renderer_opengl: DrawSingleScreen*: remove duplicate code (#6426)
Co-authored-by: Tobias <thm.frey@gmail.com>
This commit is contained in:
parent
9dc71e3347
commit
ce553ab995
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@ -9,6 +9,14 @@
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namespace Layout {
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/// Orientation of the 3DS displays
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enum class DisplayOrientation {
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Landscape, // Default orientation of the 3DS
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Portrait, // 3DS rotated 90 degrees counter-clockwise
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LandscapeFlipped, // 3DS rotated 180 degrees counter-clockwise
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PortraitFlipped, // 3DS rotated 270 degrees counter-clockwise
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};
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/// Describes the horizontal coordinates for the right eye screen when using Cardboard VR
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struct CardboardSettings {
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u32 top_screen_right_eye;
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@ -261,6 +261,7 @@ public:
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* Vertex structure that the drawn screen rectangles are composed of.
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*/
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struct ScreenRectVertex {
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ScreenRectVertex() = default;
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ScreenRectVertex(GLfloat x, GLfloat y, GLfloat u, GLfloat v) {
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position[0] = x;
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position[1] = y;
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@ -268,8 +269,8 @@ struct ScreenRectVertex {
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tex_coord[1] = v;
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}
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GLfloat position[2];
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GLfloat tex_coord[2];
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std::array<GLfloat, 2> position{};
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std::array<GLfloat, 2> tex_coord{};
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};
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/**
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@ -746,20 +747,51 @@ void RendererOpenGL::ConfigureFramebufferTexture(TextureInfo& texture,
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* Draws a single texture to the emulator window, rotating the texture to correct for the 3DS's LCD
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* rotation.
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*/
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void RendererOpenGL::DrawSingleScreenRotated(const ScreenInfo& screen_info, float x, float y,
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float w, float h) {
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void RendererOpenGL::DrawSingleScreen(const ScreenInfo& screen_info, float x, float y, float w,
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float h, Layout::DisplayOrientation orientation) {
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const auto& texcoords = screen_info.display_texcoords;
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const std::array<ScreenRectVertex, 4> vertices = {{
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ScreenRectVertex(x, y, texcoords.bottom, texcoords.left),
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ScreenRectVertex(x + w, y, texcoords.bottom, texcoords.right),
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ScreenRectVertex(x, y + h, texcoords.top, texcoords.left),
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ScreenRectVertex(x + w, y + h, texcoords.top, texcoords.right),
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}};
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std::array<ScreenRectVertex, 4> vertices;
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switch (orientation) {
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case Layout::DisplayOrientation::Landscape:
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vertices = {{
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ScreenRectVertex(x, y, texcoords.bottom, texcoords.left),
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ScreenRectVertex(x + w, y, texcoords.bottom, texcoords.right),
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ScreenRectVertex(x, y + h, texcoords.top, texcoords.left),
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ScreenRectVertex(x + w, y + h, texcoords.top, texcoords.right),
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}};
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break;
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case Layout::DisplayOrientation::Portrait:
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vertices = {{
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ScreenRectVertex(x, y, texcoords.bottom, texcoords.right),
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ScreenRectVertex(x + w, y, texcoords.top, texcoords.right),
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ScreenRectVertex(x, y + h, texcoords.bottom, texcoords.left),
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ScreenRectVertex(x + w, y + h, texcoords.top, texcoords.left),
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}};
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std::swap(h, w);
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break;
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case Layout::DisplayOrientation::LandscapeFlipped:
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vertices = {{
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ScreenRectVertex(x, y, texcoords.top, texcoords.right),
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ScreenRectVertex(x + w, y, texcoords.top, texcoords.left),
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ScreenRectVertex(x, y + h, texcoords.bottom, texcoords.right),
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ScreenRectVertex(x + w, y + h, texcoords.bottom, texcoords.left),
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}};
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break;
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case Layout::DisplayOrientation::PortraitFlipped:
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vertices = {{
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ScreenRectVertex(x, y, texcoords.top, texcoords.left),
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ScreenRectVertex(x + w, y, texcoords.bottom, texcoords.left),
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ScreenRectVertex(x, y + h, texcoords.top, texcoords.right),
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ScreenRectVertex(x + w, y + h, texcoords.bottom, texcoords.right),
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}};
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std::swap(h, w);
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break;
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default:
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LOG_ERROR(Render_OpenGL, "Unknown DisplayOrientation: {}", orientation);
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break;
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}
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// As this is the "DrawSingleScreenRotated" function, the output resolution dimensions have been
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// swapped. If a non-rotated draw-screen function were to be added for book-mode games, those
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// should probably be set to the standard (w, h, 1.0 / w, 1.0 / h) ordering.
