use ini window resolution (#410)

* use ini window resolution

* use arguments for directx window size

* default 640x480 not 320x240

* kick off a build

* and revert

* default config 640x480 not 320x240

* add todo

Co-authored-by: briaguya <briaguya@alice>
This commit is contained in:
briaguya 2022-07-05 20:02:47 -04:00 committed by GitHub
parent 306cfd0654
commit 1ad2931f80
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8 changed files with 29 additions and 20 deletions

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@ -69,8 +69,8 @@ namespace Ship {
(*this)["KEYBOARD SHORTCUTS"]["KEY_FULLSCREEN"] = std::to_string(0x044); (*this)["KEYBOARD SHORTCUTS"]["KEY_FULLSCREEN"] = std::to_string(0x044);
(*this)["KEYBOARD SHORTCUTS"]["KEY_CONSOLE"] = std::to_string(0x029); (*this)["KEYBOARD SHORTCUTS"]["KEY_CONSOLE"] = std::to_string(0x029);
(*this)["WINDOW"]["WINDOW WIDTH"] = std::to_string(320); (*this)["WINDOW"]["WINDOW WIDTH"] = std::to_string(640);
(*this)["WINDOW"]["WINDOW HEIGHT"] = std::to_string(240); (*this)["WINDOW"]["WINDOW HEIGHT"] = std::to_string(480);
(*this)["WINDOW"]["FULLSCREEN WIDTH"] = std::to_string(1920); (*this)["WINDOW"]["FULLSCREEN WIDTH"] = std::to_string(1920);
(*this)["WINDOW"]["FULLSCREEN HEIGHT"] = std::to_string(1080); (*this)["WINDOW"]["FULLSCREEN HEIGHT"] = std::to_string(1080);
(*this)["WINDOW"]["FULLSCREEN"] = std::to_string(false); (*this)["WINDOW"]["FULLSCREEN"] = std::to_string(false);

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@ -278,7 +278,7 @@ static LRESULT CALLBACK gfx_dxgi_wnd_proc(HWND h_wnd, UINT message, WPARAM w_par
return 0; return 0;
} }
void gfx_dxgi_init(const char *game_name, bool start_in_fullscreen) { void gfx_dxgi_init(const char *game_name, bool start_in_fullscreen, uint32_t width, uint32_t height) {
LARGE_INTEGER qpc_init, qpc_freq; LARGE_INTEGER qpc_init, qpc_freq;
QueryPerformanceCounter(&qpc_init); QueryPerformanceCounter(&qpc_init);
QueryPerformanceFrequency(&qpc_freq); QueryPerformanceFrequency(&qpc_freq);
@ -319,7 +319,7 @@ void gfx_dxgi_init(const char *game_name, bool start_in_fullscreen) {
run_as_dpi_aware([&] () { run_as_dpi_aware([&] () {
// We need to be dpi aware when calculating the size // We need to be dpi aware when calculating the size
RECT wr = {0, 0, DESIRED_SCREEN_WIDTH, DESIRED_SCREEN_HEIGHT}; RECT wr = {0, 0, width, height};
AdjustWindowRect(&wr, WS_OVERLAPPEDWINDOW, FALSE); AdjustWindowRect(&wr, WS_OVERLAPPEDWINDOW, FALSE);
dxgi.h_wnd = CreateWindowW(WINCLASS_NAME, w_title, WS_OVERLAPPEDWINDOW, dxgi.h_wnd = CreateWindowW(WINCLASS_NAME, w_title, WS_OVERLAPPEDWINDOW,

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@ -298,7 +298,7 @@ static bool gfx_glx_check_extension(const char *extensions, const char *extensio
return false; return false;
} }
static void gfx_glx_init(const char *game_name, bool start_in_fullscreen) { static void gfx_glx_init(const char *game_name, bool start_in_fullscreen, u_int32_t width, uint32_t height) {
// On NVIDIA proprietary driver, make the driver queue up to two frames on glXSwapBuffers, // On NVIDIA proprietary driver, make the driver queue up to two frames on glXSwapBuffers,
// which means that glXSwapBuffers should be non-blocking, // which means that glXSwapBuffers should be non-blocking,
// if we are sure to wait at least one vsync interval between calls. // if we are sure to wait at least one vsync interval between calls.

