Commit message (Collapse) | Author | Age | Files | Lines | |
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* | HLSL Color Transforms and 3D LUT (#4043) | 2018-10-07 | 5 | -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 | 2018-09-14 | 3 | -0/+0 | |
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* | Updated GENie, BGFX, BX, added BIMG since it is separated now, updated all ↵ | 2017-12-01 | 168 | -0/+0 | |
| | | | | shader binaries and MAME part of code to support new interfaces [Miodrag Milanovic] | ||||
* | -bgfx: Fixed xBR-lv2-multipass shader. [Ryan Holtz] | 2017-06-11 | 2 | -0/+0 | |
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* | -bgfx: Fixed the following xBR shaders: xBR-lv2-fast, xBR-lv2-noblend, ↵ | 2017-06-10 | 7 | -0/+0 | |
| | | | | xBR-lv2, xBR-lv3-noblend, and xBR-lv3. [Ryan Holtz] | ||||
* | Reduced defocus effect to one pass (HLSL/BGFX) | 2016-10-22 | 1 | -0/+0 | |
| | | | | | - removed second defocus pass - limited defocus stength to a maximum of 2.0 | ||||
* | Fixed aspect ratio of rounded corners (nw) | 2016-09-29 | 1 | -0/+0 | |
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* | Fixed several small issues in HLSL/BGFX | 2016-09-28 | 2 | -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) | 2016-09-03 | 2 | -0/+0 | |
| | | | | Generated missing shaders (nw) | ||||
* | - already fixed scanline issue also applied for swapped orientation (nw) | 2016-08-13 | 1 | -0/+0 | |
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* | Added crt-geom and crt-geom-deluxe shaders for bgfx. | 2016-07-03 | 11 | -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) | 2016-06-20 | 2 | -0/+0 | |
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* | Fixed scanlines if the screen output is less than twice the size of the host ↵ | 2016-06-06 | 1 | -0/+0 | |
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* | Procedural texture for vectors in HLSL | 2016-06-05 | 1 | -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 | 2016-05-27 | 9 | -0/+0 | |
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* | bgfx: Ported xBR shaders from libretro. [Ryan Holtz, Hyllian] | 2016-04-25 | 96 | -0/+0 | |
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* | Added "selection" parameter to chain input sampler | 2016-04-24 | 1 | -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) | 2016-04-22 | 1 | -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 | 2016-04-21 | 86 | -0/+0 | |
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* | Implemented handling for u_screen_scale and u_screen_offset (nw) | 2016-04-21 | 1 | -0/+0 | |
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* | Refactored BGFX distortion pass (nw) | 2016-04-19 | 1 | -0/+0 | |
| | | | | - also removed vector hack | ||||
* | bgfx: Added SuperEagle shader. [Ryan Holtz] | 2016-04-19 | 4 | -0/+0 | |
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* | -Added HQ2x, HQ3x and HQ4x shaders. [MooglyGuy,Jules Blok,Cameron ↵ | 2016-04-18 | 12 | -0/+0 | |
| | | | | Zemek,Maxim Stepin] | ||||
* | Minor fixups to pillarboxing shaders | 2016-04-17 | 4 | -0/+0 | |
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* | Add pillarboxing shaders and layout for bgfx, nw | 2016-04-16 | 24 | -0/+0 | |
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* | bgfx: Add data-driven render target clearing [Ryan Holtz] | 2016-04-14 | 28 | -0/+0 | |
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* | Update generated shaders (nw) | 2016-04-05 | 26 | -0/+0 | |
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* | Get bgfx post-processing working with laserdisc games, nw | 2016-03-29 | 24 | -0/+0 | |
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* | Get NTSC working in both bgfx and d3d, nw | 2016-03-29 | 24 | -0/+0 | |
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* | Final bgfx fixups for release | 2016-03-28 | 24 | -0/+0 | |
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* | Cleanup in the bgfx aisle, nw | 2016-03-25 | 24 | -0/+0 | |
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* | Huge cleanup of render target handling, nw | 2016-03-25 | 24 | -0/+0 | |
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* | Add screen-specific shader chain support, nw | 2016-03-23 | 22 | -0/+0 | |
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* | Fix lots of issues with bgfx | 2016-03-21 | 22 | -0/+0 | |
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* | Polishing up BGFX shader system, nw | 2016-03-18 | 26 | -0/+0 | |
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* | More bgfx HLSL fixups, nw | 2016-03-16 | 26 | -0/+0 | |
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* | Add most of the rest of the D3D HLSL chain, nw | 2016-03-15 | 26 | -0/+0 | |
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* | Fix up NTSC shaders, nw | 2016-03-13 | 20 | -0/+0 | |
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* | Add bgfx command line options, major shakeup of organization, nw | 2016-03-13 | 22 | -0/+0 | |