VideoConfigDiag: Add stereoscopy options group.

This commit is contained in:
Jules Blok 2014-10-30 23:29:56 +01:00
parent 4d9589b35f
commit 9b22e15180
12 changed files with 75 additions and 34 deletions

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@ -150,6 +150,8 @@ static wxString ppshader_desc = wxTRANSLATE("Apply a post-processing effect afte
static wxString cache_efb_copies_desc = wxTRANSLATE("Slightly speeds up EFB to RAM copies by sacrificing emulation accuracy.\nSometimes also increases visual quality.\nIf you're experiencing any issues, try raising texture cache accuracy or disable this option.\n\nIf unsure, leave this unchecked.");
static wxString shader_errors_desc = wxTRANSLATE("Usually if shader compilation fails, an error message is displayed.\nHowever, one may skip the popups to allow interruption free gameplay by checking this option.\n\nIf unsure, leave this unchecked.");
static wxString stereo_3d_desc = wxTRANSLATE("Side-by-side stereoscopic 3D.");
static wxString stereo_separation_desc = wxTRANSLATE("Control the Interpupillary distance.");
static wxString stereo_focal_desc = wxTRANSLATE("Control the distance at which objects appear to be at screen depth.");
#if !defined(__APPLE__)
@ -434,14 +436,39 @@ VideoConfigDiag::VideoConfigDiag(wxWindow* parent, const std::string &title, con
szr_enh->Add(CreateCheckBox(page_enh, _("Widescreen Hack"), wxGetTranslation(ws_hack_desc), vconfig.bWidescreenHack));
szr_enh->Add(CreateCheckBox(page_enh, _("Disable Fog"), wxGetTranslation(disable_fog_desc), vconfig.bDisableFog));
if (vconfig.backend_info.bSupportsStereoscopy)
szr_enh->Add(CreateCheckBox(page_enh, _("Stereo 3D"), wxGetTranslation(stereo_3d_desc), vconfig.bStereo));
wxStaticBoxSizer* const group_enh = new wxStaticBoxSizer(wxVERTICAL, page_enh, _("Enhancements"));
group_enh->Add(szr_enh, 1, wxEXPAND | wxLEFT | wxRIGHT | wxBOTTOM, 5);
szr_enh_main->Add(group_enh, 0, wxEXPAND | wxALL, 5);
// - stereoscopy
if (vconfig.backend_info.bSupportsStereoscopy)
{
wxGridSizer* const szr_stereo = new wxGridSizer(2, 5, 5);
const wxString stereo_choices[] = { "Off", "Side-by-Side" };
szr_stereo->Add(new wxStaticText(page_enh, -1, _("Stereo 3D Mode:")), 1, wxALIGN_CENTER_VERTICAL, 0);
szr_stereo->Add(CreateChoice(page_enh, vconfig.iStereoMode, wxGetTranslation(stereo_3d_desc), 2, stereo_choices));
wxSlider* const sep_slider = new wxSlider(page_enh, wxID_ANY, vconfig.iStereoSeparation, 30, 90, wxDefaultPosition, wxDefaultSize, wxSL_VALUE_LABEL);
sep_slider->Bind(wxEVT_SLIDER, &VideoConfigDiag::Event_StereoSep, this);
RegisterControl(sep_slider, wxGetTranslation(stereo_separation_desc));
szr_stereo->Add(new wxStaticText(page_enh, wxID_ANY, _("Interpupillary distance:")), 1, wxALIGN_CENTER_VERTICAL, 0);
szr_stereo->Add(sep_slider, 1, wxEXPAND | wxRIGHT);
wxSlider* const foc_slider = new wxSlider(page_enh, wxID_ANY, vconfig.iStereoFocalLength, 10, 200, wxDefaultPosition, wxDefaultSize, wxSL_VALUE_LABEL);
foc_slider->Bind(wxEVT_SLIDER, &VideoConfigDiag::Event_StereoFoc, this);
RegisterControl(foc_slider, wxGetTranslation(stereo_focal_desc));
szr_stereo->Add(new wxStaticText(page_enh, wxID_ANY, _("Focal Length:")), 1, wxALIGN_CENTER_VERTICAL, 0);
szr_stereo->Add(foc_slider, 1, wxEXPAND | wxRIGHT);
wxStaticBoxSizer* const group_stereo = new wxStaticBoxSizer(wxVERTICAL, page_enh, _("Stereoscopy"));
group_stereo->Add(szr_stereo, 1, wxEXPAND | wxLEFT | wxRIGHT | wxBOTTOM, 5);
szr_enh_main->Add(group_stereo, 0, wxEXPAND | wxALL, 5);
}
szr_enh_main->AddStretchSpacer();
CreateDescriptionArea(page_enh, szr_enh_main);

