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Merge pull request #5906 from SachinVin/android2

Backport some more stuff from android
This commit is contained in:
bunnei 2022-01-04 17:40:33 -08:00 committed by GitHub
commit 6dfb74a8b9
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GPG Key ID: 4AEE18F83AFDEB23
12 changed files with 331 additions and 19 deletions

View File

@ -696,8 +696,8 @@ void SetUserPath(const std::string& path) {
g_paths.emplace(UserPath::ConfigDir, user_path + CONFIG_DIR DIR_SEP);
g_paths.emplace(UserPath::CacheDir, user_path + CACHE_DIR DIR_SEP);
#elif ANDROID
if (FileUtil::Exists(ROOT_DIR DIR_SEP SDCARD_DIR)) {
user_path = ROOT_DIR DIR_SEP SDCARD_DIR DIR_SEP EMU_DATA_DIR DIR_SEP;
if (FileUtil::Exists(DIR_SEP SDCARD_DIR)) {
user_path = DIR_SEP SDCARD_DIR DIR_SEP EMU_DATA_DIR DIR_SEP;
g_paths.emplace(UserPath::ConfigDir, user_path + CONFIG_DIR DIR_SEP);
g_paths.emplace(UserPath::CacheDir, user_path + CACHE_DIR DIR_SEP);
}

View File

@ -541,11 +541,11 @@ void System::Shutdown(bool is_deserializing) {
archive_manager.reset();
service_manager.reset();
dsp_core.reset();
cpu_cores.clear();
kernel.reset();
cpu_cores.clear();
timing.reset();
if (video_dumper->IsDumping()) {
if (video_dumper && video_dumper->IsDumping()) {
video_dumper->StopDumping();
}
@ -554,6 +554,8 @@ void System::Shutdown(bool is_deserializing) {
room_member->SendGameInfo(game_info);
}
memory.reset();
LOG_DEBUG(Core, "Shutdown OK");
}

