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	renderer_opengl: Allow usage of interlaced 3D
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					 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. |  * Vertex structure that the drawn screen rectangles are composed of. | ||||||
|  */ |  */ | ||||||
|  | @ -622,6 +641,19 @@ void RendererOpenGL::ReloadShader() { | ||||||
|                 shader_data += shader_text; |                 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 { |     } 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; | ||||||
|  | @ -641,7 +673,8 @@ void RendererOpenGL::ReloadShader() { | ||||||
|     state.Apply(); |     state.Apply(); | ||||||
|     uniform_modelview_matrix = glGetUniformLocation(shader.handle, "modelview_matrix"); |     uniform_modelview_matrix = glGetUniformLocation(shader.handle, "modelview_matrix"); | ||||||
|     uniform_color_texture = glGetUniformLocation(shader.handle, "color_texture"); |     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_color_texture_r = glGetUniformLocation(shader.handle, "color_texture_r"); | ||||||
|     } |     } | ||||||
|     uniform_i_resolution = glGetUniformLocation(shader.handle, "i_resolution"); |     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 |  * Draws a single texture to the emulator window, rotating the texture to correct for the 3DS's LCD | ||||||
|  * rotation. |  * rotation. | ||||||
|  */ |  */ | ||||||
| void RendererOpenGL::DrawSingleScreenAnaglyphRotated(const ScreenInfo& screen_info_l, | void RendererOpenGL::DrawSingleScreenStereoRotated(const ScreenInfo& screen_info_l, | ||||||
|                                                    const ScreenInfo& screen_info_r, float x, |                                                    const ScreenInfo& screen_info_r, float x, | ||||||
|                                                    float y, float w, float h) { |                                                    float y, float w, float h) { | ||||||
|     const auto& texcoords = screen_info_l.display_texcoords; |     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
 |     // Bind texture in Texture Unit 0
 | ||||||
|     glUniform1i(uniform_color_texture, 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
 |     // 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); |         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.left / 2) + ((float)layout.width / 2), | ||||||
|                                     (float)top_screen.top, (float)top_screen.GetWidth() / 2, |                                     (float)top_screen.top, (float)top_screen.GetWidth() / 2, | ||||||
|                                     (float)top_screen.GetHeight()); |                                     (float)top_screen.GetHeight()); | ||||||
|         } else if (Settings::values.render_3d == Settings::StereoRenderOption::Anaglyph) { |         } else if (stereo_single_screen) { | ||||||
|             DrawSingleScreenAnaglyphRotated( |             DrawSingleScreenStereoRotated(screen_infos[0], screen_infos[1], (float)top_screen.left, | ||||||
|                 screen_infos[0], screen_infos[1], (float)top_screen.left, (float)top_screen.top, |                                           (float)top_screen.top, (float)top_screen.GetWidth(), | ||||||
|                 (float)top_screen.GetWidth(), (float)top_screen.GetHeight()); |                                           (float)top_screen.GetHeight()); | ||||||
|         } |         } | ||||||
|     } |     } | ||||||
|     glUniform1i(uniform_layer, 0); |     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.left / 2) + ((float)layout.width / 2), | ||||||
|                                     (float)bottom_screen.top, (float)bottom_screen.GetWidth() / 2, |                                     (float)bottom_screen.top, (float)bottom_screen.GetWidth() / 2, | ||||||
|                                     (float)bottom_screen.GetHeight()); |                                     (float)bottom_screen.GetHeight()); | ||||||
|         } else if (Settings::values.render_3d == Settings::StereoRenderOption::Anaglyph) { |         } else if (stereo_single_screen) { | ||||||
|             DrawSingleScreenAnaglyphRotated(screen_infos[2], screen_infos[2], |             DrawSingleScreenStereoRotated(screen_infos[2], screen_infos[2], | ||||||
|                                           (float)bottom_screen.left, (float)bottom_screen.top, |                                           (float)bottom_screen.left, (float)bottom_screen.top, | ||||||
|                                           (float)bottom_screen.GetWidth(), |                                           (float)bottom_screen.GetWidth(), | ||||||
|                                           (float)bottom_screen.GetHeight()); |                                           (float)bottom_screen.GetHeight()); | ||||||
|  |  | ||||||
|  | @ -77,7 +77,7 @@ private: | ||||||
|                                      const GPU::Regs::FramebufferConfig& framebuffer); |                                      const GPU::Regs::FramebufferConfig& framebuffer); | ||||||
|     void DrawScreens(const Layout::FramebufferLayout& layout); |     void DrawScreens(const Layout::FramebufferLayout& layout); | ||||||
|     void DrawSingleScreenRotated(const ScreenInfo& screen_info, float x, float y, float w, float h); |     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, |                                        const ScreenInfo& screen_info_r, float x, float y, float w, | ||||||
|                                        float h); |                                        float h); | ||||||
|     void UpdateFramerate(); |     void UpdateFramerate(); | ||||||
|  |  | ||||||
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