renderer_gl: Add swap eyes options
* Remove reverse interlaced in favour of the checkbox
This commit is contained in:
parent
a9e5e59d9a
commit
651663e5f7
14 changed files with 44 additions and 76 deletions
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@ -143,7 +143,7 @@ void Config::ReadValues() {
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ReadSetting("Renderer", Settings::values.use_vsync_new);
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ReadSetting("Renderer", Settings::values.texture_filter);
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ReadSetting("Renderer", Settings::values.mono_render_option);
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ReadSetting("Renderer", Settings::values.swap_eyes);
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ReadSetting("Renderer", Settings::values.render_3d);
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ReadSetting("Renderer", Settings::values.factor_3d);
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ReadSetting("Renderer", Settings::values.pp_shader_name);
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@ -505,9 +505,9 @@ void Config::ReadLayoutValues() {
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ReadGlobalSetting(Settings::values.swap_screen);
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ReadGlobalSetting(Settings::values.upright_screen);
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ReadGlobalSetting(Settings::values.large_screen_proportion);
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ReadBasicSetting(Settings::values.swap_eyes);
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if (global) {
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ReadBasicSetting(Settings::values.mono_render_option);
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ReadBasicSetting(Settings::values.custom_layout);
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ReadBasicSetting(Settings::values.custom_top_left);
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ReadBasicSetting(Settings::values.custom_top_top);
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@ -1017,9 +1017,9 @@ void Config::SaveLayoutValues() {
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WriteGlobalSetting(Settings::values.swap_screen);
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WriteGlobalSetting(Settings::values.upright_screen);
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WriteGlobalSetting(Settings::values.large_screen_proportion);
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WriteBasicSetting(Settings::values.swap_eyes);
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if (global) {
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WriteBasicSetting(Settings::values.mono_render_option);
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WriteBasicSetting(Settings::values.custom_layout);
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WriteBasicSetting(Settings::values.custom_top_left);
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WriteBasicSetting(Settings::values.custom_top_top);
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@ -74,9 +74,8 @@ void ConfigureEnhancements::SetConfiguration() {
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ui->render_3d_combobox->setCurrentIndex(
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static_cast<int>(Settings::values.render_3d.GetValue()));
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ui->factor_3d->setValue(Settings::values.factor_3d.GetValue());
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ui->mono_rendering_eye->setCurrentIndex(
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static_cast<int>(Settings::values.mono_render_option.GetValue()));
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updateShaders(Settings::values.render_3d.GetValue());
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ui->toggle_swap_eyes->setChecked(Settings::values.swap_eyes.GetValue());
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ui->toggle_linear_filter->setChecked(Settings::values.filter_mode.GetValue());
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ui->toggle_swap_screen->setChecked(Settings::values.swap_screen.GetValue());
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ui->toggle_upright_screen->setChecked(Settings::values.upright_screen.GetValue());
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@ -98,8 +97,7 @@ void ConfigureEnhancements::updateShaders(Settings::StereoRenderOption stereo_op
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ui->shader_combobox->clear();
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ui->shader_combobox->setEnabled(true);
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if (stereo_option == Settings::StereoRenderOption::Interlaced ||
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stereo_option == Settings::StereoRenderOption::ReverseInterlaced) {
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if (stereo_option == Settings::StereoRenderOption::Interlaced) {
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ui->shader_combobox->addItem(QStringLiteral("horizontal (builtin)"));
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ui->shader_combobox->setCurrentIndex(0);
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ui->shader_combobox->setEnabled(false);
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@ -135,8 +133,6 @@ void ConfigureEnhancements::ApplyConfiguration() {
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Settings::values.render_3d =
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static_cast<Settings::StereoRenderOption>(ui->render_3d_combobox->currentIndex());
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Settings::values.factor_3d = ui->factor_3d->value();
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Settings::values.mono_render_option =
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static_cast<Settings::MonoRenderOption>(ui->mono_rendering_eye->currentIndex());
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if (Settings::values.render_3d.GetValue() == Settings::StereoRenderOption::Anaglyph) {
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Settings::values.anaglyph_shader_name =
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ui->shader_combobox->itemText(ui->shader_combobox->currentIndex()).toStdString();
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@ -146,6 +142,8 @@ void ConfigureEnhancements::ApplyConfiguration() {
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}
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Settings::values.large_screen_proportion = ui->large_screen_proportion->value();
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ConfigurationShared::ApplyPerGameSetting(&Settings::values.swap_eyes, ui->toggle_swap_eyes,
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swap_eyes);
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ConfigurationShared::ApplyPerGameSetting(&Settings::values.filter_mode,
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ui->toggle_linear_filter, linear_filter);
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ConfigurationShared::ApplyPerGameSetting(&Settings::values.texture_filter,
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@ -174,6 +172,7 @@ void ConfigureEnhancements::SetupPerGameUI() {
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if (Settings::IsConfiguringGlobal()) {
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ui->widget_resolution->setEnabled(Settings::values.resolution_factor.UsingGlobal());
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ui->widget_texture_filter->setEnabled(Settings::values.texture_filter.UsingGlobal());
