Hajime Hoshi
bd1fc4439a
graphicsutil: Avoid passing NaN to shaders experimentally ( #696 )
2018-10-04 02:02:19 +09:00
Hajime Hoshi
8827520d4a
graphics: Bug fix: avoid jaggy rendering on macOS by adjusting texels ( #669 )
2018-08-30 00:17:03 +09:00
Hajime Hoshi
2360b2930f
graphics: Add DrawTriangles
...
Fixes #624
2018-08-14 01:23:14 +09:00
Hajime Hoshi
690c3cf981
graphics: Embed 'scale' part of the color matrix
...
If the color matrix includes only 'scale' part, they are embedded
into vertices in order to reduce draw calls.
Fixes #662
2018-08-10 23:20:55 +09:00
Hajime Hoshi
77e905eb25
Revert "graphics: Embed color matrices values to vertices ( #655 )"
...
This reverts commit 5a9235aaf9
.
2018-08-06 01:44:31 +09:00
Hajime Hoshi
5a9235aaf9
graphics: Embed color matrices values to vertices ( #655 )
...
Fixes #531
2018-07-26 11:37:27 +09:00
Hajime Hoshi
e6d0943366
graphics: Rename color_matrix -> color_matrix_body
2018-06-06 02:46:54 +09:00
Hajime Hoshi
d7d892f2d6
graphics: Allow a little margin for edge pixels
2018-05-13 23:00:06 +09:00
Hajime Hoshi
a1dd7b39a3
graphics: Remove roundTexel function
...
Actually, at least 704d4cf464
,
examples/moire doesn't work well without roundTexel on MacBook Pro.
However, now other parts are fixed (e.g. highp is used), it looks
like roundTexel is no longer needed.
2018-05-13 22:30:22 +09:00
Hajime Hoshi
b402cddd01
graphics: Bug fix: wrong refactoring in shader
2018-05-13 14:20:54 +09:00
Hajime Hoshi
efaa5aa17a
graphics: Refactor shader
2018-05-13 03:31:28 +09:00
Hajime Hoshi
09166a6c42
graphics: Fix shaders cleaner way
2018-03-21 03:36:36 +09:00
Hajime Hoshi
0a5deab0a2
graphics: Reland Bug fix: More strict calculation for the nearest filter ( #558 )
...
Better version of bae8f9d874
2018-03-21 02:40:26 +09:00
Hajime Hoshi
b157f2d6d0
Revert "graphics: Bug fix: More strict calculation for the nearest filter ( #558 )"
...
This reverts commit bae8f9d874
.
Reason: TravisCI failed
2018-03-20 04:16:37 +09:00
Hajime Hoshi
a40dc5cf22
graphics: Refactoring shader
2018-03-20 04:05:09 +09:00
Hajime Hoshi
bae8f9d874
graphics: Bug fix: More strict calculation for the nearest filter ( #558 )
2018-03-20 04:05:03 +09:00
Hajime Hoshi
927a4388b5
graphics: Bug fix: rounding texels is required even on the nearest filter
...
Fixes #558
2018-03-19 10:37:18 +09:00
Hajime Hoshi
efea65ee58
graphics: Bug fix: wrong texels were used ( #546 )
2018-03-11 04:11:49 +09:00
Hajime Hoshi
af64f8689a
graphics: Fix screen filter calculation
2018-02-24 04:25:07 +09:00
Hajime Hoshi
9fba60ca03
Revert "graphics: Adjust texel positions for consitency"
...
This reverts commit 816fb314a4
.
2018-02-24 01:52:49 +09:00
Hajime Hoshi
816fb314a4
graphics: Adjust texel positions for consitency
...
On second thought, given pixel coords represent a center of texels...
2018-02-24 01:52:05 +09:00
Hajime Hoshi
7c66d884d4
graphics: Adjusting position is no longer needed
...
Now pixel position is treated as left-upper in linear filter
2018-02-24 01:32:48 +09:00
Hajime Hoshi
e5a2cf29c0
graphics: Bug fix: pixel coord is upper-left by default
2018-02-24 01:16:32 +09:00
Hajime Hoshi
c76ff5ceb2
graphics: Bug fix: fix screen filter calculation
...