View File

@ -73,6 +73,14 @@ static bool IsWithinTouchscreen(const Layout::FramebufferLayout& layout, unsigne
framebuffer_x < layout.bottom_screen.right / 2) ||
(framebuffer_x >= (layout.bottom_screen.left / 2) + (layout.width / 2) &&
framebuffer_x < (layout.bottom_screen.right / 2) + (layout.width / 2))));
} else if (Settings::values.render_3d == Settings::StereoRenderOption::CardboardVR) {
return (framebuffer_y >= layout.bottom_screen.top &&
framebuffer_y < layout.bottom_screen.bottom &&
((framebuffer_x >= layout.bottom_screen.left &&
framebuffer_x < layout.bottom_screen.right) ||
(framebuffer_x >= layout.cardboard.bottom_screen_right_eye + (layout.width / 2) &&
framebuffer_x < layout.cardboard.bottom_screen_right_eye +
layout.bottom_screen.GetWidth() + (layout.width / 2))));
} else {
return (framebuffer_y >= layout.bottom_screen.top &&
framebuffer_y < layout.bottom_screen.bottom &&
@ -82,9 +90,14 @@ static bool IsWithinTouchscreen(const Layout::FramebufferLayout& layout, unsigne
}
std::tuple<unsigned, unsigned> EmuWindow::ClipToTouchScreen(unsigned new_x, unsigned new_y) const {
if (Settings::values.render_3d == Settings::StereoRenderOption::SideBySide) {
if (new_x >= framebuffer_layout.width / 2)
if (new_x >= framebuffer_layout.width / 2) {
if (Settings::values.render_3d == Settings::StereoRenderOption::SideBySide)
new_x -= framebuffer_layout.width / 2;
else if (Settings::values.render_3d == Settings::StereoRenderOption::CardboardVR)
new_x -=
(framebuffer_layout.width / 2) - (framebuffer_layout.cardboard.user_x_shift * 2);
}
if (Settings::values.render_3d == Settings::StereoRenderOption::SideBySide) {
new_x = std::max(new_x, framebuffer_layout.bottom_screen.left / 2);
new_x = std::min(new_x, framebuffer_layout.bottom_screen.right / 2 - 1);
} else {
@ -98,13 +111,17 @@ std::tuple<unsigned, unsigned> EmuWindow::ClipToTouchScreen(unsigned new_x, unsi
return std::make_tuple(new_x, new_y);
}
void EmuWindow::TouchPressed(unsigned framebuffer_x, unsigned framebuffer_y) {
bool EmuWindow::TouchPressed(unsigned framebuffer_x, unsigned framebuffer_y) {
if (!IsWithinTouchscreen(framebuffer_layout, framebuffer_x, framebuffer_y))
return;
return false;
if (Settings::values.render_3d == Settings::StereoRenderOption::SideBySide &&
framebuffer_x >= framebuffer_layout.width / 2)
framebuffer_x -= framebuffer_layout.width / 2;
if (framebuffer_x >= framebuffer_layout.width / 2) {
if (Settings::values.render_3d == Settings::StereoRenderOption::SideBySide)
framebuffer_x -= framebuffer_layout.width / 2;
else if (Settings::values.render_3d == Settings::StereoRenderOption::CardboardVR)
framebuffer_x -=
(framebuffer_layout.width / 2) - (framebuffer_layout.cardboard.user_x_shift * 2);
}
std::lock_guard guard(touch_state->mutex);
if (Settings::values.render_3d == Settings::StereoRenderOption::SideBySide) {
touch_state->touch_x =
@ -126,6 +143,7 @@ void EmuWindow::TouchPressed(unsigned framebuffer_x, unsigned framebuffer_y) {
}
touch_state->touch_pressed = true;
return true;
}
void EmuWindow::TouchReleased() {
@ -145,7 +163,8 @@ void EmuWindow::TouchMoved(unsigned framebuffer_x, unsigned framebuffer_y) {
TouchPressed(framebuffer_x, framebuffer_y);
}
void EmuWindow::UpdateCurrentFramebufferLayout(unsigned width, unsigned height) {
void EmuWindow::UpdateCurrentFramebufferLayout(unsigned width, unsigned height,
bool is_portrait_mode) {
Layout::FramebufferLayout layout;
const auto layout_option = Settings::values.layout_option;
const auto min_size =
@ -156,6 +175,12 @@ void EmuWindow::UpdateCurrentFramebufferLayout(unsigned width, unsigned height)
} else {
width = std::max(width, min_size.first);
height = std::max(height, min_size.second);
// If in portrait mode, only the MobilePortrait option really makes sense
const Settings::LayoutOption layout_option = is_portrait_mode
? Settings::LayoutOption::MobilePortrait
: Settings::values.layout_option;
switch (layout_option) {
case Settings::LayoutOption::SingleScreen:
layout = Layout::SingleFrameLayout(width, height, Settings::values.swap_screen,
@ -169,6 +194,13 @@ void EmuWindow::UpdateCurrentFramebufferLayout(unsigned width, unsigned height)
layout = Layout::SideFrameLayout(width, height, Settings::values.swap_screen,
Settings::values.upright_screen);
break;
case Settings::LayoutOption::MobilePortrait:
layout = Layout::MobilePortraitFrameLayout(width, height, Settings::values.swap_screen);
break;
case Settings::LayoutOption::MobileLandscape:
layout = Layout::MobileLandscapeFrameLayout(width, height, Settings::values.swap_screen,
2.25f, false);
break;
case Settings::LayoutOption::Default:
default:
layout = Layout::DefaultFrameLayout(width, height, Settings::values.swap_screen,
@ -177,6 +209,9 @@ void EmuWindow::UpdateCurrentFramebufferLayout(unsigned width, unsigned height)
}
UpdateMinimumWindowSize(min_size);
}
if (Settings::values.render_3d == Settings::StereoRenderOption::CardboardVR) {
layout = Layout::GetCardboardSettings(layout);
}
NotifyFramebufferLayoutChanged(layout);
}

