android: frontend: Track screen layout separately for orientation.
android framebuffer
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@ -145,7 +145,8 @@ void EmuWindow::TouchMoved(unsigned framebuffer_x, unsigned framebuffer_y) {
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TouchPressed(framebuffer_x, framebuffer_y);
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TouchPressed(framebuffer_x, framebuffer_y);
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}
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}
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void EmuWindow::UpdateCurrentFramebufferLayout(unsigned width, unsigned height) {
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void EmuWindow::UpdateCurrentFramebufferLayout(unsigned width, unsigned height,
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bool is_portrait_mode) {
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Layout::FramebufferLayout layout;
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Layout::FramebufferLayout layout;
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const auto layout_option = Settings::values.layout_option;
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const auto layout_option = Settings::values.layout_option;
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const auto min_size =
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const auto min_size =
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@ -156,6 +157,12 @@ void EmuWindow::UpdateCurrentFramebufferLayout(unsigned width, unsigned height)
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} else {
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} else {
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width = std::max(width, min_size.first);
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width = std::max(width, min_size.first);
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height = std::max(height, min_size.second);
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height = std::max(height, min_size.second);
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// If in portrait mode, only the MobilePortrait option really makes sense
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const Settings::LayoutOption layout_option = is_portrait_mode
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? Settings::LayoutOption::MobilePortrait
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: Settings::values.layout_option;
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switch (layout_option) {
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switch (layout_option) {
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case Settings::LayoutOption::SingleScreen:
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case Settings::LayoutOption::SingleScreen:
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layout = Layout::SingleFrameLayout(width, height, Settings::values.swap_screen,
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layout = Layout::SingleFrameLayout(width, height, Settings::values.swap_screen,
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@ -159,7 +159,8 @@ public:
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* Convenience method to update the current frame layout
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* Convenience method to update the current frame layout
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* Read from the current settings to determine which layout to use.
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* Read from the current settings to determine which layout to use.
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*/
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*/
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void UpdateCurrentFramebufferLayout(unsigned width, unsigned height);
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void UpdateCurrentFramebufferLayout(unsigned width, unsigned height,
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bool is_portrait_mode = {});
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std::unique_ptr<TextureMailbox> mailbox = nullptr;
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std::unique_ptr<TextureMailbox> mailbox = nullptr;
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@ -33,9 +33,11 @@ void Apply() {
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VideoCore::g_hw_shader_accurate_mul = values.shaders_accurate_mul;
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VideoCore::g_hw_shader_accurate_mul = values.shaders_accurate_mul;
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VideoCore::g_use_disk_shader_cache = values.use_disk_shader_cache;
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VideoCore::g_use_disk_shader_cache = values.use_disk_shader_cache;
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#ifndef ANDROID
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if (VideoCore::g_renderer) {
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if (VideoCore::g_renderer) {
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VideoCore::g_renderer->UpdateCurrentFramebufferLayout();
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VideoCore::g_renderer->UpdateCurrentFramebufferLayout();
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}
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}
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#endif
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VideoCore::g_renderer_bg_color_update_requested = true;
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VideoCore::g_renderer_bg_color_update_requested = true;
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VideoCore::g_renderer_sampler_update_requested = true;
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VideoCore::g_renderer_sampler_update_requested = true;
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@ -11,9 +11,9 @@
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RendererBase::RendererBase(Frontend::EmuWindow& window) : render_window{window} {}
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RendererBase::RendererBase(Frontend::EmuWindow& window) : render_window{window} {}
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RendererBase::~RendererBase() = default;
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RendererBase::~RendererBase() = default;
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void RendererBase::UpdateCurrentFramebufferLayout() {
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void RendererBase::UpdateCurrentFramebufferLayout(bool is_portrait_mode) {
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const Layout::FramebufferLayout& layout = render_window.GetFramebufferLayout();
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const Layout::FramebufferLayout& layout = render_window.GetFramebufferLayout();
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render_window.UpdateCurrentFramebufferLayout(layout.width, layout.height);
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render_window.UpdateCurrentFramebufferLayout(layout.width, layout.height, is_portrait_mode);
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}
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}
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void RendererBase::RefreshRasterizerSetting() {
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void RendererBase::RefreshRasterizerSetting() {
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@ -38,7 +38,7 @@ public:
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virtual void CleanupVideoDumping() = 0;
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virtual void CleanupVideoDumping() = 0;
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/// Updates the framebuffer layout of the contained render window handle.
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/// Updates the framebuffer layout of the contained render window handle.
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void UpdateCurrentFramebufferLayout();
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void UpdateCurrentFramebufferLayout(bool is_portrait_mode = {});
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// Getter/setter functions:
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// Getter/setter functions:
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// ------------------------
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// ------------------------
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