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gitadora: allow a landscape monitor to display subscreen (#899)
## Link to GitHub Issue or related Pull Request, if one exists #0 ## Description of change Arena Model's SMALL touch subscreen is a portrait (800x1280) panel - however, it's common for people to set up a touch screen in landscape orientation since IIDX/SDVX/popn all use landscape. Add a new option, `-gdsublandscape`, which forces the subscreen to launch at 1080p landscape. The image is rendered with black bars on the sides. Touches will be unaligned initially; user needs to go into test mode and recalibrate. In reality this option is just a short hand for `-forceressub 1920,1080`. Wire up `-forceressub` which previously didn't work for gitadora, so that a resolution other than 1080p can be used in either orientation. In other games `-forceressub` just forces the rendering resolution and IIDX/SDVX/popn's game engine automatically stretches to fill... however for gitadora it works differently since we want to keep the aspect ratio of the original screen; it instead hijacks the back buffer and makes the game draw to an intermediate buffer. ## Testing
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@@ -13,6 +13,34 @@ inline constexpr UINT GFDM_SMALL_HEIGHT = games::gitadora::ARENA_SUBSCREEN_HEIGH
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inline constexpr UINT GFDM_LOGICAL_HEAD_COUNT = 4;
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inline constexpr UINT GFDM_NATIVE_SMALL_SWAPCHAIN = 1;
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// Owns the portrait surface the game draws into while the SMALL head is scanned out at a
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// different resolution, and composes it onto the real head. Allocates nothing and reports
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// nothing until resolve() finds a head that is not the panel size.
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struct GfdmSmallHead {
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GfdmSmallHead() = default;
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~GfdmSmallHead() { release(); }
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GfdmSmallHead(const GfdmSmallHead &) = delete;
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GfdmSmallHead &operator=(const GfdmSmallHead &) = delete;
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// settled with the device, so it cannot change under the game mid-session
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void resolve(const D3DPRESENT_PARAMETERS *logical_small_parameters);
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bool scaled() const { return active; }
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HRESULT backbuffer(IDirect3DDevice9 *device, IDirect3DSurface9 **out);
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HRESULT compose(IDirect3DDevice9 *device);
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void release();
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// the game only ever sees the portrait size it asked for
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void apply_logical_size(UINT *width, UINT *height) const;
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private:
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bool active = false;
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D3DFORMAT format = D3DFMT_X8R8G8B8;
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D3DMULTISAMPLE_TYPE multisample = D3DMULTISAMPLE_NONE;
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DWORD multisample_quality = 0;
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IDirect3DSurface9 *surface = nullptr;
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};
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struct GfdmTwoHeadDeviceState {
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explicit GfdmTwoHeadDeviceState(
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D3DPRESENT_PARAMETERS *presentation_parameters,
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@@ -41,6 +69,10 @@ struct GfdmTwoHeadDeviceState {
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};
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bool gfdm_two_head_exclusive();
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void gfdm_publish_two_head_parameters(
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D3DPRESENT_PARAMETERS *logical_presentation_parameters,
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D3DDISPLAYMODEEX *logical_fullscreen_display_modes,
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const GfdmTwoHeadDeviceState &state);
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bool is_fake_subscreen_adapter(UINT adapter);
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void get_fake_subscreen_display_mode(UINT adapter, D3DDISPLAYMODE *mode);
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void get_fake_subscreen_display_mode_ex(UINT adapter, D3DDISPLAYMODEEX *mode);
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