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@ -60,8 +60,7 @@ using namespace std;
#define SCALE_3_8(VAL_) ((VAL_) * 0x24) #define SCALE_3_8(VAL_) ((VAL_) * 0x24)
#define SCALE_8_3(VAL_) ((VAL_) / 0x24) #define SCALE_8_3(VAL_) ((VAL_) / 0x24)
#define SCREEN_WIDTH 320 // SCREEN_WIDTH and SCREEN_HEIGHT are defined in the headerfile
#define SCREEN_HEIGHT 240
#define HALF_SCREEN_WIDTH (SCREEN_WIDTH / 2) #define HALF_SCREEN_WIDTH (SCREEN_WIDTH / 2)
#define HALF_SCREEN_HEIGHT (SCREEN_HEIGHT / 2) #define HALF_SCREEN_HEIGHT (SCREEN_HEIGHT / 2)
@ -2643,15 +2642,15 @@ void gfx_get_dimensions(uint32_t *width, uint32_t *height) {
gfx_wapi->get_dimensions(width, height); gfx_wapi->get_dimensions(width, height);
} }
void gfx_init(struct GfxWindowManagerAPI *wapi, struct GfxRenderingAPI *rapi, const char *game_name, bool start_in_fullscreen) { void gfx_init(struct GfxWindowManagerAPI *wapi, struct GfxRenderingAPI *rapi, const char *game_name, bool start_in_fullscreen, uint32_t width, uint32_t height) {
gfx_wapi = wapi; gfx_wapi = wapi;
gfx_rapi = rapi; gfx_rapi = rapi;
gfx_wapi->init(game_name, start_in_fullscreen); gfx_wapi->init(game_name, start_in_fullscreen, width, height);
gfx_rapi->init(); gfx_rapi->init();
gfx_rapi->update_framebuffer_parameters(0, SCREEN_WIDTH, SCREEN_HEIGHT, 1, false, true, true, true); gfx_rapi->update_framebuffer_parameters(0, width, height, 1, false, true, true, true);
gfx_current_dimensions.internal_mul = 1; gfx_current_dimensions.internal_mul = 1;
gfx_current_dimensions.width = SCREEN_WIDTH; gfx_current_dimensions.width = width;
gfx_current_dimensions.height = SCREEN_HEIGHT; gfx_current_dimensions.height = height;
game_framebuffer = gfx_rapi->create_framebuffer(); game_framebuffer = gfx_rapi->create_framebuffer();
game_framebuffer_msaa_resolved = gfx_rapi->create_framebuffer(); game_framebuffer_msaa_resolved = gfx_rapi->create_framebuffer();

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@ -10,6 +10,10 @@
#include "U64/PR/ultra64/types.h" #include "U64/PR/ultra64/types.h"
// TODO figure out why changing these to 640x480 makes the game only render in a quarter of the window
#define SCREEN_WIDTH 320
#define SCREEN_HEIGHT 240
struct GfxRenderingAPI; struct GfxRenderingAPI;
struct GfxWindowManagerAPI; struct GfxWindowManagerAPI;
@ -64,7 +68,7 @@ extern uint32_t gfx_msaa_level;
} }
void gfx_init(struct GfxWindowManagerAPI* wapi, struct GfxRenderingAPI* rapi, const char* game_name, bool start_in_fullscreen); void gfx_init(struct GfxWindowManagerAPI* wapi, struct GfxRenderingAPI* rapi, const char* game_name, bool start_in_fullscreen, uint32_t width = SCREEN_WIDTH, uint32_t height = SCREEN_HEIGHT);
struct GfxRenderingAPI* gfx_get_current_rendering_api(void); struct GfxRenderingAPI* gfx_get_current_rendering_api(void);
void gfx_start_frame(void); void gfx_start_frame(void);
void gfx_run(Gfx* commands, const std::unordered_map<Mtx*, MtxF>& mtx_replacements); void gfx_run(Gfx* commands, const std::unordered_map<Mtx*, MtxF>& mtx_replacements);

