIO_CORE].value = geom->aspect_ratio;
else
aspectratio_lut[ASPECT_RATIO_CORE].value = (float)geom->base_width / geom->base_height;
}
void gfx_set_config_viewport(void)
{
if (g_settings.video.aspect_ratio < 0.0f)
{
const struct retro_game_geometry *geom = &g_extern.system.av_info.geometry;
if (geom->aspect_ratio > 0.0f && g_settings.video.aspect_ratio_auto)
aspectratio_lut[ASPECT_RATIO_CONFIG].value = geom->aspect_ratio;
else
aspectratio_lut[ASPECT_RATIO_CONFIG].value = (float)geom->base_width / geom->base_height; // 1:1 PAR.
}
else
aspectratio_lut[ASPECT_RATIO_CONFIG].value = g_settings.video.aspect_ratio;
}