renderer_opengl: Allow usage of interlaced 3D
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6f269c375f
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43f8aadd52
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@ -238,6 +238,25 @@ void main() {
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}
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)";
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static const char fragment_shader_interlaced[] = R"(
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in vec2 frag_tex_coord;
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out vec4 color;
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uniform vec4 o_resolution;
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uniform sampler2D color_texture;
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uniform sampler2D color_texture_r;
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void main() {
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float screen_row = o_resolution.x * frag_tex_coord.x;
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if (int(screen_row) % 2 == 0)
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color = texture(color_texture, frag_tex_coord);
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else
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color = texture(color_texture_r, frag_tex_coord);
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}
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)";
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/**
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* Vertex structure that the drawn screen rectangles are composed of.
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*/
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@ -622,6 +641,19 @@ void RendererOpenGL::ReloadShader() {
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shader_data += shader_text;
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}
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}
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} else if (Settings::values.render_3d == Settings::StereoRenderOption::Interlaced) {
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if (Settings::values.pp_shader_name == "horizontal (builtin)") {
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shader_data += fragment_shader_interlaced;
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} else {
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std::string shader_text =
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OpenGL::GetPostProcessingShaderCode(true, Settings::values.pp_shader_name);
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if (shader_text.empty()) {
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// Should probably provide some information that the shader couldn't load
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shader_data += fragment_shader_interlaced;
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} else {
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shader_data += shader_text;
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}
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}
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} else {
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if (Settings::values.pp_shader_name == "none (builtin)") {
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shader_data += fragment_shader;
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@ -641,7 +673,8 @@ void RendererOpenGL::ReloadShader() {
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state.Apply();
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uniform_modelview_matrix = glGetUniformLocation(shader.handle, "modelview_matrix");
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uniform_color_texture = glGetUniformLocation(shader.handle, "color_texture");
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if (Settings::values.render_3d == Settings::StereoRenderOption::Anaglyph) {
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if (Settings::values.render_3d == Settings::StereoRenderOption::Anaglyph ||
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Settings::values.render_3d == Settings::StereoRenderOption::Interlaced) {
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uniform_color_texture_r = glGetUniformLocation(shader.handle, "color_texture_r");
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}
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uniform_i_resolution = glGetUniformLocation(shader.handle, "i_resolution");
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@ -752,9 +785,9 @@ void RendererOpenGL::DrawSingleScreenRotated(const ScreenInfo& screen_info, floa
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* Draws a single texture to the emulator window, rotating the texture to correct for the 3DS's LCD
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* rotation.
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*/
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void RendererOpenGL::DrawSingleScreenAnaglyphRotated(const ScreenInfo& screen_info_l,
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const ScreenInfo& screen_info_r, float x,
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float y, float w, float h) {
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void RendererOpenGL::DrawSingleScreenStereoRotated(const ScreenInfo& screen_info_l,
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const ScreenInfo& screen_info_r, float x,
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float y, float w, float h) {
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const auto& texcoords = screen_info_l.display_texcoords;
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const std::array<ScreenRectVertex, 4> vertices = {{
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@ -822,8 +855,12 @@ void RendererOpenGL::DrawScreens(const Layout::FramebufferLayout& layout) {
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// Bind texture in Texture Unit 0
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glUniform1i(uniform_color_texture, 0);
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const bool stereo_single_screen =
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Settings::values.render_3d == Settings::StereoRenderOption::Anaglyph ||
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Settings::values.render_3d == Settings::StereoRenderOption::Interlaced;
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// Bind a second texture for the right eye if in Anaglyph mode
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if (Settings::values.render_3d == Settings::StereoRenderOption::Anaglyph) {
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if (stereo_single_screen) {
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glUniform1i(uniform_color_texture_r, 1);
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}
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@ -841,10 +878,10 @@ void RendererOpenGL::DrawScreens(const Layout::FramebufferLayout& layout) {
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((float)top_screen.left / 2) + ((float)layout.width / 2),
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(float)top_screen.top, (float)top_screen.GetWidth() / 2,
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(float)top_screen.GetHeight());
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} else if (Settings::values.render_3d == Settings::StereoRenderOption::Anaglyph) {
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DrawSingleScreenAnaglyphRotated(
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screen_infos[0], screen_infos[1], (float)top_screen.left, (float)top_screen.top,
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(float)top_screen.GetWidth(), (float)top_screen.GetHeight());
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} else if (stereo_single_screen) {
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DrawSingleScreenStereoRotated(screen_infos[0], screen_infos[1], (float)top_screen.left,
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(float)top_screen.top, (float)top_screen.GetWidth(),
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(float)top_screen.GetHeight());
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}
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}
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glUniform1i(uniform_layer, 0);
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@ -862,11 +899,11 @@ void RendererOpenGL::DrawScreens(const Layout::FramebufferLayout& layout) {
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((float)bottom_screen.left / 2) + ((float)layout.width / 2),
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(float)bottom_screen.top, (float)bottom_screen.GetWidth() / 2,
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(float)bottom_screen.GetHeight());
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} else if (Settings::values.render_3d == Settings::StereoRenderOption::Anaglyph) {
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DrawSingleScreenAnaglyphRotated(screen_infos[2], screen_infos[2],
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(float)bottom_screen.left, (float)bottom_screen.top,
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(float)bottom_screen.GetWidth(),
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(float)bottom_screen.GetHeight());
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} else if (stereo_single_screen) {
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DrawSingleScreenStereoRotated(screen_infos[2], screen_infos[2],
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(float)bottom_screen.left, (float)bottom_screen.top,
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(float)bottom_screen.GetWidth(),
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(float)bottom_screen.GetHeight());
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}
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}
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}
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@ -77,9 +77,9 @@ private:
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const GPU::Regs::FramebufferConfig& framebuffer);
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void DrawScreens(const Layout::FramebufferLayout& layout);
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void DrawSingleScreenRotated(const ScreenInfo& screen_info, float x, float y, float w, float h);
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void DrawSingleScreenAnaglyphRotated(const ScreenInfo& screen_info_l,
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const ScreenInfo& screen_info_r, float x, float y, float w,
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float h);
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void DrawSingleScreenStereoRotated(const ScreenInfo& screen_info_l,
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const ScreenInfo& screen_info_r, float x, float y, float w,
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float h);
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void UpdateFramerate();
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// Loads framebuffer from emulated memory into the display information structure
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