- add gl_dither for toggling dithered output on and off

This commit is contained in:
Magnus Norddahl 2018-08-08 21:58:23 +02:00
commit d121fa21bf
6 changed files with 19 additions and 3 deletions

View file

@ -49,6 +49,8 @@
extern bool vid_hdr_active;
CVAR(Bool, gl_dither, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG | CVAR_NOINITCALL)
void FGLRenderer::RenderScreenQuad()
{
mVBO->BindVBO();
@ -234,6 +236,11 @@ void FGLRenderer::DrawPresentTexture(const IntRect &box, bool applyGamma)
// Full screen exclusive mode treats a rgba16f frame buffer as linear.
// It probably will eventually in desktop mode too, but the DWM doesn't seem to support that.
mPresentShader->Uniforms->InvGamma *= 2.2f;
mPresentShader->Uniforms->ColorScale = gl_dither ? 1023.0f : 0.0f;
}
else
{
mPresentShader->Uniforms->ColorScale = gl_dither ? 255.0f : 0.0f;
}
mPresentShader->Uniforms->Scale = { screen->mScreenViewport.width / (float)mBuffers->GetWidth(), screen->mScreenViewport.height / (float)mBuffers->GetHeight() };
mPresentShader->Uniforms.Set();

View file

@ -39,6 +39,7 @@ EXTERN_CVAR(Float, vid_saturation)
EXTERN_CVAR(Float, vid_brightness)
EXTERN_CVAR(Float, vid_contrast)
EXTERN_CVAR(Int, gl_satformula)
EXTERN_CVAR(Bool, gl_dither)
//==========================================================================
//
@ -162,6 +163,7 @@ static void prepareInterleavedPresent(FPresentShaderBase& shader)
shader.Uniforms->Saturation = clamp<float>(vid_saturation, -15.0f, 15.0f);
shader.Uniforms->GrayFormula = static_cast<int>(gl_satformula);
}
shader.Uniforms->ColorScale = gl_dither ? 255.0f : 0.0f;
shader.Uniforms->Scale = {
screen->mScreenViewport.width / (float)GLRenderer->mBuffers->GetWidth(),
screen->mScreenViewport.height / (float)GLRenderer->mBuffers->GetHeight()

View file

@ -18,6 +18,8 @@ public:
int GrayFormula;
int WindowPositionParity; // top-of-window might not be top-of-screen
FVector2 Scale;
float ColorScale;
float Padding1, Padding2, Padding3;
static std::vector<UniformFieldDesc> Desc()
{
@ -30,6 +32,7 @@ public:
{ "GrayFormula", UniformType::Int, offsetof(UniformBlock, GrayFormula) },
{ "WindowPositionParity", UniformType::Int, offsetof(UniformBlock, WindowPositionParity) },
{ "UVScale", UniformType::Vec2, offsetof(UniformBlock, Scale) },
{ "ColorScale", UniformType::Float, offsetof(UniformBlock, ColorScale) },
};
}
};