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const u32 scale_factor = GetResolutionScaleFactor();
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glUniform4f(uniform_i_resolution, static_cast<float>(screen_info.texture.width * scale_factor),
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static_cast<float>(screen_info.texture.height * scale_factor),
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@ -778,50 +810,56 @@ void RendererOpenGL::DrawSingleScreenRotated(const ScreenInfo& screen_info, floa
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state.Apply();
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}
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void RendererOpenGL::DrawSingleScreen(const ScreenInfo& screen_info, float x, float y, float w,
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float h) {
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const auto& texcoords = screen_info.display_texcoords;
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const std::array<ScreenRectVertex, 4> vertices = {{
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ScreenRectVertex(x, y, texcoords.bottom, texcoords.right),
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ScreenRectVertex(x + w, y, texcoords.top, texcoords.right),
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ScreenRectVertex(x, y + h, texcoords.bottom, texcoords.left),
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ScreenRectVertex(x + w, y + h, texcoords.top, texcoords.left),
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}};
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const u32 scale_factor = GetResolutionScaleFactor();
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glUniform4f(uniform_i_resolution, static_cast<float>(screen_info.texture.width * scale_factor),
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static_cast<float>(screen_info.texture.height * scale_factor),
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1.0f / static_cast<float>(screen_info.texture.width * scale_factor),
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1.0f / static_cast<float>(screen_info.texture.height * scale_factor));
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glUniform4f(uniform_o_resolution, w, h, 1.0f / w, 1.0f / h);
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state.texture_units[0].texture_2d = screen_info.display_texture;
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state.texture_units[0].sampler = filter_sampler.handle;
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state.Apply();
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glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(vertices), vertices.data());
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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state.texture_units[0].texture_2d = 0;
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state.texture_units[0].sampler = 0;
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state.Apply();
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}
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/**
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* Draws a single texture to the emulator window, rotating the texture to correct for the 3DS's LCD
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* rotation.
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*/
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void RendererOpenGL::DrawSingleScreenStereoRotated(const ScreenInfo& screen_info_l,
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const ScreenInfo& screen_info_r, float x,
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float y, float w, float h) {
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void RendererOpenGL::DrawSingleScreenStereo(const ScreenInfo& screen_info_l,
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const ScreenInfo& screen_info_r, float x, float y,
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float w, float h,
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Layout::DisplayOrientation orientation) {
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const auto& texcoords = screen_info_l.display_texcoords;
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const std::array<ScreenRectVertex, 4> vertices = {{
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ScreenRectVertex(x, y, texcoords.bottom, texcoords.left),
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ScreenRectVertex(x + w, y, texcoords.bottom, texcoords.right),
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ScreenRectVertex(x, y + h, texcoords.top, texcoords.left),
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ScreenRectVertex(x + w, y + h, texcoords.top, texcoords.right),
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}};
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std::array<ScreenRectVertex, 4> vertices;
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switch (orientation) {
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case Layout::DisplayOrientation::Landscape:
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vertices = {{
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ScreenRectVertex(x, y, texcoords.bottom, texcoords.left),
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ScreenRectVertex(x + w, y, texcoords.bottom, texcoords.right),
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ScreenRectVertex(x, y + h, texcoords.top, texcoords.left),
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ScreenRectVertex(x + w, y + h, texcoords.top, texcoords.right),
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}};
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break;
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case Layout::DisplayOrientation::Portrait:
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vertices = {{
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ScreenRectVertex(x, y, texcoords.bottom, texcoords.right),
