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* Revert "Updated bgfx, bx and bimg to current upstream versions. (#11493)" Vas Crabb2023-09-081-0/+0
| | | | This reverts commit 1c61ccfe840cdae7a9f92292946a45f3b47e2412.
* Updated bgfx, bx and bimg to current upstream versions. (#11493) Julian Sikorski2023-09-061-0/+0
| | | | | | * Reverted "macOS, iOS: Removed OpenGL/OpenGLES support. (commit 4693983242a698eaafed87faf4ffef1789adc8f9). * Reverted "Fix macOS build" (commit ce2c2c13eda7d699051f75f598e740a447343a88). * Reverted "macOS: Fixed deprecated warnings." (commit 10a8cb61f882ebc9bb376ee2341d003880b7037f). * Added bgfx/README.mame explaining deviations from upstream.
* Major D3D and BGFX code refactoring and bug fixes: (#10858) [Ryan Holtz] MooglyGuy2023-01-29100-0/+0
| | | | | | | | | | | * render/bgfx: Improved clearing and blending. Added prescale support. Fixes MT07586, MT07587, MT08084. * render/bgfx: Fixed blend and tint handling. (Fixes Github #1953). * render/bgfx/blendreader.cpp: Support non-separated blend mode specification for BGFX effects. * render/bgfx: Reworked how horizontally-padded screen textures are handled. Likely fixes MT08512 and MT08505. * render/bgfx: Ensure that a texture's width margin is updated in all cases. * render/d3d/d3dhlsl.cpp: Fixed tinting in HLSL post-processing mode. * render/d3d/d3dhlsl.cpp: Avoid most redundant state-setting calls. Reduces D3D API calls by about 90% on fruit machine drivers. * render/d3d/d3dhlsl.cpp: Assign SourceDims and QuadDims uniforms to only those effects that use them. * machine/laserdsc.cpp: Always add video quad to screen container, adjust tint based on m_videoenable instead.
* Update BGFX, BX and BIMG (#10789) Miodrag Milanović2023-01-05186-0/+0
| | | | * Update to bgfx a93a714632b79b5ddbf5c86ac323fa9b76ed3433 Co-authored-by: Бранимир Караџић <branimirkaradzic@gmail.com>
* Revert "Update BGFX, BX and BIMG (#10750)" (#10787) R. Belmont2023-01-04186-0/+0
| | | This reverts commit 5581eaa50a42256242f32569f59ce10d70ddd8c2 due to link failure on macOS.
* Update BGFX, BX and BIMG (#10750) Miodrag Milanović2023-01-04186-0/+0
| | | | * Update to bgfx a93a714632b79b5ddbf5c86ac323fa9b76ed3433 Co-authored-by: Бранимир Караџић <branimirkaradzic@gmail.com>
* bgfx: crt-geom and crt-geom-deluxe improvements: (#8653) cgwg2022-07-076-0/+0
| | | | | * crt-geom-deluxe: Increased number of taps for halation and increased maximum width. * crt-geom*: Moved repeated crt-geom/crt-geom-deluxe functions into their own file. * crt-geom and crt-geom-deluxe: added support for sRGB output gamma ramp and made it the default.
* -bgfx: Fixed YUV shader to have better brightness balance. [Ryan Holtz] (#9425) MooglyGuy2022-03-171-0/+0
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* -bgfx: Added default LUT PNG, fixes LUT-effect crash. Fixed external texture ↵ MooglyGuy2022-03-121-0/+0
| | | | loading, restoring HQx filters. [Ryan Holtz] (#9401)
* -bgfx: Switched fs_blit_palette16 to expand bitmap_ind16 contents to R8. ↵ MooglyGuy2021-09-041-0/+0
| | | | Fixes vertical off-by-one shift in games with an odd pixel count along X. [Ryan Holtz] (#8528)
* -bgfx: Fixed UV rounding errors in fs_blit_palette16; Switched back to ↵ MooglyGuy2021-08-301-0/+0
| | | | direct texture upload rather than CPU copy. (#8505) [Ryan Holtz]
* -bgfx: Revised fs_blit_palette16 to not use pixel rounding. Fixes issues in ↵ MooglyGuy2021-08-241-0/+0
| | | | carpolo, kncljoe, and others. [Ryan Holtz] (#8488)
* BGFX fixes for various backends (#8469) [Ryan Holtz] MooglyGuy2021-08-202-0/+0
| | | | * Fixed palette and UYVY conversion in all backends. Fixes MT07760. * Fixed a typo in targetmanager.cpp, thanks LN for the heads-up.
