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Resize display to window size (#27)

This commit is contained in:
Merry 2018-02-20 10:52:35 +00:00 committed by gdkchan
parent 1039797c30
commit dff28df84e

View file

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