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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.
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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.
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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...
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Previously, bgra textures were uploaded as rgba then converted back in
shaders. Instead, check for the existance of BGRA extensions and convert
on upload instead. If no extension is found, convert in software before
uploading.
This allows us to remove the swizzle in our shaders, which amounts to a
significant performance gain.
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slight fps increase
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limited platforms and does not effect mainline platforms
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nearest neighbour
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fixed: add multi_blendcolor shader
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- fixed multitexturing second texture have not been used
- fixed alpha channel of color hasn't been used for font rendering
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descriptive filenames
git-svn-id: https://xbmc.svn.sourceforge.net/svnroot/xbmc/trunk@33727 568bbfeb-2a22-0410-94d2-cc84cf5bfa90
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git-svn-id: https://xbmc.svn.sourceforge.net/svnroot/xbmc/trunk@33617 568bbfeb-2a22-0410-94d2-cc84cf5bfa90
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for example)
git-svn-id: https://xbmc.svn.sourceforge.net/svnroot/xbmc/trunk@33079 568bbfeb-2a22-0410-94d2-cc84cf5bfa90
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git-svn-id: https://xbmc.svn.sourceforge.net/svnroot/xbmc/trunk@32075 568bbfeb-2a22-0410-94d2-cc84cf5bfa90
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git-svn-id: https://xbmc.svn.sourceforge.net/svnroot/xbmc/trunk@31866 568bbfeb-2a22-0410-94d2-cc84cf5bfa90
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git-svn-id: https://xbmc.svn.sourceforge.net/svnroot/xbmc/trunk@31832 568bbfeb-2a22-0410-94d2-cc84cf5bfa90
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fixed: non-linear stretch doesn't work on POT so don't allow it
git-svn-id: https://xbmc.svn.sourceforge.net/svnroot/xbmc/trunk@31699 568bbfeb-2a22-0410-94d2-cc84cf5bfa90
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git-svn-id: https://xbmc.svn.sourceforge.net/svnroot/xbmc/trunk@31698 568bbfeb-2a22-0410-94d2-cc84cf5bfa90
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git-svn-id: https://xbmc.svn.sourceforge.net/svnroot/xbmc/trunk@31691 568bbfeb-2a22-0410-94d2-cc84cf5bfa90
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removed: double upload for YUY2
git-svn-id: https://xbmc.svn.sourceforge.net/svnroot/xbmc/trunk@31688 568bbfeb-2a22-0410-94d2-cc84cf5bfa90
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git-svn-id: https://xbmc.svn.sourceforge.net/svnroot/xbmc/trunk@31685 568bbfeb-2a22-0410-94d2-cc84cf5bfa90
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git-svn-id: https://xbmc.svn.sourceforge.net/svnroot/xbmc/trunk@31669 568bbfeb-2a22-0410-94d2-cc84cf5bfa90
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git-svn-id: https://xbmc.svn.sourceforge.net/svnroot/xbmc/trunk@31535 568bbfeb-2a22-0410-94d2-cc84cf5bfa90
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git-svn-id: https://xbmc.svn.sourceforge.net/svnroot/xbmc/trunk@31534 568bbfeb-2a22-0410-94d2-cc84cf5bfa90
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#9351, thanks to Phaeodaria.
git-svn-id: https://xbmc.svn.sourceforge.net/svnroot/xbmc/trunk@31128 568bbfeb-2a22-0410-94d2-cc84cf5bfa90
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git-svn-id: https://xbmc.svn.sourceforge.net/svnroot/xbmc/trunk@30386 568bbfeb-2a22-0410-94d2-cc84cf5bfa90
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shaders, 2) fixes blending issues (colors were not normalized), 3) reduced number of glDrawElement calls to 1 per string instead of 1 per character, This can be improved again by refactoring the GUIFontTTF class to directly generate the VBO necessary for this call. A very big thanks to Phaeodaria (trac #9217) for his work on this
git-svn-id: https://xbmc.svn.sourceforge.net/svnroot/xbmc/trunk@30290 568bbfeb-2a22-0410-94d2-cc84cf5bfa90
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working getting arm platform rolling
git-svn-id: https://xbmc.svn.sourceforge.net/svnroot/xbmc/trunk@30281 568bbfeb-2a22-0410-94d2-cc84cf5bfa90
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than 3.0
git-svn-id: https://xbmc.svn.sourceforge.net/svnroot/xbmc/trunk@28753 568bbfeb-2a22-0410-94d2-cc84cf5bfa90
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git-svn-id: https://xbmc.svn.sourceforge.net/svnroot/xbmc/trunk@28750 568bbfeb-2a22-0410-94d2-cc84cf5bfa90
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but requires glsl 1.30
git-svn-id: https://xbmc.svn.sourceforge.net/svnroot/xbmc/trunk@28588 568bbfeb-2a22-0410-94d2-cc84cf5bfa90
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git-svn-id: https://xbmc.svn.sourceforge.net/svnroot/xbmc/trunk@28586 568bbfeb-2a22-0410-94d2-cc84cf5bfa90
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equally wrong but a lot faster
git-svn-id: https://xbmc.svn.sourceforge.net/svnroot/xbmc/trunk@28540 568bbfeb-2a22-0410-94d2-cc84cf5bfa90
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git-svn-id: https://xbmc.svn.sourceforge.net/svnroot/xbmc/trunk@28426 568bbfeb-2a22-0410-94d2-cc84cf5bfa90
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git-svn-id: https://xbmc.svn.sourceforge.net/svnroot/xbmc/trunk@28425 568bbfeb-2a22-0410-94d2-cc84cf5bfa90
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stretching between linear and non-linear
git-svn-id: https://xbmc.svn.sourceforge.net/svnroot/xbmc/trunk@28416 568bbfeb-2a22-0410-94d2-cc84cf5bfa90
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git-svn-id: https://xbmc.svn.sourceforge.net/svnroot/xbmc/trunk@28406 568bbfeb-2a22-0410-94d2-cc84cf5bfa90
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distortion can occur, this lowers performance by less than one percent
git-svn-id: https://xbmc.svn.sourceforge.net/svnroot/xbmc/trunk@27628 568bbfeb-2a22-0410-94d2-cc84cf5bfa90
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the UV texture to GL_TEXTURE1 and GL_TEXTURE2, this way yv12 and nv12 can be rendered with the same shaders
git-svn-id: https://xbmc.svn.sourceforge.net/svnroot/xbmc/trunk@27285 568bbfeb-2a22-0410-94d2-cc84cf5bfa90
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git-svn-id: https://xbmc.svn.sourceforge.net/svnroot/xbmc/trunk@27281 568bbfeb-2a22-0410-94d2-cc84cf5bfa90
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git-svn-id: https://xbmc.svn.sourceforge.net/svnroot/xbmc/trunk@26960 568bbfeb-2a22-0410-94d2-cc84cf5bfa90
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git-svn-id: https://xbmc.svn.sourceforge.net/svnroot/xbmc/trunk@26953 568bbfeb-2a22-0410-94d2-cc84cf5bfa90
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git-svn-id: https://xbmc.svn.sourceforge.net/svnroot/xbmc/trunk@26952 568bbfeb-2a22-0410-94d2-cc84cf5bfa90
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git-svn-id: https://xbmc.svn.sourceforge.net/svnroot/xbmc/trunk@26951 568bbfeb-2a22-0410-94d2-cc84cf5bfa90
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git-svn-id: https://xbmc.svn.sourceforge.net/svnroot/xbmc/trunk@26880 568bbfeb-2a22-0410-94d2-cc84cf5bfa90
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