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path: root/system/shaders/convolutionsep-6x6_d3d.fx
AgeCommit message (Collapse)Author
2013-08-11[cosmetic] update copyright headersMartijn Kaijser
2013-02-09[cosmetics] update date in GPL headerMartijn Kaijser
2011-09-02Scale horizontally to an intermediate target, then vertically to the final ↵CrystalP
target. Each step is materialized by a shader pass. The intermediate render target now has the source height and the destination width, which is reflected in the vertex coordinates and the vertex coordinates stepping parameter.
2011-09-01Add multipass shader support to the CWinShader class: Execute() receives an ↵CrystalP
array of render targets and uses different vertices for each pass. The parameters are set once before rendering. The shaders themselves haven't changed yet, the second pass is just a dummy copy of the source to the target.
2011-09-01First step - duplicate the convolution shader code in two child class of a ↵CrystalP
new base class. One will become the new 2 pass implementation and the base class allows easy runtime switch between the 1 pass and 2 pass implementations. The bicubic and Lanczos2 activate 1 pass, Lanczos3 optimized and Lanczos3 activate 2 pass, making it very easy to compare performance and to check for visual bugs...