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@ -165,6 +165,20 @@ protected:
ev.Skip();
}
void Event_StereoSep(wxCommandEvent &ev)
{
vconfig.iStereoSeparation = ev.GetInt();
ev.Skip();
}
void Event_StereoFoc(wxCommandEvent &ev)
{
vconfig.iStereoFocalLength = ev.GetInt();
ev.Skip();
}
void Event_ClickClose(wxCommandEvent&);
void Event_Close(wxCloseEvent&);

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@ -73,7 +73,7 @@ FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int ms
m_efbDepth = glObj[1];
m_efbColorSwap = glObj[2];
m_EFBLayers = (g_ActiveConfig.bStereo) ? 2 : 1;
m_EFBLayers = (g_ActiveConfig.iStereoMode > 0) ? 2 : 1;
// OpenGL MSAA textures are a different kind of texture type and must be allocated
// with a different function, so we create them separately.

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@ -200,7 +200,7 @@ SHADER* ProgramShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 components
ShaderCode gcode;
GenerateVertexShaderCode(vcode, components, API_OPENGL);
GeneratePixelShaderCode(pcode, dstAlphaMode, API_OPENGL, components);
if (g_ActiveConfig.bStereo)
if (g_ActiveConfig.iStereoMode > 0)
GenerateGeometryShaderCode(gcode, components, API_OPENGL);
if (g_ActiveConfig.bEnableShaderDebugging)

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@ -599,7 +599,7 @@ Renderer::Renderer()
s_LastMultisampleMode = g_ActiveConfig.iMultisampleMode;
s_MSAASamples = GetNumMSAASamples(s_LastMultisampleMode);
ApplySSAASettings();
s_LastStereo = g_ActiveConfig.bStereo;
s_LastStereo = g_ActiveConfig.iStereoMode > 0;
// Decide framebuffer size
s_backbuffer_width = (int)GLInterface->GetBackBufferWidth();
@ -1514,7 +1514,7 @@ void Renderer::SwapImpl(u32 xfbAddr, u32 fbWidth, u32 fbStride, u32 fbHeight, co
sourceRc.right -= fbStride - fbWidth;
if (g_ActiveConfig.bStereo)
if (g_ActiveConfig.iStereoMode == 1)
{
TargetRectangle leftRc = drawRc, rightRc = drawRc;
int width = drawRc.right - drawRc.left;
@ -1537,7 +1537,7 @@ void Renderer::SwapImpl(u32 xfbAddr, u32 fbWidth, u32 fbStride, u32 fbHeight, co
// for msaa mode, we must resolve the efb content to non-msaa
GLuint tex = FramebufferManager::ResolveAndGetRenderTarget(rc);
if (g_ActiveConfig.bStereo)
if (g_ActiveConfig.iStereoMode == 1)
{
TargetRectangle leftRc = flipped_trc, rightRc = flipped_trc;
int width = flipped_trc.right - flipped_trc.left;
@ -1699,16 +1699,16 @@ void Renderer::SwapImpl(u32 xfbAddr, u32 fbWidth, u32 fbStride, u32 fbHeight, co
s_LastEFBScale = g_ActiveConfig.iEFBScale;
}
if (xfbchanged || WindowResized || (s_LastMultisampleMode != g_ActiveConfig.iMultisampleMode) || (s_LastStereo != g_ActiveConfig.bStereo))
if (xfbchanged || WindowResized || (s_LastMultisampleMode != g_ActiveConfig.iMultisampleMode) || (s_LastStereo != (g_ActiveConfig.iStereoMode > 0)))
{
UpdateDrawRectangle(s_backbuffer_width, s_backbuffer_height);
if (CalculateTargetSize(s_backbuffer_width, s_backbuffer_height) || s_LastMultisampleMode != g_ActiveConfig.iMultisampleMode || s_LastStereo != g_ActiveConfig.bStereo)
if (CalculateTargetSize(s_backbuffer_width, s_backbuffer_height) || s_LastMultisampleMode != g_ActiveConfig.iMultisampleMode || s_LastStereo != (g_ActiveConfig.iStereoMode > 0))
{
s_LastMultisampleMode = g_ActiveConfig.iMultisampleMode;
s_MSAASamples = GetNumMSAASamples(s_LastMultisampleMode);
ApplySSAASettings();
s_LastStereo = g_ActiveConfig.bStereo;
s_LastStereo = g_ActiveConfig.iStereoMode > 0;
delete g_framebuffer_manager;
g_framebuffer_manager = new FramebufferManager(s_target_width, s_target_height,