* bgfx shaders recompile Miodrag Milanovic2021-08-13186-0/+0
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* bgfx: Fixed crt-geom{,-deluxe} shader compilation and recompiled shaders. Vas Crabb2021-03-202-0/+0
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* bgfx: crt-geom and crt-geom-deluxe enhancements (#7872) cgwg2021-03-206-0/+0
| | | | | | * Made spot size parameters adjustable also increased samples from 2 to 3 scanlines for crt-geom-deluxe. * Made horizontal interpolation adjustable. * bgfx crt-geom-deluxe: Made phosphor decay smoothly to zero at specified cutoff time. * bgfx crt-geom-deluxe: Added lowpass filter.
* bgfx: Compiled new shaders for Direct3D, ESSL, Metal and SPIR-V. Vas Crabb2021-02-214-0/+0
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* bgfx: Fixed overlapping register in lcd-grid shaders and compiled for ↵ Vas Crabb2021-01-234-0/+0
| | | | Direct3D, SPIR-V, Metal, etc.
* -bgfx: Shader recompile after cgwg's changes. [Ryan Holtz] Ryan Holtz2020-12-23140-0/+0
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* -bgfx: Fixed Github issue #5961. [Ryan Holtz] MooglyGuy2019-11-241-0/+0
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* -bgfx: Fixed Github issues #5830 and #5956. [Ryan Holtz] MooglyGuy2019-11-2416-0/+0
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* Sync bgfx, bx and bimg with upstream; fix the hlsl fs_chroma.sc matrix ↵ Julian Sikorski2019-11-1222-0/+0
| | | | | | | | | | | | | | transposition properly (#5875) * Sync bgfx with upstream revision 280420d * Sync bx with upstream revision 267727d * Sync bimg with upstream revision c1bab10 * Use bgfx helper functions to ensure correct matrix orientation * Rebuild hlsl chain
* -bgfx: Fixed opengl backend, nw MooglyGuy2019-10-211-0/+0
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* Add missing spirv shaders (nw) Olivier Galibert2019-10-143-0/+0
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* WIP: sync bgfx, bx and bimg with latest upstream (#5723) Julian Sikorski2019-10-13174-0/+0
* Sync with bgfx upstream revision b91d0b6 * Sync with bx upstream revision d60912b * Sync with bimg upstream revision bd81f60 * Add astc-codec decoder * Rename VertexDecl to VertexLayout * Rename UniformType enum Int1 to Sampler. * Add NVN stub * Fix unused-const-variable error on macOS * Drop redundant explicit language parameters buildoptions_cpp are only applied to c++ files and buildoptions_objcpp are only applied to objective c++ files. As such, hardcoding -x offers no benefit while preventing overrides (such as one needed by 3rdparty/bgfx/src/renderer_vk.cpp on macOS) from working. * Re-introduce -x c++ in places where C code is compiled as C++ to prevent clang from throwing a warning * Build bgfx as Objective-C++ on macOS It is needed due to included headers * Enable Direct3D12 and Vulkan bgfx rendering backends * Enable building of spirv shaders * Properly escape /c in cmd call * Comment out dx12 bgfx renderer * Honor VERBOSE setting during shaders build * Only invert hlsl shader XYZ_TO_sRGB matrix for opengl * Add spirv shaders * OpenGL ES needs transposed matrix too * Metal needs transposed matrix as well