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e40c23463f
Make small screen stay at 1x, and large screen maintain its aspect ratio.
298 lines
13 KiB
C++
298 lines
13 KiB
C++
// Copyright 2016 Citra Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#include <cmath>
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#include "common/assert.h"
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#include "common/framebuffer_layout.h"
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#include "video_core/video_core.h"
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namespace Layout {
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static FramebufferLayout DefaultFrameLayout(unsigned width, unsigned height) {
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ASSERT(width > 0);
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ASSERT(height > 0);
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FramebufferLayout res {width, height, true, true, {}, {}};
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float window_aspect_ratio = static_cast<float>(height) / width;
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float emulation_aspect_ratio = static_cast<float>(VideoCore::kScreenTopHeight * 2) /
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VideoCore::kScreenTopWidth;
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if (window_aspect_ratio > emulation_aspect_ratio) {
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// Window is narrower than the emulation content => apply borders to the top and bottom
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int viewport_height = static_cast<int>(std::round(emulation_aspect_ratio * width));
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res.top_screen.left = 0;
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res.top_screen.right = res.top_screen.left + width;
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res.top_screen.top = (height - viewport_height) / 2;
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res.top_screen.bottom = res.top_screen.top + viewport_height / 2;
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int bottom_width = static_cast<int>((static_cast<float>(VideoCore::kScreenBottomWidth) /
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VideoCore::kScreenTopWidth) * (res.top_screen.right - res.top_screen.left));
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int bottom_border = ((res.top_screen.right - res.top_screen.left) - bottom_width) / 2;
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res.bottom_screen.left = bottom_border;
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res.bottom_screen.right = res.bottom_screen.left + bottom_width;
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res.bottom_screen.top = res.top_screen.bottom;
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res.bottom_screen.bottom = res.bottom_screen.top + viewport_height / 2;
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} else {
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// Otherwise, apply borders to the left and right sides of the window.
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int viewport_width = static_cast<int>(std::round(height / emulation_aspect_ratio));
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res.top_screen.left = (width - viewport_width) / 2;
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res.top_screen.right = res.top_screen.left + viewport_width;
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res.top_screen.top = 0;
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res.top_screen.bottom = res.top_screen.top + height / 2;
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int bottom_width = static_cast<int>((static_cast<float>(VideoCore::kScreenBottomWidth) /
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VideoCore::kScreenTopWidth) * (res.top_screen.right - res.top_screen.left));
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int bottom_border = ((res.top_screen.right - res.top_screen.left) - bottom_width) / 2;
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res.bottom_screen.left = res.top_screen.left + bottom_border;
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res.bottom_screen.right = res.bottom_screen.left + bottom_width;
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res.bottom_screen.top = res.top_screen.bottom;
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res.bottom_screen.bottom = res.bottom_screen.top + height / 2;
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}
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return res;
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}
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static FramebufferLayout DefaultFrameLayout_Swapped(unsigned width, unsigned height) {
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ASSERT(width > 0);
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ASSERT(height > 0);
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FramebufferLayout res {width, height, true, true, {}, {}};
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float window_aspect_ratio = static_cast<float>(height) / width;
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float emulation_aspect_ratio = static_cast<float>(VideoCore::kScreenTopHeight * 2) /
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VideoCore::kScreenTopWidth;
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if (window_aspect_ratio > emulation_aspect_ratio) {
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// Window is narrower than the emulation content => apply borders to the top and bottom
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int viewport_height = static_cast<int>(std::round(emulation_aspect_ratio * width));
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res.top_screen.left = 0;
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res.top_screen.right = res.top_screen.left + width;
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int bottom_width = static_cast<int>((static_cast<float>(VideoCore::kScreenBottomWidth) /
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VideoCore::kScreenTopWidth) * (res.top_screen.right - res.top_screen.left));
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int bottom_border = ((res.top_screen.right - res.top_screen.left) - bottom_width) / 2;
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res.bottom_screen.left = bottom_border;
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res.bottom_screen.right = res.bottom_screen.left + bottom_width;
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res.bottom_screen.top = (height - viewport_height) / 2;
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res.bottom_screen.bottom = res.bottom_screen.top + viewport_height / 2;
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res.top_screen.top = res.bottom_screen.bottom;
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res.top_screen.bottom = res.top_screen.top + viewport_height / 2;
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} else {
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// Otherwise, apply borders to the left and right sides of the window.
