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Disallows smaller buffer use for 'sharp' displays and tightens sampling window.
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@ -393,6 +393,10 @@ Outputs::Display::Metrics &ScanTarget::display_metrics() {
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return display_metrics_;
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}
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bool ScanTarget::is_soft_display_type() {
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return modals_.display_type == DisplayType::CompositeColour || modals_.display_type == DisplayType::CompositeMonochrome;
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}
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void ScanTarget::update(int output_width, int output_height) {
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if(fence_ != nullptr) {
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// if the GPU is still busy, don't wait; we'll catch it next time
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@ -557,7 +561,7 @@ void ScanTarget::update(int output_width, int output_height) {
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// it's a good idea. Go up to a quarter of the requested resolution, subject to
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// clamping at each stage. If the output resolution changes, or anything else about
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// the output pipeline, just start trying the highest size again.
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if(display_metrics_.should_lower_resolution()) {
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if(display_metrics_.should_lower_resolution() && is_soft_display_type()) {
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resolution_reduction_level_ = std::min(resolution_reduction_level_+1, 4);
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}
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if(output_height_ != output_height || did_setup_pipeline) {
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@ -238,6 +238,12 @@ class ScanTarget: public Outputs::Display::ScanTarget {
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void set_sampling_window(int output_Width, int output_height, Shader &target);
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std::string sampling_function() const;
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/*!
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@returns true if the current display type is a 'soft' one, i.e. one in which
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contrast tends to be low, such as a composite colour display.
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*/
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bool is_soft_display_type();
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};
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}
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@ -63,7 +63,7 @@ void ScanTarget::set_sampling_window(int output_width, int output_height, Shader
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GLfloat texture_offsets[4];
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GLfloat angles[4];
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for(int c = 0; c < 4; ++c) {
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texture_offsets[c] = 1.5f * (((one_pixel_width * float(c)) / 3.0f) - (one_pixel_width * 0.5f));
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texture_offsets[c] = 1.0f * (((one_pixel_width * float(c)) / 3.0f) - (one_pixel_width * 0.5f));
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angles[c] = GLfloat((texture_offsets[c] / clocks_per_angle) * 2.0f * M_PI);
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}
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target.set_uniform("textureCoordinateOffsets", 1, 4, texture_offsets);
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