View File

@ -115,8 +115,9 @@ public:
* Signal that a touch pressed event has occurred (e.g. mouse click pressed)
* @param framebuffer_x Framebuffer x-coordinate that was pressed
* @param framebuffer_y Framebuffer y-coordinate that was pressed
* @returns True if the coordinates are within the touchpad, otherwise false
*/
void TouchPressed(unsigned framebuffer_x, unsigned framebuffer_y);
bool TouchPressed(unsigned framebuffer_x, unsigned framebuffer_y);
/// Signal that a touch released event has occurred (e.g. mouse click released)
void TouchReleased();
@ -159,7 +160,8 @@ public:
* Convenience method to update the current frame layout
* Read from the current settings to determine which layout to use.
*/
void UpdateCurrentFramebufferLayout(unsigned width, unsigned height);
void UpdateCurrentFramebufferLayout(unsigned width, unsigned height,
bool is_portrait_mode = {});
std::unique_ptr<TextureMailbox> mailbox = nullptr;

View File

@ -117,6 +117,82 @@ FramebufferLayout DefaultFrameLayout(u32 width, u32 height, bool swapped, bool u
return res;
}
FramebufferLayout MobilePortraitFrameLayout(u32 width, u32 height, bool swapped) {
ASSERT(width > 0);
ASSERT(height > 0);
FramebufferLayout res{width, height, true, true, {}, {}};
// Default layout gives equal screen sizes to the top and bottom screen
Common::Rectangle<u32> screen_window_area{0, 0, width, height / 2};
Common::Rectangle<u32> top_screen = maxRectangle(screen_window_area, TOP_SCREEN_ASPECT_RATIO);
Common::Rectangle<u32> bot_screen = maxRectangle(screen_window_area, BOT_SCREEN_ASPECT_RATIO);
float window_aspect_ratio = static_cast<float>(height) / width;
// both screens height are taken into account by multiplying by 2
float emulation_aspect_ratio = TOP_SCREEN_ASPECT_RATIO * 2;
if (window_aspect_ratio < emulation_aspect_ratio) {
// Apply borders to the left and right sides of the window.
top_screen =
top_screen.TranslateX((screen_window_area.GetWidth() - top_screen.GetWidth()) / 2);
bot_screen =
bot_screen.TranslateX((screen_window_area.GetWidth() - bot_screen.GetWidth()) / 2);
} else {
// Window is narrower than the emulation content
// Recalculate the bottom screen to account for the width difference between top and bottom
bot_screen = bot_screen.TranslateX((top_screen.GetWidth() - bot_screen.GetWidth()) / 2);
}
// Move the top screen to the bottom if we are swapped.
res.top_screen = swapped ? top_screen.TranslateY(bot_screen.GetHeight()) : top_screen;
res.bottom_screen = swapped ? bot_screen : bot_screen.TranslateY(top_screen.GetHeight());
return res;
}
FramebufferLayout MobileLandscapeFrameLayout(u32 width, u32 height, bool swapped,
float scale_factor, bool center_vertical) {
ASSERT(width > 0);
ASSERT(height > 0);
FramebufferLayout res{width, height, true, true, {}, {}};
// Split the window into two parts. Give 4x width to the main screen and 1x width to the small
// To do that, find the total emulation box and maximize that based on window size
float window_aspect_ratio = static_cast<float>(height) / width;
float emulation_aspect_ratio =
swapped ? Core::kScreenBottomHeight * scale_factor /
(Core::kScreenBottomWidth * scale_factor + Core::kScreenTopWidth)
