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TextureCache: Add "Mono EFB Depth Copy" stereoscopy option.
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@ -153,6 +153,7 @@ static wxString stereo_3d_desc = wxTRANSLATE("Select the stereoscopic 3D mode,
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static wxString stereo_separation_desc = wxTRANSLATE("Control the interpupillary distance, this is the distance between the virtual eyes.");
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static wxString stereo_convergence_desc = wxTRANSLATE("Control the convergence distance, this controls the apparant distance of virtual objects.\nA lower value creates a stronger feeling of depth while a higher value is generally more comfortable.");
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static wxString stereo_swap_desc = wxTRANSLATE("Swap the left and right eye, mostly useful if you want to view side-by-side cross-eyed.\n\nIf unsure, leave this unchecked.");
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static wxString stereo_mono_depth_desc = wxTRANSLATE("Use the same depth buffer for both eyes in an EFB copy.\nThis is needed for games which use the depth buffer to calculate shadows.\n\nIf unsure, leave this unchecked.");
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#if !defined(__APPLE__)
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@ -473,6 +474,8 @@ VideoConfigDiag::VideoConfigDiag(wxWindow* parent, const std::string &title, con
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szr_stereo->Add(CreateCheckBox(page_enh, _("Swap eyes"), wxGetTranslation(stereo_swap_desc), vconfig.bStereoSwapEyes));
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szr_stereo->Add(CreateCheckBox(page_enh, _("Mono EFB Depth Copy"), wxGetTranslation(stereo_mono_depth_desc), vconfig.bStereoMonoEFBDepth));
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wxStaticBoxSizer* const group_stereo = new wxStaticBoxSizer(wxVERTICAL, page_enh, _("Stereoscopy"));
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group_stereo->Add(szr_stereo, 1, wxEXPAND | wxLEFT | wxRIGHT | wxBOTTOM, 5);
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szr_enh_main->Add(group_stereo, 0, wxEXPAND | wxALL, 5);
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@ -361,7 +361,7 @@ void TextureCache::CompileShaders()
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"out vec4 ocol0;\n"
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"\n"
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"void main(){\n"
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" vec4 texcol = texture(samp9, vec3(f_uv0.xy, 0));\n"
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" vec4 texcol = texture(samp9, vec3(f_uv0.xy, %s));\n"
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// 255.99998474121 = 16777215/16777216*256
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" float workspace = texcol.x * 255.99998474121;\n"
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@ -387,30 +387,21 @@ void TextureCache::CompileShaders()
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" ocol0 = texcol * mat4(colmat[0], colmat[1], colmat[2], colmat[3]) + colmat[4];\n"
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"}\n";
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const char *VProgram = (g_ActiveConfig.iStereoMode > 0) ?
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"out vec2 v_uv0;\n"
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const char *VProgram =
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"out vec3 %s_uv0;\n"
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"SAMPLER_BINDING(9) uniform sampler2DArray samp9;\n"
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"uniform vec4 copy_position;\n" // left, top, right, bottom
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"void main()\n"
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"{\n"
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" vec2 rawpos = vec2(gl_VertexID&1, gl_VertexID&2);\n"
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" v_uv0 = mix(copy_position.xy, copy_position.zw, rawpos) / vec2(textureSize(samp9, 0).xy);\n"
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" gl_Position = vec4(rawpos*2.0-1.0, 0.0, 1.0);\n"
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"}\n" :
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"out vec3 f_uv0;\n"
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"SAMPLER_BINDING(9) uniform sampler2DArray samp9;\n"
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"uniform vec4 copy_position;\n" // left, top, right, bottom
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"void main()\n"
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"{\n"
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" vec2 rawpos = vec2(gl_VertexID&1, gl_VertexID&2);\n"
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" f_uv0 = vec3(mix(copy_position.xy, copy_position.zw, rawpos) / vec2(textureSize(samp9, 0).xy), 0.0);\n"
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" %s_uv0 = vec3(mix(copy_position.xy, copy_position.zw, rawpos) / vec2(textureSize(samp9, 0).xy), 0.0);\n"
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" gl_Position = vec4(rawpos*2.0-1.0, 0.0, 1.0);\n"
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"}\n";
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const char *GProgram = (g_ActiveConfig.iStereoMode > 0) ?
