|
ed9f258b27
|
GeometryShader: Don't read from output variables
|
2014-11-23 14:30:12 +01:00 |
|
|
106df04e8e
|
GeometryShaderGen: Declare the vertex array size.
|
2014-11-23 14:30:12 +01:00 |
|
|
422125c1a9
|
GeometryShaderGen: Add comments.
|
2014-11-23 14:30:12 +01:00 |
|
|
a565317a6a
|
VideoConfigDiag: Update convergence description.
The switch to the Nvidia formula reversed this setting.
|
2014-11-23 14:30:12 +01:00 |
|
|
72c01e3083
|
VideoConfigDiag: Remove value labels.
|
2014-11-23 14:30:12 +01:00 |
|
|
77078a8d75
|
GameSettings: Force mono EFB depth copies in Luigi's Mansion.
This game uses stencil shadows which should not be stereoized.
|
2014-11-23 14:30:12 +01:00 |
|
|
24e4de3643
|
VideoConfig: Move stereoscopy settings to the Enhancements section.
|
2014-11-23 14:30:12 +01:00 |
|
|
6e62dd3415
|
Add stereoscopy hotkeys.
|
2014-11-23 14:30:12 +01:00 |
|
|
21eabc1b9d
|
OGL: Add warning message when stereoscopic 3D is enabled but unsupported.
|
2014-11-23 14:27:40 +01:00 |
|
|
0f63186371
|
TextureCache: Add "Mono EFB Depth Copy" stereoscopy option.
|
2014-11-23 14:27:40 +01:00 |
|
|
9994ccb342
|
PostProcessing: Invalidate shader when anaglyph stereoscopy is toggled.
|
2014-11-23 14:27:40 +01:00 |
|
|
f3ddf37d07
|
VideoCommon: Switch to Nvidia stereoscopy offset formula.
|
2014-11-23 14:27:40 +01:00 |
|
|
8210b9c915
|
TextureCache: Ensure that all render target textures have as many layers as the frame buffer.
Also fixes a case where the D3D code path did not initialize num_layers leading to undefined behaviour.
|
2014-11-23 14:27:40 +01:00 |
|
|
02ad1a36ea
|
VideoConfigDiag: Update descriptions.
Since we cannot accurately calculate the eye seperation or the focal length without headtracking these values are purely virtual.
|
2014-11-23 14:27:40 +01:00 |
|
|
27f3f804a0
|
ShaderGen: Only pass VS_OUTPUT between shaders if stereo 3D is enabled.
GLSL130 doesn't support passing structs between shaders.
This is not a problem for stereo 3D which has a GLSL150 requirement.
|
2014-11-23 14:27:40 +01:00 |
|
|
51a4d6a4be
|
GeometryShader: Adjust positions after projection.
By adjusting the positions in clip space we can avoid the re-projection.
|
2014-11-23 14:27:40 +01:00 |
|
|
ee76c03160
|
TextureCache: Recompile EFB2Tex shaders when stereo 3D is toggled.
|
2014-11-23 14:27:40 +01:00 |
|
|
4d075c2efb
|
ProgramShaderCache: Abort shader compilation if geometry shader failed to compile.
|
2014-11-23 14:27:40 +01:00 |
|
|
6642af2404
|
OGL: Remove Virtual XFB SBS support.
|
2014-11-23 14:27:40 +01:00 |
|
|
acc65ee608
|
GeometryShader: Replicate missing position manipulations from vertex shader.
|
2014-11-23 14:27:40 +01:00 |
|
|
940c628eb7
|
Shaders: Remove fake stereoscopic shaders.
We have actual stereoscopy now, no need to pretend.
|
2014-11-23 14:27:39 +01:00 |
|
|
ab76cf8b5e
|
PostProcessing: Apply color correction to the anaglyph shader.
The eyes were accidentally swapped, the left filter only allows red to pass so the left eye texture should be used in the red channel.
|
2014-11-23 14:27:39 +01:00 |
|
|
081212b765
|
TextureCache: Force mono copies of the depth buffer.