: Core::kScreenTopHeight * scale_factor /
(Core::kScreenTopWidth * scale_factor + Core::kScreenBottomWidth);
float large_screen_aspect_ratio = swapped ? BOT_SCREEN_ASPECT_RATIO : TOP_SCREEN_ASPECT_RATIO;
float small_screen_aspect_ratio = swapped ? TOP_SCREEN_ASPECT_RATIO : BOT_SCREEN_ASPECT_RATIO;
Common::Rectangle<u32> screen_window_area{0, 0, width, height};
Common::Rectangle<u32> total_rect = maxRectangle(screen_window_area, emulation_aspect_ratio);
Common::Rectangle<u32> large_screen = maxRectangle(total_rect, large_screen_aspect_ratio);
Common::Rectangle<u32> fourth_size_rect = total_rect.Scale(1.f / scale_factor);
Common::Rectangle<u32> small_screen = maxRectangle(fourth_size_rect, small_screen_aspect_ratio);
if (window_aspect_ratio < emulation_aspect_ratio) {
large_screen =
large_screen.TranslateX((screen_window_area.GetWidth() - total_rect.GetWidth()) / 2);
} else if (center_vertical) {
large_screen = large_screen.TranslateY((height - total_rect.GetHeight()) / 2);
}
// Shift the small screen to the bottom right corner
small_screen = small_screen.TranslateX(large_screen.right);
if (center_vertical) {
small_screen.TranslateY(large_screen.GetHeight() + large_screen.top -
small_screen.GetHeight());
}
res.top_screen = swapped ? small_screen : large_screen;
res.bottom_screen = swapped ? large_screen : small_screen;
return res;
}
FramebufferLayout SingleFrameLayout(u32 width, u32 height, bool swapped, bool upright) {
ASSERT(width > 0);
ASSERT(height > 0);
@ -346,6 +422,22 @@ FramebufferLayout FrameLayoutFromResolutionScale(u32 res_scale) {
layout = SideFrameLayout(width, height, Settings::values.swap_screen,
Settings::values.upright_screen);
break;
case Settings::LayoutOption::MobilePortrait:
width = Core::kScreenTopWidth * res_scale;
height = (Core::kScreenTopHeight + Core::kScreenBottomHeight) * res_scale;
layout = MobilePortraitFrameLayout(width, height, Settings::values.swap_screen);
break;
case Settings::LayoutOption::MobileLandscape:
if (Settings::values.swap_screen) {
width = (Core::kScreenBottomWidth + Core::kScreenTopWidth / 2.25f) * res_scale;
height = Core::kScreenBottomHeight * res_scale;
} else {
width = (Core::kScreenTopWidth + Core::kScreenBottomWidth / 2.25f) * res_scale;
height = Core::kScreenTopHeight * res_scale;
}
layout = MobileLandscapeFrameLayout(width, height, Settings::values.swap_screen, 2.25f,
false);
break;
case Settings::LayoutOption::Default:
default:
if (Settings::values.upright_screen) {
@ -360,9 +452,92 @@ FramebufferLayout FrameLayoutFromResolutionScale(u32 res_scale) {
break;
}
}
if (Settings::values.render_3d == Settings::StereoRenderOption::CardboardVR) {
layout = Layout::GetCardboardSettings(layout);
}
return layout;
}
FramebufferLayout GetCardboardSettings(FramebufferLayout layout) {
FramebufferLayout newLayout = layout;
float top_screen_left = 0;
float top_screen_top = 0;
float bottom_screen_left = 0;
float bottom_screen_top = 0;
float cardboardScreenScale = Settings::values.cardboard_screen_size / 100.0f;
float top_screen_width = layout.top_screen.GetWidth() / 2.0f * cardboardScreenScale;
float top_screen_height = layout.top_screen.GetHeight() / 2.0f * cardboardScreenScale;
