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Merge pull request #1748 from Armada651/stereo-format
FramebufferManager: Support stereoscopic EFB format changes.
This commit is contained in:
@ -192,10 +192,16 @@ FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int ms
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glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
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// reinterpret pixel format
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char vs[] =
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const char* vs = m_EFBLayers > 1 ?
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"void main(void) {\n"
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" vec2 rawpos = vec2(gl_VertexID&1, gl_VertexID&2);\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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"flat out int layer;\n"
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"void main(void) {\n"
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" layer = 0;\n"
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" vec2 rawpos = vec2(gl_VertexID&1, gl_VertexID&2);\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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// The way to sample the EFB is based on the on the current configuration.
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@ -207,8 +213,8 @@ FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int ms
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// non-msaa, so just fetch the pixel
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sampler =
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"SAMPLER_BINDING(9) uniform sampler2DArray samp9;\n"
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"vec4 sampleEFB(ivec2 pos) {\n"
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" return texelFetch(samp9, ivec3(pos, 0), 0);\n"
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"vec4 sampleEFB(ivec3 pos) {\n"
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" return texelFetch(samp9, pos, 0);\n"
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"}\n";
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}
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else if (g_ogl_config.bSupportSampleShading)
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@ -220,16 +226,16 @@ FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int ms
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{
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sampler =
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"SAMPLER_BINDING(9) uniform sampler2DMSArray samp9;\n"
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"vec4 sampleEFB(ivec2 pos) {\n"
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" return texelFetch(samp9, ivec3(pos, 0), gl_SampleID);\n"
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"vec4 sampleEFB(ivec3 pos) {\n"
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" return texelFetch(samp9, pos, gl_SampleID);\n"
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"}\n";
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}
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else
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{
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sampler =
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"SAMPLER_BINDING(9) uniform sampler2DMS samp9;\n"
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"vec4 sampleEFB(ivec2 pos) {\n"
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" return texelFetch(samp9, pos, gl_SampleID);\n"
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"vec4 sampleEFB(ivec3 pos) {\n"
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" return texelFetch(samp9, pos.xy, gl_SampleID);\n"
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"}\n";
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}
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}
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@ -242,10 +248,10 @@ FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int ms
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{
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sampler =
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"SAMPLER_BINDING(9) uniform sampler2DMSArray samp9;\n"
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"vec4 sampleEFB(ivec2 pos) {\n"
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"vec4 sampleEFB(ivec3 pos) {\n"
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" vec4 color = vec4(0.0, 0.0, 0.0, 0.0);\n"
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" for(int i=0; i<" + samples.str() + "; i++)\n"
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" color += texelFetch(samp9, ivec3(pos, 0), i);\n"
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" color += texelFetch(samp9, pos, 0), i);\n"
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" return color / " + samples.str() + ";\n"
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"}\n";
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}
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@ -253,20 +259,21 @@ FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int ms
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{
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sampler =
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"SAMPLER_BINDING(9) uniform sampler2DMS samp9;\n"
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"vec4 sampleEFB(ivec2 pos) {\n"
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"vec4 sampleEFB(ivec3 pos) {\n"
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" vec4 color = vec4(0.0, 0.0, 0.0, 0.0);\n"
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" for(int i=0; i<" + samples.str() + "; i++)\n"
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" color += texelFetch(samp9, pos, i);\n"
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" color += texelFetch(samp9, pos.xy, i);\n"
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" return color / " + samples.str() + ";\n"
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"}\n";
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}
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}
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std::string ps_rgba6_to_rgb8 = sampler +
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"flat in int layer;\n"
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"out vec4 ocol0;\n"
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"void main()\n"
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"{\n"
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" ivec4 src6 = ivec4(round(sampleEFB(ivec2(gl_FragCoord.xy)) * 63.f));\n"
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" ivec4 src6 = ivec4(round(sampleEFB(ivec3(gl_FragCoord.xy, layer)) * 63.f));\n"
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" ivec4 dst8;\n"
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" dst8.r = (src6.r << 2) | (src6.g >> 4);\n"
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" dst8.g = ((src6.g & 0xF) << 4) | (src6.b >> 2);\n"
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@ -276,10 +283,11 @@ FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int ms
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"}";
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std::string ps_rgb8_to_rgba6 = sampler +
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"flat in int layer;\n"
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"out vec4 ocol0;\n"
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"void main()\n"
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"{\n"
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" ivec4 src8 = ivec4(round(sampleEFB(ivec2(gl_FragCoord.xy)) * 255.f));\n"
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" ivec4 src8 = ivec4(round(sampleEFB(ivec3(gl_FragCoord.xy, layer)) * 255.f));\n"
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" ivec4 dst6;\n"
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" dst6.r = src8.r >> 2;\n"
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" dst6.g = ((src8.r & 0x3) << 4) | (src8.g >> 4);\n"
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@ -288,8 +296,28 @@ FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int ms
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" ocol0 = float4(dst6) / 63.f;\n"
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"}";
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ProgramShaderCache::CompileShader(m_pixel_format_shaders[0], vs, ps_rgb8_to_rgba6.c_str());
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ProgramShaderCache::CompileShader(m_pixel_format_shaders[1], vs, ps_rgba6_to_rgb8.c_str());
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std::stringstream vertices, layers;
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vertices << m_EFBLayers * 3;
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layers << m_EFBLayers;
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std::string gs = sampler +
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"layout(triangles) in;\n"
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"layout(triangle_strip, max_vertices = " + vertices.str() + ") out;\n"
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"flat out int layer;\n"
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"void main()\n"
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"{\n"
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" for (int j = 0; j < " + layers.str() + "; ++j) {\n"
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" for (int i = 0; i < 3; ++i) {\n"
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" layer = j;\n"
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" gl_Layer = j;\n"
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" gl_Position = gl_in[i].gl_Position;\n"
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" EmitVertex();\n"
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" }\n"
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" EndPrimitive();\n"
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" }\n"
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"}\n";
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ProgramShaderCache::CompileShader(m_pixel_format_shaders[0], vs, ps_rgb8_to_rgba6.c_str(), (m_EFBLayers > 1) ? gs.c_str() : nullptr);
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ProgramShaderCache::CompileShader(m_pixel_format_shaders[1], vs, ps_rgba6_to_rgb8.c_str(), (m_EFBLayers > 1) ? gs.c_str() : nullptr);
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}
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FramebufferManager::~FramebufferManager()
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@ -400,7 +400,7 @@ void TextureCache::CompileShaders()
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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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const char *GProgram = FramebufferManager::GetEFBLayers() > 1 ?
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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 vec3 v_uv0[3];\n"
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@ -421,7 +421,7 @@ void TextureCache::CompileShaders()
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"}\n" : nullptr;
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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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const char* depth_layer = (g_ActiveConfig.bStereoMonoEFBDepth) ? "0.0" : "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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