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@@ -28,8 +28,8 @@ FramebufferLayout DefaultFrameLayout(u32 width, u32 height) {
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FramebufferLayout res{width, height};
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const float window_aspect_ratio = static_cast<float>(height) / width;
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- float emulation_aspect_ratio = EmulationAspectRatio(
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- static_cast<Aspect>(Settings::values.aspect_ratio), window_aspect_ratio);
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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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@@ -58,13 +58,15 @@ FramebufferLayout FrameLayoutFromResolutionScale(u32 res_scale) {
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return DefaultFrameLayout(width, height);
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}
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-float EmulationAspectRatio(Aspect aspect, float window_aspect_ratio) {
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+float EmulationAspectRatio(AspectRatio aspect, float window_aspect_ratio) {
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switch (aspect) {
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- case Aspect::Default:
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+ case AspectRatio::Default:
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return static_cast<float>(ScreenUndocked::Height) / ScreenUndocked::Width;
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- case Aspect::Aspect21by9:
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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 Aspect::StretchToWindow:
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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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