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	Add reverse_interlaced uniform flag
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					 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; | ||||||
| uniform sampler2D color_texture_r; | uniform sampler2D color_texture_r; | ||||||
| 
 | 
 | ||||||
| void main() { | uniform int reverse_interlaced; | ||||||
|     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; |  | ||||||
| 
 | 
 | ||||||
| void main() { | void main() { | ||||||
|     float screen_row = o_resolution.x * frag_tex_coord.x; |     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); |         color = texture(color_texture, frag_tex_coord); | ||||||
|     else |     else | ||||||
|         color = texture(color_texture_r, frag_tex_coord); |         color = texture(color_texture_r, frag_tex_coord); | ||||||
|  | @ -711,7 +694,8 @@ void RendererOpenGL::ReloadShader() { | ||||||
|                 shader_data += shader_text; |                 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)") { |         if (Settings::values.pp_shader_name == "horizontal (builtin)") { | ||||||
|             shader_data += fragment_shader_interlaced; |             shader_data += fragment_shader_interlaced; | ||||||
|         } else { |         } else { | ||||||
|  | @ -724,19 +708,6 @@ void RendererOpenGL::ReloadShader() { | ||||||
|                 shader_data += shader_text; |                 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 { |     } else { | ||||||
|         if (Settings::values.pp_shader_name == "none (builtin)") { |         if (Settings::values.pp_shader_name == "none (builtin)") { | ||||||
|             shader_data += fragment_shader; |             shader_data += fragment_shader; | ||||||
|  | @ -761,6 +732,15 @@ void RendererOpenGL::ReloadShader() { | ||||||
|         Settings::values.render_3d == Settings::StereoRenderOption::ReverseInterlaced) { |         Settings::values.render_3d == Settings::StereoRenderOption::ReverseInterlaced) { | ||||||
|         uniform_color_texture_r = glGetUniformLocation(shader.handle, "color_texture_r"); |         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_i_resolution = glGetUniformLocation(shader.handle, "i_resolution"); | ||||||
|     uniform_o_resolution = glGetUniformLocation(shader.handle, "o_resolution"); |     uniform_o_resolution = glGetUniformLocation(shader.handle, "o_resolution"); | ||||||
|     uniform_layer = glGetUniformLocation(shader.handle, "layer"); |     uniform_layer = glGetUniformLocation(shader.handle, "layer"); | ||||||
|  |  | ||||||
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