renderer_gl: Add swap eyes options

* Remove reverse interlaced in favour of the checkbox
This commit is contained in:
GPUCode 2023-07-30 02:30:44 +03:00
parent a9e5e59d9a
commit 651663e5f7
14 changed files with 44 additions and 76 deletions

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@ -143,7 +143,7 @@ void Config::ReadValues() {
ReadSetting("Renderer", Settings::values.use_vsync_new);
ReadSetting("Renderer", Settings::values.texture_filter);
ReadSetting("Renderer", Settings::values.mono_render_option);
ReadSetting("Renderer", Settings::values.swap_eyes);
ReadSetting("Renderer", Settings::values.render_3d);
ReadSetting("Renderer", Settings::values.factor_3d);
ReadSetting("Renderer", Settings::values.pp_shader_name);

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@ -505,9 +505,9 @@ void Config::ReadLayoutValues() {
ReadGlobalSetting(Settings::values.swap_screen);
ReadGlobalSetting(Settings::values.upright_screen);
ReadGlobalSetting(Settings::values.large_screen_proportion);
ReadBasicSetting(Settings::values.swap_eyes);
if (global) {
ReadBasicSetting(Settings::values.mono_render_option);
ReadBasicSetting(Settings::values.custom_layout);
ReadBasicSetting(Settings::values.custom_top_left);
ReadBasicSetting(Settings::values.custom_top_top);
@ -1017,9 +1017,9 @@ void Config::SaveLayoutValues() {
WriteGlobalSetting(Settings::values.swap_screen);
WriteGlobalSetting(Settings::values.upright_screen);
WriteGlobalSetting(Settings::values.large_screen_proportion);
WriteBasicSetting(Settings::values.swap_eyes);
if (global) {
WriteBasicSetting(Settings::values.mono_render_option);
WriteBasicSetting(Settings::values.custom_layout);
WriteBasicSetting(Settings::values.custom_top_left);
WriteBasicSetting(Settings::values.custom_top_top);

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@ -74,9 +74,8 @@ void ConfigureEnhancements::SetConfiguration() {
ui->render_3d_combobox->setCurrentIndex(
static_cast<int>(Settings::values.render_3d.GetValue()));
ui->factor_3d->setValue(Settings::values.factor_3d.GetValue());
ui->mono_rendering_eye->setCurrentIndex(
static_cast<int>(Settings::values.mono_render_option.GetValue()));
updateShaders(Settings::values.render_3d.GetValue());
ui->toggle_swap_eyes->setChecked(Settings::values.swap_eyes.GetValue());
ui->toggle_linear_filter->setChecked(Settings::values.filter_mode.GetValue());
ui->toggle_swap_screen->setChecked(Settings::values.swap_screen.GetValue());
ui->toggle_upright_screen->setChecked(Settings::values.upright_screen.GetValue());
@ -98,8 +97,7 @@ void ConfigureEnhancements::updateShaders(Settings::StereoRenderOption stereo_op
ui->shader_combobox->clear();
ui->shader_combobox->setEnabled(true);
if (stereo_option == Settings::StereoRenderOption::Interlaced ||
stereo_option == Settings::StereoRenderOption::ReverseInterlaced) {
if (stereo_option == Settings::StereoRenderOption::Interlaced) {
ui->shader_combobox->addItem(QStringLiteral("horizontal (builtin)"));
ui->shader_combobox->setCurrentIndex(0);
ui->shader_combobox->setEnabled(false);
@ -135,8 +133,6 @@ void ConfigureEnhancements::ApplyConfiguration() {
Settings::values.render_3d =
static_cast<Settings::StereoRenderOption>(ui->render_3d_combobox->currentIndex());
Settings::values.factor_3d = ui->factor_3d->value();
Settings::values.mono_render_option =
static_cast<Settings::MonoRenderOption>(ui->mono_rendering_eye->currentIndex());
if (Settings::values.render_3d.GetValue() == Settings::StereoRenderOption::Anaglyph) {
Settings::values.anaglyph_shader_name =
ui->shader_combobox->itemText(ui->shader_combobox->currentIndex()).toStdString();
@ -146,6 +142,8 @@ void ConfigureEnhancements::ApplyConfiguration() {
}
Settings::values.large_screen_proportion = ui->large_screen_proportion->value();
ConfigurationShared::ApplyPerGameSetting(&Settings::values.swap_eyes, ui->toggle_swap_eyes,
swap_eyes);
ConfigurationShared::ApplyPerGameSetting(&Settings::values.filter_mode,
ui->toggle_linear_filter, linear_filter);
ConfigurationShared::ApplyPerGameSetting(&Settings::values.texture_filter,
@ -174,6 +172,7 @@ void ConfigureEnhancements::SetupPerGameUI() {
if (Settings::IsConfiguringGlobal()) {
ui->widget_resolution->setEnabled(Settings::values.resolution_factor.UsingGlobal());
ui->widget_texture_filter->setEnabled(Settings::values.texture_filter.UsingGlobal());
ui->toggle_swap_eyes->setEnabled(Settings::values.swap_eyes.UsingGlobal());
ui->toggle_linear_filter->setEnabled(Settings::values.filter_mode.UsingGlobal());
ui->toggle_swap_screen->setEnabled(Settings::values.swap_screen.UsingGlobal());
ui->toggle_upright_screen->setEnabled(Settings::values.upright_screen.UsingGlobal());
@ -193,6 +192,8 @@ void ConfigureEnhancements::SetupPerGameUI() {
linear_filter);
ConfigurationShared::SetColoredTristate(ui->toggle_swap_screen, Settings::values.swap_screen,
swap_screen);
ConfigurationShared::SetColoredTristate(ui->toggle_swap_eyes, Settings::values.swap_eyes,
swap_eyes);
ConfigurationShared::SetColoredTristate(ui->toggle_upright_screen,
Settings::values.upright_screen, upright_screen);
ConfigurationShared::SetColoredTristate(ui->toggle_dump_textures,