Fixes #512
2018-02-23 23:13:20 +09:00
Hajime Hoshi
b036cac616
graphics: Fix screen filter calculation
2018-02-23 02:36:12 +09:00
Hajime Hoshi
591e0ad995
graphics: Add 'screen' filter for fast rendering ( #509 )
2018-02-23 01:28:35 +09:00
Hajime Hoshi
4bbb4b0445
graphics: Remove unneeded comments ( #491 )
2018-02-03 03:32:03 +09:00
Hajime Hoshi
52350c1b1b
graphics: Bug fix: TestImageEdge failed on MacBook Pro ( #491 )
2018-02-03 03:30:09 +09:00
Hajime Hoshi
beaa060ce3
graphics: Adjust texel values that can be exactly on the edges of the source rect ( #491 )
2018-02-03 02:07:46 +09:00
seebs
0b7ba8e573
Do GeoM projection on CPU ( #477 )
...
Handling GeoM projection on CPU may seem like a weird choice, given
how fast GPU is, but it pays off:
* You only have to do a very small subset of the actual matrix
multiply.
* You don't have to construct a matrix in the vertex shader.
* Six fewer float32 values per vertex.
* You do still have to do the matrix computation for each vertex,
though.
Signed-off-by: Seebs <seebs@seebs.net>
2018-01-14 16:01:55 +09:00
Hajime Hoshi
e13bb0769b
graphics: Add 'not-reached' clause
2017-12-21 00:57:36 +09:00
Hajime Hoshi
0a99103bc1
graphics: Call roundTexel only on linear filter ( #461 )
2017-12-21 00:38:22 +09:00
Hajime Hoshi
8e72906f3d
graphics: Separate GLSL programs for filters ( #461 )
2017-12-21 00:33:08 +09:00
Hajime Hoshi
f072e8f1c5
graphics: Optimize GLSL
2017-12-18 03:10:04 +09:00
Hajime Hoshi
44dc9f6220
graphics: Optimize fragment shader
2017-12-16 18:35:45 +09:00
Hajime Hoshi
6eb148b9a1
graphics: Fragment shader optimization ( #461 )
2017-12-16 05:05:21 +09:00
Hajime Hoshi
078d107c24
graphics: Bug fix: vertex position should be highp
2017-12-16 03:30:52 +09:00
Hajime Hoshi
d45a975e3d
graphics: Remove one unnecessary check from fragment shader ( #461 )
2017-12-16 01:42:36 +09:00
Hajime Hoshi
d6878d6887
graphics: Remove one bound check from fragment shader ( #461 )
2017-12-16 01:33:35 +09:00
Hajime Hoshi
98532d8983
graphics: Add TestImageOutside
2017-12-14 00:25:35 +09:00
Hajime Hoshi
704d4cf464
graphics: texel should be represented as highp for precision
...
Fixes #460
2017-12-13 23:45:05 +09:00
Hajime Hoshi
aea2e491c3
graphics: Temporary hack for mobile browers
...
roundTexel doesn't work well on moible browsers
2017-12-12 03:27:56 +09:00
Hajime Hoshi
723d153800
Reland(2): graphics: Appropriate rendering of edges on linear filter
2017-12-12 00:03:01 +09:00
Hajime Hoshi
362d1c417f
Revert 'graphics: Appropriate rendering of edges on linear filter (Reland)' ( #458 )
2017-12-11 20:30:54 +09:00
Hajime Hoshi
7b74a8f29f
graphics: Improve roundTexel implementation
2017-12-07 03:24:46 +09:00
Hajime Hoshi
1152439e65
graphics: Appropriate rendering of edges on linear filter (Reland)
...
Fixes #456
2017-12-07 02:26:16 +09:00
Hajime Hoshi
8091aa5190
Revert 'graphics: Appropriate rendering of edges on linear filter' #456
2017-12-06 23:40:29 +09:00
Hajime Hoshi
bc0432f310
graphics: Appropriate rendering of edges on linear filter
...
Fixes #315
2017-12-06 21:40:24 +09:00
Hajime Hoshi
2e1e4adb84
graphics: Fix some variables in GLSL
2017-12-03 19:07:12 +09:00
Hajime Hoshi
8e7e960b56
graphics: Limit source-rectangle range
...
Remove texture adjustment introduced due to #317
2017-12-02 23:13:44 +09:00