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
+3 -1
View File
@@ -11,7 +11,9 @@ namespace games::sdvx {
enum SdvxOverlayPosition { enum SdvxOverlayPosition {
SDVX_OVERLAY_TOP, SDVX_OVERLAY_TOP,
SDVX_OVERLAY_MIDDLE, SDVX_OVERLAY_MIDDLE,
SDVX_OVERLAY_BOTTOM SDVX_OVERLAY_BOTTOM,
SDVX_OVERLAY_BOTTOM_LEFT,
SDVX_OVERLAY_BOTTOM_RIGHT
}; };
// settings // settings
@@ -853,9 +853,13 @@ HRESULT STDMETHODCALLTYPE WrappedIDirect3D9::CreateDeviceEx(
for (size_t i = 0; i < num_adapters; i++) { for (size_t i = 0; i < num_adapters; i++) {
auto *params = &pPresentationParameters[i]; auto *params = &pPresentationParameters[i];
if (!GRAPHICS_WINDOWED && i == 0 && GRAPHICS_FS_CUSTOM_RESOLUTION.has_value()) { if (!GRAPHICS_WINDOWED && i == 0) {
if (GRAPHICS_FS_CUSTOM_RESOLUTION.has_value()) {
params->BackBufferWidth = GRAPHICS_FS_CUSTOM_RESOLUTION.value().first; params->BackBufferWidth = GRAPHICS_FS_CUSTOM_RESOLUTION.value().first;
params->BackBufferHeight = GRAPHICS_FS_CUSTOM_RESOLUTION.value().second; params->BackBufferHeight = GRAPHICS_FS_CUSTOM_RESOLUTION.value().second;
} else if (GRAPHICS_FS_FORCE_LANDSCAPE) {
std::swap(params->BackBufferWidth, params->BackBufferHeight);
}
} }
log_info("graphics::d3d9", log_info("graphics::d3d9",
@@ -882,10 +886,15 @@ HRESULT STDMETHODCALLTYPE WrappedIDirect3D9::CreateDeviceEx(
for (size_t i = 0; i < num_adapters; i++) { for (size_t i = 0; i < num_adapters; i++) {
auto *fullscreen_display_mode = &pFullscreenDisplayMode[i]; auto *fullscreen_display_mode = &pFullscreenDisplayMode[i];
if (!GRAPHICS_WINDOWED && i == 0 && GRAPHICS_FS_CUSTOM_RESOLUTION.has_value()) { 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->Width = GRAPHICS_FS_CUSTOM_RESOLUTION.value().first;
fullscreen_display_mode->Height = GRAPHICS_FS_CUSTOM_RESOLUTION.value().second; 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", log_info("graphics::d3d9",
"D3D9Ex fullscreen display mode for adapter {}: Width: {}, Height: {}, RefreshRate: {}, " "D3D9Ex fullscreen display mode for adapter {}: Width: {}, Height: {}, RefreshRate: {}, "
@@ -718,7 +718,37 @@ void SurfaceHook(IDirect3DDevice9 *pReal) {
const int rectTop = 576; const int rectTop = 576;
const int w = param.BackBufferWidth; const int w = param.BackBufferWidth;
const int h = param.BackBufferHeight; const int h = param.BackBufferHeight;
D3DLOCKED_RECT rect; D3DLOCKED_RECT rect;
HRESULT hr;
topSurface->LockRect(&rect, NULL, D3DLOCK_DONOTWAIT);
if (GRAPHICS_FS_FORCE_LANDSCAPE) {
const int w_new = h * 9 / 16;
const int x_new = rectLeft + ((w - w_new) / 2);
RECT originRect {
x_new,
rectTop,
(LONG)(x_new + w_new),
(LONG)(rectTop + h),
};
hr = pReal->StretchRect(
backbuffer, nullptr,
topSurface, &originRect,
D3DTEXF_LINEAR);
if (hr != D3D_OK) {
log_misc("graphics::d3d9", "StretchRect backbuffer failed (forced landscape)");
}
} else {
// stretch to add top/left offset to avoid going negative
hr = pReal->StretchRect(
backbuffer, nullptr,
topSurface, nullptr,
