renderer_opengl: Allow usage of interlaced 3D

This commit is contained in:
iwubcode 2019-12-06 01:44:16 -06:00
parent 6f269c375f
commit 43f8aadd52
2 changed files with 54 additions and 17 deletions

View file

@ -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");
@ -752,9 +785,9 @@ 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,
const ScreenInfo& screen_info_r, float x,
float y, float w, float h) {
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;
const std::array<ScreenRectVertex, 4> vertices = {{
@ -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);
@ -862,11 +899,11 @@ 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],
(float)bottom_screen.left, (float)bottom_screen.top,
(float)bottom_screen.GetWidth(),
(float)bottom_screen.GetHeight());
} 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());
}
}
}

View file

@ -77,9 +77,9 @@ 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,
const ScreenInfo& screen_info_r, float x, float y, float w,
float h);
void DrawSingleScreenStereoRotated(const ScreenInfo& screen_info_l,
const ScreenInfo& screen_info_r, float x, float y, float w,
float h);
void UpdateFramerate();
// Loads framebuffer from emulated memory into the display information structure