Magnus Norddahl
1973001834
- use the exact sRGB->linear transfer function in HDR mode as the 2.2 gamma approximation is visibly inaccurate in this case
2019-05-01 00:55:31 +02:00
Magnus Norddahl
b30ed99672
- remove the old OpenGL postprocess custom shader implementation
2019-04-08 01:31:22 +02:00
Magnus Norddahl
05f0730c9d
- convert PPStep to PPRenderState
2019-03-15 23:24:31 +01:00
Magnus Norddahl
e5e9924c5e
- remove IShaderProgram and make the old classes an implementation detail of the OpenGL backend. In the long run they should be removed completely as their weird design is mostly an artifact of once having supported OpenGL 2
2019-03-13 00:52:25 +01:00
Magnus Norddahl
dca0b75038
- change the images to be upside down until presentation to increase compatibility with shaders designed for OpenGL
...
- clamp scissors fully to avoid NVidia's awful drivers locking up the entire system if they end up out of bounds
- perform buffer clears as part of the render pass. this puts some restrictions on how FRenderState.Clear can be used
- add an offset uniform to the present shaders so the vulkan target can flip the image during presentation
2019-03-12 23:53:20 +01:00
Christopher Bruns
0fb940632a
Reduce number of blits required in stereo 3D by tracking current eye.
2019-03-04 13:14:41 +01:00
Christopher Bruns
8becc0e78d
Enable menu blur in stereo 3d.
...
Use more blitting to avoid confusing framebuffer state management in stereo 3D.
2019-02-27 09:51:02 +01:00
Christoph Oelckers
89d607c9a6
- moved all rendering code into a common subdirectory.
...
No changes to the files themselves was made.
2019-01-31 19:58:17 +01:00