OpenXR - Aspect ratio of menu background fixed
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59046b8f76
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3 changed files with 31 additions and 0 deletions
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@ -42,6 +42,7 @@ static std::map<int, bool> pspKeys;
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static int vr3DGeometryCount = 0;
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static long vrCompat[VR_COMPAT_MAX];
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static bool vrFlatGame = false;
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static float vrMatrix[VR_MATRIX_COUNT][16];
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static bool vrMirroring[VR_MIRRORING_COUNT];
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@ -647,8 +648,12 @@ bool StartVRRender() {
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VR_SetConfigFloat(VR_CONFIG_CANVAS_ASPECT, 480.0f / 272.0f);
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if (g_Config.bEnableVR && !pspKeys[CTRL_SCREEN] && (appMode == VR_GAME_MODE) && (vr3DGeometryCount > 15)) {
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VR_SetConfig(VR_CONFIG_MODE, stereo ? VR_MODE_STEREO_6DOF : VR_MODE_MONO_6DOF);
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vrFlatGame = false;
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} else {
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VR_SetConfig(VR_CONFIG_MODE, stereo ? VR_MODE_STEREO_SCREEN : VR_MODE_MONO_SCREEN);
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if (IsGameVRScene()) {
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vrFlatGame = true;
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}
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}
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vr3DGeometryCount /= 2;
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@ -693,11 +698,19 @@ bool IsMultiviewSupported() {
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return false;
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}
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bool IsFlatVRGame() {
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return vrFlatGame;
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}
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bool IsFlatVRScene() {
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int vrMode = VR_GetConfig(VR_CONFIG_MODE);
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return (vrMode == VR_MODE_MONO_SCREEN) || (vrMode == VR_MODE_STEREO_SCREEN);
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}
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bool IsGameVRScene() {
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return (appMode == VR_GAME_MODE) || (appMode == VR_DIALOG_MODE);
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}
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bool Is2DVRObject(float* projMatrix, bool ortho) {
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// Quick analyze if the object is in 2D
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@ -50,7 +50,9 @@ void PostVRFrameRender();
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int GetVRFBOIndex();
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int GetVRPassesCount();
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bool IsMultiviewSupported();
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bool IsFlatVRGame();
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bool IsFlatVRScene();
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bool IsGameVRScene();
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bool Is2DVRObject(float* projMatrix, bool ortho);
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void UpdateVRParams(float* projMatrix, float* viewMatrix);
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void UpdateVRProjection(float* projMatrix, float* leftEye, float* rightEye);
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@ -27,6 +27,7 @@
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#include "Common/Math/lin/matrix4x4.h"
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#include "Common/Math/math_util.h"
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#include "Common/System/Display.h"
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#include "Common/VR/PPSSPPVR.h"
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#include "Common/CommonTypes.h"
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#include "Common/StringUtils.h"
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#include "Core/Config.h"
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@ -1452,6 +1453,21 @@ void FramebufferManagerCommon::CopyDisplayToOutput(bool reallyDirty) {
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float u1 = (480.0f + offsetX) / (float)vfb->bufferWidth;
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float v1 = (272.0f + offsetY) / (float)vfb->bufferHeight;
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//clip the VR framebuffer to keep the aspect ratio
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if (IsVREnabled() && !IsFlatVRGame() && !IsGameVRScene()) {
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float aspect = 272.0f / 480.0f;
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float clipY = 272.0f * (1.0f - aspect) / 2.0f;
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v0 = (clipY + offsetY) / (float)vfb->bufferHeight;
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v1 = (272.0f - clipY + offsetY) / (float)vfb->bufferHeight;
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//zoom inside
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float zoom = 0.1f;
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u0 += zoom / aspect;
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u1 -= zoom / aspect;
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v0 += zoom;
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v1 -= zoom;
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}
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textureCache_->ForgetLastTexture();
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int uvRotation = useBufferedRendering_ ? g_Config.iInternalScreenRotation : ROTATION_LOCKED_HORIZONTAL;
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