GPU: Implement weave deinterlacing

This commit is contained in:
Connor McLaughlin
2019-10-23 15:36:37 +10:00
parent 87f9f99938
commit 2d0dd03705
5 changed files with 101 additions and 74 deletions

View File

@ -274,19 +274,27 @@ bool GPU_HW_OpenGL::CompilePrograms()
}
// TODO: Use string_view
if (!m_reinterpret_rgb8_program.Compile(GenerateScreenQuadVertexShader().c_str(),
GenerateRGB24DecodeFragmentShader().c_str()))
for (u8 depth_24bit = 0; depth_24bit < 2; depth_24bit++)
{
return false;
}
m_reinterpret_rgb8_program.BindFragData(0, "o_col0");
if (!m_reinterpret_rgb8_program.Link())
return false;
for (u8 interlaced = 0; interlaced < 2; interlaced++)
{
GL::Program& prog = m_display_programs[depth_24bit][interlaced];
const std::string vs = GenerateScreenQuadVertexShader();
const std::string fs =
GenerateDisplayFragmentShader(ConvertToBoolUnchecked(depth_24bit), ConvertToBoolUnchecked(interlaced));
if (!prog.Compile(vs.c_str(), fs.c_str()))
return false;
m_reinterpret_rgb8_program.Bind();
m_reinterpret_rgb8_program.RegisterUniform("u_base_coords");
m_reinterpret_rgb8_program.RegisterUniform("samp0");
m_reinterpret_rgb8_program.Uniform1i(1, 0);
prog.BindFragData(0, "o_col0");
if (!prog.Link())
return false;
prog.Bind();
prog.RegisterUniform("u_base_coords");
prog.RegisterUniform("samp0");
prog.Uniform1i(1, 0);
}
}
return true;
}
@ -400,24 +408,36 @@ void GPU_HW_OpenGL::UpdateDisplay()
}
else
{
const u32 field_offset = BoolToUInt8(m_GPUSTAT.vertical_interlace && !m_GPUSTAT.drawing_even_line);
const u32 vram_offset_x = m_crtc_state.regs.X;
const u32 vram_offset_y = m_crtc_state.regs.Y;
const u32 scaled_vram_offset_x = vram_offset_x * m_resolution_scale;
const u32 scaled_vram_offset_y = vram_offset_y * m_resolution_scale;
const u32 display_width = std::min<u32>(m_crtc_state.display_width, VRAM_WIDTH - vram_offset_x);
const u32 display_height = std::min<u32>(m_crtc_state.display_height, VRAM_HEIGHT - vram_offset_y);
const u32 display_height = std::min<u32>(m_crtc_state.display_height << BoolToUInt8(m_GPUSTAT.vertical_interlace),
VRAM_HEIGHT - vram_offset_y);
const u32 scaled_display_width = display_width * m_resolution_scale;
const u32 scaled_display_height = display_height * m_resolution_scale;
const u32 flipped_vram_offset_y = VRAM_HEIGHT - vram_offset_y - display_height;
const u32 scaled_flipped_vram_offset_y = m_vram_texture->GetHeight() - scaled_vram_offset_y - scaled_display_height;
if (m_GPUSTAT.display_area_color_depth_24)
// fast path when both interlacing and 24-bit depth is off
if (!m_GPUSTAT.display_area_color_depth_24 && !m_GPUSTAT.vertical_interlace)
{
glCopyImageSubData(m_vram_texture->GetGLId(), GL_TEXTURE_2D, 0, scaled_vram_offset_x,
scaled_flipped_vram_offset_y, 0, m_display_texture->GetGLId(), GL_TEXTURE_2D, 0, 0, 0, 0,
scaled_display_width, scaled_display_height, 1);
m_system->GetHostInterface()->SetDisplayTexture(m_display_texture.get(), 0, 0, scaled_display_width,
scaled_display_height, m_crtc_state.display_aspect_ratio);
}
else
{
glDisable(GL_BLEND);
glDisable(GL_SCISSOR_TEST);
// Because of how the reinterpret shader works, we need to use the downscaled version.
if (m_resolution_scale > 1)
if (m_GPUSTAT.display_area_color_depth_24 && m_resolution_scale > 1)
{
m_vram_downsample_texture->BindFramebuffer(GL_DRAW_FRAMEBUFFER);
m_vram_texture->BindFramebuffer(GL_READ_FRAMEBUFFER);
@ -432,10 +452,13 @@ void GPU_HW_OpenGL::UpdateDisplay()
m_vram_texture->Bind();
}
const GL::Program& prog = m_display_programs[BoolToUInt8(m_GPUSTAT.display_area_color_depth_24)]
[BoolToUInt8(m_GPUSTAT.vertical_interlace)];
m_display_texture->BindFramebuffer(GL_DRAW_FRAMEBUFFER);
glViewport(0, 0, display_width, display_height);
m_reinterpret_rgb8_program.Bind();
m_reinterpret_rgb8_program.Uniform2i(0, vram_offset_x, flipped_vram_offset_y);
glViewport(0, field_offset, display_width, display_height);
prog.Bind();
prog.Uniform3i(0, vram_offset_x, flipped_vram_offset_y, field_offset);
glDrawArrays(GL_TRIANGLES, 0, 3);
// restore state
@ -446,15 +469,6 @@ void GPU_HW_OpenGL::UpdateDisplay()
m_system->GetHostInterface()->SetDisplayTexture(m_display_texture.get(), 0, 0, display_width, display_height,
m_crtc_state.display_aspect_ratio);
}
else
{
glCopyImageSubData(m_vram_texture->GetGLId(), GL_TEXTURE_2D, 0, scaled_vram_offset_x,
scaled_flipped_vram_offset_y, 0, m_display_texture->GetGLId(), GL_TEXTURE_2D, 0, 0, 0, 0,
scaled_display_width, scaled_display_height, 1);
m_system->GetHostInterface()->SetDisplayTexture(m_display_texture.get(), 0, 0, scaled_display_width,
scaled_display_height, m_crtc_state.display_aspect_ratio);
}
}
}