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ui->toggle_swap_eyes->setEnabled(Settings::values.swap_eyes.UsingGlobal());
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ui->toggle_linear_filter->setEnabled(Settings::values.filter_mode.UsingGlobal());
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ui->toggle_swap_screen->setEnabled(Settings::values.swap_screen.UsingGlobal());
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ui->toggle_upright_screen->setEnabled(Settings::values.upright_screen.UsingGlobal());
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@ -193,6 +192,8 @@ void ConfigureEnhancements::SetupPerGameUI() {
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linear_filter);
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ConfigurationShared::SetColoredTristate(ui->toggle_swap_screen, Settings::values.swap_screen,
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swap_screen);
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ConfigurationShared::SetColoredTristate(ui->toggle_swap_eyes, Settings::values.swap_eyes,
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swap_eyes);
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ConfigurationShared::SetColoredTristate(ui->toggle_upright_screen,
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Settings::values.upright_screen, upright_screen);
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ConfigurationShared::SetColoredTristate(ui->toggle_dump_textures,
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@ -45,5 +45,6 @@ private:
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ConfigurationShared::CheckState custom_textures;
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ConfigurationShared::CheckState preload_textures;
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ConfigurationShared::CheckState async_custom_loading;
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ConfigurationShared::CheckState swap_eyes;
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QColor bg_color;
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};
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@ -254,11 +254,6 @@
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<string>Interlaced</string>
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</property>
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</item>
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<item>
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<property name="text">
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<string>Reverse Interlaced</string>
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</property>
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</item>
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</widget>
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</item>
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</layout>
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@ -293,26 +288,12 @@
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<item>
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<layout class="QHBoxLayout" name="horizontalLayout_9">
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<item>
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<widget class="QLabel" name="label_6">
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<widget class="QCheckBox" name="toggle_swap_eyes">
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<property name="text">
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<string>Eye to Render in Monoscopic Mode</string>
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<string>Swap Eyes</string>
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</property>
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</widget>
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</item>
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<item>
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<widget class="QComboBox" name="mono_rendering_eye">
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<item>
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<property name="text">
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<string>Left Eye (default)</string>
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</property>
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</item>
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<item>
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<property name="text">
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<string>Right Eye</string>
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</property>
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</item>
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</widget>
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</item>
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</layout>
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</item>
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</layout>
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@ -544,7 +525,6 @@
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<tabstop>texture_filter_combobox</tabstop>
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<tabstop>render_3d_combobox</tabstop>
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<tabstop>factor_3d</tabstop>
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<tabstop>mono_rendering_eye</tabstop>
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<tabstop>layout_combobox</tabstop>
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<tabstop>toggle_swap_screen</tabstop>
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<tabstop>toggle_upright_screen</tabstop>
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@ -627,6 +627,8 @@ void GMainWindow::InitializeHotkeys() {
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Settings::values.frame_limit.SetGlobal(!Settings::values.frame_limit.UsingGlobal());
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UpdateStatusBar();
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});
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connect_shortcut(QStringLiteral("Swap Eyes"),
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[&] { Settings::values.swap_eyes = !Settings::values.swap_eyes; });
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connect_shortcut(QStringLiteral("Toggle Texture Dumping"),
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[&] { Settings::values.dump_textures = !Settings::values.dump_textures; });
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connect_shortcut(QStringLiteral("Toggle Custom Textures"),
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@ -84,7 +84,7 @@ void LogSettings() {
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log_setting("Renderer_TextureFilter", GetTextureFilterName(values.texture_filter.GetValue()));
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log_setting("Stereoscopy_Render3d", values.render_3d.GetValue());
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log_setting("Stereoscopy_Factor3d", values.factor_3d.GetValue());
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log_setting("Stereoscopy_MonoRenderOption", values.mono_render_option.GetValue());
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log_setting("Stereoscopy_SwapEyes", values.swap_eyes.GetValue());
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if (values.render_3d.GetValue() == StereoRenderOption::Anaglyph) {
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log_setting("Renderer_AnaglyphShader", values.anaglyph_shader_name.GetValue());
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}
