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path: root/src/render/pass/TexPassElement.hpp
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* renderer: more FP16 fixes (#14070)UjinT342026-05-071-1/+0
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | * fix fp16 blur with invalidation * restore tonemap code * fix fade outs * add sdr compat for unaware surfaces * use a better work space, not linear, only for sdr * fix hl tf -> wp tf * cache workbuffer descriptions * linear not normalised WIP * clear offload fb * CM math * fix includes * use precalculated cm for shadows * inner glow cm * quad cm * fix unmodified copy * codegen * cache color CM * mark blur dirty when CM/DS changes * avoid icc workbuffer * fp16 blur finish hack * fix output hdr luminances * use srgb for mirroring/sharing with fp16 * defaults people --------- Co-authored-by: Vaxry <vaxry@vaxry.net>
* renderer: refactor part 7: api fixes (#13631)UjinT342026-03-281-3/+5
| | | | | | | Part 7 of ujin's refactors --------- Co-authored-by: Vaxry <vaxry@vaxry.net>
* renderer: refactor gl renderer (#13488)UjinT342026-03-071-13/+33
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* renderer: refactor projection setting (#13485)UjinT342026-03-071-13/+13
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* renderer: refactor render elements (#13438)UjinT342026-03-071-2/+4
| | | Part 2 of renderer refactors
* renderer: refactor Texture, Framebuffer and Renderbuffer (#13437)UjinT342026-03-061-2/+2
| | | Part 1 of the renderer refactors
* renderer: fix popup fadeout blur (#11756)Vaxry2025-10-021-0/+1
| | | popups dont get no xray
* pass: overload TexPass constructorTom Englund2025-07-071-0/+1
| | | | | overload it with a rvalue to allow us to move the data directly avoiding an extra copy. because SRenderData is not trivially copyable.
* renderer: render blur on fade out (#10356)Vaxry2025-05-101-1/+4
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* render: refactor class member vars (#10292)davc0n2025-05-051-1/+1
| | | | | * render: refactor class member vars * render: fix clang format
* pass: remove unusued timeline in texpass (#9734)Tom Englund2025-03-261-2/+0
| | | | | remove unused timeline and waitpoint in texpass and especially remove the passing it to renderTextureInternalWithDamage that implicitly converted it to bool. setting discardActive and allowCustomUV
* groupbar: various visual improvementsVaxry2025-01-311-0/+1
| | | | added rounding, round at edges, and indicator height
* renderer: Add supercircular window corners (#8943)Pollux2025-01-051-3/+4
| | | | | | | renderer: Add supercircular shadows and borders config: Add rounding_power to default and example configs rule: add `roundingpower` window rule
* Renderer: rewrite render scheduling (#8683)Vaxry2024-12-221-0/+39
This rewrites renderer scheduling. Occlusion is now unified in a new Pass type.