Fixes stereoscopic stencil shadows in some games.
|
2014-11-23 14:27:39 +01:00 |
|
|
3baa01fc73
|
VideoConfig: Use a smaller focal length default.
|
2014-11-23 14:27:39 +01:00 |
|
|
6b2261deca
|
VideoConfigDiag: Update descriptions of stereoscopy settings.
|
2014-11-23 14:27:39 +01:00 |
|
|
2cb2290910
|
TextureCache: Fix invalid cast.
|
2014-11-23 14:27:39 +01:00 |
|
|
c0a5ae1746
|
OGL: Also redefine glFramebufferTexture on OpenGL ES.
|
2014-11-23 14:27:39 +01:00 |
|
|
aa57feb9a8
|
ProgramShaderCache: Don't call glAttachShader if no geometry shader was compiled.
|
2014-11-23 14:27:39 +01:00 |
|
|
f74d1b16ed
|
OGL: Add Top-and-Bottom stereoscopy mode.
|
2014-11-23 14:27:39 +01:00 |
|
|
1261bd02ca
|
VertexShaderManager: Add stereoscopy options to swap the left and right eye.
|
2014-11-23 14:27:39 +01:00 |
|
|
c3ad6e7820
|
PostProcessing: Add support for anaglyph stereoscopy mode.
|
2014-11-23 14:27:39 +01:00 |
|
|
6c8f3fa861
|
VideoConfig: Add StereoMode enumeration.
|
2014-11-23 14:27:39 +01:00 |
|
|
0eb0c47eba
|
Render: Improve SBS presentation.
New calculation properly takes pillar boxing into account.
|
2014-11-23 14:27:39 +01:00 |
|
|
d7804a4d3e
|
Cosmetics.
|
2014-11-23 14:27:39 +01:00 |
|
|
9b22e15180
|
VideoConfigDiag: Add stereoscopy options group.
|
2014-11-23 14:27:38 +01:00 |
|
|
4d9589b35f
|
Cosmetics.
|
2014-11-23 14:27:38 +01:00 |
|
|
9b4185ffdf
|
ShaderGen: Make use of padding to store the stereo flag.
|
2014-11-23 14:27:38 +01:00 |
|
|
35342664e3
|
OGL: Disable stereoscopy if the GPU does not support geometry shaders.
|
2014-11-23 14:27:38 +01:00 |
|
|
f370cb386c
|
ProgramShaderCache: Always generate a geometry shader UID, even if stereoscopy is disabled.
|
2014-11-23 14:27:38 +01:00 |
|
|
6cacfad010
|
GeometryShader: Transform the projection within the geometry shader.
Reduces the amount of data transferred through uniforms.
The shearing transformation is reduced to a single multiplication/addition for optimization.
|
2014-11-23 14:27:38 +01:00 |
|
|
4fd943aedd
|
VideoConfig: Limit the Stereo 3D option to the OpenGL backend.
|
2014-11-23 14:27:38 +01:00 |
|
|
284be96cd5
|
OGL: Recreate the framebuffers when the stereo setting changes.
|
2014-11-23 14:26:56 +01:00 |
|
|
63b37e29d1
|
ShaderGen: Rename "eye" to "layer".
Keeping things generic.
|
2014-11-23 14:26:56 +01:00 |
|
|
d583720a59
|
GeometryShaderGen: Support stereoscopy on GPUs without support for instancing.
|
2014-11-23 14:26:56 +01:00 |
|
|
176191dc16
|
ShaderGenCommon: Move uniforms into a common static string.
|
2014-11-23 14:24:09 +01:00 |
|
|
0a72cf94cb
|
TextureCache: Ignore the geometry shader if stereoscopy is disabled.
|
2014-11-23 14:24:09 +01:00 |
|
|
fa32f751d3
|
ShaderGen: Handle ShaderCode objects directly.
ShaderGeneratorInterface does not have virtual function members, so we have to implement each type explicitly.
|
2014-11-23 14:24:09 +01:00 |
|
|
b236c363de
|
ShaderGen: Add a stereoscopy flag in the UID data.
|
2014-11-23 14:23:42 +01:00 |
|
|
4fe9ceeee2
|
TextureCache: Set proper vertex limit in geometry shader.
Without instancing 6 vertices are output instead of 3.
|
2014-11-23 14:23:42 +01:00 |
|
|
5944d15021
|
TextureCache: Check the number of layers before reusing a texture.
|
2014-11-23 14:23:42 +01:00 |
|