Remove Google Cardboard support. Fixes #11668

This commit is contained in:
Henrik Rydgård 2019-07-01 14:47:42 +02:00
parent 0abdcbb3a4
commit e284d9f00d
6 changed files with 13 additions and 111 deletions

View file

@ -782,9 +782,6 @@ void FramebufferManagerCommon::DrawFramebufferToOutput(const u8 *srcPixels, GEBu
float v0 = 0.0f, v1 = 1.0f;
MakePixelTexture(srcPixels, srcPixelFormat, srcStride, 512, 272, u1, v1);
struct CardboardSettings cardboardSettings;
GetCardboardSettings(&cardboardSettings);
// This might draw directly at the backbuffer (if so, applyPostShader is set) so if there's a post shader, we need to apply it here.
// Should try to unify this path with the regular path somehow, but this simple solution works for most of the post shaders
// (it always runs at output resolution so FXAA may look odd).
@ -810,18 +807,9 @@ void FramebufferManagerCommon::DrawFramebufferToOutput(const u8 *srcPixels, GEBu
DrawTextureFlags flags = g_Config.iBufFilter == SCALE_LINEAR ? DRAWTEX_LINEAR : DRAWTEX_NEAREST;
flags = flags | DRAWTEX_TO_BACKBUFFER;
if (cardboardSettings.enabled) {
// Left Eye Image
SetViewport2D(cardboardSettings.leftEyeXPosition, cardboardSettings.screenYPosition, cardboardSettings.screenWidth, cardboardSettings.screenHeight);
DrawActiveTexture(x, y, w, h, (float)pixelWidth_, (float)pixelHeight_, u0, v0, u1, v1, ROTATION_LOCKED_HORIZONTAL, flags | DRAWTEX_KEEP_TEX);
// Right Eye Image
SetViewport2D(cardboardSettings.rightEyeXPosition, cardboardSettings.screenYPosition, cardboardSettings.screenWidth, cardboardSettings.screenHeight);
DrawActiveTexture(x, y, w, h, (float)pixelWidth_, (float)pixelHeight_, u0, v0, u1, v1, ROTATION_LOCKED_HORIZONTAL, flags);
} else {
// Fullscreen Image
SetViewport2D(0, 0, pixelWidth_, pixelHeight_);
DrawActiveTexture(x, y, w, h, (float)pixelWidth_, (float)pixelHeight_, u0, v0, u1, v1, uvRotation, flags);
}
// Fullscreen Image
SetViewport2D(0, 0, pixelWidth_, pixelHeight_);
DrawActiveTexture(x, y, w, h, (float)pixelWidth_, (float)pixelHeight_, u0, v0, u1, v1, uvRotation, flags);
gstate_c.Dirty(DIRTY_BLEND_STATE | DIRTY_DEPTHSTENCIL_STATE | DIRTY_RASTER_STATE);
}
@ -866,9 +854,6 @@ void FramebufferManagerCommon::CopyDisplayToOutput() {
u32 offsetX = 0;
u32 offsetY = 0;
CardboardSettings cardboardSettings;
GetCardboardSettings(&cardboardSettings);
VirtualFramebuffer *vfb = GetVFBAt(displayFramebufPtr_);
if (!vfb) {
// Let's search for a framebuf within this range. Note that we also look for
@ -984,19 +969,9 @@ void FramebufferManagerCommon::CopyDisplayToOutput() {
// flip V.
if (needBackBufferYSwap_)
std::swap(v0, v1);
if (cardboardSettings.enabled) {
// Left Eye Image
SetViewport2D(cardboardSettings.leftEyeXPosition, cardboardSettings.screenYPosition, cardboardSettings.screenWidth, cardboardSettings.screenHeight);
DrawActiveTexture(x, y, w, h, (float)pixelWidth_, (float)pixelHeight_, u0, v0, u1, v1, ROTATION_LOCKED_HORIZONTAL, flags | DRAWTEX_KEEP_TEX);
// Right Eye Image
SetViewport2D(cardboardSettings.rightEyeXPosition, cardboardSettings.screenYPosition, cardboardSettings.screenWidth, cardboardSettings.screenHeight);
DrawActiveTexture(x, y, w, h, (float)pixelWidth_, (float)pixelHeight_, u0, v0, u1, v1, ROTATION_LOCKED_HORIZONTAL, flags);
} else {
// Fullscreen Image
SetViewport2D(0, 0, pixelWidth_, pixelHeight_);
DrawActiveTexture(x, y, w, h, (float)pixelWidth_, (float)pixelHeight_, u0, v0, u1, v1, uvRotation, flags);
}
// Fullscreen Image
SetViewport2D(0, 0, pixelWidth_, pixelHeight_);
DrawActiveTexture(x, y, w, h, (float)pixelWidth_, (float)pixelHeight_, u0, v0, u1, v1, uvRotation, flags);
} else if (usePostShader_ && extraFBOs_.size() == 1 && !postShaderAtOutputResolution_) {
// An additional pass, post-processing shader to the extra FBO.
shaderManager_->DirtyLastShader(); // dirty lastShader_
@ -1031,19 +1006,9 @@ void FramebufferManagerCommon::CopyDisplayToOutput() {
Bind2DShader();
flags = (!postShaderIsUpscalingFilter_ && g_Config.iBufFilter == SCALE_LINEAR) ? DRAWTEX_LINEAR : DRAWTEX_NEAREST;
flags = flags | DRAWTEX_TO_BACKBUFFER;