View File

@ -45,5 +45,6 @@ private:
ConfigurationShared::CheckState custom_textures;
ConfigurationShared::CheckState preload_textures;
ConfigurationShared::CheckState async_custom_loading;
ConfigurationShared::CheckState swap_eyes;
QColor bg_color;
};

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@ -254,11 +254,6 @@
<string>Interlaced</string>
</property>
</item>
<item>
<property name="text">
<string>Reverse Interlaced</string>
</property>
</item>
</widget>
</item>
</layout>
@ -293,26 +288,12 @@
<item>
<layout class="QHBoxLayout" name="horizontalLayout_9">
<item>
<widget class="QLabel" name="label_6">
<widget class="QCheckBox" name="toggle_swap_eyes">
<property name="text">
<string>Eye to Render in Monoscopic Mode</string>
<string>Swap Eyes</string>
</property>
</widget>
</item>
<item>
<widget class="QComboBox" name="mono_rendering_eye">
<item>
<property name="text">
<string>Left Eye (default)</string>
</property>
</item>
<item>
<property name="text">
<string>Right Eye</string>
</property>
</item>
</widget>
</item>
</layout>
</item>
</layout>
@ -544,7 +525,6 @@
<tabstop>texture_filter_combobox</tabstop>
<tabstop>render_3d_combobox</tabstop>
<tabstop>factor_3d</tabstop>
<tabstop>mono_rendering_eye</tabstop>
<tabstop>layout_combobox</tabstop>
<tabstop>toggle_swap_screen</tabstop>
<tabstop>toggle_upright_screen</tabstop>

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@ -627,6 +627,8 @@ void GMainWindow::InitializeHotkeys() {
Settings::values.frame_limit.SetGlobal(!Settings::values.frame_limit.UsingGlobal());
UpdateStatusBar();
});
connect_shortcut(QStringLiteral("Swap Eyes"),
[&] { Settings::values.swap_eyes = !Settings::values.swap_eyes; });
connect_shortcut(QStringLiteral("Toggle Texture Dumping"),
[&] { Settings::values.dump_textures = !Settings::values.dump_textures; });
connect_shortcut(QStringLiteral("Toggle Custom Textures"),

View File

@ -84,7 +84,7 @@ void LogSettings() {
log_setting("Renderer_TextureFilter", GetTextureFilterName(values.texture_filter.GetValue()));
log_setting("Stereoscopy_Render3d", values.render_3d.GetValue());
log_setting("Stereoscopy_Factor3d", values.factor_3d.GetValue());
log_setting("Stereoscopy_MonoRenderOption", values.mono_render_option.GetValue());
log_setting("Stereoscopy_SwapEyes", values.swap_eyes.GetValue());
if (values.render_3d.GetValue() == StereoRenderOption::Anaglyph) {
log_setting("Renderer_AnaglyphShader", values.anaglyph_shader_name.GetValue());
}

