TextureCache: Add "Mono EFB Depth Copy" stereoscopy option.

This commit is contained in:
Jules Blok 2014-11-08 16:19:15 +01:00
parent 9994ccb342
commit 0f63186371
6 changed files with 22 additions and 18 deletions

View file

@ -361,7 +361,7 @@ void TextureCache::CompileShaders()
"out vec4 ocol0;\n"
"\n"
"void main(){\n"
" vec4 texcol = texture(samp9, vec3(f_uv0.xy, 0));\n"
" vec4 texcol = texture(samp9, vec3(f_uv0.xy, %s));\n"
// 255.99998474121 = 16777215/16777216*256
" float workspace = texcol.x * 255.99998474121;\n"
@ -387,30 +387,21 @@ void TextureCache::CompileShaders()
" ocol0 = texcol * mat4(colmat[0], colmat[1], colmat[2], colmat[3]) + colmat[4];\n"
"}\n";
const char *VProgram = (g_ActiveConfig.iStereoMode > 0) ?
"out vec2 v_uv0;\n"
const char *VProgram =
"out vec3 %s_uv0;\n"
"SAMPLER_BINDING(9) uniform sampler2DArray samp9;\n"
"uniform vec4 copy_position;\n" // left, top, right, bottom
"void main()\n"
"{\n"
" vec2 rawpos = vec2(gl_VertexID&1, gl_VertexID&2);\n"
" v_uv0 = mix(copy_position.xy, copy_position.zw, rawpos) / vec2(textureSize(samp9, 0).xy);\n"
" gl_Position = vec4(rawpos*2.0-1.0, 0.0, 1.0);\n"
"}\n" :
"out vec3 f_uv0;\n"
"SAMPLER_BINDING(9) uniform sampler2DArray samp9;\n"
"uniform vec4 copy_position;\n" // left, top, right, bottom
"void main()\n"
"{\n"
" vec2 rawpos = vec2(gl_VertexID&1, gl_VertexID&2);\n"
" f_uv0 = vec3(mix(copy_position.xy, copy_position.zw, rawpos) / vec2(textureSize(samp9, 0).xy), 0.0);\n"
" %s_uv0 = vec3(mix(copy_position.xy, copy_position.zw, rawpos) / vec2(textureSize(samp9, 0).xy), 0.0);\n"
" gl_Position = vec4(rawpos*2.0-1.0, 0.0, 1.0);\n"
"}\n";
const char *GProgram = (g_ActiveConfig.iStereoMode > 0) ?
"layout(triangles) in;\n"
"layout(triangle_strip, max_vertices = 6) out;\n"
"in vec2 v_uv0[];\n"
"in vec3 v_uv0[];\n"
"out vec3 f_uv0;\n"
"SAMPLER_BINDING(9) uniform sampler2DArray samp9;\n"
"void main()\n"
@ -418,7 +409,7 @@ void TextureCache::CompileShaders()
" int layers = textureSize(samp9, 0).z;\n"
" for (int layer = 0; layer < layers; ++layer) {\n"
" for (int i = 0; i < gl_in.length(); ++i) {\n"
" f_uv0 = vec3(v_uv0[i], layer);\n"
" f_uv0 = vec3(v_uv0[i].xy, layer);\n"
" gl_Position = gl_in[i].gl_Position;\n"
" gl_Layer = layer;\n"
" EmitVertex();\n"
@ -427,8 +418,11 @@ void TextureCache::CompileShaders()
" }\n"
"}\n" : nullptr;
ProgramShaderCache::CompileShader(s_ColorMatrixProgram, VProgram, pColorMatrixProg, GProgram);
ProgramShaderCache::CompileShader(s_DepthMatrixProgram, VProgram, pDepthMatrixProg, GProgram);
const char* prefix = (GProgram == nullptr) ? "f" : "v";
const char* depth_layer = (g_ActiveConfig.bStereoMonoEFBDepth) ? "0" : "f_uv0.z";
ProgramShaderCache::CompileShader(s_ColorMatrixProgram, StringFromFormat(VProgram, prefix, prefix).c_str(), pColorMatrixProg, GProgram);
ProgramShaderCache::CompileShader(s_DepthMatrixProgram, StringFromFormat(VProgram, prefix, prefix).c_str(), StringFromFormat(pDepthMatrixProg, depth_layer).c_str(), GProgram);
s_ColorMatrixUniform = glGetUniformLocation(s_ColorMatrixProgram.glprogid, "colmat");
s_DepthMatrixUniform = glGetUniformLocation(s_DepthMatrixProgram.glprogid, "colmat");