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ScreenRectVertex(x + w, y, texcoords.top, texcoords.right),
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ScreenRectVertex(x, y + h, texcoords.bottom, texcoords.left),
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ScreenRectVertex(x + w, y + h, texcoords.top, texcoords.left),
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}};
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std::swap(h, w);
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break;
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case Layout::DisplayOrientation::LandscapeFlipped:
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vertices = {{
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ScreenRectVertex(x, y, texcoords.top, texcoords.right),
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ScreenRectVertex(x + w, y, texcoords.top, texcoords.left),
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ScreenRectVertex(x, y + h, texcoords.bottom, texcoords.right),
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ScreenRectVertex(x + w, y + h, texcoords.bottom, texcoords.left),
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}};
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break;
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case Layout::DisplayOrientation::PortraitFlipped:
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vertices = {{
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ScreenRectVertex(x, y, texcoords.top, texcoords.left),
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ScreenRectVertex(x + w, y, texcoords.bottom, texcoords.left),
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ScreenRectVertex(x, y + h, texcoords.top, texcoords.right),
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ScreenRectVertex(x + w, y + h, texcoords.bottom, texcoords.right),
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}};
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std::swap(h, w);
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break;
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default:
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LOG_ERROR(Render_OpenGL, "Unknown DisplayOrientation: {}", orientation);
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break;
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}
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const u32 scale_factor = GetResolutionScaleFactor();
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glUniform4f(uniform_i_resolution,
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@ -846,41 +884,6 @@ void RendererOpenGL::DrawSingleScreenStereoRotated(const ScreenInfo& screen_info
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state.Apply();
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}
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void RendererOpenGL::DrawSingleScreenStereo(const ScreenInfo& screen_info_l,
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const ScreenInfo& screen_info_r, float x, float y,
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float w, float h) {
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const auto& texcoords = screen_info_l.display_texcoords;
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const std::array<ScreenRectVertex, 4> vertices = {{
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ScreenRectVertex(x, y, texcoords.bottom, texcoords.right),
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ScreenRectVertex(x + w, y, texcoords.top, texcoords.right),
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ScreenRectVertex(x, y + h, texcoords.bottom, texcoords.left),
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ScreenRectVertex(x + w, y + h, texcoords.top, texcoords.left),
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}};
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const u32 scale_factor = GetResolutionScaleFactor();
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glUniform4f(uniform_i_resolution,
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static_cast<float>(screen_info_l.texture.width * scale_factor),
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static_cast<float>(screen_info_l.texture.height * scale_factor),
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1.0f / static_cast<float>(screen_info_l.texture.width * scale_factor),
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1.0f / static_cast<float>(screen_info_l.texture.height * scale_factor));
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glUniform4f(uniform_o_resolution, w, h, 1.0f / w, 1.0f / h);
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state.texture_units[0].texture_2d = screen_info_l.display_texture;
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state.texture_units[1].texture_2d = screen_info_r.display_texture;
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state.texture_units[0].sampler = filter_sampler.handle;
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state.texture_units[1].sampler = filter_sampler.handle;
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state.Apply();
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glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(vertices), vertices.data());
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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state.texture_units[0].texture_2d = 0;
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state.texture_units[1].texture_2d = 0;
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state.texture_units[0].sampler = 0;
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state.texture_units[1].sampler = 0;
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state.Apply();
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}
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/**
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* Draws the emulated screens to the emulator window.