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@ -52,15 +52,7 @@ enum class StereoRenderOption : u32 {
TopBottom = 2,
Anaglyph = 3,
Interlaced = 4,
ReverseInterlaced = 5,
CardboardVR = 6
};
// Which eye to render when 3d is off. 800px wide mode could be added here in the future, when
// implemented
enum class MonoRenderOption : u32 {
LeftEye = 0,
RightEye = 1,
CardboardVR = 5
};
enum class AudioEmulation : u32 {
@ -468,8 +460,7 @@ struct Values {
SwitchableSetting<StereoRenderOption> render_3d{StereoRenderOption::Off, "render_3d"};
SwitchableSetting<u32> factor_3d{0, "factor_3d"};
SwitchableSetting<MonoRenderOption> mono_render_option{MonoRenderOption::LeftEye,
"mono_render_option"};
SwitchableSetting<bool> swap_eyes{false, "swap_eyes"};
Setting<u32> cardboard_screen_size{85, "cardboard_screen_size"};
Setting<s32> cardboard_x_shift{0, "cardboard_x_shift"};

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@ -151,8 +151,8 @@ void TelemetrySession::AddInitialInfo(Loader::AppLoader& app_loader) {
static_cast<int>(Settings::values.render_3d.GetValue()));
AddField(Telemetry::FieldType::UserConfig, "Renderer_Factor3d",
Settings::values.factor_3d.GetValue());
AddField(Telemetry::FieldType::UserConfig, "Renderer_MonoRenderOption",
static_cast<int>(Settings::values.mono_render_option.GetValue()));
AddField(Telemetry::FieldType::UserConfig, "Renderer_SwapEyes",
static_cast<int>(Settings::values.swap_eyes.GetValue()));
AddField(Telemetry::FieldType::UserConfig, "System_IsNew3ds",
Settings::values.is_new_3ds.GetValue());
AddField(Telemetry::FieldType::UserConfig, "System_RegionValue",

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@ -103,4 +103,4 @@ add_custom_target(host_shaders
${SHADER_HEADERS}
SOURCES
${SHADER_SOURCES}
)
)

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@ -23,6 +23,7 @@ layout(binding = 1) uniform sampler2D color_texture_r;
uniform vec4 resolution;
uniform int layer;
uniform bool swap_eyes;
const vec3 gamma_map = vec3(1.6, 0.8, 1.0);
@ -37,7 +38,7 @@ vec3 correct_color(vec3 original) {
void main() {
vec4 color_left = texture(color_texture, frag_tex_coord);
vec4 color_right = texture(color_texture_r, frag_tex_coord);
vec3 optimized_color = clamp(color_left.rgb * left_filter, vec3(0.0), vec3(1.0)) +
clamp(color_right.rgb * right_filter, vec3(0.0), vec3(1.0));
vec3 optimized_color = clamp(color_left.rgb * (swap_eyes ? right_filter : left_filter), vec3(0.0), vec3(1.0)) +
clamp(color_right.rgb * (swap_eyes ? left_filter : right_filter), vec3(0.0), vec3(1.0));
color = vec4(correct_color(optimized_color), color_left.a);
}

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@ -7,18 +7,22 @@
layout(location = 0) in vec2 frag_tex_coord;
layout(location = 0) out vec4 color;
layout(binding = 0) uniform sampler2D color_texture;
layout(binding = 0) uniform sampler2D color_texture_l;
layout(binding = 1) uniform sampler2D color_texture_r;
uniform vec4 o_resolution;
uniform int reverse_interlaced;
uniform ivec2 screen_pos;
uniform bool swap_eyes;
void main() {
float screen_row = o_resolution.x * frag_tex_coord.x;
const int is_even = int(screen_pos.y % 2 == 0);
if (int(screen_row) % 2 == is_even)
color = texture(color_texture, frag_tex_coord);
else
bool is_even = screen_pos.y % 2 == 0;
if (swap_eyes) {
is_even = !is_even;
}
if (int(screen_row) % 2 == int(is_even)) {
color = texture(color_texture_l, frag_tex_coord);
} else {
color = texture(color_texture_r, frag_tex_coord);
}
}