D3DTEXF_LINEAR);
if (hr != D3D_OK) {
log_misc("graphics::d3d9", "StretchRect backbuffer failed");
}
}
topSurface->UnlockRect();
RECT targetRect { RECT targetRect {
rectLeft, rectLeft,
@@ -727,19 +757,8 @@ void SurfaceHook(IDirect3DDevice9 *pReal) {
(LONG)(rectTop + h), (LONG)(rectTop + h),
}; };
// stretch to add top/left offset to avoid going negative
topSurface->LockRect(&rect, NULL, D3DLOCK_DONOTWAIT);
auto hr = pReal->StretchRect(
backbuffer, nullptr,
topSurface, &targetRect,
D3DTEXF_LINEAR);
if (hr != D3D_OK) {
log_misc("graphics::d3d9", "StretchRect backbuffer failed");
}
topSurface->UnlockRect();
// do the actual zoom / offset math // do the actual zoom / offset math
if (cfg::SCREENRESIZE->enable_screen_resize) {
auto& scene = cfg::SCREENRESIZE->scene_settings[cfg::SCREENRESIZE->screen_resize_current_scene]; auto& scene = cfg::SCREENRESIZE->scene_settings[cfg::SCREENRESIZE->screen_resize_current_scene];
if (scene.centered) { if (scene.centered) {
targetRect.right = (w + rectLeft) / scene.scale_x; targetRect.right = (w + rectLeft) / scene.scale_x;
@@ -758,13 +777,18 @@ void SurfaceHook(IDirect3DDevice9 *pReal) {
targetRect.bottom = scene.offset_y; targetRect.bottom = scene.offset_y;
targetRect.bottom += (h + rectTop) / scene.scale_y; targetRect.bottom += (h + rectTop) / scene.scale_y;
} }
}
// draw to back buffer // draw to back buffer
backbuffer->LockRect(&rect, NULL, D3DLOCK_DONOTWAIT); backbuffer->LockRect(&rect, NULL, D3DLOCK_DONOTWAIT);
bool use_linear_filter = true;
if (cfg::SCREENRESIZE->enable_screen_resize) {
use_linear_filter = cfg::SCREENRESIZE->enable_linear_filter;
}
hr = pReal->StretchRect( hr = pReal->StretchRect(
topSurface, &targetRect, topSurface, &targetRect,
backbuffer, nullptr, backbuffer, nullptr,
cfg::SCREENRESIZE->enable_linear_filter ? D3DTEXF_LINEAR : D3DTEXF_NONE); use_linear_filter ? D3DTEXF_LINEAR : D3DTEXF_NONE);
backbuffer->UnlockRect(); backbuffer->UnlockRect();
if (hr != D3D_OK) { if (hr != D3D_OK) {
log_misc("graphics::d3d9", "StretchRect targetRect failed"); log_misc("graphics::d3d9", "StretchRect targetRect failed");
@@ -774,7 +798,7 @@ void SurfaceHook(IDirect3DDevice9 *pReal) {
HRESULT STDMETHODCALLTYPE WrappedIDirect3DDevice9::EndScene() { HRESULT STDMETHODCALLTYPE WrappedIDirect3DDevice9::EndScene() {
WRAP_DEBUG; WRAP_DEBUG;
if (cfg::SCREENRESIZE->enable_screen_resize) { if (cfg::SCREENRESIZE->enable_screen_resize || GRAPHICS_FS_FORCE_LANDSCAPE) {
SurfaceHook(pReal); SurfaceHook(pReal);
} }
+1
View File
@@ -68,6 +68,7 @@ bool GRAPHICS_9_ON_12_REQUESTED_BY_GAME = false;
bool SUBSCREEN_FORCE_REDRAW = false; bool SUBSCREEN_FORCE_REDRAW = false;
bool D3D9_DEVICE_HOOK_DISABLE = false; bool D3D9_DEVICE_HOOK_DISABLE = false;
std::optional<std::pair<uint32_t, uint32_t>> GRAPHICS_FS_CUSTOM_RESOLUTION; std::optional<std::pair<uint32_t, uint32_t>> GRAPHICS_FS_CUSTOM_RESOLUTION;
bool GRAPHICS_FS_FORCE_LANDSCAPE = false;
// settings // settings
