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renderer_opengl: Allow usage of Stereoscopic 3D
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@ -103,12 +103,13 @@ void RendererOpenGL::SwapBuffers() {
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OpenGLState prev_state = OpenGLState::GetCurState();
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state.Apply();
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for (int i : {0, 1}) {
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const auto& framebuffer = GPU::g_regs.framebuffer_config[i];
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for (int i : {0, 1, 2}) {
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int fb_id = i == 2 ? 1 : 0;
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const auto& framebuffer = GPU::g_regs.framebuffer_config[fb_id];
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// Main LCD (0): 0x1ED02204, Sub LCD (1): 0x1ED02A04
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u32 lcd_color_addr =
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(i == 0) ? LCD_REG_INDEX(color_fill_top) : LCD_REG_INDEX(color_fill_bottom);
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(fb_id == 0) ? LCD_REG_INDEX(color_fill_top) : LCD_REG_INDEX(color_fill_bottom);
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lcd_color_addr = HW::VADDR_LCD + 4 * lcd_color_addr;
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LCD::Regs::ColorFill color_fill = {0};
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LCD::Read(color_fill.raw, lcd_color_addr);
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@ -129,7 +130,7 @@ void RendererOpenGL::SwapBuffers() {
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// performance problem.
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ConfigureFramebufferTexture(screen_infos[i].texture, framebuffer);
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}
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LoadFBToScreenInfo(framebuffer, screen_infos[i]);
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LoadFBToScreenInfo(framebuffer, screen_infos[i], i == 1);
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// Resize the texture in case the framebuffer size has changed
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screen_infos[i].texture.width = framebuffer.width;
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@ -160,10 +161,12 @@ void RendererOpenGL::SwapBuffers() {
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* Loads framebuffer from emulated memory into the active OpenGL texture.
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*/
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void RendererOpenGL::LoadFBToScreenInfo(const GPU::Regs::FramebufferConfig& framebuffer,
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ScreenInfo& screen_info) {
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ScreenInfo& screen_info, bool right_eye) {
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const PAddr framebuffer_addr =
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framebuffer.active_fb == 0 ? framebuffer.address_left1 : framebuffer.address_left2;
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framebuffer.active_fb == 0
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? (!right_eye ? framebuffer.address_left1 : framebuffer.address_right1)
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: (!right_eye ? framebuffer.address_left2 : framebuffer.address_right2);
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LOG_TRACE(Render_OpenGL, "0x%08x bytes from 0x%08x(%dx%d), fmt %x",
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framebuffer.stride * framebuffer.height, framebuffer_addr, (int)framebuffer.width,
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@ -397,11 +400,22 @@ void RendererOpenGL::DrawScreens() {
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if (layout.top_screen_enabled) {
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DrawSingleScreenRotated(screen_infos[0], (float)top_screen.left, (float)top_screen.top,
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(float)top_screen.GetWidth(), (float)top_screen.GetHeight());
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if (Settings::values.toggle_3d) {
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DrawSingleScreenRotated(
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screen_infos[1], ((float)top_screen.left * 3) + (float)top_screen.GetWidth(),
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(float)top_screen.top, (float)top_screen.GetWidth(), (float)top_screen.GetHeight());
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}
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}
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if (layout.bottom_screen_enabled) {
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DrawSingleScreenRotated(screen_infos[1], (float)bottom_screen.left,
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DrawSingleScreenRotated(screen_infos[2], (float)bottom_screen.left,
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(float)bottom_screen.top, (float)bottom_screen.GetWidth(),
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(float)bottom_screen.GetHeight());
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if (Settings::values.toggle_3d) {
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DrawSingleScreenRotated(
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screen_infos[2], ((float)bottom_screen.left * 3) + (float)bottom_screen.GetWidth(),
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(float)bottom_screen.top, (float)bottom_screen.GetWidth(),
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(float)bottom_screen.GetHeight());
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}
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}
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m_current_frame++;
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@ -62,7 +62,7 @@ private:
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// Loads framebuffer from emulated memory into the display information structure
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void LoadFBToScreenInfo(const GPU::Regs::FramebufferConfig& framebuffer,
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ScreenInfo& screen_info);
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ScreenInfo& screen_info, bool right_eye);
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// Fills active OpenGL texture with the given RGB color.
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void LoadColorToActiveGLTexture(u8 color_r, u8 color_g, u8 color_b, const TextureInfo& texture);
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@ -76,7 +76,7 @@ private:
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OGLProgram shader;
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/// Display information for top and bottom screens respectively
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std::array<ScreenInfo, 2> screen_infos;
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std::array<ScreenInfo, 3> screen_infos;
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// Shader uniform location indices
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GLuint uniform_modelview_matrix;
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