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Merge pull request #14100 from AndrewGDX/master
Improved stereoscopic 3D settings
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@@ -54,8 +54,7 @@ void GeometryShaderManager::SetConstants(PrimitiveType prim)
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if (xfmem.projection.type == ProjectionType::Perspective)
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{
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float offset = (g_ActiveConfig.iStereoDepth / 1000.0f) *
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(g_ActiveConfig.iStereoDepthPercentage / 100.0f);
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const float offset = g_ActiveConfig.stereo_depth;
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constants.stereoparams[0] = g_ActiveConfig.bStereoSwapEyes ? offset : -offset;
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constants.stereoparams[1] = g_ActiveConfig.bStereoSwapEyes ? -offset : offset;
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}
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@@ -64,8 +63,7 @@ void GeometryShaderManager::SetConstants(PrimitiveType prim)
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constants.stereoparams[0] = constants.stereoparams[1] = 0;
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}
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constants.stereoparams[2] = (float)(g_ActiveConfig.iStereoConvergence *
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(g_ActiveConfig.iStereoConvergencePercentage / 100.0f));
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constants.stereoparams[2] = g_ActiveConfig.stereo_convergence;
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dirty = true;
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}
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@@ -162,12 +162,12 @@ void VideoConfig::Refresh()
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stereo_mode = Config::Get(Config::GFX_STEREO_MODE);
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stereo_per_eye_resolution_full = Config::Get(Config::GFX_STEREO_PER_EYE_RESOLUTION_FULL);
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iStereoDepth = Config::Get(Config::GFX_STEREO_DEPTH);
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iStereoConvergencePercentage = Config::Get(Config::GFX_STEREO_CONVERGENCE_PERCENTAGE);
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stereo_depth = Config::Get(Config::GFX_STEREO_DEPTH) *
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Config::Get(Config::GFX_STEREO_DEPTH_PERCENTAGE) * 0.00001f;
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stereo_convergence = Config::Get(Config::GFX_STEREO_CONVERGENCE) *
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Config::Get(Config::GFX_STEREO_CONVERGENCE_PERCENTAGE) * 0.01f;
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bStereoSwapEyes = Config::Get(Config::GFX_STEREO_SWAP_EYES);
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iStereoConvergence = Config::Get(Config::GFX_STEREO_CONVERGENCE);
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bStereoEFBMonoDepth = Config::Get(Config::GFX_STEREO_EFB_MONO_DEPTH);
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iStereoDepthPercentage = Config::Get(Config::GFX_STEREO_DEPTH_PERCENTAGE);
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bEFBAccessEnable = Config::Get(Config::GFX_HACK_EFB_ACCESS_ENABLE);
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bEFBAccessDeferInvalidation = Config::Get(Config::GFX_HACK_EFB_DEFER_INVALIDATION);
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@@ -310,12 +310,10 @@ struct VideoConfig final
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// Stereoscopy
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StereoMode stereo_mode{};
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bool stereo_per_eye_resolution_full = false;
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int iStereoDepth = 0;
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int iStereoConvergence = 0;
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int iStereoConvergencePercentage = 0;
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float stereo_depth = 0;
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float stereo_convergence = 0;
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bool bStereoSwapEyes = false;
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bool bStereoEFBMonoDepth = false;
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int iStereoDepthPercentage = 0;
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// D3D only config, mostly to be merged into the above
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int iAdapter = 0;
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