std::string GRAPHICS_DEVICEID = "PCI\\VEN_1002&DEV_7146"; std::string GRAPHICS_DEVICEID = "PCI\\VEN_1002&DEV_7146";
+1
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@@ -36,6 +36,7 @@ extern std::optional<int> GRAPHICS_FORCE_VSYNC_BUFFER;
extern bool GRAPHICS_FORCE_SINGLE_ADAPTER; extern bool GRAPHICS_FORCE_SINGLE_ADAPTER;
extern bool GRAPHICS_PREVENT_SECONDARY_WINDOW; extern bool GRAPHICS_PREVENT_SECONDARY_WINDOW;
extern std::optional<std::pair<uint32_t, uint32_t>> GRAPHICS_FS_CUSTOM_RESOLUTION; extern std::optional<std::pair<uint32_t, uint32_t>> GRAPHICS_FS_CUSTOM_RESOLUTION;
extern bool GRAPHICS_FS_FORCE_LANDSCAPE;
extern graphics_dx9on12_state GRAPHICS_9_ON_12_STATE; extern graphics_dx9on12_state GRAPHICS_9_ON_12_STATE;
extern bool GRAPHICS_9_ON_12_REQUESTED_BY_GAME; extern bool GRAPHICS_9_ON_12_REQUESTED_BY_GAME;
+22 -9
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@@ -367,15 +367,6 @@ int main_implementation(int argc, char *argv[]) {
GRAPHICS_FORCE_SINGLE_ADAPTER = false; GRAPHICS_FORCE_SINGLE_ADAPTER = false;
} }
if (options[launcher::Options::FullscreenResolution].is_active()) {
std::pair<uint32_t, uint32_t> result;
if (parse_width_height(options[launcher::Options::FullscreenResolution].value_text(), result)) {
GRAPHICS_FS_CUSTOM_RESOLUTION = result;
} else {
log_warning("launcher", "failed to parse -forceres");
}
}
if (options[launcher::Options::spice2x_NvapiProfile].value_bool() && !cfg::CONFIGURATOR_STANDALONE) { if (options[launcher::Options::spice2x_NvapiProfile].value_bool() && !cfg::CONFIGURATOR_STANDALONE) {
nvapi::ADD_PROFILE = true; nvapi::ADD_PROFILE = true;
} }
@@ -448,7 +439,12 @@ int main_implementation(int argc, char *argv[]) {
games::sdvx::OVERLAY_POS = games::sdvx::SDVX_OVERLAY_TOP; games::sdvx::OVERLAY_POS = games::sdvx::SDVX_OVERLAY_TOP;
} else if (txt == "center") { } else if (txt == "center") {
games::sdvx::OVERLAY_POS = games::sdvx::SDVX_OVERLAY_MIDDLE; games::sdvx::OVERLAY_POS = games::sdvx::SDVX_OVERLAY_MIDDLE;
} else if (txt == "bottomleft") {
games::sdvx::OVERLAY_POS = games::sdvx::SDVX_OVERLAY_BOTTOM_LEFT;
} else if (txt == "bottomright") {
games::sdvx::OVERLAY_POS = games::sdvx::SDVX_OVERLAY_BOTTOM_RIGHT;
} }
// else - bottom
} }
if (options[launcher::Options::spice2x_SDVXSubRedraw].value_bool()) { if (options[launcher::Options::spice2x_SDVXSubRedraw].value_bool()) {
SUBSCREEN_FORCE_REDRAW = true; SUBSCREEN_FORCE_REDRAW = true;
@@ -1160,6 +1156,23 @@ int main_implementation(int argc, char *argv[]) {
} }
log_info("launcher", "arguments:\n{}", arguments.str()); log_info("launcher", "arguments:\n{}", arguments.str());
if (options[launcher::Options::FullscreenResolution].is_active()) {
std::pair<uint32_t, uint32_t> result;
if (parse_width_height(options[launcher::Options::FullscreenResolution].value_text(), result)) {
GRAPHICS_FS_CUSTOM_RESOLUTION = result;
} else {
log_warning("launcher", "failed to parse -forceres");
}
}
if (options[launcher::Options::SDVXFullscreenLandscape].value_bool() && !GRAPHICS_WINDOWED) {
