- Allow specifying monitor bits-per-channel for dithering output. Not all displays are created equal, so this option is actually important for specifying the exact amount for your display.

This commit is contained in:
Rachael Alexanderson 2018-08-09 15:13:26 -04:00
commit ecdc485e05
3 changed files with 15 additions and 6 deletions

View file

@ -49,7 +49,7 @@
extern bool vid_hdr_active;
CVAR(Bool, gl_dither, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG | CVAR_NOINITCALL)
CVAR(Int, gl_dither_bpc, 0, CVAR_ARCHIVE | CVAR_GLOBALCONFIG | CVAR_NOINITCALL)
void FGLRenderer::RenderScreenQuad()
{
@ -236,11 +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;
mPresentShader->Uniforms->ColorScale = (gl_dither_bpc == -1) ? 1023.0f : (float)(1 << gl_dither_bpc - 1);
}
else
{
mPresentShader->Uniforms->ColorScale = gl_dither ? 255.0f : 0.0f;
mPresentShader->Uniforms->ColorScale = (gl_dither_bpc == -1) ? 255.0f : (float)(1 << gl_dither_bpc - 1);
}
mPresentShader->Uniforms->Scale = { screen->mScreenViewport.width / (float)mBuffers->GetWidth(), screen->mScreenViewport.height / (float)mBuffers->GetHeight() };
mPresentShader->Uniforms.Set();

View file

@ -39,7 +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)
EXTERN_CVAR(Int, gl_dither_bpc)
//==========================================================================
//
@ -163,7 +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->ColorScale = (gl_dither_bpc == -1) ? 255.0f : (float)(1 << gl_dither_bpc - 1);
shader.Uniforms->Scale = {
screen->mScreenViewport.width / (float)GLRenderer->mBuffers->GetWidth(),
screen->mScreenViewport.height / (float)GLRenderer->mBuffers->GetHeight()