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* HLSL Color Transforms and 3D LUT (#4043) Westley M. Martinez2018-10-075-0/+0
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | * Remove broken scanline uniform from post_pass * Add 3D LUT to HLSL * Allow individual LUTs for screen and UI * WIP: Port 3D LUT to BGFX * Finish porting LUT to BGFX * Add individual phosphor color conversion for HLSL new file: hlsl/chroma.fx Shader for converting xyY3 to sRGB modified: hlsl/phosphor.fx Minor changes to emphasize idea that phosphors are color agnostic modified: hlsl/post.fx Conversion from signal RGB to xyY3 modified: src/osd/modules/render/d3d/d3dhlsl.cpp modified: src/osd/modules/render/d3d/d3dhlsl.h modified: src/osd/windows/winmain.cpp modified: src/osd/windows/winmain.h * Add phosphor examples and update presets * Port phosphor color shaders to BGFX * Fix missing newlines at EOF
* Port scanline modification to BGFX W. M. Martinez2018-09-143-0/+0
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* Updated GENie, BGFX, BX, added BIMG since it is separated now, updated all ↵ Miodrag Milanovic2017-12-01168-0/+0
| | | | shader binaries and MAME part of code to support new interfaces [Miodrag Milanovic]
* -bgfx: Fixed xBR-lv2-multipass shader. [Ryan Holtz] MooglyGuy2017-06-112-0/+0
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* -bgfx: Fixed the following xBR shaders: xBR-lv2-fast, xBR-lv2-noblend, ↵ MooglyGuy2017-06-107-0/+0
| | | | xBR-lv2, xBR-lv3-noblend, and xBR-lv3. [Ryan Holtz]
* Reduced defocus effect to one pass (HLSL/BGFX) Jezze2016-10-221-0/+0
| | | | | - removed second defocus pass - limited defocus stength to a maximum of 2.0
* Fixed aspect ratio of rounded corners (nw) Jezze2016-09-291-0/+0
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* Fixed several small issues in HLSL/BGFX Jezze2016-09-282-0/+0
| | | | | | * fixed target texture dimension when -intoverscan is used (this fixes the appereance of scanline and shadow mask) * added target_scale and screen_count uniforms * rounded corners now remain aligned with screen bounds when -intoverscan is used (single screen only)
* Update BGFX and BX packages and update MAME code to support new API (nw) Miodrag Milanovic2016-09-032-0/+0
| | | | Generated missing shaders (nw)
* - already fixed scanline issue also applied for swapped orientation (nw) Jezze2016-08-131-0/+0
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* Added crt-geom and crt-geom-deluxe shaders for bgfx. Jeremy Green2016-07-0311-0/+0
| | | | This includes several aperture grille / shadow mask patterns. Note that these are all designed to be used on a display with RGB subpixel order, and may thus suffer if rotated or used with a BGR display.
* Small shader corrections (nw) ImJezze2016-06-202-0/+0
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* Fixed scanlines if the screen output is less than twice the size of the host ↵ ImJezze2016-06-061-0/+0
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* Procedural texture for vectors in HLSL ImJezze2016-06-051-0/+0
| | | | | | * added simple procedural texture for vectors with rounded line ends and beam smoothness * added optional -vector_beam_smooth option * removed -antialias option, antialiasing is now always applied, except for plain D3D
* Fix crash when using pillarbox shaders, nw therealmogminer@gmail.com2016-05-279-0/+0
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* bgfx: Ported xBR shaders from libretro. [Ryan Holtz, Hyllian] therealmogminer@gmail.com2016-04-2596-0/+0
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* Added "selection" parameter to chain input sampler ImJezze2016-04-241-0/+0
| | | | | - if specified all textures (.png) within the same directoy of the given texture will be selectable via slider in the UI - also added slider for "shadow mask tile mode" to HLSL chain
* Small fixes (nw) ImJezze2016-04-221-0/+0
| | | | | - fixed not used u_humbar_hertz_rate parameter - fixed half pixel shift of the shadow mask along the screen diagonal
* Checkpoint 1, nw therealmogminer@gmail.com2016-04-2186-0/+0
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* Implemented handling for u_screen_scale and u_screen_offset (nw) ImJezze2016-04-211-0/+0
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* Refactored BGFX distortion pass (nw) ImJezze2016-04-191-0/+0
| | | | - also removed vector hack
* bgfx: Added SuperEagle shader. [Ryan Holtz] therealmogminer@gmail.com2016-04-194-0/+0
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* -Added HQ2x, HQ3x and HQ4x shaders. [MooglyGuy,Jules Blok,Cameron ↵ therealmogminer@gmail.com2016-04-1812-0/+0
| | | | Zemek,Maxim Stepin]
* Minor fixups to pillarboxing shaders therealmogminer@gmail.com2016-04-174-0/+0
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* Add pillarboxing shaders and layout for bgfx, nw therealmogminer@gmail.com2016-04-1624-0/+0
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* bgfx: Add data-driven render target clearing [Ryan Holtz] therealmogminer@gmail.com2016-04-1428-0/+0
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* Update generated shaders (nw) Miodrag Milanovic2016-04-0526-0/+0
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* Get bgfx post-processing working with laserdisc games, nw therealmogminer@gmail.com2016-03-2924-0/+0
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* Get NTSC working in both bgfx and d3d, nw therealmogminer@gmail.com2016-03-2924-0/+0
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* Final bgfx fixups for release therealmogminer@gmail.com2016-03-2824-0/+0
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* Cleanup in the bgfx aisle, nw therealmogminer@gmail.com2016-03-2524-0/+0
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* Huge cleanup of render target handling, nw therealmogminer@gmail.com2016-03-2524-0/+0
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* Add screen-specific shader chain support, nw therealmogminer@gmail.com2016-03-2322-0/+0
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* Fix lots of issues with bgfx therealmogminer@gmail.com2016-03-2122-0/+0
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* Polishing up BGFX shader system, nw therealmogminer@gmail.com2016-03-1826-0/+0
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* More bgfx HLSL fixups, nw therealmogminer@gmail.com2016-03-1626-0/+0
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* Add most of the rest of the D3D HLSL chain, nw therealmogminer@gmail.com2016-03-1526-0/+0
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* Fix up NTSC shaders, nw therealmogminer@gmail.com2016-03-1320-0/+0
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* Add bgfx command line options, major shakeup of organization, nw therealmogminer@gmail.com2016-03-1322-0/+0