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@ -364,7 +364,7 @@ TextureCache::TextureCache()
" ocol0 = texcol * mat4(colmat[0], colmat[1], colmat[2], colmat[3]) + colmat[4];\n"
"}\n";
const char *VProgram = (g_ActiveConfig.bStereo) ?
const char *VProgram = (g_ActiveConfig.iStereoMode > 0) ?
"out vec2 v_uv0;\n"
"SAMPLER_BINDING(9) uniform sampler2DArray samp9;\n"
"uniform vec4 copy_position;\n" // left, top, right, bottom
@ -385,7 +385,7 @@ TextureCache::TextureCache()
" gl_Position = vec4(rawpos*2.0-1.0, 0.0, 1.0);\n"
"}\n";
const char *GProgram = (g_ActiveConfig.bStereo) ?
const char *GProgram = (g_ActiveConfig.iStereoMode > 0) ?
"layout(triangles) in;\n"
"layout(triangle_strip, max_vertices = 6) out;\n"
"in vec2 v_uv0[];\n"

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@ -41,12 +41,12 @@ static inline void GenerateGeometryShader(T& out, u32 components, API_TYPE ApiTy
out.Write("//Geometry Shader for 3D stereoscopy\n");
uid_data->stereo = g_ActiveConfig.bStereo;
uid_data->stereo = g_ActiveConfig.iStereoMode > 0;
if (ApiType == API_OPENGL)
{
// Insert layout parameters
if (g_ActiveConfig.backend_info.bSupportsGSInstancing)
out.Write("layout(triangles, invocations = %d) in;\n", g_ActiveConfig.bStereo ? 2 : 1);
out.Write("layout(triangles, invocations = %d) in;\n", g_ActiveConfig.iStereoMode > 0 ? 2 : 1);
else
out.Write("layout(triangles) in;\n");
out.Write("layout(triangle_strip, max_vertices = %d) out;\n", g_ActiveConfig.backend_info.bSupportsGSInstancing ? 3 : 6);
@ -74,7 +74,7 @@ static inline void GenerateGeometryShader(T& out, u32 components, API_TYPE ApiTy
if (g_ActiveConfig.backend_info.bSupportsGSInstancing)
out.Write("\tlayer = gl_InvocationID;\n");
else
out.Write("\tfor (layer = 0; layer < %d; ++layer) {\n", g_ActiveConfig.bStereo ? 2 : 1);
out.Write("\tfor (layer = 0; layer < %d; ++layer) {\n", g_ActiveConfig.iStereoMode > 0 ? 2 : 1);
out.Write("\tgl_Layer = layer;\n");
out.Write("\tvec4 stereoproj = "I_PROJECTION"[0];\n");
@ -83,7 +83,7 @@ static inline void GenerateGeometryShader(T& out, u32 components, API_TYPE ApiTy
out.Write("\tfor (int i = 0; i < gl_in.length(); ++i) {\n");
out.Write("\t\to = v[i];\n");
if (g_ActiveConfig.bStereo)
if (g_ActiveConfig.iStereoMode > 0)
out.Write("\t\to.pos = float4(dot(stereoproj, v[i].rawpos), dot(" I_PROJECTION"[1], v[i].rawpos), dot(" I_PROJECTION"[2], v[i].rawpos), dot(" I_PROJECTION"[3], v[i].rawpos)); \n");
out.Write("\t\tgl_Position = o.pos;\n");