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*/
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@ -975,76 +978,41 @@ void RendererOpenGL::DrawTopScreen(const Layout::FramebufferLayout& layout,
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const float top_screen_width = static_cast<float>(top_screen.GetWidth());
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const float top_screen_height = static_cast<float>(top_screen.GetHeight());
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if (layout.is_rotated) {
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switch (Settings::values.render_3d.GetValue()) {
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case Settings::StereoRenderOption::Off: {
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int eye = static_cast<int>(Settings::values.mono_render_option.GetValue());
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DrawSingleScreenRotated(screen_infos[eye], top_screen_left, top_screen_top,
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top_screen_width, top_screen_height);
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break;
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}
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case Settings::StereoRenderOption::SideBySide: {
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DrawSingleScreenRotated(screen_infos[0], top_screen_left / 2, top_screen_top,
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top_screen_width / 2, top_screen_height);
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glUniform1i(uniform_layer, 1);
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DrawSingleScreenRotated(screen_infos[1],
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static_cast<float>((top_screen_left / 2) + (layout.width / 2)),
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top_screen_top, top_screen_width / 2, top_screen_height);
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break;
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}
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case Settings::StereoRenderOption::CardboardVR: {
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DrawSingleScreenRotated(screen_infos[0], top_screen_left, top_screen_top,
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top_screen_width, top_screen_height);
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glUniform1i(uniform_layer, 1);
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DrawSingleScreenRotated(
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screen_infos[1],
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static_cast<float>(layout.cardboard.top_screen_right_eye + (layout.width / 2)),
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top_screen_top, top_screen_width, top_screen_height);
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break;
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}
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case Settings::StereoRenderOption::Anaglyph:
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case Settings::StereoRenderOption::Interlaced:
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case Settings::StereoRenderOption::ReverseInterlaced: {
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DrawSingleScreenStereoRotated(screen_infos[0], screen_infos[1], top_screen_left,
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top_screen_top, top_screen_width, top_screen_height);
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break;
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}
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}
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} else {
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switch (Settings::values.render_3d.GetValue()) {
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case Settings::StereoRenderOption::Off: {
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int eye = static_cast<int>(Settings::values.mono_render_option.GetValue());
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DrawSingleScreen(screen_infos[eye], top_screen_left, top_screen_top, top_screen_width,
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top_screen_height);
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break;
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}
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case Settings::StereoRenderOption::SideBySide: {
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DrawSingleScreen(screen_infos[0], top_screen_left / 2, top_screen_top,
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top_screen_width / 2, top_screen_height);
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glUniform1i(uniform_layer, 1);
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DrawSingleScreen(screen_infos[1],
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static_cast<float>((top_screen_left / 2) + (layout.width / 2)),
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top_screen_top, top_screen_width / 2, top_screen_height);
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break;
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}
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case Settings::StereoRenderOption::CardboardVR: {
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DrawSingleScreen(screen_infos[0], (float)top_screen.left, top_screen_top,
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top_screen_width, top_screen_height);
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glUniform1i(uniform_layer, 1);
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DrawSingleScreen(
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screen_infos[1],
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static_cast<float>(layout.cardboard.top_screen_right_eye + (layout.width / 2)),
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top_screen_top, top_screen_width, top_screen_height);
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break;
