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-rw-r--r--src/core/frontend/framebuffer_layout.cpp17
-rw-r--r--src/core/settings.h1
2 files changed, 16 insertions, 2 deletions
diff --git a/src/core/frontend/framebuffer_layout.cpp b/src/core/frontend/framebuffer_layout.cpp
index d6d2cf3f0..f94fa0041 100644
--- a/src/core/frontend/framebuffer_layout.cpp
+++ b/src/core/frontend/framebuffer_layout.cpp
@@ -27,9 +27,22 @@ FramebufferLayout DefaultFrameLayout(u32 width, u32 height) {
// so just calculate them both even if the other isn't showing.
FramebufferLayout res{width, height};
- const float emulation_aspect_ratio{static_cast<float>(ScreenUndocked::Height) /
- ScreenUndocked::Width};
const auto window_aspect_ratio = static_cast<float>(height) / width;
+ float emulation_aspect_ratio;
+
+ switch (Settings::values.aspect_ratio) {
+ case 0: // 16:9 (Default)
+ emulation_aspect_ratio = static_cast<float>(ScreenUndocked::Height) / ScreenUndocked::Width;
+ break;
+ case 1: // 21:9
+ emulation_aspect_ratio = 9.f / 21;
+ break;
+ case 2: // Stretch to Window
+ emulation_aspect_ratio = window_aspect_ratio;
+ break;
+ default: // 16:9
+ emulation_aspect_ratio = static_cast<float>(ScreenUndocked::Height) / ScreenUndocked::Width;
+ }
const Common::Rectangle<u32> screen_window_area{0, 0, width, height};
Common::Rectangle<u32> screen = MaxRectangle(screen_window_area, emulation_aspect_ratio);
diff --git a/src/core/settings.h b/src/core/settings.h
index e1a9a0ffa..f837d3fbc 100644
--- a/src/core/settings.h
+++ b/src/core/settings.h
@@ -429,6 +429,7 @@ struct Values {
int vulkan_device;
float resolution_factor;
+ int aspect_ratio;
bool use_frame_limit;
u16 frame_limit;
bool use_disk_shader_cache;