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@ -52,15 +52,7 @@ enum class StereoRenderOption : u32 {
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TopBottom = 2,
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Anaglyph = 3,
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Interlaced = 4,
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ReverseInterlaced = 5,
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CardboardVR = 6
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};
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// Which eye to render when 3d is off. 800px wide mode could be added here in the future, when
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// implemented
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enum class MonoRenderOption : u32 {
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LeftEye = 0,
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RightEye = 1,
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CardboardVR = 5
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};
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enum class AudioEmulation : u32 {
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@ -468,8 +460,7 @@ struct Values {
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SwitchableSetting<StereoRenderOption> render_3d{StereoRenderOption::Off, "render_3d"};
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SwitchableSetting<u32> factor_3d{0, "factor_3d"};
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SwitchableSetting<MonoRenderOption> mono_render_option{MonoRenderOption::LeftEye,
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"mono_render_option"};
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SwitchableSetting<bool> swap_eyes{false, "swap_eyes"};
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Setting<u32> cardboard_screen_size{85, "cardboard_screen_size"};
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Setting<s32> cardboard_x_shift{0, "cardboard_x_shift"};
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@ -151,8 +151,8 @@ void TelemetrySession::AddInitialInfo(Loader::AppLoader& app_loader) {
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static_cast<int>(Settings::values.render_3d.GetValue()));
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AddField(Telemetry::FieldType::UserConfig, "Renderer_Factor3d",
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Settings::values.factor_3d.GetValue());
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AddField(Telemetry::FieldType::UserConfig, "Renderer_MonoRenderOption",
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static_cast<int>(Settings::values.mono_render_option.GetValue()));
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AddField(Telemetry::FieldType::UserConfig, "Renderer_SwapEyes",
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static_cast<int>(Settings::values.swap_eyes.GetValue()));
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AddField(Telemetry::FieldType::UserConfig, "System_IsNew3ds",
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Settings::values.is_new_3ds.GetValue());
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AddField(Telemetry::FieldType::UserConfig, "System_RegionValue",
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@ -23,6 +23,7 @@ layout(binding = 1) uniform sampler2D color_texture_r;
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uniform vec4 resolution;
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uniform int layer;
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uniform bool swap_eyes;
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const vec3 gamma_map = vec3(1.6, 0.8, 1.0);
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@ -37,7 +38,7 @@ vec3 correct_color(vec3 original) {
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void main() {
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vec4 color_left = texture(color_texture, frag_tex_coord);
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vec4 color_right = texture(color_texture_r, frag_tex_coord);
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vec3 optimized_color = clamp(color_left.rgb * left_filter, vec3(0.0), vec3(1.0)) +
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clamp(color_right.rgb * right_filter, vec3(0.0), vec3(1.0));
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vec3 optimized_color = clamp(color_left.rgb * (swap_eyes ? right_filter : left_filter), vec3(0.0), vec3(1.0)) +
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clamp(color_right.rgb * (swap_eyes ? left_filter : right_filter), vec3(0.0), vec3(1.0));
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color = vec4(correct_color(optimized_color), color_left.a);
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}
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@ -7,18 +7,22 @@
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layout(location = 0) in vec2 frag_tex_coord;
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layout(location = 0) out vec4 color;
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layout(binding = 0) uniform sampler2D color_texture;
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layout(binding = 0) uniform sampler2D color_texture_l;
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layout(binding = 1) uniform sampler2D color_texture_r;
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uniform vec4 o_resolution;
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uniform int reverse_interlaced;
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uniform ivec2 screen_pos;
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uniform bool swap_eyes;
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void main() {
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float screen_row = o_resolution.x * frag_tex_coord.x;
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const int is_even = int(screen_pos.y % 2 == 0);
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if (int(screen_row) % 2 == is_even)
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color = texture(color_texture, frag_tex_coord);
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else
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bool is_even = screen_pos.y % 2 == 0;
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if (swap_eyes) {
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is_even = !is_even;
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}
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if (int(screen_row) % 2 == int(is_even)) {
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color = texture(color_texture_l, frag_tex_coord);
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} else {
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color = texture(color_texture_r, frag_tex_coord);
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}
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}
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@ -404,9 +404,7 @@ void RendererOpenGL::ReloadShader() {
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shader_data += shader_text;
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}
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}
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} else if (Settings::values.render_3d.GetValue() == Settings::StereoRenderOption::Interlaced ||
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Settings::values.render_3d.GetValue() ==
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Settings::StereoRenderOption::ReverseInterlaced) {
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} else if (Settings::values.render_3d.GetValue() == Settings::StereoRenderOption::Interlaced) {
