Commit Graph

30 Commits

Author SHA1 Message Date
degasus c4fc141ced OGL: Always use sampler objects.
We are used to use the texture parameter for all util draw calls,
but AMD seems to have a bug where they use the sampler parameter
of stage 0 if no sampler is bound to the used stage.
So as workaround (and a bit as nicer code), we now use sampler
objects everywhere.
2015-05-29 14:03:03 +02:00
Tillmann Karras 285ac34bf3 OGL: use GL_TEXTURE* constants 2015-05-27 15:05:49 +02:00
Tillmann Karras 30ebb2459e Set copyright year to when a file was created 2015-05-25 13:22:31 +02:00
Tillmann Karras cefcb0ace9 Update license headers to GPLv2+ 2015-05-25 13:22:31 +02:00
Jules Blok 5c4ee2f71e PostProcessing: Move default pixel shader to PostProcessingShaderConfiguration.
Reduces code complexity and fixes a bug where the shader is not properly invalidated.
2015-01-25 23:08:49 +01:00
Jules Blok 262c3b19ec PostProcessing: Add support for user-supplied anaglyph shaders.
There are lots of different anaglyph glasses out there and there may be even more creative uses for stereoscopic post-processing shaders.
2015-01-25 22:07:03 +01:00
Jules Blok 582a15deb3 PostProcessing: Mark all shaders constant. 2015-01-02 20:03:20 +01:00
Jules Blok 26a9afa0e7 Anaglyph: Use matrices instead of vectors. 2015-01-02 14:32:42 +01:00
Jules Blok e3969f763e PostProcessing: Use Dubois algorithm for anaglyph shader. 2015-01-02 03:02:28 +01:00
Unknown W. Brackets b19cff8a08 OGL: Use a fixed VAO for attributeless rendering.
Instead of abusing whatever VAO is previously bound, which might have
enabled arrays.

Only used in one instance currently, which fixes a crash with older
NVIDIA drivers.
2014-12-06 19:27:49 -08:00
Jules Blok 9994ccb342 PostProcessing: Invalidate shader when anaglyph stereoscopy is toggled. 2014-11-23 14:27:40 +01:00
Jules Blok ab76cf8b5e PostProcessing: Apply color correction to the anaglyph shader.
The eyes were accidentally swapped, the left filter only allows red to pass so the left eye texture should be used in the red channel.
2014-11-23 14:27:39 +01:00
Jules Blok c3ad6e7820 PostProcessing: Add support for anaglyph stereoscopy mode. 2014-11-23 14:27:39 +01:00
Jules Blok 4d9589b35f Cosmetics. 2014-11-23 14:27:38 +01:00
Jules Blok c64486075d PostProcessing: Add layered stereoscopy support. 2014-11-23 14:23:41 +01:00
Ryan Houdek 3e82cb4628 Merge pull request #1440 from Sonicadvance1/attributeless-workaround
Implements PP shader system using attribute workaround.
2014-10-30 12:46:40 -06:00
Ryan Houdek 181ff6750e Implements PP shader system using attribute workaround.
This is pretty much a step backwards in our code. We used to use attributes in our PP shader system a long time ago but we changed it to attributeless
for code simplicity and cleanliness. This reimplements the attribute code path as an optional path to take in the case your system doesn't work with
attributeless rendering. In this case the only shipping drivers that we can know for sure supports attributeless rendering is the Nexus 5's v95 driver
that is included in the Android 5.0 image.

I hadn't planned on implementing a work around to get post processing working in these cases, but due to us force enabling the PP shader system at all
times it sort of went up on the priority list. We can't be having a supported platform black screening at all times can we?
2014-10-30 10:49:03 -05:00
degasus ce9ef2c438 OGL: fix interpolation of PP shaders 2014-10-27 21:15:32 +01:00
degasus 7292ea6a04 OGL: force enable postprocessing 2014-10-23 00:21:52 +02:00
Ryan Houdek ca68526ec7 Clear the texture used by PP shaders prior to use.
We were generating a texture without ever setting the data to a known value.
This happened on the old code as well, just that PP shaders are receiving some love and people are using it and noticing some of its issues.
2014-08-28 10:16:39 -05:00
Shawn Hoffman 5471c71819 msvc: resolve all warnings in VideoBackends/OGL. 2014-08-19 22:33:47 -07:00
Ryan Houdek 32fb61816b Fixes PP-shaders on !Mesa targets.
Seems mesa has a quirk where
define THING(x) (#x)
is the same as
define THING(x) (##x)

Didn't realize I messed it up since it just worked since I only tested on Mesa.
2014-08-17 21:28:59 -05:00
Lioncash 960b54670c OGL: Fix brace and body placements
Also got rid of void argument specifiers. These are a carryover from C.
2014-08-15 14:12:29 -04:00
Ryan Houdek cced3b4a18 Change OpenGL's post processing to use the new VideoCommon PP object.
Let's OpenGL's PostProcessing namespace be changed to a class inheriting from VideoCommon's PostProcessing class.
2014-08-13 01:05:15 -05:00
Ryan Houdek 6bdc32c54a Add the VideoCommon PostProcessing class.
This class loads all the common PP shader configuration options and passes those options through to a inherited class that OpenGL or D3D will have.
Makes it so all the common code for PP shaders is in VideoCommon instead of duplicating the code across each backend.
2014-08-13 01:05:10 -05:00
Lioncash a82675b7d5 Kill off some usages of c_str.
Also changes some function params, but this is ok.
Some simplifications were also able to be made (ie. killing off strcmps with ==, etc).
2014-03-14 13:51:23 -04:00
Matthew Parlane 31cfc73a09 Fixes spacing for "for", "while", "switch" and "if"
Also moved && and || to ends of lines instead of start.
Fixed misc vertical alignments and some { needed newlining.
2014-03-11 00:35:07 +13:00
Tillmann Karras d802d39281 clang-modernize -use-nullptr
and s/\bNULL\b/nullptr/g for *.cpp/h/mm files not compiled on my machine
2014-03-09 21:14:26 +01:00
Lioncash 2afe215271 Convert all includes to relative paths. 2014-02-18 02:19:10 -05:00
Jasper St. Pierre 34692ab826 Remove unnecessary Src/ folders 2013-12-31 14:03:19 -05:00