Commit graph

65 commits

Author SHA1 Message Date
David Haywood
8745daaca2 Merge pull request #190 from ImJezze/master
Changed vignetting and fixed rounded corners
2015-05-27 15:12:52 +01:00
ImJezze
fe71f92dd2 Quick fix
- something was messed up on the last commit
2015-05-24 17:46:34 +02:00
ImJezze
4c04a362e2 Fixed roundness of rouned corners
- fixed roundness of rounded corners; the default aspect ratio of 4:3
should not be stretched anymore when the source has another ratio
- disabled blurring of rounded corners
- some cleanup
2015-05-24 17:23:38 +02:00
Miodrag Milanovic
7a2ac30275 update in agreement with ImJezze (nw) 2015-05-24 14:53:26 +02:00
ImJezze
0fa1503782 Changed vignetting simulation
- removed screen ratio influence
- changed radius, blur and intensity
2015-05-22 18:56:30 +02:00
ImJezze
a7e221a4a7 Fixed black border
- fixed black border on the right and bottom side of the screen, caused
by the previously added rounded corners
2015-05-15 19:54:52 +02:00
Miodrag Milanovic
54e5245846 added licenses to hlsl files (nw) 2015-05-12 09:18:09 +02:00
ImJezze
3f3647eeef Fixed Curvature zoom
- fixed curvature zoom to fit the screen size in any aspect ratio
2015-05-10 15:05:19 +02:00
ImJezze
871900fe1e Fixed automatic Shadow Mask rotation
- added missing RotationSwapXY shader paramter
2015-05-09 11:51:06 +02:00
ImJezze
f940c884a0 Fixed automatic Shadow Mask rotation
- fixed usage of OrientationSwapXY shader parameter
- added RotationSwapXY shader parameters to consider the user defined
screen rotation
2015-05-09 11:40:23 +02:00
ImJezze
a70198a5fb HLSL shader improvements
- changed shadow mask implementation, shadow count XY now represent the
number of pixel the shadow UV sized tiles will take on the screen
- implemented rotation of the shadow mask texture depending on the
default landscape or portrait view of the screen
- removed prescale and pixel border of the shadow mask texture
- added option to change the shadow UV offset, to reduce the color
bleeding of the shadow mask
- adjusted presets to work with the changed mask implementation
- reduced defocus offset
- improved downsampling for better blurring
- improved alignment of bloom layers (raster and vector)
- applied bloom effect to the render output of screenshot and AVI
recording
- changed curvature effect to fit screen size
- changed scanlines to be not rendered into bloom layers
- changed shadow mask to be not rendered into bloom layers
- changed color floor to not light the bloom layers
- changed shadow mask to not dark the color floor
- added image vignetting simulation and option
- added round screen corner simulation and option
- added screen light reflection simulation and option
- made usage of unused brightness offset (additive)
- removed unused pincushion option
- removed duplicate shadow count Y options
- removed artwork/adapture.png
- added artwork/adapture-grill.png
- added artwork/shadow-mask.png
- added artwork/slot-mask.png
- added hlsl/simple.fx