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int viewport_width = static_cast<int>(std::round(height / emulation_aspect_ratio));
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res.top_screen.left = (width - viewport_width) / 2;
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res.top_screen.right = res.top_screen.left + viewport_width;
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int bottom_width = static_cast<int>((static_cast<float>(VideoCore::kScreenBottomWidth) /
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VideoCore::kScreenTopWidth) * (res.top_screen.right - res.top_screen.left));
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int bottom_border = ((res.top_screen.right - res.top_screen.left) - bottom_width) / 2;
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res.bottom_screen.left = res.top_screen.left + bottom_border;
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res.bottom_screen.right = res.bottom_screen.left + bottom_width;
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res.bottom_screen.top = 0;
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res.bottom_screen.bottom = res.bottom_screen.top + height / 2;
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res.top_screen.top = res.bottom_screen.bottom;
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res.top_screen.bottom = res.top_screen.top + height / 2;
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}
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return res;
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}
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static FramebufferLayout SingleFrameLayout(unsigned width, unsigned height) {
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ASSERT(width > 0);
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ASSERT(height > 0);
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FramebufferLayout res {width, height, true, false, {}, {}};
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float window_aspect_ratio = static_cast<float>(height) / width;
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float emulation_aspect_ratio = static_cast<float>(VideoCore::kScreenTopHeight) /
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VideoCore::kScreenTopWidth;
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if (window_aspect_ratio > emulation_aspect_ratio) {
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// Window is narrower than the emulation content => apply borders to the top and bottom
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int viewport_height = static_cast<int>(std::round(emulation_aspect_ratio * width));
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res.top_screen.left = 0;
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res.top_screen.right = res.top_screen.left + width;
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res.top_screen.top = (height - viewport_height) / 2;
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res.top_screen.bottom = res.top_screen.top + viewport_height;
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res.bottom_screen.left = 0;
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res.bottom_screen.right = VideoCore::kScreenBottomWidth;
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res.bottom_screen.top = 0;
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res.bottom_screen.bottom = VideoCore::kScreenBottomHeight;
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} else {
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// Otherwise, apply borders to the left and right sides of the window.
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int viewport_width = static_cast<int>(std::round(height / emulation_aspect_ratio));
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res.top_screen.left = (width - viewport_width) / 2;
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res.top_screen.right = res.top_screen.left + viewport_width;
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res.top_screen.top = 0;
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res.top_screen.bottom = res.top_screen.top + height;
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// The Rasterizer still depends on these fields to maintain the right aspect ratio
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res.bottom_screen.left = 0;
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res.bottom_screen.right = VideoCore::kScreenBottomWidth;
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res.bottom_screen.top = 0;
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res.bottom_screen.bottom = VideoCore::kScreenBottomHeight;
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}
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return res;
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}
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static FramebufferLayout SingleFrameLayout_Swapped(unsigned width, unsigned height) {
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ASSERT(width > 0);
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ASSERT(height > 0);
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FramebufferLayout res {width, height, false, true, {}, {}};
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float window_aspect_ratio = static_cast<float>(height) / width;
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float emulation_aspect_ratio = static_cast<float>(VideoCore::kScreenBottomHeight) /
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VideoCore::kScreenBottomWidth;
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if (window_aspect_ratio > emulation_aspect_ratio) {
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// Window is narrower than the emulation content => apply borders to the top and bottom
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int viewport_height = static_cast<int>(std::round(emulation_aspect_ratio * width));
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res.bottom_screen.left = 0;
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res.bottom_screen.right = res.bottom_screen.left + width;
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res.bottom_screen.top = (height - viewport_height) / 2;
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res.bottom_screen.bottom = res.bottom_screen.top + viewport_height;
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// The Rasterizer still depends on these fields to maintain the right aspect ratio
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res.top_screen.left = 0;
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res.top_screen.right = VideoCore::kScreenTopWidth;
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res.top_screen.top = 0;
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res.top_screen.bottom = VideoCore::kScreenTopHeight;
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} else {
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// Otherwise, apply borders to the left and right sides of the window.
