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authorwm4 <wm4@nowhere>2013-05-26 01:48:39 +0200
committerwm4 <wm4@nowhere>2013-05-26 16:44:20 +0200
commit58a7d81dc55835fb0f5cc6a3f14288d722f83c91 (patch)
tree2f7cce21b79b6685348aca207938512cb2917814 /video/out/gl_common.h
parent39225ed19676aa054aa36eb1e09b72ec712ae368 (diff)
downloadmpv-58a7d81dc55835fb0f5cc6a3f14288d722f83c91.tar.bz2
mpv-58a7d81dc55835fb0f5cc6a3f14288d722f83c91.tar.xz
gl_video: improve dithering
Use a different algorithm to generate the dithering matrix. This looks much better than the previous ordered dither matrix with its cross-hatch artifacts. The matrix generation algorithm as well as its implementation was contributed by Wessel Dankers aka Fruit. The code in dither.c is his implementation, reformatted and with static global variables removed by me. The new matrix is uploaded as float texture - before this commit, it was a normal integer fixed point matrix. This means dithering will be disabled on systems without float textures. The size of the dithering matrix can be configured, as the matrix is generated at runtime. The generation of the matrix can take rather long, and is already unacceptable with size 8. The default is at 6, which takes about 100 ms on a Core2 Duo system with dither.c compiled at -O2, which I consider just about acceptable. The old ordered dithering is still available and can be selected by putting the dither=ordered sub-option. The ordered dither matrix generation code was moved to dither.c. This function was originally written by Uoti Urpala.
Diffstat (limited to 'video/out/gl_common.h')
-rw-r--r--video/out/gl_common.h2
1 files changed, 2 insertions, 0 deletions
diff --git a/video/out/gl_common.h b/video/out/gl_common.h
index 8a627963ed..a5e3125fba 100644
--- a/video/out/gl_common.h
+++ b/video/out/gl_common.h
@@ -305,6 +305,8 @@ struct GL {
void (GLAPIENTRY *Uniform3f)(GLint, GLfloat, GLfloat, GLfloat);
void (GLAPIENTRY *Uniform4f)(GLint, GLfloat, GLfloat, GLfloat, GLfloat);
void (GLAPIENTRY *Uniform1i)(GLint, GLint);
+ void (GLAPIENTRY *UniformMatrix2fv)(GLint, GLsizei, GLboolean,
+ const GLfloat *);
void (GLAPIENTRY *UniformMatrix3fv)(GLint, GLsizei, GLboolean,
const GLfloat *);
void (GLAPIENTRY *UniformMatrix4x3fv)(GLint, GLsizei, GLboolean,