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Merged Eric Wing's overscan patch.
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Fixes Bugzilla #2799.
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icculus committed Jun 6, 2017
2 parents 11289b7 + bb3cb4f commit 9288983
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Showing 2 changed files with 71 additions and 14 deletions.
11 changes: 11 additions & 0 deletions include/SDL_hints.h
Expand Up @@ -118,6 +118,17 @@ extern "C" {
*/
#define SDL_HINT_RENDER_DIRECT3D11_DEBUG "SDL_RENDER_DIRECT3D11_DEBUG"

/**
* \brief A variable controlling the scaling policy for SDL_RenderSetLogicalSize.
*
* This variable can be set to the following values:
* "0" or "letterbox" - Uses letterbox/sidebars to fit the entire rendering on screen
* "1" or "overscan" - Will zoom the rendering so it fills the entire screen, allowing edges to be drawn offscreen
*
* By default letterbox is used
*/
#define SDL_HINT_RENDER_LOGICAL_SIZE_MODE "SDL_HINT_RENDER_LOGICAL_SIZE_MODE"

/**
* \brief A variable controlling the scaling quality
*
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74 changes: 60 additions & 14 deletions src/render/SDL_render.c
Expand Up @@ -1156,6 +1156,9 @@ UpdateLogicalSize(SDL_Renderer *renderer)
float real_aspect;
float scale;
SDL_Rect viewport;
/* 0 is for letterbox, 1 is for overscan */
int scale_policy = 0;
const char *hint = SDL_GetHint(SDL_HINT_RENDER_LOGICAL_SIZE_MODE);

if (!renderer->logical_w || !renderer->logical_h) {
return 0;
Expand All @@ -1164,6 +1167,23 @@ UpdateLogicalSize(SDL_Renderer *renderer)
return -1;
}

if (!hint) {
scale_policy = 0;
} else if ( *hint == '1' || SDL_strcasecmp(hint, "overscan") == 0) {
/* Unfortunately, Direct3D 9 does't support negative viewport numbers
which the main overscan implementation relies on.
D3D11 does support negative values and uses a different id string
so overscan will work for D3D11.
*/
if(SDL_strcasecmp("direct3d", SDL_GetCurrentVideoDriver())) {
scale_policy = 0;
} else {
scale_policy = 1;
}
} else {
scale_policy = 0;
}

want_aspect = (float)renderer->logical_w / renderer->logical_h;
real_aspect = (float)w / h;

Expand All @@ -1187,21 +1207,47 @@ UpdateLogicalSize(SDL_Renderer *renderer)
scale = (float)w / renderer->logical_w;
SDL_RenderSetViewport(renderer, NULL);
} else if (want_aspect > real_aspect) {
/* We want a wider aspect ratio than is available - letterbox it */
scale = (float)w / renderer->logical_w;
viewport.x = 0;
viewport.w = w;
viewport.h = (int)SDL_ceil(renderer->logical_h * scale);
viewport.y = (h - viewport.h) / 2;
SDL_RenderSetViewport(renderer, &viewport);
if (scale_policy == 1) {
/* We want a wider aspect ratio than is available -
zoom so logical height matches the real height
and the width will grow off the screen
*/
scale = (float)h / renderer->logical_h;
viewport.y = 0;
viewport.h = h;
viewport.w = (int)SDL_ceil(renderer->logical_w * scale);
viewport.x = (w - viewport.w) / 2;
SDL_RenderSetViewport(renderer, &viewport);
} else {
/* We want a wider aspect ratio than is available - letterbox it */
scale = (float)w / renderer->logical_w;
viewport.x = 0;
viewport.w = w;
viewport.h = (int)SDL_ceil(renderer->logical_h * scale);
viewport.y = (h - viewport.h) / 2;
SDL_RenderSetViewport(renderer, &viewport);
}
} else {
/* We want a narrower aspect ratio than is available - use side-bars */
scale = (float)h / renderer->logical_h;
viewport.y = 0;
viewport.h = h;
viewport.w = (int)SDL_ceil(renderer->logical_w * scale);
viewport.x = (w - viewport.w) / 2;
SDL_RenderSetViewport(renderer, &viewport);
if (scale_policy == 1) {
/* We want a narrower aspect ratio than is available -
zoom so logical width matches the real width
and the height will grow off the screen
*/
scale = (float)w / renderer->logical_w;
viewport.x = 0;
viewport.w = w;
viewport.h = (int)SDL_ceil(renderer->logical_h * scale);
viewport.y = (h - viewport.h) / 2;
SDL_RenderSetViewport(renderer, &viewport);
} else {
/* We want a narrower aspect ratio than is available - use side-bars */
scale = (float)h / renderer->logical_h;
viewport.y = 0;
viewport.h = h;
viewport.w = (int)SDL_ceil(renderer->logical_w * scale);
viewport.x = (w - viewport.w) / 2;
SDL_RenderSetViewport(renderer, &viewport);
}
}

/* Set the new scale */
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