#if SPICE64
GRAPHICS_FS_FORCE_LANDSCAPE = true;
#else
log_warning("launcher", "-sdvxlandscape is not supported in 32-bit SDVX, ignoring...");
#endif
}
// deleted options // deleted options
if (options[launcher::Options::OpenKFControl].value_bool()) { if (options[launcher::Options::OpenKFControl].value_bool()) {
log_fatal("launcher", "KFControl has been removed from spice2x; please use an older version."); log_fatal("launcher", "KFControl has been removed from spice2x; please use an older version.");
+24 -3
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@@ -19,6 +19,7 @@ static const std::vector<std::string> CATEGORY_ORDER_BASIC = {
"Network", "Network",
"Overlay", "Overlay",
"Graphics (Common)", "Graphics (Common)",
"Graphics (Full Screen)",
"Graphics (Windowed)", "Graphics (Windowed)",
"Audio", "Audio",
}; };
@@ -195,7 +196,7 @@ static const std::vector<OptionDefinition> OPTION_DEFINITIONS = {
.desc = "Force the graphics device to be opened utilizing only one adapter in multi-monitor systems.\n\n" .desc = "Force the graphics device to be opened utilizing only one adapter in multi-monitor systems.\n\n"
"May cause unstable framerate and desyncs, especially if monitors have different refresh rates!", "May cause unstable framerate and desyncs, especially if monitors have different refresh rates!",
.type = OptionType::Bool, .type = OptionType::Bool,
.category = "Graphics (Common)", .category = "Graphics (Full Screen)",
}, },
{ {
.title = "Force Refresh Rate", .title = "Force Refresh Rate",
@@ -211,10 +212,11 @@ static const std::vector<OptionDefinition> OPTION_DEFINITIONS = {
.desc = .desc =
"For full screen mode, forcibly set a custom resolution.\n\n" "For full screen mode, forcibly set a custom resolution.\n\n"
"Works great for some games, but can COMPLETELY BREAK other games - YMMV!\n\n" "Works great for some games, but can COMPLETELY BREAK other games - YMMV!\n\n"
"If you are using -sdvxlandscape, put the TARGET monitor resolution in this field.\n\n"
"This should only be used as last resort if your GPU/monitor can't display the resolution required by the game", "This should only be used as last resort if your GPU/monitor can't display the resolution required by the game",
.type = OptionType::Text, .type = OptionType::Text,
.setting_name = "1280,720", .setting_name = "1280,720",
.category = "Graphics (Common)" .category = "Graphics (Full Screen)"
}, },
{ {
// Graphics9On12 // Graphics9On12
@@ -745,7 +747,13 @@ static const std::vector<OptionDefinition> OPTION_DEFINITIONS = {
.type = OptionType::Enum, .type = OptionType::Enum,
.game_name = "Sound Voltex", .game_name = "Sound Voltex",
.category = "Overlay", .category = "Overlay",
.elements = {{"top", ""}, {"center", ""}, {"bottom", ""}}, .elements = {
{"top", ""},
{"center", ""},
{"bottom", ""},
{"bottomleft", "for landscape"},
{"bottomright", "for landscape"},
},
}, },
{ {
// spice2x_SDVXSubRedraw // spice2x_SDVXSubRedraw
