Merge pull request #8069 from iwubcode/passive_support

VideoCommon: Implement passive stereoscopic 3D
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Connor McLaughlin 2019-05-12 15:15:34 +10:00 committed by GitHub
commit 707266aeed
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6 changed files with 57 additions and 15 deletions

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@ -0,0 +1,7 @@
// Passive (horizontal rows) shader
void main()
{
float screen_row = GetWindowResolution().y * GetCoordinates().y;
SetOutput(SampleLayer(int(screen_row) % 2));
}

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@ -62,6 +62,7 @@
#define THEMES_DIR "Themes" #define THEMES_DIR "Themes"
#define STYLES_DIR "Styles" #define STYLES_DIR "Styles"
#define ANAGLYPH_DIR "Anaglyph" #define ANAGLYPH_DIR "Anaglyph"
#define PASSIVE_DIR "Passive"
#define PIPES_DIR "Pipes" #define PIPES_DIR "Pipes"
#define MEMORYWATCHER_DIR "MemoryWatcher" #define MEMORYWATCHER_DIR "MemoryWatcher"
#define WFSROOT_DIR "WFS" #define WFSROOT_DIR "WFS"

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@ -109,9 +109,9 @@ void EnhancementsWidget::CreateWidgets()
auto* stereoscopy_layout = new QGridLayout(); auto* stereoscopy_layout = new QGridLayout();
stereoscopy_box->setLayout(stereoscopy_layout); stereoscopy_box->setLayout(stereoscopy_layout);
m_3d_mode = new GraphicsChoice( m_3d_mode = new GraphicsChoice({tr("Off"), tr("Side-by-Side"), tr("Top-and-Bottom"),
{tr("Off"), tr("Side-by-Side"), tr("Top-and-Bottom"), tr("Anaglyph"), tr("HDMI 3D")}, tr("Anaglyph"), tr("HDMI 3D"), tr("Passive")},
Config::GFX_STEREO_MODE); Config::GFX_STEREO_MODE);
m_3d_depth = new GraphicsSlider(0, 100, Config::GFX_STEREO_DEPTH); m_3d_depth = new GraphicsSlider(0, 100, Config::GFX_STEREO_DEPTH);
m_3d_convergence = new GraphicsSlider(0, 200, Config::GFX_STEREO_CONVERGENCE, 100); m_3d_convergence = new GraphicsSlider(0, 200, Config::GFX_STEREO_CONVERGENCE, 100);
m_3d_swap_eyes = new GraphicsBool(tr("Swap Eyes"), Config::GFX_STEREO_SWAP_EYES); m_3d_swap_eyes = new GraphicsBool(tr("Swap Eyes"), Config::GFX_STEREO_SWAP_EYES);
@ -151,14 +151,19 @@ void EnhancementsWidget::ConnectWidgets()
void EnhancementsWidget::LoadPPShaders() void EnhancementsWidget::LoadPPShaders()
{ {
const bool anaglyph = g_Config.stereo_mode == StereoMode::Anaglyph; std::vector<std::string> shaders = VideoCommon::PostProcessing::GetShaderList();
std::vector<std::string> shaders = anaglyph ? if (g_Config.stereo_mode == StereoMode::Anaglyph)
VideoCommon::PostProcessing::GetAnaglyphShaderList() : {
VideoCommon::PostProcessing::GetShaderList(); shaders = VideoCommon::PostProcessing::GetAnaglyphShaderList();
}
else if (g_Config.stereo_mode == StereoMode::Passive)
{
shaders = VideoCommon::PostProcessing::GetPassiveShaderList();
}
m_pp_effect->clear(); m_pp_effect->clear();
if (!anaglyph) if (g_Config.stereo_mode != StereoMode::Anaglyph && g_Config.stereo_mode != StereoMode::Passive)
m_pp_effect->addItem(tr("(off)")); m_pp_effect->addItem(tr("(off)"));
auto selected_shader = Config::Get(Config::GFX_ENHANCE_POST_SHADER); auto selected_shader = Config::Get(Config::GFX_ENHANCE_POST_SHADER);