if (g_Config.bEnableCardboard) {
// Left Eye Image
SetViewport2D(cardboardSettings.leftEyeXPosition, cardboardSettings.screenYPosition, cardboardSettings.screenWidth, cardboardSettings.screenHeight);
DrawActiveTexture(x, y, w, h, (float)pixelWidth_, (float)pixelHeight_, u0, v0, u1, v1, ROTATION_LOCKED_HORIZONTAL, flags | DRAWTEX_KEEP_TEX);
// Right Eye Image
SetViewport2D(cardboardSettings.rightEyeXPosition, cardboardSettings.screenYPosition, cardboardSettings.screenWidth, cardboardSettings.screenHeight);
DrawActiveTexture(x, y, w, h, (float)pixelWidth_, (float)pixelHeight_, u0, v0, u1, v1, ROTATION_LOCKED_HORIZONTAL, flags);
} else {
// Fullscreen Image
SetViewport2D(0, 0, pixelWidth_, pixelHeight_);
DrawActiveTexture(x, y, w, h, (float)pixelWidth_, (float)pixelHeight_, u0, v0, u1, v1, uvRotation, flags);
}
// Fullscreen Image
SetViewport2D(0, 0, pixelWidth_, pixelHeight_);
DrawActiveTexture(x, y, w, h, (float)pixelWidth_, (float)pixelHeight_, u0, v0, u1, v1, uvRotation, flags);
} else {
shaderManager_->DirtyLastShader(); // dirty lastShader_ BEFORE drawing
draw_->BindFramebufferAsRenderTarget(nullptr, { Draw::RPAction::CLEAR, Draw::RPAction::CLEAR, Draw::RPAction::CLEAR });
@ -1059,19 +1024,9 @@ void FramebufferManagerCommon::CopyDisplayToOutput() {
PostShaderUniforms uniforms{};
CalculatePostShaderUniforms(vfb->bufferWidth, vfb->bufferHeight, vfb->renderWidth, vfb->renderHeight, &uniforms);
BindPostShader(uniforms);
if (g_Config.bEnableCardboard) {
// Left Eye Image
SetViewport2D(cardboardSettings.leftEyeXPosition, cardboardSettings.screenYPosition, cardboardSettings.screenWidth, cardboardSettings.screenHeight);
DrawActiveTexture(x, y, w, h, (float)pixelWidth_, (float)pixelHeight_, u0, v0, u1, v1, ROTATION_LOCKED_HORIZONTAL, flags | DRAWTEX_KEEP_TEX);
// Right Eye Image
SetViewport2D(cardboardSettings.rightEyeXPosition, cardboardSettings.screenYPosition, cardboardSettings.screenWidth, cardboardSettings.screenHeight);
DrawActiveTexture(x, y, w, h, (float)pixelWidth_, (float)pixelHeight_, u0, v0, u1, v1, ROTATION_LOCKED_HORIZONTAL, flags);
} else {
// Fullscreen Image
SetViewport2D(0, 0, pixelWidth_, pixelHeight_);
DrawActiveTexture(x, y, w, h, (float)pixelWidth_, (float)pixelHeight_, u0, v0, u1, v1, uvRotation, flags);
}
// Fullscreen Image
SetViewport2D(0, 0, pixelWidth_, pixelHeight_);
DrawActiveTexture(x, y, w, h, (float)pixelWidth_, (float)pixelHeight_, u0, v0, u1, v1, uvRotation, flags);
}
}
else if (useBufferedRendering_) {
@ -1841,27 +1796,6 @@ void FramebufferManagerCommon::CalculatePostShaderUniforms(int bufferWidth, int
uniforms->video = textureCache_->VideoIsPlaying();
}
void FramebufferManagerCommon::GetCardboardSettings(CardboardSettings *cardboardSettings) {
// Calculate Cardboard Settings
float cardboardScreenScale = g_Config.iCardboardScreenSize / 100.0f;
float cardboardScreenWidth = pixelWidth_ / 2.0f * cardboardScreenScale;
float cardboardScreenHeight = pixelHeight_ / 2.0f * cardboardScreenScale;
float cardboardMaxXShift = (pixelWidth_ / 2.0f - cardboardScreenWidth) / 2.0f;
float cardboardUserXShift = g_Config.iCardboardXShift / 100.0f * cardboardMaxXShift;
float cardboardLeftEyeX = cardboardMaxXShift + cardboardUserXShift;
float cardboardRightEyeX = pixelWidth_ / 2.0f + cardboardMaxXShift - cardboardUserXShift;
float cardboardMaxYShift = pixelHeight_ / 2.0f - cardboardScreenHeight / 2.0f;
float cardboardUserYShift = g_Config.iCardboardYShift / 100.0f * cardboardMaxYShift;
float cardboardScreenY = cardboardMaxYShift + cardboardUserYShift;
cardboardSettings->enabled = g_Config.bEnableCardboard;
cardboardSettings->leftEyeXPosition = cardboardLeftEyeX;
cardboardSettings->rightEyeXPosition = cardboardRightEyeX;
cardboardSettings->screenYPosition = cardboardScreenY;
cardboardSettings->screenWidth = cardboardScreenWidth;
cardboardSettings->screenHeight = cardboardScreenHeight;
}
Draw::Framebuffer *FramebufferManagerCommon::GetTempFBO(TempFBO reason, u16 w, u16 h, Draw::FBColorDepth depth) {
u64 key = ((u64)reason << 48) | ((u64)depth << 32) | ((u32)w << 16) | h;
auto it = tempFBOs_.find(key);