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backend: gl: add dither #952
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Add bayer ordered dithering when presenting to screen. Reduce banding when using a strong blur. Also use 16-bit intermediary textures to preserve precision in the rendering pipeline. Related: #602 Signed-off-by: Yuxuan Shui <yshuiv7@gmail.com>
If a pixel is perfectly representable as an 8-bit number, don't add dither. Reduce artifacts where dither is unnecessary. Signed-off-by: Yuxuan Shui <yshuiv7@gmail.com>
Prefer RGB formats first, because they use less memory; but fallback to RGBA formats, as they are formats required by OpenGL. Signed-off-by: Yuxuan Shui <yshuiv7@gmail.com>
Codecov Report
@@ Coverage Diff @@
## next #952 +/- ##
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Coverage 37.59% 37.59%
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Files 48 48
Lines 10667 10688 +21
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+ Hits 4010 4018 +8
- Misses 6657 6670 +13
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Nice work! 👍
Using 16bit textures requires ~25MB more VRAM than 8bit ones after a short test on my nvidia card.
Are you sure you wanted to add the README changes into this PR? ;)
I'm a bit behind with my reviews on the previous PRs. Sorry for that. The changes to the masking and shadow for shaped windows were rather large and consecutive time is rather limited at the moment. 😞
oh no, i meant to push that to |
'format' was pointing to an array with a shorter lifetime suggested by @tryone144 Co-authored-by: Bernd Busse <bernd@busse-net.de>
@tryone144 Just want to say I appreciate your help! 👍 and take your time, there are long period of time where I can't put any time on this project too, so I can understand. (also the reason why i think this project needs more than just two of us). |
Add bayer ordered dithering when presenting to screen. Reduce banding
when using a strong blur. Also use 16-bit intermediary textures to
preserve precision in the rendering pipeline.
Related: #602
Signed-off-by: Yuxuan Shui yshuiv7@gmail.com