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@ -130,7 +130,7 @@ static int target_fps = 60;
#define FRAME_INTERVAL_US_NUMERATOR 1000000 #define FRAME_INTERVAL_US_NUMERATOR 1000000
#define FRAME_INTERVAL_US_DENOMINATOR (target_fps) #define FRAME_INTERVAL_US_DENOMINATOR (target_fps)
static void gfx_sdl_init(const char *game_name, bool start_in_fullscreen) { static void gfx_sdl_init(const char *game_name, bool start_in_fullscreen, uint32_t width, uint32_t height) {
SDL_Init(SDL_INIT_VIDEO); SDL_Init(SDL_INIT_VIDEO);
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24); SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
@ -153,6 +153,9 @@ static void gfx_sdl_init(const char *game_name, bool start_in_fullscreen) {
char title[512]; char title[512];
int len = sprintf(title, "%s (%s)", game_name, GFX_API_NAME); int len = sprintf(title, "%s (%s)", game_name, GFX_API_NAME);
window_width = width;
window_height = height;
wnd = SDL_CreateWindow(title, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, wnd = SDL_CreateWindow(title, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
window_width, window_height, SDL_WINDOW_OPENGL | SDL_WINDOW_SHOWN | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI); window_width, window_height, SDL_WINDOW_OPENGL | SDL_WINDOW_SHOWN | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI);
SDL_GL_GetDrawableSize(wnd, &window_width, &window_height); SDL_GL_GetDrawableSize(wnd, &window_width, &window_height);

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@ -5,7 +5,7 @@
#include <stdbool.h> #include <stdbool.h>
struct GfxWindowManagerAPI { struct GfxWindowManagerAPI {
void (*init)(const char *game_name, bool start_in_fullscreen); void (*init)(const char *game_name, bool start_in_fullscreen, uint32_t width, uint32_t height);
void (*set_keyboard_callbacks)(bool (*on_key_down)(int scancode), bool (*on_key_up)(int scancode), void (*on_all_keys_up)(void)); void (*set_keyboard_callbacks)(bool (*on_key_down)(int scancode), bool (*on_key_up)(int scancode), void (*on_all_keys_up)(void));
void (*set_fullscreen_changed_callback)(void (*on_fullscreen_changed)(bool is_now_fullscreen)); void (*set_fullscreen_changed_callback)(void (*on_fullscreen_changed)(bool is_now_fullscreen));
void (*set_fullscreen)(bool enable); void (*set_fullscreen)(bool enable);

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@ -254,15 +254,18 @@ namespace Ship {
SetAudioPlayer(); SetAudioPlayer();
bIsFullscreen = Ship::stob(Conf["WINDOW"]["FULLSCREEN"]); bIsFullscreen = Ship::stob(Conf["WINDOW"]["FULLSCREEN"]);
dwWidth = Ship::stoi(Conf["WINDOW"]["WINDOW WIDTH"], 320); if (bIsFullscreen) {
dwHeight = Ship::stoi(Conf["WINDOW"]["WINDOW HEIGHT"], 240);
dwWidth = Ship::stoi(Conf["WINDOW"]["FULLSCREEN WIDTH"], 1920); dwWidth = Ship::stoi(Conf["WINDOW"]["FULLSCREEN WIDTH"], 1920);
dwHeight = Ship::stoi(Conf["WINDOW"]["FULLSCREEN HEIGHT"], 1080); dwHeight = Ship::stoi(Conf["WINDOW"]["FULLSCREEN HEIGHT"], 1080);
} else {
dwWidth = Ship::stoi(Conf["WINDOW"]["WINDOW WIDTH"], 640);
dwHeight = Ship::stoi(Conf["WINDOW"]["WINDOW HEIGHT"], 480);
}
dwMenubar = Ship::stoi(Conf["WINDOW"]["menubar"], 0); dwMenubar = Ship::stoi(Conf["WINDOW"]["menubar"], 0);
const std::string& gfx_backend = Conf["WINDOW"]["GFX BACKEND"]; const std::string& gfx_backend = Conf["WINDOW"]["GFX BACKEND"];
SetWindowManager(&WmApi, &RenderingApi, gfx_backend); SetWindowManager(&WmApi, &RenderingApi, gfx_backend);
gfx_init(WmApi, RenderingApi, GetContext()->GetName().c_str(), bIsFullscreen); gfx_init(WmApi, RenderingApi, GetContext()->GetName().c_str(), bIsFullscreen, dwWidth, dwHeight);
WmApi->set_fullscreen_changed_callback(Window::OnFullscreenChanged); WmApi->set_fullscreen_changed_callback(Window::OnFullscreenChanged);
WmApi->set_keyboard_callbacks(Window::KeyDown, Window::KeyUp, Window::AllKeysUp); WmApi->set_keyboard_callbacks(Window::KeyDown, Window::KeyUp, Window::AllKeysUp);
} }