@ -175,8 +180,10 @@ void EnhancementsWidget::LoadPPShaders()
} }
} }
if (anaglyph && !found) if (g_Config.stereo_mode == StereoMode::Anaglyph && !found)
m_pp_effect->setCurrentIndex(m_pp_effect->findText(QStringLiteral("dubois"))); m_pp_effect->setCurrentIndex(m_pp_effect->findText(QStringLiteral("dubois")));
else if (g_Config.stereo_mode == StereoMode::Passive && !found)
m_pp_effect->setCurrentIndex(m_pp_effect->findText(QStringLiteral("horizontal")));
const bool supports_postprocessing = g_Config.backend_info.bSupportsPostProcessing; const bool supports_postprocessing = g_Config.backend_info.bSupportsPostProcessing;
m_pp_effect->setEnabled(supports_postprocessing); m_pp_effect->setEnabled(supports_postprocessing);
@ -221,7 +228,7 @@ void EnhancementsWidget::LoadSettings()
bool supports_stereoscopy = g_Config.backend_info.bSupportsGeometryShaders; bool supports_stereoscopy = g_Config.backend_info.bSupportsGeometryShaders;
bool supports_3dvision = g_Config.backend_info.bSupports3DVision; bool supports_3dvision = g_Config.backend_info.bSupports3DVision;
bool has_3dvision = m_3d_mode->count() == 6; bool has_3dvision = m_3d_mode->count() == 7;
if (has_3dvision && !supports_3dvision) if (has_3dvision && !supports_3dvision)
m_3d_mode->removeItem(5); m_3d_mode->removeItem(5);
@ -260,8 +267,9 @@ void EnhancementsWidget::SaveSettings()
Config::SetBaseOrCurrent(Config::GFX_SSAA, is_ssaa); Config::SetBaseOrCurrent(Config::GFX_SSAA, is_ssaa);
const bool anaglyph = g_Config.stereo_mode == StereoMode::Anaglyph; const bool anaglyph = g_Config.stereo_mode == StereoMode::Anaglyph;
const bool passive = g_Config.stereo_mode == StereoMode::Passive;
Config::SetBaseOrCurrent(Config::GFX_ENHANCE_POST_SHADER, Config::SetBaseOrCurrent(Config::GFX_ENHANCE_POST_SHADER,
(!anaglyph && m_pp_effect->currentIndex() == 0) ? (!anaglyph && !passive && m_pp_effect->currentIndex() == 0) ?
"(off)" : "(off)" :
m_pp_effect->currentText().toStdString()); m_pp_effect->currentText().toStdString());
@ -324,7 +332,8 @@ void EnhancementsWidget::AddDescriptions()
"Selects the stereoscopic 3D mode. Stereoscopy allows a better feeling " "Selects the stereoscopic 3D mode. Stereoscopy allows a better feeling "
"of depth if the necessary hardware is present.\n\nSide-by-Side and Top-and-Bottom are " "of depth if the necessary hardware is present.\n\nSide-by-Side and Top-and-Bottom are "
"used by most 3D TVs.\nAnaglyph is used for Red-Cyan colored glasses.\nHDMI 3D is " "used by most 3D TVs.\nAnaglyph is used for Red-Cyan colored glasses.\nHDMI 3D is "
"used when the monitor supports 3D display resolutions.\n\nHeavily decreases " "used when the monitor supports 3D display resolutions.\nPassive is another type of 3D "
"used by some TVs.\n\nHeavily decreases "
"emulation speed and sometimes causes issues.\n\nIf unsure, select Off."); "emulation speed and sometimes causes issues.\n\nIf unsure, select Off.");
static const char TR_3D_DEPTH_DESCRIPTION[] = QT_TR_NOOP( static const char TR_3D_DEPTH_DESCRIPTION[] = QT_TR_NOOP(
"Controls the separation distance between the virtual cameras. \n\nA higher " "Controls the separation distance between the virtual cameras. \n\nA higher "

