GPU: Implement interlaced rendering in hardware backends
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@ -302,35 +302,38 @@ bool GPU_HW_OpenGL::CompilePrograms()
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{
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for (u8 dithering = 0; dithering < 2; dithering++)
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{
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const bool textured = (static_cast<TextureMode>(texture_mode) != TextureMode::Disabled);
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const std::string vs = shadergen.GenerateBatchVertexShader(textured);
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const std::string fs = shadergen.GenerateBatchFragmentShader(static_cast<BatchRenderMode>(render_mode),
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static_cast<TextureMode>(texture_mode),
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ConvertToBoolUnchecked(dithering));
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for (u8 interlacing = 0; interlacing < 2; interlacing++)
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{
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const bool textured = (static_cast<TextureMode>(texture_mode) != TextureMode::Disabled);
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const std::string vs = shadergen.GenerateBatchVertexShader(textured);
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const std::string fs = shadergen.GenerateBatchFragmentShader(
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static_cast<BatchRenderMode>(render_mode), static_cast<TextureMode>(texture_mode),
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ConvertToBoolUnchecked(dithering), ConvertToBoolUnchecked(interlacing));
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std::optional<GL::Program> prog = m_shader_cache.GetProgram(vs, fs, [this, textured](GL::Program& prog) {
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prog.BindAttribute(0, "a_pos");
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prog.BindAttribute(1, "a_col0");
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std::optional<GL::Program> prog = m_shader_cache.GetProgram(vs, fs, [this, textured](GL::Program& prog) {
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prog.BindAttribute(0, "a_pos");
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prog.BindAttribute(1, "a_col0");
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if (textured)
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{
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prog.BindAttribute(2, "a_texcoord");
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prog.BindAttribute(3, "a_texpage");
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}
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if (!m_is_gles)
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prog.BindFragData(0, "o_col0");
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});
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if (!prog)
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return false;
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prog->BindUniformBlock("UBOBlock", 1);
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if (textured)
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{
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prog.BindAttribute(2, "a_texcoord");
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prog.BindAttribute(3, "a_texpage");
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prog->Bind();
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prog->Uniform1i("samp0", 0);
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}
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if (!m_is_gles)
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prog.BindFragData(0, "o_col0");
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});
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if (!prog)
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return false;
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prog->BindUniformBlock("UBOBlock", 1);
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if (textured)
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{
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prog->Bind();
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prog->Uniform1i("samp0", 0);
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m_render_programs[render_mode][texture_mode][dithering][interlacing] = std::move(*prog);
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}
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m_render_programs[render_mode][texture_mode][dithering] = std::move(*prog);
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}
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}
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}
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@ -406,7 +409,7 @@ bool GPU_HW_OpenGL::CompilePrograms()
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void GPU_HW_OpenGL::SetDrawState(BatchRenderMode render_mode)
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{
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const GL::Program& prog = m_render_programs[static_cast<u8>(render_mode)][static_cast<u8>(m_batch.texture_mode)]
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[BoolToUInt8(m_batch.dithering)];
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[BoolToUInt8(m_batch.dithering)][BoolToUInt8(m_batch.interlacing)];
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prog.Bind();
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if (m_batch.texture_mode != TextureMode::Disabled)
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@ -513,8 +516,7 @@ void GPU_HW_OpenGL::UpdateDisplay()
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const u32 scaled_flipped_vram_offset_y =
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m_vram_texture.GetHeight() - scaled_vram_offset_y - scaled_display_height;
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const u32 reinterpret_field_offset =
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(m_crtc_state.regs.Y + BoolToUInt8(interlaced && m_GPUSTAT.interlaced_field)) & 1u;
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const u32 reinterpret_field_offset = BoolToUInt32(m_GPUSTAT.displaying_odd_line);
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const u32 reinterpret_start_x = m_crtc_state.regs.X * m_resolution_scale;
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const u32 reinterpret_width = scaled_display_width + (m_crtc_state.display_vram_left - m_crtc_state.regs.X);
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const u32 uniforms[4] = {reinterpret_field_offset, reinterpret_start_x};
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