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authorGravatar Kevin Hartman <kevin@hart.mn>2014-08-29 22:23:12 -0700
committerGravatar Tony Wasserka <NeoBrainX@gmail.com>2014-11-18 13:06:05 +0100
commit221a9b023d8c9ca55c093823e9efd6d13d0a54a2 (patch)
tree57a26a0e11416b366688d00c4a2c9216fa0cde78 /src/video_core/renderer_opengl/renderer_opengl.h
parentc8d933a14211ce6ee02659ecef758a1f303bc87f (diff)
Viewport scaling and display density independence
The view is scaled to be as large as possible, without changing the aspect, within the bounds of the window. On "retina" displays, or other displays where window units != pixels, the view should no longer draw incorrectly.
Diffstat (limited to 'src/video_core/renderer_opengl/renderer_opengl.h')
-rw-r--r--src/video_core/renderer_opengl/renderer_opengl.h15
1 files changed, 15 insertions, 0 deletions
diff --git a/src/video_core/renderer_opengl/renderer_opengl.h b/src/video_core/renderer_opengl/renderer_opengl.h
index eed201a9..d440e2bc 100644
--- a/src/video_core/renderer_opengl/renderer_opengl.h
+++ b/src/video_core/renderer_opengl/renderer_opengl.h
@@ -52,12 +52,27 @@ private:
static void LoadFBToActiveGLTexture(const GPU::Regs::FramebufferConfig& framebuffer,
const TextureInfo& texture);
+ /// Updates the viewport rectangle
+ void UpdateViewportExtent();
+
EmuWindow* render_window; ///< Handle to render window
u32 last_mode; ///< Last render mode
int resolution_width; ///< Current resolution width
int resolution_height; ///< Current resolution height
+ struct {
+ int width;
+ int height;
+ } framebuffer_size; ///< Current framebuffer size
+
+ struct {
+ int x;
+ int y;
+ int width;
+ int height;
+ } viewport_extent; ///< Current viewport rectangle
+
// OpenGL object IDs
GLuint vertex_array_handle;
GLuint vertex_buffer_handle;