mirror of
				https://github.com/PabloMK7/citra.git
				synced 2025-11-03 23:28:48 +00:00 
			
		
		
		
	Implement Reverse Interlaced 3D
This commit is contained in:
		
							parent
							
								
									1bb20571b1
								
							
						
					
					
						commit
						a4f57e6910
					
				
					 6 changed files with 47 additions and 6 deletions
				
			
		| 
						 | 
				
			
			@ -311,6 +311,25 @@ void main() {
 | 
			
		|||
}
 | 
			
		||||
)";
 | 
			
		||||
 | 
			
		||||
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() {
 | 
			
		||||
    float screen_row = o_resolution.x * frag_tex_coord.x;
 | 
			
		||||
    if (int(screen_row) % 2 == 1)
 | 
			
		||||
        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.
 | 
			
		||||
 */
 | 
			
		||||
| 
						 | 
				
			
			@ -705,6 +724,19 @@ 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;
 | 
			
		||||
| 
						 | 
				
			
			@ -725,7 +757,8 @@ void RendererOpenGL::ReloadShader() {
 | 
			
		|||
    uniform_modelview_matrix = glGetUniformLocation(shader.handle, "modelview_matrix");
 | 
			
		||||
    uniform_color_texture = glGetUniformLocation(shader.handle, "color_texture");
 | 
			
		||||
    if (Settings::values.render_3d == Settings::StereoRenderOption::Anaglyph ||
 | 
			
		||||
        Settings::values.render_3d == Settings::StereoRenderOption::Interlaced) {
 | 
			
		||||
        Settings::values.render_3d == Settings::StereoRenderOption::Interlaced ||
 | 
			
		||||
        Settings::values.render_3d == Settings::StereoRenderOption::ReverseInterlaced) {
 | 
			
		||||
        uniform_color_texture_r = glGetUniformLocation(shader.handle, "color_texture_r");
 | 
			
		||||
    }
 | 
			
		||||
    uniform_i_resolution = glGetUniformLocation(shader.handle, "i_resolution");
 | 
			
		||||
| 
						 | 
				
			
			@ -973,7 +1006,8 @@ void RendererOpenGL::DrawScreens(const Layout::FramebufferLayout& layout, bool f
 | 
			
		|||
 | 
			
		||||
    const bool stereo_single_screen =
 | 
			
		||||
        Settings::values.render_3d == Settings::StereoRenderOption::Anaglyph ||
 | 
			
		||||
        Settings::values.render_3d == Settings::StereoRenderOption::Interlaced;
 | 
			
		||||
        Settings::values.render_3d == Settings::StereoRenderOption::Interlaced ||
 | 
			
		||||
        Settings::values.render_3d == Settings::StereoRenderOption::ReverseInterlaced;
 | 
			
		||||
 | 
			
		||||
    // Bind a second texture for the right eye if in Anaglyph mode
 | 
			
		||||
    if (stereo_single_screen) {
 | 
			
		||||
| 
						 | 
				
			
			
 | 
			
		|||
		Loading…
	
	Add table
		Add a link
		
	
		Reference in a new issue