Merge pull request #5018 from iwubcode/passive-3d

Interlaced stereo 3d option
This commit is contained in:
James Rowe 2020-01-17 18:14:59 -07:00 committed by GitHub
commit 5fdcff9d05
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GPG Key ID: 4AEE18F83AFDEB23
8 changed files with 81 additions and 30 deletions

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@ -131,10 +131,13 @@ void Config::ReadValues() {
sdl2_config->GetInteger("Renderer", "render_3d", 0)); sdl2_config->GetInteger("Renderer", "render_3d", 0));
Settings::values.factor_3d = Settings::values.factor_3d =
static_cast<u8>(sdl2_config->GetInteger("Renderer", "factor_3d", 0)); static_cast<u8>(sdl2_config->GetInteger("Renderer", "factor_3d", 0));
Settings::values.pp_shader_name = sdl2_config->GetString( std::string default_shader = "none (builtin)";
"Renderer", "pp_shader_name", if (Settings::values.render_3d == Settings::StereoRenderOption::Anaglyph)
(Settings::values.render_3d == Settings::StereoRenderOption::Anaglyph) ? "dubois (builtin)" default_shader = "dubois (builtin)";
: "none (builtin)"); else if (Settings::values.render_3d == Settings::StereoRenderOption::Interlaced)
default_shader = "horizontal (builtin)";
Settings::values.pp_shader_name =
sdl2_config->GetString("Renderer", "pp_shader_name", default_shader);
Settings::values.filter_mode = sdl2_config->GetBoolean("Renderer", "filter_mode", true); Settings::values.filter_mode = sdl2_config->GetBoolean("Renderer", "filter_mode", true);
Settings::values.bg_red = static_cast<float>(sdl2_config->GetReal("Renderer", "bg_red", 0.0)); Settings::values.bg_red = static_cast<float>(sdl2_config->GetReal("Renderer", "bg_red", 0.0));

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@ -137,7 +137,7 @@ 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 # 0 (default): Off, 1: Side by Side, 2: Anaglyph, 3: Interlaced
render_3d = render_3d =
# Change 3D Intensity # Change 3D Intensity

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@ -21,8 +21,7 @@ ConfigureEnhancements::ConfigureEnhancements(QWidget* parent)
connect(ui->render_3d_combobox, connect(ui->render_3d_combobox,
static_cast<void (QComboBox::*)(int)>(&QComboBox::currentIndexChanged), this, static_cast<void (QComboBox::*)(int)>(&QComboBox::currentIndexChanged), this,
[this](int currentIndex) { [this](int currentIndex) {
updateShaders(static_cast<Settings::StereoRenderOption>(currentIndex) == updateShaders(static_cast<Settings::StereoRenderOption>(currentIndex));
Settings::StereoRenderOption::Anaglyph);
}); });
connect(ui->bg_button, &QPushButton::clicked, this, [this] { connect(ui->bg_button, &QPushButton::clicked, this, [this] {
@ -49,7 +48,7 @@ void ConfigureEnhancements::SetConfiguration() {
ui->resolution_factor_combobox->setCurrentIndex(Settings::values.resolution_factor); ui->resolution_factor_combobox->setCurrentIndex(Settings::values.resolution_factor);
ui->render_3d_combobox->setCurrentIndex(static_cast<int>(Settings::values.render_3d)); ui->render_3d_combobox->setCurrentIndex(static_cast<int>(Settings::values.render_3d));
ui->factor_3d->setValue(Settings::values.factor_3d); ui->factor_3d->setValue(Settings::values.factor_3d);
updateShaders(Settings::values.render_3d == Settings::StereoRenderOption::Anaglyph); updateShaders(Settings::values.render_3d);
ui->toggle_linear_filter->setChecked(Settings::values.filter_mode); ui->toggle_linear_filter->setChecked(Settings::values.filter_mode);
ui->layout_combobox->setCurrentIndex(static_cast<int>(Settings::values.layout_option)); ui->layout_combobox->setCurrentIndex(static_cast<int>(Settings::values.layout_option));
ui->swap_screen->setChecked(Settings::values.swap_screen); ui->swap_screen->setChecked(Settings::values.swap_screen);
@ -64,17 +63,20 @@ void ConfigureEnhancements::SetConfiguration() {
ui->bg_button->setIcon(color_icon); ui->bg_button->setIcon(color_icon);
} }
void ConfigureEnhancements::updateShaders(bool anaglyph) { void ConfigureEnhancements::updateShaders(Settings::StereoRenderOption stereo_option) {
ui->shader_combobox->clear(); ui->shader_combobox->clear();
if (anaglyph) if (stereo_option == Settings::StereoRenderOption::Anaglyph)
ui->shader_combobox->addItem("dubois (builtin)"); ui->shader_combobox->addItem("dubois (builtin)");
else if (stereo_option == Settings::StereoRenderOption::Interlaced)
ui->shader_combobox->addItem("horizontal (builtin)");
else else
ui->shader_combobox->addItem("none (builtin)"); ui->shader_combobox->addItem("none (builtin)");
ui->shader_combobox->setCurrentIndex(0); ui->shader_combobox->setCurrentIndex(0);
for (const auto& shader : OpenGL::GetPostProcessingShaderList(anaglyph)) { for (const auto& shader : OpenGL::GetPostProcessingShaderList(
stereo_option == Settings::StereoRenderOption::Anaglyph)) {
ui->shader_combobox->addItem(QString::fromStdString(shader)); ui->shader_combobox->addItem(QString::fromStdString(shader));
if (Settings::values.pp_shader_name == shader) if (Settings::values.pp_shader_name == shader)
ui->shader_combobox->setCurrentIndex(ui->shader_combobox->count() - 1); ui->shader_combobox->setCurrentIndex(ui->shader_combobox->count() - 1);

