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https://github.com/GreemDev/Ryujinx.git
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Resize display to window size (#27)
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parent
1039797c30
commit
dff28df84e
1 changed files with 29 additions and 7 deletions
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@ -137,6 +137,8 @@ namespace Ryujinx
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precision highp float;
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precision highp float;
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uniform vec2 window_size;
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layout(location = 0) in vec3 in_position;
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layout(location = 0) in vec3 in_position;
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layout(location = 1) in vec4 in_color;
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layout(location = 1) in vec4 in_color;
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layout(location = 2) in vec2 in_tex_coord;
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layout(location = 2) in vec2 in_tex_coord;
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@ -144,10 +146,20 @@ layout(location = 2) in vec2 in_tex_coord;
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out vec4 color;
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out vec4 color;
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out vec2 tex_coord;
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out vec2 tex_coord;
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// Have a fixed aspect ratio, fit the image within the available space.
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vec3 get_scale_ratio() {
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vec2 native_size = vec2(1280, 720);
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vec2 ratio = vec2(
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(window_size.y * native_size.x) / (native_size.y * window_size.x),
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(window_size.x * native_size.y) / (native_size.x * window_size.y)
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);
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return vec3(min(ratio, vec2(1, 1)), 1);
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}
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void main(void) {
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void main(void) {
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color = in_color;
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color = in_color;
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tex_coord = in_tex_coord;
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tex_coord = in_tex_coord;
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gl_Position = vec4((in_position + vec3(-960, 270, 0)) / vec3(1920, 270, 1), 1);
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gl_Position = vec4(in_position * get_scale_ratio(), 1);
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}";
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}";
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private string FragShaderSource = @"
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private string FragShaderSource = @"
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@ -168,6 +180,8 @@ void main(void) {
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private int VtxShaderHandle,
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private int VtxShaderHandle,
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FragShaderHandle,
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FragShaderHandle,
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PrgShaderHandle;
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PrgShaderHandle;
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private int WindowSizeUniformLocation;
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private int VaoHandle;
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private int VaoHandle;
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private int VboHandle;
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private int VboHandle;
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@ -216,10 +230,10 @@ void main(void) {
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uint[] Buffer = new uint[]
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uint[] Buffer = new uint[]
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{
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{
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0xc4700000, 0x80000000, 0x00000000, 0xffffffff, 0x00000000, 0x00000000, 0x00000000,
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0xbf800000, 0x3f800000, 0x00000000, 0xffffffff, 0x00000000, 0x00000000, 0x00000000,
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0x45340000, 0x80000000, 0x00000000, 0xffffffff, 0x00000000, 0x3f800000, 0x00000000,
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0x3f800000, 0x3f800000, 0x00000000, 0xffffffff, 0x00000000, 0x3f800000, 0x00000000,
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0xc4700000, 0xc4070000, 0x00000000, 0xffffffff, 0x00000000, 0x00000000, 0x3f800000,
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0xbf800000, 0xbf800000, 0x00000000, 0xffffffff, 0x00000000, 0x00000000, 0x3f800000,
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0x45340000, 0xc4070000, 0x00000000, 0xffffffff, 0x00000000, 0x3f800000, 0x3f800000
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0x3f800000, 0xbf800000, 0x00000000, 0xffffffff, 0x00000000, 0x3f800000, 0x3f800000
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};
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};
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IntPtr Length = new IntPtr(Buffer.Length * 4);
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IntPtr Length = new IntPtr(Buffer.Length * 4);
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@ -269,8 +283,10 @@ void main(void) {
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GL.UseProgram(PrgShaderHandle);
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GL.UseProgram(PrgShaderHandle);
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int TexLocation = GL.GetUniformLocation(PrgShaderHandle, "tex");
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int TexLocation = GL.GetUniformLocation(PrgShaderHandle, "tex");
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GL.Uniform1(TexLocation, 0);
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GL.Uniform1(TexLocation, 0);
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WindowSizeUniformLocation = GL.GetUniformLocation(PrgShaderHandle, "window_size");
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GL.Uniform2(WindowSizeUniformLocation, new Vector2(1280.0f, 720.0f));
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}
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}
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protected override void OnUpdateFrame(FrameEventArgs e)
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protected override void OnUpdateFrame(FrameEventArgs e)
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@ -335,7 +351,7 @@ void main(void) {
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protected override void OnRenderFrame(FrameEventArgs e)
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protected override void OnRenderFrame(FrameEventArgs e)
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{
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{
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GL.Viewport(0, 0, 1280, 720);
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GL.Viewport(0, 0, Width, Height);
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Title = $"Ryujinx Screen - (Vsync: {VSync} - FPS: {1f / e.Time:0})";
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Title = $"Ryujinx Screen - (Vsync: {VSync} - FPS: {1f / e.Time:0})";
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@ -352,6 +368,12 @@ void main(void) {
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SwapBuffers();
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SwapBuffers();
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}
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}
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protected override void OnResize(EventArgs e)
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{
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GL.UseProgram(PrgShaderHandle);
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GL.Uniform2(WindowSizeUniformLocation, new Vector2(Width, Height));
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}
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void RenderFb()
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void RenderFb()
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{
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{
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GL.ActiveTexture(TextureUnit.Texture0);
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GL.ActiveTexture(TextureUnit.Texture0);
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