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"layout(triangles) in;\n"
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"layout(triangle_strip, max_vertices = 6) out;\n"
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"in vec2 v_uv0[];\n"
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"in vec3 v_uv0[];\n"
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"out vec3 f_uv0;\n"
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"SAMPLER_BINDING(9) uniform sampler2DArray samp9;\n"
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"void main()\n"
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@ -418,7 +409,7 @@ void TextureCache::CompileShaders()
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" int layers = textureSize(samp9, 0).z;\n"
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" for (int layer = 0; layer < layers; ++layer) {\n"
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" for (int i = 0; i < gl_in.length(); ++i) {\n"
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" f_uv0 = vec3(v_uv0[i], layer);\n"
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" f_uv0 = vec3(v_uv0[i].xy, layer);\n"
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" gl_Position = gl_in[i].gl_Position;\n"
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" gl_Layer = layer;\n"
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" EmitVertex();\n"
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@ -427,8 +418,11 @@ void TextureCache::CompileShaders()
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" }\n"
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"}\n" : nullptr;
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ProgramShaderCache::CompileShader(s_ColorMatrixProgram, VProgram, pColorMatrixProg, GProgram);
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ProgramShaderCache::CompileShader(s_DepthMatrixProgram, VProgram, pDepthMatrixProg, GProgram);
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const char* prefix = (GProgram == nullptr) ? "f" : "v";
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const char* depth_layer = (g_ActiveConfig.bStereoMonoEFBDepth) ? "0" : "f_uv0.z";
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ProgramShaderCache::CompileShader(s_ColorMatrixProgram, StringFromFormat(VProgram, prefix, prefix).c_str(), pColorMatrixProg, GProgram);
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ProgramShaderCache::CompileShader(s_DepthMatrixProgram, StringFromFormat(VProgram, prefix, prefix).c_str(), StringFromFormat(pDepthMatrixProg, depth_layer).c_str(), GProgram);
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s_ColorMatrixUniform = glGetUniformLocation(s_ColorMatrixProgram.glprogid, "colmat");
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s_DepthMatrixUniform = glGetUniformLocation(s_DepthMatrixProgram.glprogid, "colmat");
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@ -116,7 +116,8 @@ void TextureCache::OnConfigChanged(VideoConfig& config)
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g_texture_cache->ClearRenderTargets();
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}
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if ((config.iStereoMode > 0) != backup_config.s_stereo_3d)
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if ((config.iStereoMode > 0) != backup_config.s_stereo_3d ||
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config.bStereoMonoEFBDepth != backup_config.s_mono_efb_depth)
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{
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g_texture_cache->DeleteShaders();
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g_texture_cache->CompileShaders();
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@ -133,6 +134,7 @@ void TextureCache::OnConfigChanged(VideoConfig& config)
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backup_config.s_hires_textures = config.bHiresTextures;
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backup_config.s_copy_cache_enable = config.bEFBCopyCacheEnable;
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backup_config.s_stereo_3d = config.iStereoMode > 0;
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backup_config.s_mono_efb_depth = config.bStereoMonoEFBDepth;
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}
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void TextureCache::Cleanup()
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@ -146,6 +146,7 @@ private:
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bool s_hires_textures;
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bool s_copy_cache_enable;
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bool s_stereo_3d;
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bool s_mono_efb_depth;
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} backup_config;
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};
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@ -70,6 +70,7 @@ void VideoConfig::Load(const std::string& ini_file)
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settings->Get("StereoSeparation", &iStereoSeparation, 50);
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settings->Get("StereoFocalLength", &iStereoFocalLength, 30);
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settings->Get("StereoSwapEyes", &bStereoSwapEyes, false);
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settings->Get("StereoMonoEFBDepth", &bStereoMonoEFBDepth, false);
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settings->Get("EnablePixelLighting", &bEnablePixelLighting, 0);
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settings->Get("FastDepthCalc", &bFastDepthCalc, true);
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settings->Get("MSAA", &iMultisampleMode, 0);
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@ -145,6 +146,7 @@ void VideoConfig::GameIniLoad()
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CHECK_SETTING("Video_Settings", "StereoSeparation", iStereoSeparation);
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CHECK_SETTING("Video_Settings", "StereoFocalLength", iStereoFocalLength);
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CHECK_SETTING("Video_Settings", "StereoSwapEyes", bStereoSwapEyes);
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CHECK_SETTING("Video_Settings", "StereoMonoEFBDepth", bStereoMonoEFBDepth);
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CHECK_SETTING("Video_Settings", "EnablePixelLighting", bEnablePixelLighting);
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CHECK_SETTING("Video_Settings", "FastDepthCalc", bFastDepthCalc);
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CHECK_SETTING("Video_Settings", "MSAA", iMultisampleMode);
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@ -237,6 +239,7 @@ void VideoConfig::Save(const std::string& ini_file)
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settings->Set("StereoSeparation", iStereoSeparation);
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settings->Set("StereoFocalLength", iStereoFocalLength);
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settings->Set("StereoSwapEyes", bStereoSwapEyes);
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settings->Set("StereoMonoEFBDepth", bStereoMonoEFBDepth);
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settings->Set("EnablePixelLighting", bEnablePixelLighting);
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settings->Set("FastDepthCalc", bFastDepthCalc);
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settings->Set("ShowEFBCopyRegions", bShowEFBCopyRegions);
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@ -83,6 +83,7 @@ struct VideoConfig final
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int iStereoSeparation;
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int iStereoFocalLength;
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bool bStereoSwapEyes;
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bool bStereoMonoEFBDepth;
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// Information
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bool bShowFPS;
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