GPU: Implement interlaced rendering in hardware backends
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@@ -1,8 +1,8 @@
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#pragma once
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#include "common/gl/program.h"
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#include "common/gl/shader_cache.h"
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#include "common/gl/stream_buffer.h"
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#include "common/gl/texture.h"
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#include "common/gl/shader_cache.h"
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#include "glad.h"
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#include "gpu_hw.h"
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#include <array>
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@@ -76,8 +76,9 @@ private:
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std::unique_ptr<GL::StreamBuffer> m_texture_stream_buffer;
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GLuint m_texture_buffer_r16ui_texture = 0;
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std::array<std::array<std::array<GL::Program, 2>, 9>, 4> m_render_programs; // [render_mode][texture_mode][dithering]
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std::array<std::array<GL::Program, 2>, 2> m_display_programs; // [depth_24][interlaced]
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std::array<std::array<std::array<std::array<GL::Program, 2>, 2>, 9>, 4>
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m_render_programs; // [render_mode][texture_mode][dithering][interlacing]
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std::array<std::array<GL::Program, 2>, 2> m_display_programs; // [depth_24][interlaced]
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GL::Program m_vram_read_program;
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GL::Program m_vram_write_program;
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