android: Frontend: Fix rendering aspect ratio & add a setting for it.
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7 changed files with 25 additions and 2 deletions
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@ -159,11 +159,13 @@ public final class SettingsFragmentPresenter {
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Setting rendererBackend = rendererSection.getSetting(SettingsFile.KEY_RENDERER_BACKEND);
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Setting rendererBackend = rendererSection.getSetting(SettingsFile.KEY_RENDERER_BACKEND);
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Setting rendererAccuracy = rendererSection.getSetting(SettingsFile.KEY_RENDERER_ACCURACY);
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Setting rendererAccuracy = rendererSection.getSetting(SettingsFile.KEY_RENDERER_ACCURACY);
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Setting rendererReolution = rendererSection.getSetting(SettingsFile.KEY_RENDERER_RESOLUTION);
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Setting rendererReolution = rendererSection.getSetting(SettingsFile.KEY_RENDERER_RESOLUTION);
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Setting rendererAspectRation = rendererSection.getSetting(SettingsFile.KEY_RENDERER_ASPECT_RATIO);
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Setting rendererAsynchronousShaders = rendererSection.getSetting(SettingsFile.KEY_RENDERER_ASYNCHRONOUS_SHADERS);
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Setting rendererAsynchronousShaders = rendererSection.getSetting(SettingsFile.KEY_RENDERER_ASYNCHRONOUS_SHADERS);
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sl.add(new SingleChoiceSetting(SettingsFile.KEY_RENDERER_BACKEND, Settings.SECTION_RENDERER, R.string.renderer_api, 0, R.array.rendererApiNames, R.array.rendererApiValues, 0, rendererBackend));
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sl.add(new SingleChoiceSetting(SettingsFile.KEY_RENDERER_BACKEND, Settings.SECTION_RENDERER, R.string.renderer_api, 0, R.array.rendererApiNames, R.array.rendererApiValues, 0, rendererBackend));
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sl.add(new SingleChoiceSetting(SettingsFile.KEY_RENDERER_ACCURACY, Settings.SECTION_RENDERER, R.string.renderer_accuracy, 0, R.array.rendererAccuracyNames, R.array.rendererAccuracyValues, 1, rendererAccuracy));
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sl.add(new SingleChoiceSetting(SettingsFile.KEY_RENDERER_ACCURACY, Settings.SECTION_RENDERER, R.string.renderer_accuracy, 0, R.array.rendererAccuracyNames, R.array.rendererAccuracyValues, 1, rendererAccuracy));
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sl.add(new SingleChoiceSetting(SettingsFile.KEY_RENDERER_RESOLUTION, Settings.SECTION_RENDERER, R.string.renderer_resolution, 0, R.array.rendererResolutionNames, R.array.rendererResolutionValues, 2, rendererReolution));
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sl.add(new SingleChoiceSetting(SettingsFile.KEY_RENDERER_RESOLUTION, Settings.SECTION_RENDERER, R.string.renderer_resolution, 0, R.array.rendererResolutionNames, R.array.rendererResolutionValues, 2, rendererReolution));
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sl.add(new SingleChoiceSetting(SettingsFile.KEY_RENDERER_ASPECT_RATIO, Settings.SECTION_RENDERER, R.string.renderer_aspect_ratio, 0, R.array.rendererAspectRatioNames, R.array.rendererAspectRatioValues, 0, rendererAspectRation));
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sl.add(new CheckBoxSetting(SettingsFile.KEY_RENDERER_ASYNCHRONOUS_SHADERS, Settings.SECTION_RENDERER, R.string.renderer_asynchronous_shaders, R.string.renderer_asynchronous_shaders_description, false, rendererAsynchronousShaders));
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sl.add(new CheckBoxSetting(SettingsFile.KEY_RENDERER_ASYNCHRONOUS_SHADERS, Settings.SECTION_RENDERER, R.string.renderer_asynchronous_shaders, R.string.renderer_asynchronous_shaders_description, false, rendererAsynchronousShaders));
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}
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}
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@ -44,6 +44,7 @@ public final class SettingsFile {
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public static final String KEY_RENDERER_BACKEND = "backend";
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public static final String KEY_RENDERER_BACKEND = "backend";
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// Renderer
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// Renderer
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public static final String KEY_RENDERER_RESOLUTION = "resolution_setup";
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public static final String KEY_RENDERER_RESOLUTION = "resolution_setup";
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public static final String KEY_RENDERER_ASPECT_RATIO = "aspect_ratio";
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public static final String KEY_RENDERER_ACCURACY = "gpu_accuracy";
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public static final String KEY_RENDERER_ACCURACY = "gpu_accuracy";
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public static final String KEY_RENDERER_ASYNCHRONOUS_SHADERS = "use_asynchronous_shaders";
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public static final String KEY_RENDERER_ASYNCHRONOUS_SHADERS = "use_asynchronous_shaders";
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public static final String KEY_RENDERER_USE_SPEED_LIMIT = "use_speed_limit";
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public static final String KEY_RENDERER_USE_SPEED_LIMIT = "use_speed_limit";
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@ -294,7 +294,7 @@ anti_aliasing =
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fullscreen_mode =
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fullscreen_mode =
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# Aspect ratio
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# Aspect ratio
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# 0: Default (16:9), 1: Force 4:3, 2: Force 21:9, 3: Stretch to Window
