#include "gamma_compression_effect.h"
#include "lift_gamma_gain_effect.h"
#include "colorspace_conversion_effect.h"
+#include "sandbox_effect.h"
#include "saturation_effect.h"
#include "mirror_effect.h"
#include "vignette_effect.h"
return new GammaCompressionEffect();
case EFFECT_COLOR_SPACE_CONVERSION:
return new ColorSpaceConversionEffect();
+ case EFFECT_SANDBOX:
+ return new SandboxEffect();
case EFFECT_LIFT_GAMMA_GAIN:
return new LiftGammaGainEffect();
case EFFECT_SATURATION:
check_error();
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
check_error();
+
+ // Intel/Mesa seems to have a broken glGenerateMipmap() for non-FBO textures, so do it here.
+ glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP, phases[0].input_needs_mipmaps ? GL_TRUE : GL_FALSE);
+ check_error();
+
glBindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB, 0);
check_error();
check_error();
}
if (phases[phase].input_needs_mipmaps) {
- glGenerateMipmap(GL_TEXTURE_2D);
- check_error();
+ if (phase != 0) {
+ // For phase 0, it's done further up.
+ glGenerateMipmap(GL_TEXTURE_2D);
+ check_error();
+ }
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
check_error();
} else {