renderer_opengl: Allow usage of interlaced 3D
This commit is contained in:
parent
6f269c375f
commit
43f8aadd52
2 changed files with 54 additions and 17 deletions
|
@ -238,6 +238,25 @@ void main() {
|
|||
}
|
||||
)";
|
||||
|
||||
static const char fragment_shader_interlaced[] = R"(
|
||||
|
||||
in vec2 frag_tex_coord;
|
||||
out vec4 color;
|
||||
|
||||
uniform vec4 o_resolution;
|
||||
|
||||
uniform sampler2D color_texture;
|
||||
uniform sampler2D color_texture_r;
|
||||
|
||||
void main() {
|
||||
float screen_row = o_resolution.x * frag_tex_coord.x;
|
||||
if (int(screen_row) % 2 == 0)
|
||||
color = texture(color_texture, frag_tex_coord);
|
||||
else
|
||||
color = texture(color_texture_r, frag_tex_coord);
|
||||
}
|
||||
)";
|
||||
|
||||
/**
|
||||
* Vertex structure that the drawn screen rectangles are composed of.
|
||||
*/
|
||||
|
@ -622,6 +641,19 @@ void RendererOpenGL::ReloadShader() {
|
|||
shader_data += shader_text;
|
||||
}
|
||||
}
|
||||
} else if (Settings::values.render_3d == Settings::StereoRenderOption::Interlaced) {
|
||||
if (Settings::values.pp_shader_name == "horizontal (builtin)") {
|
||||
shader_data += fragment_shader_interlaced;
|
||||
} else {
|
||||
std::string shader_text =
|
||||
OpenGL::GetPostProcessingShaderCode(true, Settings::values.pp_shader_name);
|
||||
if (shader_text.empty()) {
|
||||
// Should probably provide some information that the shader couldn't load
|
||||
shader_data += fragment_shader_interlaced;
|
||||
} else {
|
||||
shader_data += shader_text;
|
||||
}
|
||||
}
|
||||
} else {
|
||||
if (Settings::values.pp_shader_name == "none (builtin)") {
|
||||
shader_data += fragment_shader;
|
||||
|
@ -641,7 +673,8 @@ void RendererOpenGL::ReloadShader() {
|
|||
state.Apply();
|
||||
uniform_modelview_matrix = glGetUniformLocation(shader.handle, "modelview_matrix");
|
||||
uniform_color_texture = glGetUniformLocation(shader.handle, "color_texture");
|
||||
if (Settings::values.render_3d == Settings::StereoRenderOption::Anaglyph) {
|
||||
if (Settings::values.render_3d == Settings::StereoRenderOption::Anaglyph ||
|
||||
Settings::values.render_3d == Settings::StereoRenderOption::Interlaced) {
|
||||
uniform_color_texture_r = glGetUniformLocation(shader.handle, "color_texture_r");
|
||||
}
|
||||
uniform_i_resolution = glGetUniformLocation(shader.handle, "i_resolution");
|
||||
|
@ -752,7 +785,7 @@ void RendererOpenGL::DrawSingleScreenRotated(const ScreenInfo& screen_info, floa
|
|||
* Draws a single texture to the emulator window, rotating the texture to correct for the 3DS's LCD
|
||||
* rotation.
|
||||
*/
|
||||
void RendererOpenGL::DrawSingleScreenAnaglyphRotated(const ScreenInfo& screen_info_l,
|
||||
void RendererOpenGL::DrawSingleScreenStereoRotated(const ScreenInfo& screen_info_l,
|
||||
const ScreenInfo& screen_info_r, float x,
|
||||
float y, float w, float h) {
|
||||
const auto& texcoords = screen_info_l.display_texcoords;
|
||||
|
@ -822,8 +855,12 @@ void RendererOpenGL::DrawScreens(const Layout::FramebufferLayout& layout) {
|
|||
// Bind texture in Texture Unit 0
|
||||
glUniform1i(uniform_color_texture, 0);
|
||||
|
||||
const bool stereo_single_screen =
|
||||
Settings::values.render_3d == Settings::StereoRenderOption::Anaglyph ||
|
||||
Settings::values.render_3d == Settings::StereoRenderOption::Interlaced;
|
||||
|
||||
// Bind a second texture for the right eye if in Anaglyph mode
|
||||
if (Settings::values.render_3d == Settings::StereoRenderOption::Anaglyph) {
|
||||
if (stereo_single_screen) {
|
||||
glUniform1i(uniform_color_texture_r, 1);
|
||||
}
|
||||
|
||||
|
@ -841,10 +878,10 @@ void RendererOpenGL::DrawScreens(const Layout::FramebufferLayout& layout) {
|
|||
((float)top_screen.left / 2) + ((float)layout.width / 2),
|
||||
(float)top_screen.top, (float)top_screen.GetWidth() / 2,
|
||||
(float)top_screen.GetHeight());
|
||||
} else if (Settings::values.render_3d == Settings::StereoRenderOption::Anaglyph) {
|
||||
DrawSingleScreenAnaglyphRotated(
|
||||
screen_infos[0], screen_infos[1], (float)top_screen.left, (float)top_screen.top,
|
||||
(float)top_screen.GetWidth(), (float)top_screen.GetHeight());
|
||||
} else if (stereo_single_screen) {
|
||||
DrawSingleScreenStereoRotated(screen_infos[0], screen_infos[1], (float)top_screen.left,
|
||||
(float)top_screen.top, (float)top_screen.GetWidth(),
|
||||
(float)top_screen.GetHeight());
|
||||
}
|
||||
}
|
||||
glUniform1i(uniform_layer, 0);
|
||||
|
@ -862,8 +899,8 @@ void RendererOpenGL::DrawScreens(const Layout::FramebufferLayout& layout) {
|
|||
((float)bottom_screen.left / 2) + ((float)layout.width / 2),
|
||||
(float)bottom_screen.top, (float)bottom_screen.GetWidth() / 2,
|
||||
(float)bottom_screen.GetHeight());
|
||||
} else if (Settings::values.render_3d == Settings::StereoRenderOption::Anaglyph) {
|
||||
DrawSingleScreenAnaglyphRotated(screen_infos[2], screen_infos[2],
|
||||
} else if (stereo_single_screen) {
|
||||
DrawSingleScreenStereoRotated(screen_infos[2], screen_infos[2],
|
||||
(float)bottom_screen.left, (float)bottom_screen.top,
|
||||
(float)bottom_screen.GetWidth(),
|
||||
(float)bottom_screen.GetHeight());
|
||||
|
|
|
@ -77,7 +77,7 @@ private:
|
|||
const GPU::Regs::FramebufferConfig& framebuffer);
|
||||
void DrawScreens(const Layout::FramebufferLayout& layout);
|
||||
void DrawSingleScreenRotated(const ScreenInfo& screen_info, float x, float y, float w, float h);
|
||||
void DrawSingleScreenAnaglyphRotated(const ScreenInfo& screen_info_l,
|
||||
void DrawSingleScreenStereoRotated(const ScreenInfo& screen_info_l,
|
||||
const ScreenInfo& screen_info_r, float x, float y, float w,
|
||||
float h);
|
||||
void UpdateFramerate();
|
||||
|
|
Loading…
Reference in a new issue