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path: root/Source/Core/VideoBackends/OGL/PostProcessing.cpp
AgeCommit message (Collapse)Author
2016-06-24Reformat all the things. Have fun with merge conflicts.Pierre Bourdon
2015-12-26ShaderGeneration: Get rid of static buffersLioncash
2015-09-28Fix building with PCH disabled.Rohit Nirmal
2015-09-22Move GL interface code out of the OpenGL video backend.Scott Mansell
2015-09-05OGL: remove unused variableTillmann Karras
2015-09-04Remove all of our workarounds for Qualcomm devices we don't support anymore.Ryan Houdek
2015-05-29OGL: Always use sampler objects.degasus
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.
2015-05-27OGL: use GL_TEXTURE* constantsTillmann Karras
2015-05-25Set copyright year to when a file was createdTillmann Karras
2015-05-25Update license headers to GPLv2+Tillmann Karras
2015-01-25PostProcessing: Move default pixel shader to PostProcessingShaderConfiguration.Jules Blok
Reduces code complexity and fixes a bug where the shader is not properly invalidated.
2015-01-25PostProcessing: Add support for user-supplied anaglyph shaders.Jules Blok
There are lots of different anaglyph glasses out there and there may be even more creative uses for stereoscopic post-processing shaders.
2015-01-02PostProcessing: Mark all shaders constant.Jules Blok
2015-01-02Anaglyph: Use matrices instead of vectors.Jules Blok
2015-01-02PostProcessing: Use Dubois algorithm for anaglyph shader.Jules Blok
2014-12-06OGL: Use a fixed VAO for attributeless rendering.Unknown W. Brackets
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.
2014-11-23PostProcessing: Invalidate shader when anaglyph stereoscopy is toggled.Jules Blok
2014-11-23PostProcessing: Apply color correction to the anaglyph shader.Jules Blok
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.
2014-11-23PostProcessing: Add support for anaglyph stereoscopy mode.Jules Blok
2014-11-23Cosmetics.Jules Blok
2014-11-23PostProcessing: Add layered stereoscopy support.Jules Blok
2014-10-30Merge pull request #1440 from Sonicadvance1/attributeless-workaroundRyan Houdek
Implements PP shader system using attribute workaround.
2014-10-30Implements PP shader system using attribute workaround.Ryan Houdek
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?
2014-10-27OGL: fix interpolation of PP shadersdegasus
2014-10-23OGL: force enable postprocessingdegasus
2014-08-28Clear the texture used by PP shaders prior to use.Ryan Houdek
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.
2014-08-19msvc: resolve all warnings in VideoBackends/OGL.Shawn Hoffman
2014-08-17Fixes PP-shaders on !Mesa targets.Ryan Houdek
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.
2014-08-15OGL: Fix brace and body placementsLioncash
Also got rid of void argument specifiers. These are a carryover from C.
2014-08-13Change OpenGL's post processing to use the new VideoCommon PP object.Ryan Houdek
Let's OpenGL's PostProcessing namespace be changed to a class inheriting from VideoCommon's PostProcessing class.
2014-08-13Add the VideoCommon PostProcessing class.Ryan Houdek
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.
2014-03-14Kill off some usages of c_str.Lioncash
Also changes some function params, but this is ok. Some simplifications were also able to be made (ie. killing off strcmps with ==, etc).
2014-03-11Fixes spacing for "for", "while", "switch" and "if"Matthew Parlane
Also moved && and || to ends of lines instead of start. Fixed misc vertical alignments and some { needed newlining.
2014-03-09clang-modernize -use-nullptrTillmann Karras
and s/\bNULL\b/nullptr/g for *.cpp/h/mm files not compiled on my machine
2014-02-18Convert all includes to relative paths.Lioncash
2013-12-31Remove unnecessary Src/ foldersJasper St. Pierre