mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2025-02-21 11:01:36 +00:00
- 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.
# Conflicts: # src/gl/renderer/gl_stereo3d.cpp # wadsrc/static/menudef.txt # Conflicts: # src/gl/renderer/gl_postprocess.cpp # src/gl/stereo3d/gl_interleaved3d.cpp
This commit is contained in:
parent
7021e612b0
commit
1a26946e5b
3 changed files with 15 additions and 6 deletions
|
@ -157,7 +157,7 @@ EXTERN_CVAR(Float, vid_contrast)
|
|||
EXTERN_CVAR(Float, vid_saturation)
|
||||
EXTERN_CVAR(Int, gl_satformula)
|
||||
|
||||
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()
|
||||
{
|
||||
|
@ -902,11 +902,11 @@ void FGLRenderer::DrawPresentTexture(const GL_IRECT &box, bool applyGamma)
|
|||
// It probably will eventually in desktop mode too, but the DWM doesn't seem to support that.
|
||||
invgamma *= 2.2f;
|
||||
mPresentShader->InvGamma.Set(invgamma);
|
||||
mPresentShader->ColorScale.Set(static_cast<float>(gl_dither ? 1023.0f : 0.0f));
|
||||
mPresentShader->ColorScale.Set(static_cast<float>((gl_dither_bpc == -1) ? 1023.0f : (float)((1 << gl_dither_bpc) - 1)));
|
||||
}
|
||||
else
|
||||
{
|
||||
mPresentShader->ColorScale.Set(static_cast<float>(gl_dither ? 255.0f : 0.0f));
|
||||
mPresentShader->ColorScale.Set(static_cast<float>((gl_dither_bpc == -1) ? 255.0f : (float)((1 << gl_dither_bpc) - 1)));
|
||||
}
|
||||
mPresentShader->Scale.Set(mScreenViewport.width / (float)mBuffers->GetWidth(), mScreenViewport.height / (float)mBuffers->GetHeight());
|
||||
RenderScreenQuad();
|
||||
|
|
|
@ -48,7 +48,7 @@ EXTERN_CVAR(Int, gl_satformula)
|
|||
EXTERN_CVAR(Bool, fullscreen)
|
||||
EXTERN_CVAR(Int, win_x) // screen pixel position of left of display window
|
||||
EXTERN_CVAR(Int, win_y) // screen pixel position of top of display window
|
||||
EXTERN_CVAR(Bool, gl_dither)
|
||||
EXTERN_CVAR(Int, gl_dither_bpc)
|
||||
|
||||
namespace s3d {
|
||||
|
||||
|
@ -113,7 +113,7 @@ static void prepareInterleavedPresent(FPresentStereoShaderBase& shader)
|
|||
shader.Saturation.Set(clamp<float>(vid_saturation, -15.0f, 15.0f));
|
||||
shader.GrayFormula.Set(static_cast<int>(gl_satformula));
|
||||
}
|
||||
shader.ColorScale.Set(static_cast<float>(gl_dither ? 255.0f : 0.0f));
|
||||
shader.ColorScale.Set(static_cast<float>((gl_dither_bpc == -1) ? 255.0f : (float)((1 << gl_dither_bpc) - 1)));
|
||||
shader.Scale.Set(
|
||||
GLRenderer->mScreenViewport.width / (float)GLRenderer->mBuffers->GetWidth(),
|
||||
GLRenderer->mScreenViewport.height / (float)GLRenderer->mBuffers->GetHeight());
|
||||
|
|
|
@ -2349,6 +2349,15 @@ OptionValue "Precision"
|
|||
1, "$OPTVAL_QUALITY"
|
||||
}
|
||||
|
||||
OptionValue "DitherModes"
|
||||
{
|
||||
0, "$OPTVAL_OFF"
|
||||
-1, "$OPTVAL_ON"
|
||||
6, "6 BPC"
|
||||
8, "8 BPC"
|
||||
10, "10 BPC"
|
||||
12, "12 BPC"
|
||||
}
|
||||
|
||||
OptionValue "Hz"
|
||||
{
|
||||
|
@ -2548,7 +2557,7 @@ OptionMenu "PostProcessMenu" protected
|
|||
Option "$GLPREFMNU_SSAO", gl_ssao, "SSAOModes"
|
||||
Slider "$GLPREFMNU_SSAO_PORTALS", gl_ssao_portals, 0.0, 4.0, 1.0, 0
|
||||
Option "$GLPREFMNU_FXAA", gl_fxaa, "FXAAQuality"
|
||||
Option "$GLPREFMNU_DITHER", gl_dither, "OnOff"
|
||||
Option "$GLPREFMNU_DITHER", gl_dither_bpc, "DitherModes"
|
||||
Option "$GLPREFMNU_TONEMAP", gl_tonemap, "TonemapModes"
|
||||
StaticText " "
|
||||
Slider "$GLPREFMNU_PALTONEMAPPOWER", gl_paltonemap_powtable, 0.2, 3.0, 0.1, 1
|
||||
|
|
Loading…
Reference in a new issue