- removed unused shaders::blit() function
- added shaders::screen_pass() function, which handles the
(raster-)rendering on screen, into screenshot and AVI recording
- added effect:set_bool() function
2015-05-03 14:41:05 +02:00
Ryan Holtz
c3f1015d14 - Fixed bloom misalignment with HLSL. [MooglyGuy] 2014-04-08 18:34:47 +00:00
Scott Stone
aa896515a0 This revert (r26927), as requested by author, fixes the regression of missing graphics for vector games using HLSL. Also reverted patch in code (r27063) to deal with "roundf" for pre-vs2013 compilers - which is no longer needed. (nw) 2014-01-24 00:30:29 +00:00
Ryan Holtz
3312b67f93 - Fix for pixel gaps between multi-screen games in HLSL mode. [MooglyGuy] 2014-01-04 03:17:31 +00:00
Jonathan Gevaryahu
6815ef2958 Reduce smearing on hlsl prescale [MooglyGuy] 2013-11-24 20:58:21 +00:00
Ryan Holtz
8f613c115b more HLSL cleanup, part e of pi (nw) 2013-08-30 01:05:13 +00:00
Ryan Holtz
ac119a8e15 uniform consolidation, nw 2013-08-29 00:56:33 +00:00
Ryan Holtz
a86d35158c minor shader cleanup, nw 2013-08-28 00:36:02 +00:00
Ryan Holtz
37ce180567 -Restructured NTSC encode/decode shaders for better readability. [MooglyGuy] 2013-08-25 20:49:37 +00:00
Ryan Holtz
b224b1f5ed Fix raster_bloom_scale and vector_bloom_scale, nw 2013-05-22 22:25:23 +00:00
Ryan Holtz
1fcfec449f fix composite ntsc shaders, nw 2013-05-22 08:03:01 +00:00
Ryan Holtz
35ef098e64 MAME Testers bugs fixed: 5201, 5202
- HLSL changes: [MooglyGuy]
 * Upped vertex buffer size to 64k verts, fixes assert in
   starwars and alphaone, please include the printed error
   message in any subsequent encounterings of the assert.
 * Improved vector rendering (beam width 1.5 suggested)
 * Ducked raster bloom default to 0.225 to reduce washout
2013-05-22 01:58:38 +00:00
Ryan Holtz
daa3ae3b10 fix incorrect bloom functionality in fullscreen mode, nw 2013-05-20 01:20:22 +00:00
Ryan Holtz
675796fe23 fix vector bloom, nw 2013-05-19 21:53:08 +00:00
Ryan Holtz
e028e20476 - "And he did give them CRT bloom, and it scorched their eyes so; and they wept
openly, for there was nothing left to see with" [MooglyGuy]
  * Enabled vector bloom and associated .ini controls
  * Added raster bloom and associated .ini controls, each bloom "level" is the
    linear weight of successively half-sized render targets
  * Removed D3D8 mode
  * Mass renaming in D3D renderer to use namespaces, initial planning step to
    HAL-based renderer implementation on Windows (i.e., GL on Windows)
  * Converted d3d_info, d3d_poly_info, and d3d_texture_info into classes
  * Added batching of vectors for possible speed increase
  * Minor cleanup of shader state setting
2013-05-19 16:21:26 +00:00
Ryan Holtz
aa19b2633c (nw) Fixed sliders and phosphor offset 2013-02-28 05:22:14 +00:00
Ryan Holtz
d157249cb7 d3dhlsl.c: Add preliminary vector post-processing. [MooglyGuy] 2013-01-21 02:40:48 +00:00
Ryan Holtz
7e652d13c5 - render.c: Added new PRIMFLAG macros pertaining to vectors, to be used by the
OSD. [MooglyGuy]

