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	Settings: Change resolution scaling to an integer instead of a float
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					 9 changed files with 27 additions and 87 deletions
				
			
		|  | @ -16,8 +16,8 @@ static const float TOP_SCREEN_ASPECT_RATIO = | |||
| static const float BOT_SCREEN_ASPECT_RATIO = | ||||
|     static_cast<float>(Core::kScreenBottomHeight) / Core::kScreenBottomWidth; | ||||
| 
 | ||||
| float FramebufferLayout::GetScalingRatio() const { | ||||
|     return static_cast<float>(top_screen.GetWidth()) / Core::kScreenTopWidth; | ||||
| u16 FramebufferLayout::GetScalingRatio() const { | ||||
|     return static_cast<u16>(((top_screen.GetWidth() - 1) / Core::kScreenTopWidth) + 1); | ||||
| } | ||||
| 
 | ||||
| // Finds the largest size subrectangle contained in window area that is confined to the aspect ratio
 | ||||
|  |  | |||
|  | @ -21,7 +21,7 @@ struct FramebufferLayout { | |||
|      * Returns the ration of pixel size of the top screen, compared to the native size of the 3DS | ||||
|      * screen. | ||||
|      */ | ||||
|     float GetScalingRatio() const; | ||||
|     u16 GetScalingRatio() const; | ||||
| }; | ||||
| 
 | ||||
| /**
 | ||||
|  |  | |||
|  | @ -95,7 +95,7 @@ struct Values { | |||
|     // Renderer
 | ||||
|     bool use_hw_renderer; | ||||
|     bool use_shader_jit; | ||||
|     float resolution_factor; | ||||
|     u16 resolution_factor; | ||||
|     bool use_vsync; | ||||
|     bool toggle_framelimit; | ||||
| 
 | ||||
|  |  | |||
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