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shader_data += HostShaders::OPENGL_PRESENT_INTERLACED_FRAG;
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} else {
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if (Settings::values.pp_shader_name.GetValue() == "none (builtin)") {
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@ -428,20 +426,10 @@ void RendererOpenGL::ReloadShader() {
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uniform_modelview_matrix = glGetUniformLocation(shader.handle, "modelview_matrix");
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uniform_color_texture = glGetUniformLocation(shader.handle, "color_texture");
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if (Settings::values.render_3d.GetValue() == Settings::StereoRenderOption::Anaglyph ||
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Settings::values.render_3d.GetValue() == Settings::StereoRenderOption::Interlaced ||
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Settings::values.render_3d.GetValue() == Settings::StereoRenderOption::ReverseInterlaced) {
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Settings::values.render_3d.GetValue() == Settings::StereoRenderOption::Interlaced) {
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uniform_swap_eyes = glGetUniformLocation(shader.handle, "swap_eyes");
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uniform_color_texture_r = glGetUniformLocation(shader.handle, "color_texture_r");
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}
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if (Settings::values.render_3d.GetValue() == Settings::StereoRenderOption::Interlaced ||
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Settings::values.render_3d.GetValue() == Settings::StereoRenderOption::ReverseInterlaced) {
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GLuint uniform_reverse_interlaced =
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glGetUniformLocation(shader.handle, "reverse_interlaced");
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if (Settings::values.render_3d.GetValue() ==
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Settings::StereoRenderOption::ReverseInterlaced)
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glUniform1i(uniform_reverse_interlaced, 1);
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else
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glUniform1i(uniform_reverse_interlaced, 0);
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}
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uniform_i_resolution = glGetUniformLocation(shader.handle, "i_resolution");
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uniform_o_resolution = glGetUniformLocation(shader.handle, "o_resolution");
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uniform_layer = glGetUniformLocation(shader.handle, "layer");
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@ -686,8 +674,7 @@ void RendererOpenGL::DrawScreens(const Layout::FramebufferLayout& layout, bool f
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const bool stereo_single_screen =
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Settings::values.render_3d.GetValue() == Settings::StereoRenderOption::Anaglyph ||
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Settings::values.render_3d.GetValue() == Settings::StereoRenderOption::Interlaced ||
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Settings::values.render_3d.GetValue() == Settings::StereoRenderOption::ReverseInterlaced;
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Settings::values.render_3d.GetValue() == Settings::StereoRenderOption::Interlaced;
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// Set the screen position
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const auto screen_pos = render_window.GetScreenPos() +
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@ -760,7 +747,7 @@ void RendererOpenGL::DrawTopScreen(const Layout::FramebufferLayout& layout,
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: Layout::DisplayOrientation::Portrait;
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switch (Settings::values.render_3d.GetValue()) {
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case Settings::StereoRenderOption::Off: {
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const int eye = static_cast<int>(Settings::values.mono_render_option.GetValue());
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const u32 eye = static_cast<u32>(Settings::values.swap_eyes.GetValue());
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DrawSingleScreen(screen_infos[eye], top_screen_left, top_screen_top, top_screen_width,
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top_screen_height, orientation);
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break;
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@ -794,8 +781,8 @@ void RendererOpenGL::DrawTopScreen(const Layout::FramebufferLayout& layout,
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break;
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}
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case Settings::StereoRenderOption::Anaglyph:
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case Settings::StereoRenderOption::Interlaced:
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case Settings::StereoRenderOption::ReverseInterlaced: {
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case Settings::StereoRenderOption::Interlaced: {
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glUniform1i(uniform_swap_eyes, Settings::values.swap_eyes.GetValue());
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DrawSingleScreenStereo(screen_infos[0], screen_infos[1], top_screen_left, top_screen_top,
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top_screen_width, top_screen_height, orientation);
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break;
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@ -852,8 +839,8 @@ void RendererOpenGL::DrawBottomScreen(const Layout::FramebufferLayout& layout,
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break;
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}
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case Settings::StereoRenderOption::Anaglyph:
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case Settings::StereoRenderOption::Interlaced:
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case Settings::StereoRenderOption::ReverseInterlaced: {
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case Settings::StereoRenderOption::Interlaced: {
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glUniform1i(uniform_swap_eyes, Settings::values.swap_eyes.GetValue());
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DrawSingleScreenStereo(screen_infos[2], screen_infos[2], bottom_screen_left,
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bottom_screen_top, bottom_screen_width, bottom_screen_height,
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orientation);
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@ -103,6 +103,7 @@ private:
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GLuint uniform_modelview_matrix;
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GLuint uniform_color_texture;
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GLuint uniform_color_texture_r;
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GLuint uniform_swap_eyes;
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// Shader uniform for Dolphin compatibility
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GLuint uniform_i_resolution;
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