- d3dhlsl.c: Began laying the groundwork for vector post-processing, disabled
            by default. [MooglyGuy]
2012-12-31 21:29:02 +00:00
Ryan Holtz
4523bfa2d0 HLSL "Hurricain't Keep A Good Dev Down" Bugfix Extravaganza: [Ryan Holtz, Bat
Country Entertainment]
- Created two flags, -hlsl_ini_write and -hlsl_ini_read. The former enables
  custom HLSL INI writing explicitly, the other enables loading of the same.
- Fixed disappearing aperture effect when using custom INI files.
- Fixed diagonal seam on some games, for serious real this time
- Fixed phosphor simulation, now works as expected
2011-08-28 09:10:53 +00:00
Jonathan Gevaryahu
1246cde58c Fix hlsl phosphor decay [nimitz] 2011-07-29 15:08:32 +00:00
Ryan Holtz
80d66bb1d6 HLSL Cleanup, no whatsnew:
- Fixed set_vector functionality and simplified shaders as a result
- Fixed HLSL presets, 0 to 3, in increasing level of terribleness
- Reduced options footprint from RGB triplets

Next plan: Separate INI writing.
2011-06-11 23:46:24 +00:00
Ryan Holtz
1ec454197a HLSL Updates: [Ryan Holtz, Bat Country Entertainment, austere]
- Reworked default shadow mask settings, eliminating rainbow banding and matching reference shots more closely
- Moved color power to occur after shadow mask, as it is intended to simulate nonlinear phosphor response
- Added a variable-width notch filter to the Y channel in NTSC post-processing, eliminating luma banding on e.g. CoCo 2 and Apple II
2011-06-06 21:25:38 +00:00
Ryan Holtz
771b77142f Fix for performance regression and slider regression in HLSL, also re-enabling pixel prescaling in yiq_encode.fx. No whatsnew. 2011-06-03 14:38:59 +00:00
Ryan Holtz
844296b795 Split HLSL code into a separate file, d3dhlsl.c/.h. Also split drawd3d.c into a couple of headers. [Ryan Holtz, Bat Country Entertainment] 2011-06-02 06:22:09 +00:00
Ryan Holtz
61eda625cb NWN: Fixing the NTSC codec. Oops. 2011-05-31 14:43:47 +00:00
Ryan Holtz
f42b5ccda0 No whatsnew
Attempting to fix the HLSL 'blurriness' reported by a few people. Now HLSL will auto-prescale to the nearest texture size that is greater than the target screen size on both axes and is also an even multiple of the raw bitmap's size.
2011-05-31 13:53:25 +00:00
Ryan Holtz
ed6689e2d4 Fixed scanlines, nwn. This took much longer to fix than it should have. :[ 2011-05-31 05:02:17 +00:00
Ryan Holtz
37e8c1d7e4 Fixing some scanline-alignment issues. 2011-05-31 02:04:28 +00:00
Ryan Holtz
773e35d79b Moved "color floor" functionality to occur after scanlines but before shadow mask. Scanlines look much better and no longer cut black lines through the shadow mask. No whatsnew. 2011-05-30 21:40:25 +00:00
Ryan Holtz
796e691522 HLSL Updates: [Ryan Holtz, Bat Country Entertainment, austere, SoltanGris42]
- Added the ability to render screenshots at arbitrary resolutions.
- Added the ability to record AVI videos (albeit with no audio) at arbitrary resolutions.
- Added a 43-tap-wide FIR-based NTSC filter with tunable Y, I and Q frequency response.
- Updated scanlines to have a user-tunable pixel-height ratio in addition to the current screen-height ratio.
- Fixed a VRAM leak that was causing many dynamic-resolution drivers to run out of memory mid-run.
2011-05-30 21:10:23 +00:00
Ryan Holtz
95a156958b nwn, HLSL: Fixing an odd texture banding issue reported by John IV. Odd because both he and I have ATI cards, but it didn't happen for me. 2011-05-28 19:25:14 +00:00
Ryan Holtz
244eb4cf24 No whatnsew: Really, really, really fixed the remaining pixel alignment and UV clamping issues. Tested Gradius, Pac-Man, Mr. Do, and Stompin' with no observed issues. Gradius, in particular, is a good test case as the bottom row of its "Credits" readout lies on the bottom row of pixels, and the scrolling starfield allows visual verification of the X extents as they scroll on and off. 2011-05-28 14:14:05 +00:00
Ryan Holtz
a8919fa63b Fixing clamping on the bottom/right edge, nwn 2011-05-28 00:51:24 +00:00
Ryan Holtz
59d38593e8 MAMETesters bugs fixed:
- 04361: all: When using HLSL screen size not correct 

nwn: Frickin' finally...
2011-05-28 00:49:22 +00:00
Ryan Holtz
3e437e09f0 HLSL updates, nwn:
- Favor bilinear sampling on X and point sampling on Y. Best of both worlds.
2011-05-27 23:24:53 +00:00
Ryan Holtz
3f4046b146 Restored abs() around scanline sin() to increase scanline furrow sharpness and decrease scanline furrow width, no whatsnew 2011-05-27 10:14:26 +00:00
Ryan Holtz
c8ef077d5b HLSL Updates: [Ryan Holtz, Bat Country Entertainment]
- Switched to point-sampling through most of the shader chain to avoid non-intentional pixel smearing
- Corrected alignment and scaling on the shadow mask and scanlines; dramatically reduces rainbow banding at non-oversampled resolutions.
2011-05-27 10:07:11 +00:00
Ryan Holtz
e97aa6b56d Internal HLSL cleanup - removed aux texcoords, restored software vertex processing due to low-end cards not doing hardware vertex processing, removed unnecessary tristrip->trilist splitting. Restores D3D functionality on integrated chipsets and marginal cards. [Ryan Holtz, Ashura-X] 2011-05-24 18:28:54 +00:00
Ryan Holtz
6760f6a40c HLSL bugfxes, nwn 2011-05-24 00:23:40 +00:00
Ryan Holtz
f8a449539a Hopefully fixing the HLSL UV issue once and for all, nw 2011-05-23 15:49:50 +00:00