gsdx (ogl):

* fix memory leak of m_wnd
* don't escape % in the shader string
* Fix shadeboost StretchRect parameter

debian: compress package with xz


git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5669 96395faa-99c1-11dd-bbfe-3dabce05a288
This commit is contained in:
gregory.hainaut 2013-06-16 07:05:57 +00:00
parent 1da166a1af
commit b10d554764
6 changed files with 13 additions and 5 deletions

View File

@ -21,6 +21,9 @@ override_dh_strip:
override_dh_makeshlibs:
override_dh_builddeb:
dh_builddeb -- -Zxz
clean:
dh_auto_clean
dh_clean

View File

@ -58,7 +58,6 @@ EOS
my $line;
while(defined($line = <$GLSL>)) {
chomp $line;
$line =~ s/%/\\%/g;
$line =~ s/"/\\"/g;
print $H "\t\"$line\\n\"\n";
}

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@ -173,11 +173,17 @@ EXPORT_C GSclose()
s_gs->ResetDevice();
// Opengl requirement: It must be done before the Detach() of
// the context
delete s_gs->m_dev;
s_gs->m_dev = NULL;
s_gs->m_wnd->Detach();
delete s_gs->m_wnd;
s_gs->m_wnd = NULL;
}
static int _GSopen(void** dsp, char* title, int renderer, int threads = -1)

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@ -963,7 +963,7 @@ void GSDeviceOGL::DoShadeBoost(GSTexture* st, GSTexture* dt)
SetUniformBuffer(m_shadeboost.cb);
m_shadeboost.cb->upload(&cb);
StretchRect(st, sr, dt, dr, m_shadeboost.ps, m_shadeboost.cb);
StretchRect(st, sr, dt, dr, m_shadeboost.ps, true);
}
void GSDeviceOGL::SetupDATE(GSTexture* rt, GSTexture* ds, const GSVertexPT1* vertices, bool datm)

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@ -157,7 +157,7 @@ static const char* convert_glsl =
"{\n"
" highp uvec4 p = uvec4(PSin_p);\n"
"\n"
" vec4 c = ps_crt(((p.x + ((p.y >> 1u) & 1u) * 3u) >> 1u) \% 3u);\n"
" vec4 c = ps_crt(((p.x + ((p.y >> 1u) & 1u) * 3u) >> 1u) % 3u);\n"
"\n"
" SV_Target0 = c;\n"
"}\n"
@ -166,7 +166,7 @@ static const char* convert_glsl =
"{\n"
" uvec4 p = uvec4(PSin_p);\n"
"\n"
" vec4 c = ps_crt((p.x + (p.y \% 3u)) \% 3u);\n"
" vec4 c = ps_crt((p.x + (p.y % 3u)) % 3u);\n"
"\n"
" SV_Target0 = c;\n"
"}\n"

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@ -75,7 +75,7 @@ static const char* shadeboost_glsl =
"layout(binding = 0) uniform sampler2D TextureSampler;\n"
"#endif\n"
"\n"
"// For all settings: 1.0 = 100\% 0.5=50\% 1.5 = 150\% \n"
"// For all settings: 1.0 = 100% 0.5=50% 1.5 = 150% \n"
"vec4 ContrastSaturationBrightness(vec4 color)\n"
"{\n"
" const float sat = SB_SATURATION / 50.0;\n"