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@@ -27,9 +27,9 @@ FramebufferLayout DefaultFrameLayout(u32 width, u32 height) {
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// so just calculate them both even if the other isn't showing.
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FramebufferLayout res{width, height};
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- const float emulation_aspect_ratio{static_cast<float>(ScreenUndocked::Height) /
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- ScreenUndocked::Width};
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- const auto window_aspect_ratio = static_cast<float>(height) / width;
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+ const float window_aspect_ratio = static_cast<float>(height) / width;
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+ const float emulation_aspect_ratio = EmulationAspectRatio(
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+ static_cast<AspectRatio>(Settings::values.aspect_ratio), window_aspect_ratio);
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const Common::Rectangle<u32> screen_window_area{0, 0, width, height};
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Common::Rectangle<u32> screen = MaxRectangle(screen_window_area, emulation_aspect_ratio);
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@@ -58,4 +58,19 @@ FramebufferLayout FrameLayoutFromResolutionScale(u32 res_scale) {
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return DefaultFrameLayout(width, height);
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}
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+float EmulationAspectRatio(AspectRatio aspect, float window_aspect_ratio) {
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+ switch (aspect) {
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+ case AspectRatio::Default:
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+ return static_cast<float>(ScreenUndocked::Height) / ScreenUndocked::Width;
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+ case AspectRatio::R4_3:
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+ return 3.0f / 4.0f;
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+ case AspectRatio::R21_9:
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+ return 9.0f / 21.0f;
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+ case AspectRatio::StretchToWindow:
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+ return window_aspect_ratio;
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+ default:
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+ return static_cast<float>(ScreenUndocked::Height) / ScreenUndocked::Width;
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+ }
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+}
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+
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} // namespace Layout
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