float bottom_screen_width = layout.bottom_screen.GetWidth() / 2.0f * cardboardScreenScale;
float bottom_screen_height = layout.bottom_screen.GetHeight() / 2.0f * cardboardScreenScale;
bool is_swapped = Settings::values.swap_screen;
bool is_portrait = layout.height > layout.width;
float cardboardScreenWidth;
float cardboardScreenHeight;
switch (Settings::values.layout_option) {
case Settings::LayoutOption::MobileLandscape:
case Settings::LayoutOption::SideScreen:
// If orientation is portrait, only use MobilePortrait
if (!is_portrait) {
cardboardScreenWidth = top_screen_width + bottom_screen_width;
cardboardScreenHeight = is_swapped ? bottom_screen_height : top_screen_height;
if (is_swapped)
top_screen_left += bottom_screen_width;
else
bottom_screen_left += top_screen_width;
break;
} else {
[[fallthrough]];
}
case Settings::LayoutOption::SingleScreen:
default:
if (!is_portrait) {
// Default values when using LayoutOption::SingleScreen
cardboardScreenWidth = is_swapped ? bottom_screen_width : top_screen_width;
cardboardScreenHeight = is_swapped ? bottom_screen_height : top_screen_height;
break;
} else {
[[fallthrough]];
}
case Settings::LayoutOption::MobilePortrait:
cardboardScreenWidth = top_screen_width;
cardboardScreenHeight = top_screen_height + bottom_screen_height;
bottom_screen_left += (top_screen_width - bottom_screen_width) / 2.0f;
if (is_swapped)
top_screen_top += bottom_screen_height;
else
bottom_screen_top += top_screen_height;
break;
}
float cardboardMaxXShift = (layout.width / 2.0f - cardboardScreenWidth) / 2.0f;
float cardboardUserXShift = (Settings::values.cardboard_x_shift / 100.0f) * cardboardMaxXShift;
float cardboardMaxYShift = ((float)layout.height - cardboardScreenHeight) / 2.0f;
float cardboardUserYShift = (Settings::values.cardboard_y_shift / 100.0f) * cardboardMaxYShift;
// Center the screens and apply user Y shift
newLayout.top_screen.left = top_screen_left + cardboardMaxXShift;
newLayout.top_screen.top = top_screen_top + cardboardMaxYShift + cardboardUserYShift;
newLayout.bottom_screen.left = bottom_screen_left + cardboardMaxXShift;
newLayout.bottom_screen.top = bottom_screen_top + cardboardMaxYShift + cardboardUserYShift;
// Set the X coordinates for the right eye and apply user X shift
newLayout.cardboard.top_screen_right_eye = newLayout.top_screen.left - cardboardUserXShift;
newLayout.top_screen.left += cardboardUserXShift;
newLayout.cardboard.bottom_screen_right_eye =
newLayout.bottom_screen.left - cardboardUserXShift;
newLayout.bottom_screen.left += cardboardUserXShift;
newLayout.cardboard.user_x_shift = cardboardUserXShift;
// Update right/bottom instead of passing new variables for width/height
newLayout.top_screen.right = newLayout.top_screen.left + top_screen_width;
newLayout.top_screen.bottom = newLayout.top_screen.top + top_screen_height;
newLayout.bottom_screen.right = newLayout.bottom_screen.left + bottom_screen_width;
newLayout.bottom_screen.bottom = newLayout.bottom_screen.top + bottom_screen_height;
return newLayout;
}
std::pair<unsigned, unsigned> GetMinimumSizeFromLayout(Settings::LayoutOption layout,
bool upright_screen) {
unsigned min_width, min_height;