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# 0: Default (16:9), 1: Force 4:3, 2: Force 21:9, 3: Force 16:10, 4: Stretch to Window
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aspect_ratio =
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aspect_ratio =
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# Anisotropic filtering
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# Anisotropic filtering
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@ -46,6 +46,9 @@ EmuWindow_Android::EmuWindow_Android(InputCommon::InputSubsystem* input_subsyste
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window_width = ANativeWindow_getWidth(surface_);
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window_width = ANativeWindow_getWidth(surface_);
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window_height = ANativeWindow_getHeight(surface_);
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window_height = ANativeWindow_getHeight(surface_);
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// Ensures that we emulate with the correct aspect ratio.
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UpdateCurrentFramebufferLayout(window_width, window_height);
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host_window = surface_;
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host_window = surface_;
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window_info.type = Core::Frontend::WindowSystemType::Android;
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window_info.type = Core::Frontend::WindowSystemType::Android;
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window_info.render_surface = reinterpret_cast<void*>(host_window);
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window_info.render_surface = reinterpret_cast<void*>(host_window);
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@ -140,6 +140,22 @@
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<item>5</item>
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<item>5</item>
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</integer-array>
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</integer-array>
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<string-array name="rendererAspectRatioNames">
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<item>Default (16:9)</item>
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<item>Force 4:3</item>
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<item>Force 21:9</item>
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<item>Force 16:10</item>
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<item>Stretch to Window</item>
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</string-array>
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<integer-array name="rendererAspectRatioValues">
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<item>0</item>
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<item>1</item>
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<item>2</item>
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<item>3</item>
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<item>4</item>
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</integer-array>
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<string-array name="cpuAccuracyNames">
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<string-array name="cpuAccuracyNames">
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<item>Auto</item>
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<item>Auto</item>
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<item>Accurate</item>
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<item>Accurate</item>
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@ -28,6 +28,7 @@
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<string name="renderer_api">API</string>
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<string name="renderer_api">API</string>
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<string name="renderer_accuracy">Accuracy level</string>
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<string name="renderer_accuracy">Accuracy level</string>
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<string name="renderer_resolution">Resolution</string>
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<string name="renderer_resolution">Resolution</string>
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<string name="renderer_aspect_ratio">Aspect Ratio</string>
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<string name="renderer_asynchronous_shaders">Use asynchronous shaders</string>
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<string name="renderer_asynchronous_shaders">Use asynchronous shaders</string>
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<string name="renderer_asynchronous_shaders_description">Compiles shaders asynchronously, which will reduce stutter but may introduce glitches.</string>
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<string name="renderer_asynchronous_shaders_description">Compiles shaders asynchronously, which will reduce stutter but may introduce glitches.</string>
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@ -318,7 +318,7 @@ anti_aliasing =
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fullscreen_mode =
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fullscreen_mode =
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# Aspect ratio
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# Aspect ratio
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# 0: Default (16:9), 1: Force 4:3, 2: Force 21:9, 3: Stretch to Window
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# 0: Default (16:9), 1: Force 4:3, 2: Force 21:9, 3: Force 16:10, 4: Stretch to Window
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aspect_ratio =
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aspect_ratio =
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# Anisotropic filtering
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# Anisotropic filtering
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