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@ -404,9 +404,7 @@ void RendererOpenGL::ReloadShader() {
shader_data += shader_text;
}
}
} else if (Settings::values.render_3d.GetValue() == Settings::StereoRenderOption::Interlaced ||
Settings::values.render_3d.GetValue() ==
Settings::StereoRenderOption::ReverseInterlaced) {
} else if (Settings::values.render_3d.GetValue() == Settings::StereoRenderOption::Interlaced) {
shader_data += HostShaders::OPENGL_PRESENT_INTERLACED_FRAG;
} else {
if (Settings::values.pp_shader_name.GetValue() == "none (builtin)") {
@ -428,20 +426,10 @@ void RendererOpenGL::ReloadShader() {
uniform_modelview_matrix = glGetUniformLocation(shader.handle, "modelview_matrix");
uniform_color_texture = glGetUniformLocation(shader.handle, "color_texture");
if (Settings::values.render_3d.GetValue() == Settings::StereoRenderOption::Anaglyph ||
Settings::values.render_3d.GetValue() == Settings::StereoRenderOption::Interlaced ||
Settings::values.render_3d.GetValue() == Settings::StereoRenderOption::ReverseInterlaced) {
Settings::values.render_3d.GetValue() == Settings::StereoRenderOption::Interlaced) {
uniform_swap_eyes = glGetUniformLocation(shader.handle, "swap_eyes");
uniform_color_texture_r = glGetUniformLocation(shader.handle, "color_texture_r");
}
if (Settings::values.render_3d.GetValue() == Settings::StereoRenderOption::Interlaced ||
Settings::values.render_3d.GetValue() == Settings::StereoRenderOption::ReverseInterlaced) {
GLuint uniform_reverse_interlaced =
glGetUniformLocation(shader.handle, "reverse_interlaced");
if (Settings::values.render_3d.GetValue() ==
Settings::StereoRenderOption::ReverseInterlaced)
glUniform1i(uniform_reverse_interlaced, 1);
else
glUniform1i(uniform_reverse_interlaced, 0);
}
uniform_i_resolution = glGetUniformLocation(shader.handle, "i_resolution");
uniform_o_resolution = glGetUniformLocation(shader.handle, "o_resolution");
uniform_layer = glGetUniformLocation(shader.handle, "layer");
@ -686,8 +674,7 @@ void RendererOpenGL::DrawScreens(const Layout::FramebufferLayout& layout, bool f
const bool stereo_single_screen =
Settings::values.render_3d.GetValue() == Settings::StereoRenderOption::Anaglyph ||
Settings::values.render_3d.GetValue() == Settings::StereoRenderOption::Interlaced ||
Settings::values.render_3d.GetValue() == Settings::StereoRenderOption::ReverseInterlaced;
Settings::values.render_3d.GetValue() == Settings::StereoRenderOption::Interlaced;
// Set the screen position
const auto screen_pos = render_window.GetScreenPos() +
@ -760,7 +747,7 @@ void RendererOpenGL::DrawTopScreen(const Layout::FramebufferLayout& layout,
: Layout::DisplayOrientation::Portrait;
switch (Settings::values.render_3d.GetValue()) {
case Settings::StereoRenderOption::Off: {
const int eye = static_cast<int>(Settings::values.mono_render_option.GetValue());
const u32 eye = static_cast<u32>(Settings::values.swap_eyes.GetValue());
DrawSingleScreen(screen_infos[eye], top_screen_left, top_screen_top, top_screen_width,
top_screen_height, orientation);
break;
@ -794,8 +781,8 @@ void RendererOpenGL::DrawTopScreen(const Layout::FramebufferLayout& layout,
break;
}
case Settings::StereoRenderOption::Anaglyph:
case Settings::StereoRenderOption::Interlaced:
case Settings::StereoRenderOption::ReverseInterlaced: {
case Settings::StereoRenderOption::Interlaced: {
glUniform1i(uniform_swap_eyes, Settings::values.swap_eyes.GetValue());
DrawSingleScreenStereo(screen_infos[0], screen_infos[1], top_screen_left, top_screen_top,
top_screen_width, top_screen_height, orientation);
break;
@ -852,8 +839,8 @@ void RendererOpenGL::DrawBottomScreen(const Layout::FramebufferLayout& layout,
break;
}
case Settings::StereoRenderOption::Anaglyph:
case Settings::StereoRenderOption::Interlaced:
case Settings::StereoRenderOption::ReverseInterlaced: {
case Settings::StereoRenderOption::Interlaced: {
glUniform1i(uniform_swap_eyes, Settings::values.swap_eyes.GetValue());
DrawSingleScreenStereo(screen_infos[2], screen_infos[2], bottom_screen_left,
bottom_screen_top, bottom_screen_width, bottom_screen_height,
orientation);

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@ -103,6 +103,7 @@ private:
GLuint uniform_modelview_matrix;
GLuint uniform_color_texture;
GLuint uniform_color_texture_r;
GLuint uniform_swap_eyes;
// Shader uniform for Dolphin compatibility
GLuint uniform_i_resolution;