Stenzek b180b26728
GPU: Rework "All Borders" cropping to be aspect correct
The "All Borders" crop mode was previously creating an aspect ratio that
was completely incorrect when using modes outside of Auto/4:3. We now
scale the aspect ratio relative to the PAL/NTSC aspect ratio to account
for this, regardless of how much of a border the game configures.

Overscan cropping also produced an incorrect aspect ratio outside of 4:3
mode, resulting in minor horizontal stretching. It is now correct,
however, this results in black borders being added in 16:9 for most
games.

To remove these borders, you have two options:

 - Use the "Stretch to Fill" aspect ratio. This will scale the GTE
   aspect ratio to fill the screen.

 - Use the "Only Overscan Area (Aspect Uncorrected)" crop mode. This
   mode retains the "old" behaviour, resulting in a stretched image.
2024-11-25 16:26:16 +10:00

31 lines
742 B
C++

// SPDX-FileCopyrightText: 2019-2024 Connor McLaughlin <stenzek@gmail.com>
// SPDX-License-Identifier: CC-BY-NC-ND-4.0
#pragma once
#include "gte_types.h"
class StateWrapper;
enum class DisplayAspectRatio : u8;
namespace GTE {
void Initialize();
void Reset();
bool DoState(StateWrapper& sw);
void SetAspectRatio(DisplayAspectRatio aspect, u32 custom_num, u32 custom_denom);
// control registers are offset by +32
u32 ReadRegister(u32 index);
void WriteRegister(u32 index, u32 value);
// use with care, direct register access
u32* GetRegisterPtr(u32 index);
void ExecuteInstruction(u32 inst_bits);
using InstructionImpl = void (*)(Instruction);
InstructionImpl GetInstructionImpl(u32 inst_bits, TickCount* ticks);
} // namespace GTE