first off, thank you so much @weihuoya & all the contributors to OG citra & this mmj fork.
Last year, i forked Citra to add support for LitByLeia devices (Red hydrogen one, Lume Pad)
Recently someone showed me your amazing fork, it's really cool to see Snapdragon 845 finally able to run 3DS games at full speed PLUS (hoping someday the 835 processor might be as smooth, but maybe a pipe dream)
I've started a new branch, which is based on your mmj fork, with the intention of enabling support for LitByLeia devices on the mmj fork.
i was looking at your refactor, and i noticed in the Post Processing shader header, that there only seems to be one color_texture buffer, there used to be a color_texture_r. is there no way to read from the "right eye" texture?
does the int2 location argument passed to float4 SampleFetch(int2 location) represent like 0=left 1=right
or, is part of the speed up you're able to achieve, somehow bypassing the work of rendering stereoscopically?
or is the PP_SHADER just happening late in the pipeline so it ONLY has access to one of the 2 views?
thanks for any insight you're able to provide
& thanks for sharing your great work! :D
Hello,
first off, thank you so much @weihuoya & all the contributors to OG citra & this mmj fork.
Last year, i forked Citra to add support for LitByLeia devices (Red hydrogen one, Lume Pad)
Recently someone showed me your amazing fork, it's really cool to see Snapdragon 845 finally able to run 3DS games at full speed PLUS (hoping someday the 835 processor might be as smooth, but maybe a pipe dream)
Anyway, my fork is: https://github.com/jakedowns/citra-4v
I've started a new branch, which is based on your mmj fork, with the intention of enabling support for LitByLeia devices on the mmj fork.
i was looking at your refactor, and i noticed in the Post Processing shader header, that there only seems to be one
color_texture
buffer, there used to be acolor_texture_r
. is there no way to read from the "right eye" texture?I need to use the Left and Right color data in my interlacing shader for the 3d effect to work https://gist.github.com/jakedowns/7bfb95f209a26faf05c3f03a8edc0c3e
does the int2 location argument passed to
float4 SampleFetch(int2 location)
represent like 0=left 1=right or, is part of the speed up you're able to achieve, somehow bypassing the work of rendering stereoscopically?or is the PP_SHADER just happening late in the pipeline so it ONLY has access to one of the 2 views?
thanks for any insight you're able to provide & thanks for sharing your great work! :D