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Implement Reverse Interlaced 3D

This commit is contained in:
OneUp03 2020-10-16 11:41:08 -05:00
parent 1bb20571b1
commit a4f57e6910
6 changed files with 47 additions and 6 deletions

View File

@ -143,7 +143,8 @@ void Config::ReadValues() {
std::string default_shader = "none (builtin)"; std::string default_shader = "none (builtin)";
if (Settings::values.render_3d == Settings::StereoRenderOption::Anaglyph) if (Settings::values.render_3d == Settings::StereoRenderOption::Anaglyph)
default_shader = "dubois (builtin)"; default_shader = "dubois (builtin)";
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)
default_shader = "horizontal (builtin)"; default_shader = "horizontal (builtin)";
Settings::values.pp_shader_name = Settings::values.pp_shader_name =
sdl2_config->GetString("Renderer", "pp_shader_name", default_shader); sdl2_config->GetString("Renderer", "pp_shader_name", default_shader);

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@ -159,7 +159,7 @@ bg_blue =
bg_green = bg_green =
# Whether and how Stereoscopic 3D should be rendered # Whether and how Stereoscopic 3D should be rendered
# 0 (default): Off, 1: Side by Side, 2: Anaglyph, 3: Interlaced # 0 (default): Off, 1: Side by Side, 2: Anaglyph, 3: Interlaced, 4: Reverse Interlaced
render_3d = render_3d =
# Change 3D Intensity # Change 3D Intensity

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@ -85,7 +85,8 @@ void ConfigureEnhancements::updateShaders(Settings::StereoRenderOption stereo_op
if (stereo_option == Settings::StereoRenderOption::Anaglyph) if (stereo_option == Settings::StereoRenderOption::Anaglyph)
ui->shader_combobox->addItem(QStringLiteral("dubois (builtin)")); ui->shader_combobox->addItem(QStringLiteral("dubois (builtin)"));
else if (stereo_option == Settings::StereoRenderOption::Interlaced) else if (stereo_option == Settings::StereoRenderOption::Interlaced ||
stereo_option == Settings::StereoRenderOption::ReverseInterlaced)
ui->shader_combobox->addItem(QStringLiteral("horizontal (builtin)")); ui->shader_combobox->addItem(QStringLiteral("horizontal (builtin)"));
else else
ui->shader_combobox->addItem(QStringLiteral("none (builtin)")); ui->shader_combobox->addItem(QStringLiteral("none (builtin)"));

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@ -171,6 +171,11 @@
<string>Interlaced</string> <string>Interlaced</string>
</property> </property>
</item> </item>
<item>
<property name="text">
<string>Reverse Interlaced</string>
</property>
</item>
</widget> </widget>
</item> </item>
</layout> </layout>

View File

@ -32,7 +32,7 @@ enum class MicInputType {
Static, Static,
}; };
enum class StereoRenderOption { Off, SideBySide, Anaglyph, Interlaced }; enum class StereoRenderOption { Off, SideBySide, Anaglyph, Interlaced, ReverseInterlaced };
namespace NativeButton { namespace NativeButton {
enum Values { enum Values {

View File

@ -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. * Vertex structure that the drawn screen rectangles are composed of.
*/ */
@ -705,6 +724,19 @@ 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;
@ -725,7 +757,8 @@ void RendererOpenGL::ReloadShader() {
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) { 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_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");
@ -973,7 +1006,8 @@ void RendererOpenGL::DrawScreens(const Layout::FramebufferLayout& layout, bool f
const bool stereo_single_screen = const bool stereo_single_screen =
Settings::values.render_3d == Settings::StereoRenderOption::Anaglyph || 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 // Bind a second texture for the right eye if in Anaglyph mode
if (stereo_single_screen) { if (stereo_single_screen) {