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[Qt][GLES] Fix compilation errors with Angle OpenGL ES dll.
authorK.Ohta <whatisthis.sowhat@gmail.com>
Fri, 11 May 2018 15:14:21 +0000 (00:14 +0900)
committerK.Ohta <whatisthis.sowhat@gmail.com>
Fri, 11 May 2018 15:14:21 +0000 (00:14 +0900)
source/src/qt/gui/gles2/ntsc_pass2.glsl
source/src/qt/gui/gles2/qt_glutil_gles_2.cpp

index a2c8a88..29f7b7f 100644 (file)
@@ -86,10 +86,11 @@ void main() {
        vec3 tmpv;
        vec2 addr_p = fix_coord + vec2(pos_offset, 0);
        vec2 addr_n = fix_coord - vec2(pos_offset, 0);
-       for (i = ibegin ; i < TAPS; i++) {
+
+       for(int ii = 1; ii < TAPS; ii++) {
                pix_p = texture2D(a_texture, addr_p).xyz;
                pix_n = texture2D(a_texture, addr_n).xyz;
-               pix_p = (pix_n + pix_p) * vec3(luma_filter[i], chroma_filter[i], chroma_filter[i]);
+               pix_p = (pix_n + pix_p) * vec3(luma_filter[ii], chroma_filter[ii], chroma_filter[ii]);
                signal = signal + pix_p;
                addr_p = addr_p - delta;
                addr_n = addr_n + delta;
@@ -104,7 +105,7 @@ void main() {
    //vec3 rgb = yiq2rgb(signal);
 #ifdef GAMMA_CORRECTION
    vec3 gamma = vec3(CRT_GAMMA / DISPLAY_GAMMA);
-   rgb = pow(rgb, gamma.rgb);
+   rgb = pow(abs(rgb), gamma.rgb);
 #endif
        vec4 pixel = vec4(rgb, 1.0);
        pixel = pixel * vec4(0.8, 1.8, 1.4, 1.0);
index 7473886..628f57e 100644 (file)
@@ -314,11 +314,12 @@ void GLDraw_ES_2::initLocalGLObjects(void)
                                         main_pass->getVertexBuffer(),
                                         vertexFormat, 4);
        }
-
+#if 0
        initPackedGLObject(&std_pass,
                                           using_flags->get_screen_width(), using_flags->get_screen_height(),
                                           ":/gles2/vertex_shader.glsl" , ":/gles2/chromakey_fragment_shader.glsl",
                                           "Standard Shader");
+#endif
        initPackedGLObject(&led_pass,
                                           10, 10,
                                           ":/gles2/led_vertex_shader.glsl" , ":/gles2/led_fragment_shader.glsl",
@@ -671,7 +672,7 @@ void GLDraw_ES_2::uploadMainTexture(QImage *p, bool use_chromakey)
        } else
 #endif
        {
-#if 1
+#if 0
                renderToTmpFrameBuffer_nPass(uVramTextureID->textureId(),
                                                                         screen_texture_width,
                                                                         screen_texture_height,
@@ -1310,13 +1311,13 @@ void GLDraw_ES_2::do_set_texture_size(QImage *p, int w, int h)
 
                p_wid->makeCurrent();
                {
+#if 0
                        set_texture_vertex((float)w / iw, (float)h / ih);
                        setNormalVAO(std_pass->getShader(), std_pass->getVAO(),
                                                 std_pass->getVertexBuffer(),
                                                 vertexTmpTexture, 4);
+#endif
                        //set_texture_vertex(p, p_wid->width(), p_wid->height(), w, h);
-
-#if 1                  
                        set_texture_vertex((float)w / iw, (float)h / ih);
                        setNormalVAO(ntsc_pass1->getShader(), ntsc_pass1->getVAO(),
                                                 ntsc_pass1->getVertexBuffer(),
@@ -1326,7 +1327,6 @@ void GLDraw_ES_2::do_set_texture_size(QImage *p, int w, int h)
                        setNormalVAO(ntsc_pass2->getShader(), ntsc_pass2->getVAO(),
                                                 ntsc_pass2->getVertexBuffer(),
                                                 vertexTmpTexture, 4);
-#endif
                        
                }
                if(p != NULL) {