Stenzek
9ef7e8c5d0
GPU/HW: Use GSVector instead of Rectangle
2024-07-03 15:44:12 +10:00
Stenzek
34d5cdec96
GPU/HW: Expose depth buffer to internal postprocessing
2024-06-29 14:25:36 +10:00
Stenzek
54097fc14e
Postprocessing/FX: Expose 'viewportoffset' uniform
2024-06-16 00:00:01 +10:00
Stenzek
facce0d8cb
PostProcessing: Expose aspect-correct pixel sizes
...
That consider the display aspect ratio/padding when sampling pixels in
the input (window size).
2024-06-11 23:32:19 +10:00
Stenzek
354b250642
PostProcessing: Add native width/height inputs
...
Available in GLSL as GetNativeSize(), GetUpscaleMultiplier(), and in
reshade as native_width/native_height/upscale_multiplier.
GetPaddedOriginalSize() is now deprecated, as it does not make since
since the postfx shader runs with a window-sized off-screen target as an
input, not the internal render texture.
2024-06-11 14:04:45 +10:00
Stenzek
57aa138808
PostProcessing: Add compile progress indicator
2023-12-14 20:23:48 +10:00
Stenzek
ff37afef55
PostProcessing/FX: Support multiple render targets
2023-12-09 22:08:14 +10:00
Stenzek
3b2c70cda5
GPUDevice: Get rid of framebuffer abstraction
2023-12-09 22:08:13 +10:00
Stenzek
7bbf04ab99
PostProcessing/FX: Support reading shaders from resources
2023-11-25 00:50:12 +10:00
Stenzek
8f1d724f4c
Postprocesing/FX: Add BUFFER_COLOR_BIT_DEPTH and random source
2023-11-05 14:10:44 +10:00
Stenzek
8a40c7bf94
PostProcessing: Add ReShade .fx shader support
2023-08-30 00:44:01 +10:00