View File

@ -9,6 +9,13 @@
namespace Layout {
/// Describes the horizontal coordinates for the right eye screen when using Cardboard VR
struct CardboardSettings {
float top_screen_right_eye;
float bottom_screen_right_eye;
float user_x_shift;
};
/// Describes the layout of the window framebuffer (size and top/bottom screen positions)
struct FramebufferLayout {
u32 width;
@ -19,6 +26,8 @@ struct FramebufferLayout {
Common::Rectangle<u32> bottom_screen;
bool is_rotated = true;
CardboardSettings cardboard;
/**
* Returns the ration of pixel size of the top screen, compared to the native size of the 3DS
* screen.
@ -35,6 +44,29 @@ struct FramebufferLayout {
*/
FramebufferLayout DefaultFrameLayout(u32 width, u32 height, bool is_swapped, bool upright);
/**
* Factory method for constructing a mobile portrait FramebufferLayout
* @param width Window framebuffer width in pixels
* @param height Window framebuffer height in pixels
* @param is_swapped if true, the bottom screen will be displayed above the top screen
* @return Newly created FramebufferLayout object with mobile portrait screen regions initialized
*/
FramebufferLayout MobilePortraitFrameLayout(u32 width, u32 height, bool is_swapped);
/**
* Factory method for constructing a Frame with the a 4x size Top screen with a 1x size bottom
* screen on the right
* This is useful in particular because it matches well with a 1920x1080 resolution monitor
* @param width Window framebuffer width in pixels
* @param height Window framebuffer height in pixels
* @param is_swapped if true, the bottom screen will be the large display
* @param scale_factor Scale factor to use for bottom screen with respect to top screen
* @param center_vertical When true, centers the top and bottom screens vertically
* @return Newly created FramebufferLayout object with default screen regions initialized
*/
FramebufferLayout MobileLandscapeFrameLayout(u32 width, u32 height, bool is_swapped,
float scale_factor, bool center_vertical);
/**
* Factory method for constructing a FramebufferLayout with only the top or bottom screen
* @param width Window framebuffer width in pixels
@ -81,6 +113,13 @@ FramebufferLayout CustomFrameLayout(u32 width, u32 height);
*/
FramebufferLayout FrameLayoutFromResolutionScale(u32 res_scale);
/**
* Convenience method for transforming a frame layout when using Cardboard VR
* @param layout frame layout to transform
* @return layout transformed with the user cardboard settings
*/
FramebufferLayout GetCardboardSettings(FramebufferLayout layout);
std::pair<unsigned, unsigned> GetMinimumSizeFromLayout(Settings::LayoutOption layout,
bool upright_screen);

View File

@ -76,7 +76,7 @@ void UnregisterFactory(const std::string& name) {
}
/**
* Create an input device from given paramters.
* Create an input device from given parameters.
* @tparam InputDeviceType the type of input devices to create
* @param params a serialized ParamPackage string contains all parameters for creating the device
*/

View File

@ -33,9 +33,11 @@ void Apply() {
VideoCore::g_hw_shader_accurate_mul = values.shaders_accurate_mul;
VideoCore::g_use_disk_shader_cache = values.use_disk_shader_cache;
#ifndef ANDROID
if (VideoCore::g_renderer) {
VideoCore::g_renderer->UpdateCurrentFramebufferLayout();
}
#endif
VideoCore::g_renderer_bg_color_update_requested = true;
VideoCore::g_renderer_sampler_update_requested = true;

View File

@ -24,6 +24,14 @@ enum class LayoutOption {
SingleScreen,
LargeScreen,
SideScreen,
// Similiar to default, but better for mobile devices in portrait mode. Top screen in clamped to
// the top of the frame, and the bottom screen is enlarged to match the top screen.
MobilePortrait,
// Similiar to LargeScreen, but better for mobile devices in landscape mode. The screens are
// clamped to the top of the frame, and the bottom screen is a bit bigger.
MobileLandscape,
};
enum class MicInputType {
@ -32,7 +40,14 @@ enum class MicInputType {
Static,
};
enum class StereoRenderOption { Off, SideBySide, Anaglyph, Interlaced, ReverseInterlaced };
enum class StereoRenderOption {
Off,
SideBySide,
Anaglyph,
Interlaced,
ReverseInterlaced,
CardboardVR
};
namespace NativeButton {
enum Values {
@ -182,6 +197,10 @@ struct Values {
StereoRenderOption render_3d;
std::atomic<u8> factor_3d;
int cardboard_screen_size;
int cardboard_x_shift;
int cardboard_y_shift;
bool filter_mode;
std::string pp_shader_name;

View File

@ -11,9 +11,9 @@
RendererBase::RendererBase(Frontend::EmuWindow& window) : render_window{window} {}
RendererBase::~RendererBase() = default;
void RendererBase::UpdateCurrentFramebufferLayout() {
void RendererBase::UpdateCurrentFramebufferLayout(bool is_portrait_mode) {
const Layout::FramebufferLayout& layout = render_window.GetFramebufferLayout();
render_window.UpdateCurrentFramebufferLayout(layout.width, layout.height);
render_window.UpdateCurrentFramebufferLayout(layout.width, layout.height, is_portrait_mode);
}
void RendererBase::RefreshRasterizerSetting() {