@@ -2025,6 +2033,19 @@ static const std::vector<OptionDefinition> OPTION_DEFINITIONS = {
.game_name = "Sound Voltex", .game_name = "Sound Voltex",
.category = "Game Options", .category = "Game Options",
}, },
{
// SDVXFullscreenLandscape
.title = "SDVX Landscape Mode (SDVX5+)",
.name = "sdvxlandscape",
.desc =
"Allows you to play in landscape by transposing resolution and applying image scaling.\n\n"
"Only for SDVX5 and above!\n\n"
"Can also be combined with -forceres option to render at larger or smaller resolution, "
"and with image resize option to zoom into certain areas of the screen",
.type = OptionType::Bool,
.game_name = "Sound Voltex",
.category = "Game Options"
},
{ {
// spice2x_EnableSMXStage // spice2x_EnableSMXStage
.title = "StepManiaX Stage Lighting Support", .title = "StepManiaX Stage Lighting Support",
+1
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@@ -222,6 +222,7 @@ namespace launcher {
spice2x_NoNVAPI, spice2x_NoNVAPI,
spice2x_NoD3D9DeviceHook, spice2x_NoD3D9DeviceHook,
spice2x_SDVXNoSub, spice2x_SDVXNoSub,
SDVXFullscreenLandscape,
spice2x_EnableSMXStage, spice2x_EnableSMXStage,
spice2x_EnableSMXDedicab, spice2x_EnableSMXDedicab,
IIDXRecQuality, IIDXRecQuality,
+24
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@@ -23,11 +23,35 @@ namespace overlay::windows {
const auto padding = ImGui::GetFrameHeight() / 2; const auto padding = ImGui::GetFrameHeight() / 2;
switch (games::sdvx::OVERLAY_POS) {
case games::sdvx::SDVX_OVERLAY_BOTTOM_LEFT:
case games::sdvx::SDVX_OVERLAY_BOTTOM_RIGHT:
this->init_size.x = (ImGui::GetIO().DisplaySize.x - (ImGui::GetIO().DisplaySize.y * 9 / 16)) / 2 - padding;
this->init_size.y = (this->init_size.x * 9 / 16) + ImGui::GetFrameHeight();
break;
case games::sdvx::SDVX_OVERLAY_TOP:
case games::sdvx::SDVX_OVERLAY_BOTTOM:
case games::sdvx::SDVX_OVERLAY_MIDDLE:
default:
this->init_size = ImVec2(ImGui::GetIO().DisplaySize.x - (padding * 2), 0.f); this->init_size = ImVec2(ImGui::GetIO().DisplaySize.x - (padding * 2), 0.f);
this->init_size.y = (this->init_size.x * 9 / 16) + ImGui::GetFrameHeight(); this->init_size.y = (this->init_size.x * 9 / 16) + ImGui::GetFrameHeight();
if (GRAPHICS_FS_FORCE_LANDSCAPE) {
this->init_size.x /= 2;
this->init_size.y /= 2;
}
break;
}
this->init_pos = ImVec2(ImGui::GetIO().DisplaySize.x / 2 - this->init_size.x / 2, 0); this->init_pos = ImVec2(ImGui::GetIO().DisplaySize.x / 2 - this->init_size.x / 2, 0);
switch (games::sdvx::OVERLAY_POS) { switch (games::sdvx::OVERLAY_POS) {
case games::sdvx::SDVX_OVERLAY_BOTTOM_LEFT:
this->init_pos.x = 0;
this->init_pos.y = ImGui::GetIO().DisplaySize.y - this->init_size.y;
break;
case games::sdvx::SDVX_OVERLAY_BOTTOM_RIGHT:
this->init_pos.x = ImGui::GetIO().DisplaySize.x - this->init_size.x;
this->init_pos.y = ImGui::GetIO().DisplaySize.y - this->init_size.y;
break;
case games::sdvx::SDVX_OVERLAY_TOP: case games::sdvx::SDVX_OVERLAY_TOP:
this->init_pos.y = padding; this->init_pos.y = padding;
break; break;