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Back buffer "stretching" / not respecting aspect ratio megaissue #180

@WinterSnowfall

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@WinterSnowfall

Long story short, I think everyone is aware by now D7VK builds on top of the pre-existing DDraw implementation (WineD3D's or native Windows) mostly for surfaces, and blits.

However, DDraw is also responsible for mode setting and window control in this cursed land we operate it, and as a result D7VK has to:

  • pretend it is presenting in Windowed mode, so that it can scale properly to whatever DDraw decides is right
  • pretend to use 0 for its refresh rate, so we can ultimately use whatever DDraw decides is right

The downside of all this is that we can't control the screen's aspect ratio and we will always have to "fit to window", whatever dimensions are passed down to us.

Now we can be a little smart in cases where Wayland compositors are derpy and usually display the imagine in a little box in the top left corner of your screen, since we do have control over the back buffer size and we can ensure that is scaled properly. But that's about it.

The only workaround for this on a modesetting capable graphics server (cough, X11, cough) is to modeswitch beforehand to whatever resolution the game wants to pick, and select the aspect ratio you want to enforce either there, or on your monitor.

TLDR: I don't have a way of addressing this, since it's "broken by design" and out of our control.

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    Wine bugWaiter, there's a bug in my WinebugSomething isn't workingwontfixThis will not be worked on

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