mirror of https://github.com/PCSX2/pcsx2.git
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:
parent
1da166a1af
commit
b10d554764
|
@ -21,6 +21,9 @@ override_dh_strip:
|
|||
|
||||
override_dh_makeshlibs:
|
||||
|
||||
override_dh_builddeb:
|
||||
dh_builddeb -- -Zxz
|
||||
|
||||
clean:
|
||||
dh_auto_clean
|
||||
dh_clean
|
||||
|
|
|
@ -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";
|
||||
}
|
||||
|
|
|
@ -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)
|
||||
|
|
|
@ -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)
|
||||
|
|
|
@ -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"
|
||||
|
|
|
@ -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"
|
||||
|
|
Loading…
Reference in New Issue