GPU: Implement interlaced VRAM fills

This commit is contained in:
Connor McLaughlin
2020-04-04 00:11:39 +10:00
parent 2aecb570c1
commit c483a78889
13 changed files with 155 additions and 39 deletions

View File

@ -253,7 +253,17 @@ bool GPU_HW_OpenGL_ES::CompilePrograms()
}
}
std::optional<GL::Program> prog =
std::optional<GL::Program> prog = m_shader_cache.GetProgram(shadergen.GenerateScreenQuadVertexShader(),
shadergen.GenerateInterlacedFillFragmentShader());
if (!prog)
return false;
prog->Bind();
prog->RegisterUniform("u_fill_color");
prog->RegisterUniform("u_u_interlaced_displayed_field");
m_vram_interlaced_fill_program = std::move(*prog);
prog =
m_shader_cache.GetProgram(shadergen.GenerateScreenQuadVertexShader(), shadergen.GenerateVRAMReadFragmentShader());
if (!prog)
return false;
@ -357,7 +367,7 @@ void GPU_HW_OpenGL_ES::UpdateDisplay()
const u32 display_height = m_crtc_state.display_vram_height;
const u32 scaled_display_width = display_width * m_resolution_scale;
const u32 scaled_display_height = display_height * m_resolution_scale;
const bool interlaced = IsDisplayInterlaced();
const bool interlaced = IsInterlacedDisplayEnabled();
if (m_GPUSTAT.display_disable)
{
@ -385,7 +395,7 @@ void GPU_HW_OpenGL_ES::UpdateDisplay()
const u32 scaled_flipped_vram_offset_y =
m_vram_texture.GetHeight() - scaled_vram_offset_y - scaled_display_height;
const u32 reinterpret_field_offset = BoolToUInt32(m_GPUSTAT.displaying_odd_line);
const u32 reinterpret_field_offset = GetInterlacedField();
const u32 reinterpret_start_x = m_crtc_state.regs.X * m_resolution_scale;
const u32 reinterpret_width = scaled_display_width + (m_crtc_state.display_vram_left - m_crtc_state.regs.X);
@ -469,10 +479,21 @@ void GPU_HW_OpenGL_ES::FillVRAM(u32 x, u32 y, u32 width, u32 height, u32 color)
color = RGBA5551ToRGBA8888(RGBA8888ToRGBA5551(color));
const auto [r, g, b, a] = RGBA8ToFloat(color);
glClearColor(r, g, b, a);
glClear(GL_COLOR_BUFFER_BIT);
SetScissorFromDrawingArea();
if (!IsInterlacedRenderingEnabled())
{
glClearColor(r, g, b, a);
glClear(GL_COLOR_BUFFER_BIT);
SetScissorFromDrawingArea();
}
else
{
m_vram_interlaced_fill_program.Bind();
m_vram_interlaced_fill_program.Uniform4f(0, r, g, b, a);
m_vram_interlaced_fill_program.Uniform1i(1, GetInterlacedField());
glDrawArrays(GL_TRIANGLES, 0, 3);
RestoreGraphicsAPIState();
}
}
void GPU_HW_OpenGL_ES::UpdateVRAM(u32 x, u32 y, u32 width, u32 height, const void* data)