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@ -321,8 +321,8 @@ static inline void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_T
// Without MSAA, this flag is defined to have no effect.
out.Write("centroid in VS_OUTPUT o;\n");
uid_data->stereo = g_ActiveConfig.bStereo;
if (g_ActiveConfig.bStereo)
uid_data->stereo = g_ActiveConfig.iStereoMode > 0;
if (g_ActiveConfig.iStereoMode > 0)
out.Write("flat in int layer;\n");
out.Write("void main()\n{\n");
@ -926,7 +926,7 @@ static inline void SampleTexture(T& out, const char *texcoords, const char *texs
if (ApiType == API_D3D)
out.Write("iround(255.0 * Tex%d.Sample(samp%d,%s.xy * " I_TEXDIMS"[%d].xy)).%s;\n", texmap,texmap, texcoords, texmap, texswap);
else
out.Write("iround(255.0 * texture(samp%d, float3(%s.xy * " I_TEXDIMS"[%d].xy, %s))).%s;\n", texmap, texcoords, texmap, g_ActiveConfig.bStereo ? "layer" : "0.0", texswap);
out.Write("iround(255.0 * texture(samp%d, float3(%s.xy * " I_TEXDIMS"[%d].xy, %s))).%s;\n", texmap, texcoords, texmap, g_ActiveConfig.iStereoMode > 0 ? "layer" : "0.0", texswap);
}
static const char *tevAlphaFuncsTable[] =

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@ -52,7 +52,7 @@ static inline void GenerateVSOutputStruct(T& object, API_TYPE api_type)
if (g_ActiveConfig.bEnablePixelLighting)
DefineVSOutputStructMember(object, api_type, "float4", "Normal", -1, "TEXCOORD", xfmem.numTexGen.numTexGens + 1);
if (g_ActiveConfig.bStereo)
if (g_ActiveConfig.iStereoMode > 0)
DefineVSOutputStructMember(object, api_type, "float4", "rawpos", -1, "POSITION");
object.Write("};\n");
@ -125,11 +125,11 @@ static inline void GenerateVertexShader(T& out, u32 components, API_TYPE api_typ
out.Write("in float%d tex%d; // ATTR%d,\n", hastexmtx ? 3 : 2, i, SHADER_TEXTURE0_ATTRIB + i);
}
out.Write("centroid out VS_OUTPUT %s;\n", (g_ActiveConfig.bStereo) ? "v" : "o");
out.Write("centroid out VS_OUTPUT %s;\n", (g_ActiveConfig.iStereoMode > 0) ? "v" : "o");
out.Write("void main()\n{\n");
if (g_ActiveConfig.bStereo)
if (g_ActiveConfig.iStereoMode > 0)
out.Write("VS_OUTPUT o;\n");
}
else // D3D
@ -205,8 +205,8 @@ static inline void GenerateVertexShader(T& out, u32 components, API_TYPE api_typ
out.Write("o.pos = float4(dot(" I_PROJECTION"[0], pos), dot(" I_PROJECTION"[1], pos), dot(" I_PROJECTION"[2], pos), dot(" I_PROJECTION"[3], pos));\n");
uid_data->stereo = g_ActiveConfig.bStereo;
if (g_ActiveConfig.bStereo)
uid_data->stereo = g_ActiveConfig.iStereoMode > 0;
if (g_ActiveConfig.iStereoMode > 0)
out.Write("o.rawpos = pos;\n");
out.Write("int4 lacc;\n"
@ -420,7 +420,7 @@ static inline void GenerateVertexShader(T& out, u32 components, API_TYPE api_typ
if (api_type == API_OPENGL)
{
if (g_ActiveConfig.bStereo)
if (g_ActiveConfig.iStereoMode > 0)
out.Write("v = o;\n");
out.Write("gl_Position = o.pos;\n");