View File

@ -38,7 +38,7 @@ public:
virtual void CleanupVideoDumping() = 0;
/// Updates the framebuffer layout of the contained render window handle.
void UpdateCurrentFramebufferLayout();
void UpdateCurrentFramebufferLayout(bool is_portrait_mode = {});
// Getter/setter functions:
// ------------------------

View File

@ -1016,6 +1016,16 @@ void RendererOpenGL::DrawScreens(const Layout::FramebufferLayout& layout, bool f
((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::CardboardVR) {
DrawSingleScreenRotated(screen_infos[0], layout.top_screen.left,
layout.top_screen.top, layout.top_screen.GetWidth(),
layout.top_screen.GetHeight());
glUniform1i(uniform_layer, 1);
DrawSingleScreenRotated(screen_infos[1],
layout.cardboard.top_screen_right_eye +
((float)layout.width / 2),
layout.top_screen.top, layout.top_screen.GetWidth(),
layout.top_screen.GetHeight());
} else if (stereo_single_screen) {
DrawSingleScreenStereoRotated(
screen_infos[0], screen_infos[1], (float)top_screen.left, (float)top_screen.top,
@ -1033,6 +1043,14 @@ void RendererOpenGL::DrawScreens(const Layout::FramebufferLayout& layout, bool f
((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::CardboardVR) {
DrawSingleScreen(screen_infos[0], layout.top_screen.left, layout.top_screen.top,
layout.top_screen.GetWidth(), layout.top_screen.GetHeight());
glUniform1i(uniform_layer, 1);
DrawSingleScreen(screen_infos[1],
layout.cardboard.top_screen_right_eye + ((float)layout.width / 2),
layout.top_screen.top, layout.top_screen.GetWidth(),
layout.top_screen.GetHeight());
} else if (stereo_single_screen) {
DrawSingleScreenStereo(screen_infos[0], screen_infos[1], (float)top_screen.left,
(float)top_screen.top, (float)top_screen.GetWidth(),
@ -1056,6 +1074,16 @@ void RendererOpenGL::DrawScreens(const Layout::FramebufferLayout& layout, bool f
screen_infos[2], ((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::CardboardVR) {
DrawSingleScreenRotated(screen_infos[2], layout.bottom_screen.left,
layout.bottom_screen.top, layout.bottom_screen.GetWidth(),
layout.bottom_screen.GetHeight());
glUniform1i(uniform_layer, 1);
DrawSingleScreenRotated(screen_infos[2],
layout.cardboard.bottom_screen_right_eye +
((float)layout.width / 2),
layout.bottom_screen.top, layout.bottom_screen.GetWidth(),
layout.bottom_screen.GetHeight());
} else if (stereo_single_screen) {
DrawSingleScreenStereoRotated(screen_infos[2], screen_infos[2],
(float)bottom_screen.left, (float)bottom_screen.top,
@ -1076,6 +1104,16 @@ void RendererOpenGL::DrawScreens(const Layout::FramebufferLayout& layout, bool f
((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::CardboardVR) {
DrawSingleScreen(screen_infos[2], layout.bottom_screen.left,
layout.bottom_screen.top, layout.bottom_screen.GetWidth(),
layout.bottom_screen.GetHeight());
glUniform1i(uniform_layer, 1);
DrawSingleScreen(screen_infos[2],
layout.cardboard.bottom_screen_right_eye +
((float)layout.width / 2),
layout.bottom_screen.top, layout.bottom_screen.GetWidth(),
layout.bottom_screen.GetHeight());
} else if (stereo_single_screen) {
DrawSingleScreenStereo(screen_infos[2], screen_infos[2], (float)bottom_screen.left,
(float)bottom_screen.top, (float)bottom_screen.GetWidth(),