| Commit message (Collapse) | Author | Age | Files | Lines |
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Make sure we reformat HDR content with a gamma of 2.2 when rendering
to a SDR surface and linearize SDR video content when rendering to
HDR surfaces
This look very good for SDR content, but the tone mapping for
HDR->SDR could still be improved.
Change-Id: I330190e1d9dbfc50aa36b920477d01dde082cd94
Reviewed-by: Rafael Roquetto <rafael.roquetto@qt.io>
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Get rid of some code duplication and share the uniform buffer that we
use across our shaders, so that we will only need to modify it in one
place in the future.
Change-Id: I649ce30b2b982dbb0e81f3c8793b33ad7f0429bb
Reviewed-by: Rafael Roquetto <rafael.roquetto@qt.io>
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Somehow we ended up having the wrong bit swizzling in the shader for
the GL_TEXTURE_RECTANGLE shader.
Also add some explanation about the SamplerRect pixel format to the
documentation.
Pick-to: 6.2 6.3
Change-Id: I2f2ff25490ccc831988d5221a5c4b1ab541d777e
Reviewed-by: Doris Verria <doris.verria@qt.io>
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Needs its own dedicated shaders and logic because we have to deal with
OpenGL textures for the GL_TEXTURE_RECTANGLE.
This will currently be functional only if the core video buffer is of
the type kCVPixelFormatType_32BGRA.
Pick-to: 6.2
Change-Id: I006283397016bebe0b176201a39b2c69113fcd6d
Reviewed-by: Lars Knoll <lars.knoll@qt.io>
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