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@ -513,7 +513,7 @@ void VertexShaderManager::SetConstants()
memcpy(constants.projection, correctedMtx.data, 4*16);
}
if (g_ActiveConfig.bStereo && xfmem.projection.type == GX_PERSPECTIVE)
if (g_ActiveConfig.iStereoMode > 0 && xfmem.projection.type == GX_PERSPECTIVE)
{
float offset = g_ActiveConfig.iStereoSeparation / (200.0f * g_ActiveConfig.iStereoFocalLength);
constants.stereooffset[0] = offset;

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@ -66,7 +66,7 @@ void VideoConfig::Load(const std::string& ini_file)
settings->Get("DumpEFBTarget", &bDumpEFBTarget, 0);
settings->Get("FreeLook", &bFreeLook, 0);
settings->Get("UseFFV1", &bUseFFV1, 0);
settings->Get("Stereo", &bStereo, false);
settings->Get("StereoMode", &iStereoMode, 0);
settings->Get("StereoSeparation", &iStereoSeparation, 65);
settings->Get("StereoFocalLength", &iStereoFocalLength, 100);
settings->Get("EnablePixelLighting", &bEnablePixelLighting, 0);
@ -140,7 +140,7 @@ void VideoConfig::GameIniLoad()
CHECK_SETTING("Video_Settings", "UseRealXFB", bUseRealXFB);
CHECK_SETTING("Video_Settings", "SafeTextureCacheColorSamples", iSafeTextureCache_ColorSamples);
CHECK_SETTING("Video_Settings", "HiresTextures", bHiresTextures);
CHECK_SETTING("Video_Settings", "Stereo", bStereo);
CHECK_SETTING("Video_Settings", "StereoMode", iStereoMode);
CHECK_SETTING("Video_Settings", "StereoSeparation", iStereoSeparation);
CHECK_SETTING("Video_Settings", "StereoFocalLength", iStereoFocalLength);
CHECK_SETTING("Video_Settings", "EnablePixelLighting", bEnablePixelLighting);
@ -203,7 +203,7 @@ void VideoConfig::VerifyValidity()
// TODO: Check iMaxAnisotropy value
if (iAdapter < 0 || iAdapter > ((int)backend_info.Adapters.size() - 1)) iAdapter = 0;
if (iMultisampleMode < 0 || iMultisampleMode >= (int)backend_info.AAModes.size()) iMultisampleMode = 0;
if (!backend_info.bSupportsStereoscopy) bStereo = false;
if (!backend_info.bSupportsStereoscopy) iStereoMode = 0;
}
void VideoConfig::Save(const std::string& ini_file)
@ -231,7 +231,7 @@ void VideoConfig::Save(const std::string& ini_file)
settings->Set("DumpEFBTarget", bDumpEFBTarget);
settings->Set("FreeLook", bFreeLook);
settings->Set("UseFFV1", bUseFFV1);
settings->Set("Stereo", bStereo);
settings->Set("StereoMode", iStereoMode);
settings->Set("StereoSeparation", iStereoSeparation);
settings->Set("StereoFocalLength", iStereoFocalLength);
settings->Set("EnablePixelLighting", bEnablePixelLighting);

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@ -71,6 +71,9 @@ struct VideoConfig final
bool bForceFiltering;
int iMaxAnisotropy;
std::string sPostProcessingShader;
int iStereoMode;
int iStereoSeparation;
int iStereoFocalLength;
// Information
bool bShowFPS;
@ -92,9 +95,6 @@ struct VideoConfig final
bool bDumpEFBTarget;
bool bUseFFV1;
bool bFreeLook;
bool bStereo;
int iStereoSeparation;
int iStereoFocalLength;
bool bBorderlessFullscreen;
// Hacks