mirror of
				https://github.com/PabloMK7/citra.git
				synced 2025-11-03 23:28:48 +00:00 
			
		
		
		
	Add reverse_interlaced uniform flag
This commit is contained in:
		
							parent
							
								
									a4f57e6910
								
							
						
					
					
						commit
						33d233fffa
					
				
					 1 changed files with 13 additions and 33 deletions
				
			
		| 
						 | 
				
			
			@ -302,28 +302,11 @@ 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);
 | 
			
		||||
}
 | 
			
		||||
)";
 | 
			
		||||
 | 
			
		||||
static const char fragment_shader_reverse_interlaced[] = R"(
 | 
			
		||||
 | 
			
		||||
in vec2 frag_tex_coord;
 | 
			
		||||
out vec4 color;
 | 
			
		||||
 | 
			
		||||
uniform vec4 o_resolution;
 | 
			
		||||
 | 
			
		||||
uniform sampler2D color_texture;
 | 
			
		||||
uniform sampler2D color_texture_r;
 | 
			
		||||
uniform int reverse_interlaced;
 | 
			
		||||
 | 
			
		||||
void main() {
 | 
			
		||||
    float screen_row = o_resolution.x * frag_tex_coord.x;
 | 
			
		||||
    if (int(screen_row) % 2 == 1)
 | 
			
		||||
    if (int(screen_row) % 2 == reverse_interlaced)
 | 
			
		||||
        color = texture(color_texture, frag_tex_coord);
 | 
			
		||||
    else
 | 
			
		||||
        color = texture(color_texture_r, frag_tex_coord);
 | 
			
		||||
| 
						 | 
				
			
			@ -711,7 +694,8 @@ void RendererOpenGL::ReloadShader() {
 | 
			
		|||
                shader_data += shader_text;
 | 
			
		||||
            }
 | 
			
		||||
        }
 | 
			
		||||
    } else if (Settings::values.render_3d == Settings::StereoRenderOption::Interlaced) {
 | 
			
		||||
    } else if (Settings::values.render_3d == Settings::StereoRenderOption::Interlaced ||
 | 
			
		||||
               Settings::values.render_3d == Settings::StereoRenderOption::ReverseInterlaced) {
 | 
			
		||||
        if (Settings::values.pp_shader_name == "horizontal (builtin)") {
 | 
			
		||||
            shader_data += fragment_shader_interlaced;
 | 
			
		||||
        } else {
 | 
			
		||||
| 
						 | 
				
			
			@ -724,19 +708,6 @@ void RendererOpenGL::ReloadShader() {
 | 
			
		|||
                shader_data += shader_text;
 | 
			
		||||
            }
 | 
			
		||||
        }
 | 
			
		||||
    } else if (Settings::values.render_3d == Settings::StereoRenderOption::ReverseInterlaced) {
 | 
			
		||||
        if (Settings::values.pp_shader_name == "horizontal (builtin)") {
 | 
			
		||||
            shader_data += fragment_shader_reverse_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_reverse_interlaced;
 | 
			
		||||
            } else {
 | 
			
		||||
                shader_data += shader_text;
 | 
			
		||||
            }
 | 
			
		||||
        }
 | 
			
		||||
    } else {
 | 
			
		||||
        if (Settings::values.pp_shader_name == "none (builtin)") {
 | 
			
		||||
            shader_data += fragment_shader;
 | 
			
		||||
| 
						 | 
				
			
			@ -761,6 +732,15 @@ void RendererOpenGL::ReloadShader() {
 | 
			
		|||
        Settings::values.render_3d == Settings::StereoRenderOption::ReverseInterlaced) {
 | 
			
		||||
        uniform_color_texture_r = glGetUniformLocation(shader.handle, "color_texture_r");
 | 
			
		||||
    }
 | 
			
		||||
    if (Settings::values.render_3d == Settings::StereoRenderOption::Interlaced ||
 | 
			
		||||
        Settings::values.render_3d == Settings::StereoRenderOption::ReverseInterlaced) {
 | 
			
		||||
        GLuint uniform_reverse_interlaced =
 | 
			
		||||
            glGetUniformLocation(shader.handle, "reverse_interlaced");
 | 
			
		||||
        if (Settings::values.render_3d == Settings::StereoRenderOption::ReverseInterlaced)
 | 
			
		||||
            glUniform1i(uniform_reverse_interlaced, 1);
 | 
			
		||||
        else
 | 
			
		||||
            glUniform1i(uniform_reverse_interlaced, 0);
 | 
			
		||||
    }
 | 
			
		||||
    uniform_i_resolution = glGetUniformLocation(shader.handle, "i_resolution");
 | 
			
		||||
    uniform_o_resolution = glGetUniformLocation(shader.handle, "o_resolution");
 | 
			
		||||
    uniform_layer = glGetUniformLocation(shader.handle, "layer");
 | 
			
		||||
| 
						 | 
				
			
			
 | 
			
		|||
		Loading…
	
	Add table
		Add a link
		
	
		Reference in a new issue