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int viewport_width = static_cast<int>(std::round(height / emulation_aspect_ratio));
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res.bottom_screen.left = (width - viewport_width) / 2;
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res.bottom_screen.right = res.bottom_screen.left + viewport_width;
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res.bottom_screen.top = 0;
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res.bottom_screen.bottom = res.bottom_screen.top + height;
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res.top_screen.left = 0;
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res.top_screen.right = VideoCore::kScreenTopWidth;
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res.top_screen.top = 0;
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res.top_screen.bottom = VideoCore::kScreenTopHeight;
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}
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return res;
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}
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static FramebufferLayout LargeFrameLayout(unsigned width, unsigned height) {
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ASSERT(width > 0);
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ASSERT(height > 0);
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FramebufferLayout res{ width, height, true, true,{},{} };
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float window_aspect_ratio = static_cast<float>(width) / height;
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float top_screen_aspect_ratio = static_cast<float>(VideoCore::kScreenTopWidth) /
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VideoCore::kScreenTopHeight;
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int viewport_height = static_cast<int>(std::round((width - VideoCore::kScreenBottomWidth) /
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top_screen_aspect_ratio));
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int viewport_width = static_cast<int>(std::round((height * top_screen_aspect_ratio) +
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VideoCore::kScreenBottomWidth));
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float emulation_aspect_ratio = static_cast<float>(width) / viewport_height;
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if (window_aspect_ratio < emulation_aspect_ratio) {
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// Window is narrower than the emulation content => apply borders to the top and bottom
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res.top_screen.left = 0;
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res.top_screen.right = width - VideoCore::kScreenBottomWidth;
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res.top_screen.top = (height - viewport_height) / 2;
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res.top_screen.bottom = viewport_height + res.top_screen.top;
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res.bottom_screen.left = res.top_screen.right;
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res.bottom_screen.right = width;
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res.bottom_screen.bottom = res.top_screen.bottom;
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res.bottom_screen.top = res.bottom_screen.bottom - VideoCore::kScreenBottomHeight;
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} else {
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// Otherwise, apply borders to the left and right sides of the window.
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res.top_screen.left = (width - viewport_width) / 2;
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res.top_screen.right = (top_screen_aspect_ratio * height) + res.top_screen.left;
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res.top_screen.top = 0;
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res.top_screen.bottom = height;
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res.bottom_screen.left = res.top_screen.right;
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res.bottom_screen.right = res.bottom_screen.left + VideoCore::kScreenBottomWidth;
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res.bottom_screen.bottom = height;
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res.bottom_screen.top = height - VideoCore::kScreenBottomHeight;
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}
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return res;
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}
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static FramebufferLayout LargeFrameLayout_Swapped(unsigned width, unsigned height) {
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ASSERT(width > 0);
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ASSERT(height > 0);
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FramebufferLayout res {width, height, true, true, {}, {}};
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float window_aspect_ratio = static_cast<float>(width) / height;
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float bottom_screen_aspect_ratio = static_cast<float>(VideoCore::kScreenBottomWidth) /
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VideoCore::kScreenBottomHeight;
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int viewport_height = static_cast<int>(std::round((width - VideoCore::kScreenTopWidth) /
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bottom_screen_aspect_ratio));
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int viewport_width = static_cast<int>(std::round((height * bottom_screen_aspect_ratio) +
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VideoCore::kScreenTopWidth));
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float emulation_aspect_ratio = static_cast<float>(width) / viewport_height;
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if (window_aspect_ratio < emulation_aspect_ratio) {
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// Window is narrower than the emulation content => apply borders to the top and bottom
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res.bottom_screen.left = 0;
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res.bottom_screen.right = width - VideoCore::kScreenTopWidth;
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res.bottom_screen.top = (height - viewport_height) / 2;
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res.bottom_screen.bottom = viewport_height + res.bottom_screen.top;
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res.top_screen.left = res.bottom_screen.right;
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res.top_screen.right = width;
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res.top_screen.bottom = res.bottom_screen.bottom;
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res.top_screen.top = res.top_screen.bottom - VideoCore::kScreenTopHeight;
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} else {
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// Otherwise, apply borders to the left and right sides of the window.
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res.bottom_screen.left = (width - viewport_width) / 2;
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res.bottom_screen.right = (bottom_screen_aspect_ratio * height) + res.bottom_screen.left;
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res.bottom_screen.top = 0;
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res.bottom_screen.bottom = height;
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res.top_screen.left = res.bottom_screen.right;
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res.top_screen.right = res.top_screen.left + VideoCore::kScreenTopWidth;
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res.top_screen.bottom = height;
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res.top_screen.top = height - VideoCore::kScreenTopHeight;
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}
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return res;
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}
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FramebufferLayout DefaultFrameLayout(unsigned width, unsigned height, bool is_swapped) {
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return is_swapped ? DefaultFrameLayout_Swapped(width, height) : DefaultFrameLayout(width, height);
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}
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FramebufferLayout SingleFrameLayout(unsigned width, unsigned height, bool is_swapped) {
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return is_swapped ? SingleFrameLayout_Swapped(width, height) : SingleFrameLayout(width, height);
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}
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FramebufferLayout LargeFrameLayout(unsigned width, unsigned height, bool is_swapped) {
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return is_swapped ? LargeFrameLayout_Swapped(width, height) : LargeFrameLayout(width, height);
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}
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}
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