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@ -44,8 +44,16 @@ void PostProcessingConfiguration::LoadShader(const std::string& shader)
return; return;
} }
const std::string sub_dir = std::string sub_dir = "";
(g_Config.stereo_mode == StereoMode::Anaglyph) ? ANAGLYPH_DIR DIR_SEP : "";
if (g_Config.stereo_mode == StereoMode::Anaglyph)
{
sub_dir = ANAGLYPH_DIR DIR_SEP;
}
else if (g_Config.stereo_mode == StereoMode::Passive)
{
sub_dir = PASSIVE_DIR DIR_SEP;
}
// loading shader code // loading shader code
std::string code; std::string code;
@ -364,6 +372,11 @@ std::vector<std::string> PostProcessing::GetAnaglyphShaderList()
return GetShaders(ANAGLYPH_DIR DIR_SEP); return GetShaders(ANAGLYPH_DIR DIR_SEP);
} }
std::vector<std::string> PostProcessing::GetPassiveShaderList()
{
return GetShaders(PASSIVE_DIR DIR_SEP);
}
bool PostProcessing::Initialize(AbstractTextureFormat format) bool PostProcessing::Initialize(AbstractTextureFormat format)
{ {
m_framebuffer_format = format; m_framebuffer_format = format;
@ -425,6 +438,7 @@ std::string PostProcessing::GetUniformBufferHeader() const
// Builtin uniforms // Builtin uniforms
ss << " float4 resolution;\n"; ss << " float4 resolution;\n";
ss << " float4 window_resolution;\n";
ss << " float4 src_rect;\n"; ss << " float4 src_rect;\n";
ss << " uint time;\n"; ss << " uint time;\n";
ss << " int layer;\n"; ss << " int layer;\n";
@ -508,6 +522,11 @@ float4 SampleLocation(float2 location) { return texture(samp0, float3(location,
float4 SampleLayer(int layer) { return texture(samp0, float3(v_tex0.xy, float(layer))); } float4 SampleLayer(int layer) { return texture(samp0, float3(v_tex0.xy, float(layer))); }
#define SampleOffset(offset) textureOffset(samp0, float3(v_tex0.xy, float(layer)), offset) #define SampleOffset(offset) textureOffset(samp0, float3(v_tex0.xy, float(layer)), offset)
float2 GetWindowResolution()
{
return window_resolution.xy;
}
float2 GetResolution() float2 GetResolution()
{ {
return resolution.xy; return resolution.xy;
@ -599,6 +618,7 @@ bool PostProcessing::CompileVertexShader()
struct BuiltinUniforms struct BuiltinUniforms
{ {
float resolution[4]; float resolution[4];
float window_resolution[4];
float src_rect[4]; float src_rect[4];
s32 time; s32 time;
u32 layer; u32 layer;
@ -614,11 +634,14 @@ size_t PostProcessing::CalculateUniformsSize() const
void PostProcessing::FillUniformBuffer(const MathUtil::Rectangle<int>& src, void PostProcessing::FillUniformBuffer(const MathUtil::Rectangle<int>& src,
const AbstractTexture* src_tex, int src_layer) const AbstractTexture* src_tex, int src_layer)
{ {
const auto& window_rect = g_renderer->GetTargetRectangle();
const float rcp_src_width = 1.0f / src_tex->GetWidth(); const float rcp_src_width = 1.0f / src_tex->GetWidth();
const float rcp_src_height = 1.0f / src_tex->GetHeight(); const float rcp_src_height = 1.0f / src_tex->GetHeight();
BuiltinUniforms builtin_uniforms = { BuiltinUniforms builtin_uniforms = {
{static_cast<float>(src_tex->GetWidth()), static_cast<float>(src_tex->GetHeight()), {static_cast<float>(src_tex->GetWidth()), static_cast<float>(src_tex->GetHeight()),
rcp_src_width, rcp_src_height}, rcp_src_width, rcp_src_height},
{static_cast<float>(window_rect.GetWidth()), static_cast<float>(window_rect.GetHeight()),
0.0f, 0.0f},
{static_cast<float>(src.left) * rcp_src_width, static_cast<float>(src.top) * rcp_src_height, {static_cast<float>(src.left) * rcp_src_width, static_cast<float>(src.top) * rcp_src_height,
static_cast<float>(src.GetWidth()) * rcp_src_width, static_cast<float>(src.GetWidth()) * rcp_src_width,
static_cast<float>(src.GetHeight()) * rcp_src_height}, static_cast<float>(src.GetHeight()) * rcp_src_height},

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@ -94,6 +94,7 @@ public:
virtual ~PostProcessing(); virtual ~PostProcessing();
static std::vector<std::string> GetShaderList(); static std::vector<std::string> GetShaderList();
static std::vector<std::string> GetPassiveShaderList();
static std::vector<std::string> GetAnaglyphShaderList(); static std::vector<std::string> GetAnaglyphShaderList();
PostProcessingConfiguration* GetConfig() { return &m_config; } PostProcessingConfiguration* GetConfig() { return &m_config; }

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@ -39,7 +39,8 @@ enum class StereoMode : int
TAB, TAB,
Anaglyph, Anaglyph,
QuadBuffer, QuadBuffer,
Nvidia3DVision Passive,
Nvidia3DVision,
}; };
enum class ShaderCompilationMode : int enum class ShaderCompilationMode : int