sdvx: landscape mode (#277)

## Link to GitHub Issue, if one exists
n/a

## Description of change
Add `SDVX Landscape Mode` option, allowing you to play SDVX in landscape
monitor orientation, with black borders on left and right - similar to
how EAC does it. This is meant to be an alternative to what people do
today, which is launching in windowed mode.

By default, with just `-sdvxlandscape` enabled, EG will launch at
1920x1080 (transposed from the original 1080x1920 resolution).

It is possible to combine with `-forceres` to launch at higher
resolutions. At some point though, when rendering at large resolutions
past 1440p, at some point scaling may break due to #276.

Disabled on 32-bit SDVX since dx9 `CreateDeviceEx` call is required;
`CreateDevice` won't work. For the same reason this isn't being made a
generic option for museca/rb/etc. In theory you can supply
`-sdvxlandscape` to games like IIDX and play landscape games in portrait
mode, although again, scaling my break due to #276.

Also, add new options (bottomleft/right) for subscreen overlay position
so that they don't overlap with the main screen in landscape mode.

## Compiling
🙂

## Testing
Tested a couple versions of VW and EG.
This commit is contained in:
bicarus-dev
2025-03-26 20:21:05 -07:00
committed by GitHub
parent bf79b5d2aa
commit 45a52cff90
9 changed files with 148 additions and 52 deletions
@@ -853,9 +853,13 @@ HRESULT STDMETHODCALLTYPE WrappedIDirect3D9::CreateDeviceEx(
for (size_t i = 0; i < num_adapters; i++) {
auto *params = &pPresentationParameters[i];
if (!GRAPHICS_WINDOWED && i == 0 && GRAPHICS_FS_CUSTOM_RESOLUTION.has_value()) {
params->BackBufferWidth = GRAPHICS_FS_CUSTOM_RESOLUTION.value().first;
params->BackBufferHeight = GRAPHICS_FS_CUSTOM_RESOLUTION.value().second;
if (!GRAPHICS_WINDOWED && i == 0) {
if (GRAPHICS_FS_CUSTOM_RESOLUTION.has_value()) {
params->BackBufferWidth = GRAPHICS_FS_CUSTOM_RESOLUTION.value().first;
params->BackBufferHeight = GRAPHICS_FS_CUSTOM_RESOLUTION.value().second;
} else if (GRAPHICS_FS_FORCE_LANDSCAPE) {
std::swap(params->BackBufferWidth, params->BackBufferHeight);
}
}
log_info("graphics::d3d9",
@@ -882,10 +886,15 @@ HRESULT STDMETHODCALLTYPE WrappedIDirect3D9::CreateDeviceEx(
for (size_t i = 0; i < num_adapters; i++) {
auto *fullscreen_display_mode = &pFullscreenDisplayMode[i];
if (!GRAPHICS_WINDOWED && i == 0 && GRAPHICS_FS_CUSTOM_RESOLUTION.has_value()) {
fullscreen_display_mode->Width = GRAPHICS_FS_CUSTOM_RESOLUTION.value().first;
fullscreen_display_mode->Height = GRAPHICS_FS_CUSTOM_RESOLUTION.value().second;
if (!GRAPHICS_WINDOWED && i == 0) {
if (GRAPHICS_FS_CUSTOM_RESOLUTION.has_value()) {
fullscreen_display_mode->Width = GRAPHICS_FS_CUSTOM_RESOLUTION.value().first;
fullscreen_display_mode->Height = GRAPHICS_FS_CUSTOM_RESOLUTION.value().second;
} else if (GRAPHICS_FS_FORCE_LANDSCAPE) {
std::swap(fullscreen_display_mode->Width, fullscreen_display_mode->Height);
}
}
log_info("graphics::d3d9",
"D3D9Ex fullscreen display mode for adapter {}: Width: {}, Height: {}, RefreshRate: {}, "