<feed xmlns='http://www.w3.org/2005/Atom'>
<title>dolphin/Source/Core/VideoBackends/OGL/PostProcessing.cpp, branch stable</title>
<subtitle>GameCube and Wii emulator</subtitle>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/'/>
<entry>
<title>OGL: Always use sampler objects.</title>
<updated>2015-05-29T12:03:03+00:00</updated>
<author>
<name>degasus</name>
<email>wickmarkus@web.de</email>
</author>
<published>2015-05-28T22:53:07+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=c4fc141ced900bfa73b06155e5e566df131e2f67'/>
<id>c4fc141ced900bfa73b06155e5e566df131e2f67</id>
<content type='text'>
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.
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
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.
</pre>
</div>
</content>
</entry>
<entry>
<title>OGL: use GL_TEXTURE* constants</title>
<updated>2015-05-27T13:05:49+00:00</updated>
<author>
<name>Tillmann Karras</name>
<email>tilkax@gmail.com</email>
</author>
<published>2015-05-25T13:14:20+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=285ac34bf3bada1737dd1e0a2f30af575435828e'/>
<id>285ac34bf3bada1737dd1e0a2f30af575435828e</id>
<content type='text'>
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
</pre>
</div>
</content>
</entry>
<entry>
<title>Set copyright year to when a file was created</title>
<updated>2015-05-25T11:22:31+00:00</updated>
<author>
<name>Tillmann Karras</name>
<email>tilkax@gmail.com</email>
</author>
<published>2015-05-24T04:55:12+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=30ebb2459eb97ba544547183854775df8460b475'/>
<id>30ebb2459eb97ba544547183854775df8460b475</id>
<content type='text'>
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
</pre>
</div>
</content>
</entry>
<entry>
<title>Update license headers to GPLv2+</title>
<updated>2015-05-25T11:22:31+00:00</updated>
<author>
<name>Tillmann Karras</name>
<email>tilkax@gmail.com</email>
</author>
<published>2015-05-17T23:08:10+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=cefcb0ace9d363b3679b4e93bcc9ec05f1e5f4f8'/>
<id>cefcb0ace9d363b3679b4e93bcc9ec05f1e5f4f8</id>
<content type='text'>
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
</pre>
</div>
</content>
</entry>
<entry>
<title>PostProcessing: Move default pixel shader to PostProcessingShaderConfiguration.</title>
<updated>2015-01-25T22:08:49+00:00</updated>
<author>
<name>Jules Blok</name>
<email>jules.blok@gmail.com</email>
</author>
<published>2015-01-25T22:08:49+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=5c4ee2f71e2e1c80ba2bf829751f1202f6e65ee9'/>
<id>5c4ee2f71e2e1c80ba2bf829751f1202f6e65ee9</id>
<content type='text'>
Reduces code complexity and fixes a bug where the shader is not properly invalidated.
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
Reduces code complexity and fixes a bug where the shader is not properly invalidated.
</pre>
</div>
</content>
</entry>
<entry>
<title>PostProcessing: Add support for user-supplied anaglyph shaders.</title>
<updated>2015-01-25T21:07:03+00:00</updated>
<author>
<name>Jules Blok</name>
<email>jules.blok@gmail.com</email>
</author>
<published>2015-01-03T00:33:30+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=262c3b19ecf9a4c022b3667613f892a5539dd34d'/>
<id>262c3b19ecf9a4c022b3667613f892a5539dd34d</id>
<content type='text'>
There are lots of different anaglyph glasses out there and there may be even more creative uses for stereoscopic post-processing shaders.
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
There are lots of different anaglyph glasses out there and there may be even more creative uses for stereoscopic post-processing shaders.
</pre>
</div>
</content>
</entry>
<entry>
<title>PostProcessing: Mark all shaders constant.</title>
<updated>2015-01-02T19:03:20+00:00</updated>
<author>
<name>Jules Blok</name>
<email>jules.blok@gmail.com</email>
</author>
<published>2015-01-02T19:03:20+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=582a15deb38a0510eded144be843f737ed51cca8'/>
<id>582a15deb38a0510eded144be843f737ed51cca8</id>
<content type='text'>
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
</pre>
</div>
</content>
</entry>
<entry>
<title>Anaglyph: Use matrices instead of vectors.</title>
<updated>2015-01-02T13:32:42+00:00</updated>
<author>
<name>Jules Blok</name>
<email>jules.blok@gmail.com</email>
</author>
<published>2015-01-02T12:35:53+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=26a9afa0e7f3f1d8443062c0149cf461412f4ecb'/>
<id>26a9afa0e7f3f1d8443062c0149cf461412f4ecb</id>
<content type='text'>
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
</pre>
</div>
</content>
</entry>
<entry>
<title>PostProcessing: Use Dubois algorithm for anaglyph shader.</title>
<updated>2015-01-02T02:02:28+00:00</updated>
<author>
<name>Jules Blok</name>
<email>jules.blok@gmail.com</email>
</author>
<published>2015-01-02T01:58:52+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=e3969f763e62ff5c8a83b2996672b321ed9174ea'/>
<id>e3969f763e62ff5c8a83b2996672b321ed9174ea</id>
<content type='text'>
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
</pre>
</div>
</content>
</entry>
<entry>
<title>OGL: Use a fixed VAO for attributeless rendering.</title>
<updated>2014-12-07T03:27:49+00:00</updated>
<author>
<name>Unknown W. Brackets</name>
<email>checkins@unknownbrackets.org</email>
</author>
<published>2014-12-04T07:24:58+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=b19cff8a08a03b39653ea16ec5f51a2c80c5f2d1'/>
<id>b19cff8a08a03b39653ea16ec5f51a2c80c5f2d1</id>
<content type='text'>
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.
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
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.
</pre>
</div>
</content>
</entry>
</feed>