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}
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case Settings::StereoRenderOption::Anaglyph:
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case Settings::StereoRenderOption::Interlaced:
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case Settings::StereoRenderOption::ReverseInterlaced: {
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DrawSingleScreenStereo(screen_infos[0], screen_infos[1], top_screen_left,
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top_screen_top, top_screen_width, top_screen_height);
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break;
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}
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}
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const auto orientation = layout.is_rotated ? Layout::DisplayOrientation::Landscape
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: Layout::DisplayOrientation::Portrait;
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switch (Settings::values.render_3d.GetValue()) {
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case Settings::StereoRenderOption::Off: {
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const int eye = static_cast<int>(Settings::values.mono_render_option.GetValue());
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DrawSingleScreen(screen_infos[eye], top_screen_left, top_screen_top, top_screen_width,
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top_screen_height, orientation);
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break;
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}
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case Settings::StereoRenderOption::SideBySide: {
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DrawSingleScreen(screen_infos[0], top_screen_left / 2, top_screen_top, top_screen_width / 2,
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top_screen_height, orientation);
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glUniform1i(uniform_layer, 1);
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DrawSingleScreen(screen_infos[1],
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static_cast<float>((top_screen_left / 2) + (layout.width / 2)),
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top_screen_top, top_screen_width / 2, top_screen_height, orientation);
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break;
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}
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case Settings::StereoRenderOption::CardboardVR: {
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DrawSingleScreen(screen_infos[0], top_screen_left, top_screen_top, top_screen_width,
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top_screen_height, orientation);
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glUniform1i(uniform_layer, 1);
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DrawSingleScreen(
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screen_infos[1],
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static_cast<float>(layout.cardboard.top_screen_right_eye + (layout.width / 2)),
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top_screen_top, top_screen_width, top_screen_height, orientation);
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break;
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}
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case Settings::StereoRenderOption::Anaglyph:
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case Settings::StereoRenderOption::Interlaced:
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case Settings::StereoRenderOption::ReverseInterlaced: {
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DrawSingleScreenStereo(screen_infos[0], screen_infos[1], top_screen_left, top_screen_top,
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top_screen_width, top_screen_height, orientation);
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break;
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}
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}
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}
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@ -1059,75 +1027,42 @@ void RendererOpenGL::DrawBottomScreen(const Layout::FramebufferLayout& layout,
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const float bottom_screen_width = static_cast<float>(bottom_screen.GetWidth());
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const float bottom_screen_height = static_cast<float>(bottom_screen.GetHeight());
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if (layout.is_rotated) {
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switch (Settings::values.render_3d.GetValue()) {
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case Settings::StereoRenderOption::Off: {
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DrawSingleScreenRotated(screen_infos[2], bottom_screen_left, bottom_screen_top,
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bottom_screen_width, bottom_screen_height);
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break;
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}
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case Settings::StereoRenderOption::SideBySide: {
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DrawSingleScreenRotated(screen_infos[2], bottom_screen_left / 2, bottom_screen_top,
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bottom_screen_width / 2, bottom_screen_height);
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glUniform1i(uniform_layer, 1);
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DrawSingleScreenRotated(
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screen_infos[2], static_cast<float>((bottom_screen_left / 2) + (layout.width / 2)),
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bottom_screen_top, bottom_screen_width / 2, bottom_screen_height);
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break;