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@ -6,6 +6,10 @@
#include <QWidget> #include <QWidget>
namespace Settings {
enum class StereoRenderOption;
}
namespace Ui { namespace Ui {
class ConfigureEnhancements; class ConfigureEnhancements;
} }
@ -22,7 +26,7 @@ public:
void SetConfiguration(); void SetConfiguration();
private: private:
void updateShaders(bool anaglyph); void updateShaders(Settings::StereoRenderOption stereo_option);
Ui::ConfigureEnhancements* ui; Ui::ConfigureEnhancements* ui;
QColor bg_color; QColor bg_color;

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@ -152,6 +152,11 @@
<string>Anaglyph</string> <string>Anaglyph</string>
</property> </property>
</item> </item>
<item>
<property name="text">
<string>Interlaced</string>
</property>
</item>
</widget> </widget>
</item> </item>
</layout> </layout>

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

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@ -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. * Vertex structure that the drawn screen rectangles are composed of.
*/ */
@ -622,6 +641,19 @@ void RendererOpenGL::ReloadShader() {
shader_data += shader_text; 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 { } 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;
@ -641,7 +673,8 @@ void RendererOpenGL::ReloadShader() {
state.Apply(); state.Apply();
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) {
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");
@ -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 * Draws a single texture to the emulator window, rotating the texture to correct for the 3DS's LCD
* rotation. * rotation.
*/ */
void RendererOpenGL::DrawSingleScreenAnaglyphRotated(const ScreenInfo& screen_info_l, void RendererOpenGL::DrawSingleScreenStereoRotated(const ScreenInfo& screen_info_l,
const ScreenInfo& screen_info_r, float x, const ScreenInfo& screen_info_r, float x,
float y, float w, float h) { float y, float w, float h) {
const auto& texcoords = screen_info_l.display_texcoords; const auto& texcoords = screen_info_l.display_texcoords;
const std::array<ScreenRectVertex, 4> vertices = {{ const std::array<ScreenRectVertex, 4> vertices = {{
@ -822,8 +855,12 @@ void RendererOpenGL::DrawScreens(const Layout::FramebufferLayout& layout) {
// Bind texture in Texture Unit 0 // Bind texture in Texture Unit 0
glUniform1i(uniform_color_texture, 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 // 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); 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.left / 2) + ((float)layout.width / 2),
(float)top_screen.top, (float)top_screen.GetWidth() / 2, (float)top_screen.top, (float)top_screen.GetWidth() / 2,
(float)top_screen.GetHeight()); (float)top_screen.GetHeight());
} else if (Settings::values.render_3d == Settings::StereoRenderOption::Anaglyph) { } else if (stereo_single_screen) {
DrawSingleScreenAnaglyphRotated( DrawSingleScreenStereoRotated(screen_infos[0], screen_infos[1], (float)top_screen.left,
screen_infos[0], screen_infos[1], (float)top_screen.left, (float)top_screen.top, (float)top_screen.top, (float)top_screen.GetWidth(),
(float)top_screen.GetWidth(), (float)top_screen.GetHeight()); (float)top_screen.GetHeight());
} }
} }
glUniform1i(uniform_layer, 0); 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.left / 2) + ((float)layout.width / 2),
(float)bottom_screen.top, (float)bottom_screen.GetWidth() / 2, (float)bottom_screen.top, (float)bottom_screen.GetWidth() / 2,
(float)bottom_screen.GetHeight()); (float)bottom_screen.GetHeight());
} else if (Settings::values.render_3d == Settings::StereoRenderOption::Anaglyph) { } else if (stereo_single_screen) {
DrawSingleScreenAnaglyphRotated(screen_infos[2], screen_infos[2], DrawSingleScreenStereoRotated(screen_infos[2], screen_infos[2],
(float)bottom_screen.left, (float)bottom_screen.top, (float)bottom_screen.left, (float)bottom_screen.top,
(float)bottom_screen.GetWidth(), (float)bottom_screen.GetWidth(),
(float)bottom_screen.GetHeight()); (float)bottom_screen.GetHeight());
} }
} }
} }

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@ -77,9 +77,9 @@ private:
const GPU::Regs::FramebufferConfig& framebuffer); const GPU::Regs::FramebufferConfig& framebuffer);
void DrawScreens(const Layout::FramebufferLayout& layout); void DrawScreens(const Layout::FramebufferLayout& layout);
void DrawSingleScreenRotated(const ScreenInfo& screen_info, float x, float y, float w, float h); void DrawSingleScreenRotated(const ScreenInfo& screen_info, float x, float y, float w, float h);
void DrawSingleScreenAnaglyphRotated(const ScreenInfo& screen_info_l, void DrawSingleScreenStereoRotated(const ScreenInfo& screen_info_l,
const ScreenInfo& screen_info_r, float x, float y, float w, const ScreenInfo& screen_info_r, float x, float y, float w,
float h); float h);
void UpdateFramerate(); void UpdateFramerate();
// Loads framebuffer from emulated memory into the display information structure // Loads framebuffer from emulated memory into the display information structure