Commit message (Collapse) | Author | Age | Files | Lines | |
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* | srcclean and regenerate localisations (nw) | 2018-01-28 | 1 | -25/+25 | |
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* | Fix shader compilation error on AMD | 2017-12-31 | 2 | -2/+2 | |
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* | Add Bicubic Shader to OpenGL Backend | 2017-12-30 | 3 | -0/+167 | |
| | | | | | | | | This shader uses the equation described by R. Keys in the paper 'Cubic Convolution Interpolation for Digital Image Processing' which is, in this case, the same as a Catmull-Rom spline. This produces a sharper upscaled image than bilinear filtering. The new shader is selected by setting gl_glsl_filter to 2. Consequently, gl_glsl_filter is now treated as an int rather than a boolean. Also fixed a variable name problem in the code guarded by GLSL_SOURCE_ON_DISK. | ||||
* | Fix Two Issues with the glsl Bilinear Shader | 2017-12-30 | 2 | -37/+36 | |
| | | | | | | | | | 1. Off-by-one pixel coordinates 2. Sampling of wrong pixels at some non-integer stretch factors First was noticed while comparing screenshots of the software and opengl w/glsl renderers (opengl output was shifted up and to the right). Fixed by subtracting a 1/2 pixel from the texture coordinates when calculating the bottom left pixel to use for interpolation. Second was apparent when running pac-man fullscreen on a 1920x1080 screen and allowing non-integer stretching. Manifested as irregular horizontal 'steps' in the output. Fixed by sampling from the center of all pixels which should avoid any funny business in regards to pixel coordinate rounding. | ||||
* | Missed a few files (nw) | 2016-03-05 | 6 | -6/+12 | |
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* | Sven gave permission for BSD3 distribution (nw) | 2015-05-22 | 7 | -7/+7 | |
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* | did license settings for OG and Andrew, cleared up OSD part for licenses (nw) | 2015-05-09 | 7 | -14/+14 | |
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* | Added license headers to the rest of files (nw) | 2015-05-07 | 7 | -0/+14 | |
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* | Moved opengl related stuff to modules/opengl | 2015-02-26 | 17 | -0/+586 | |