[GPU] Add FXAA post-processing [UI] Add FidelityFX FSR and CAS post-processing [UI] Add blue noise dithering from 10bpc to 8bpc [GPU] Apply the DC PWL gamma ramp closer to the spec, supporting fully white color [UI] Allow the GPU CP thread to present on the host directly, bypassing the UI thread OS paint event [UI] Allow variable refresh rate (or tearing) [UI] Present the newest frame (restart) on DXGI [UI] Replace GraphicsContext with a far more advanced Presenter with more coherent surface connection and UI overlay state management [UI] Connect presentation to windows via the Surface class, not native window handles [Vulkan] Switch to simpler Vulkan setup with no instance/device separation due to interdependencies and to pass fewer objects around [Vulkan] Lower the minimum required Vulkan version to 1.0 [UI/GPU] Various cleanup, mainly ComPtr usage [UI] Support per-monitor DPI awareness v2 on Windows [UI] DPI-scale Dear ImGui [UI] Replace the remaining non-detachable window delegates with unified window event and input listeners [UI] Allow listeners to safely destroy or close the window, and to register/unregister listeners without use-after-free and the ABA problem [UI] Explicit Z ordering of input listeners and UI overlays, top-down for input, bottom-up for drawing [UI] Add explicit window lifecycle phases [UI] Replace Window virtual functions with explicit desired state, its application, actual state, its feedback [UI] GTK: Apply the initial size to the drawing area [UI] Limit internal UI frame rate to that of the monitor [UI] Hide the cursor using a timer instead of polling due to no repeated UI thread paints with GPU CP thread presentation, and only within the window
18 lines
588 B
GLSL
18 lines
588 B
GLSL
#version 310 es
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layout(push_constant) uniform XeTriangleStripRectConstants {
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// If the layout is changed, update the base offset in all guest output
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// fragment shaders!
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vec2 xe_triangle_strip_rect_offset;
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// Can be negative.
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vec2 xe_triangle_strip_rect_size;
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};
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void main() {
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// Passthrough - coordinate system differences are to be handled externally.
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gl_Position = vec4(xe_triangle_strip_rect_offset +
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vec2((uvec2(gl_VertexIndex) >> uvec2(0u, 1u)) & 1u) *
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xe_triangle_strip_rect_size,
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0.0, 1.0);
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}
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