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}
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case Settings::StereoRenderOption::CardboardVR: {
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DrawSingleScreenRotated(screen_infos[2], bottom_screen_left, bottom_screen_top,
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bottom_screen_width, bottom_screen_height);
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glUniform1i(uniform_layer, 1);
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DrawSingleScreenRotated(
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screen_infos[2],
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static_cast<float>(layout.cardboard.bottom_screen_right_eye + (layout.width / 2)),
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bottom_screen_top, bottom_screen_width, bottom_screen_height);
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break;
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}
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case Settings::StereoRenderOption::Anaglyph:
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case Settings::StereoRenderOption::Interlaced:
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case Settings::StereoRenderOption::ReverseInterlaced: {
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DrawSingleScreenStereoRotated(screen_infos[2], screen_infos[2], bottom_screen_left,
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bottom_screen_top, bottom_screen_width,
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bottom_screen_height);
|
||||
break;
|
||||
}
|
||||
}
|
||||
} else {
|
||||
switch (Settings::values.render_3d.GetValue()) {
|
||||
case Settings::StereoRenderOption::Off: {
|
||||
DrawSingleScreen(screen_infos[2], bottom_screen_left, bottom_screen_top,
|
||||
bottom_screen_width, bottom_screen_height);
|
||||
break;
|
||||
}
|
||||
case Settings::StereoRenderOption::SideBySide: {
|
||||
DrawSingleScreen(screen_infos[2], bottom_screen_left / 2, bottom_screen_top,
|
||||
bottom_screen_width / 2, bottom_screen_height);
|
||||
glUniform1i(uniform_layer, 1);
|
||||
DrawSingleScreen(screen_infos[2],
|
||||
static_cast<float>((bottom_screen_left / 2) + (layout.width / 2)),
|
||||
bottom_screen_top, bottom_screen_width / 2, bottom_screen_height);
|
||||
break;
|
||||
}
|
||||
case Settings::StereoRenderOption::CardboardVR: {
|
||||
DrawSingleScreen(screen_infos[2], (float)layout.bottom_screen.left, bottom_screen_top,
|
||||
bottom_screen_width, bottom_screen_height);
|
||||
glUniform1i(uniform_layer, 1);
|
||||
DrawSingleScreen(
|
||||
screen_infos[2],
|
||||
static_cast<float>(layout.cardboard.bottom_screen_right_eye + (layout.width / 2)),
|
||||
bottom_screen_top, bottom_screen_width, bottom_screen_height);
|
||||
break;
|
||||
}
|
||||
case Settings::StereoRenderOption::Anaglyph:
|
||||
case Settings::StereoRenderOption::Interlaced:
|
||||
case Settings::StereoRenderOption::ReverseInterlaced: {
|
||||
DrawSingleScreenStereo(screen_infos[2], screen_infos[2], bottom_screen_left,
|
||||
bottom_screen_top, bottom_screen_width, bottom_screen_height);
|
||||
break;
|
||||
}
|
||||
}
|
||||
const auto orientation = layout.is_rotated ? Layout::DisplayOrientation::Landscape
|
||||
: Layout::DisplayOrientation::Portrait;
|
||||
|
||||
switch (Settings::values.render_3d.GetValue()) {
|
||||
case Settings::StereoRenderOption::Off: {
|
||||
DrawSingleScreen(screen_infos[2], bottom_screen_left, bottom_screen_top,
|
||||
bottom_screen_width, bottom_screen_height, orientation);
|
||||
break;
|
||||
}
|
||||
case Settings::StereoRenderOption::SideBySide: {
|
||||
DrawSingleScreen(screen_infos[2], bottom_screen_left / 2, bottom_screen_top,
|
||||
bottom_screen_width / 2, bottom_screen_height, orientation);
|
||||
glUniform1i(uniform_layer, 1);
|
||||
DrawSingleScreen(
|
||||
screen_infos[2], static_cast<float>((bottom_screen_left / 2) + (layout.width / 2)),
|
||||
bottom_screen_top, bottom_screen_width / 2, bottom_screen_height, orientation);
|
||||
break;
|
||||
}
|
||||
case Settings::StereoRenderOption::CardboardVR: {
|
||||
DrawSingleScreen(screen_infos[2], bottom_screen_left, bottom_screen_top,
|
||||
bottom_screen_width, bottom_screen_height, orientation);
|
||||
glUniform1i(uniform_layer, 1);
|
||||
DrawSingleScreen(
|
||||
screen_infos[2],
|
||||
static_cast<float>(layout.cardboard.bottom_screen_right_eye + (layout.width / 2)),
|
||||
bottom_screen_top, bottom_screen_width, bottom_screen_height, orientation);
|
||||
break;
|
||||
}
|
||||
case Settings::StereoRenderOption::Anaglyph:
|
||||
case Settings::StereoRenderOption::Interlaced:
|
||||
case Settings::StereoRenderOption::ReverseInterlaced: {
|
||||
DrawSingleScreenStereo(screen_infos[2], screen_infos[2], bottom_screen_left,
|
||||
bottom_screen_top, bottom_screen_width, bottom_screen_height,
|
||||
orientation);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -87,13 +87,11 @@ private:
|
|||
const Common::Rectangle<u32>& bottom_screen);
|
||||
void DrawTopScreen(const Layout::FramebufferLayout& layout,
|
||||
const Common::Rectangle<u32>& top_screen);
|
||||
void DrawSingleScreenRotated(const ScreenInfo& screen_info, float x, float y, float w, float h);
|
||||
void DrawSingleScreen(const ScreenInfo& screen_info, float x, float y, float w, float h);
|
||||
void DrawSingleScreenStereoRotated(const ScreenInfo& screen_info_l,
|
||||
const ScreenInfo& screen_info_r, float x, float y, float w,
|
||||
float h);
|
||||
void DrawSingleScreen(const ScreenInfo& screen_info, float x, float y, float w, float h,
|
||||
Layout::DisplayOrientation orientation);
|
||||
void DrawSingleScreenStereo(const ScreenInfo& screen_info_l, const ScreenInfo& screen_info_r,
|
||||
float x, float y, float w, float h);
|
||||
float x, float y, float w, float h,
|
||||
Layout::DisplayOrientation orientation);
|
||||
|
||||
// Loads framebuffer from emulated memory into the display information structure
|
||||
void LoadFBToScreenInfo(const GPU::Regs::FramebufferConfig& framebuffer,
|
||||
|
|
Loading…
Reference in a new issue