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* Sync bgfx, bx and bimg with upstream; fix the hlsl fs_chroma.sc matrix ↵ Julian Sikorski2019-11-1289-0/+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 MooglyGuy2019-10-2167-0/+0
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* Add missing spirv shaders (nw) Olivier Galibert2019-10-143-0/+0
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* -bgfx: Do texture format conversion via a full-screen GPU pass. [Ryan Holtz] MooglyGuy2019-10-1319-0/+201
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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
* (nw) Clean up the mess on master Vas Crabb2019-03-2666-0/+0
| | | | | | | | | | | | | This effectively reverts b380514764cf857469bae61c11143a19f79a74c5 and c24473ddff715ecec2e258a6eb38960cf8c8e98e, restoring the state at 598cd5227223c3b04ca31f0dbc1981256d9ea3ff. Before pushing, please check that what you're about to push is sane. Check your local commit log and ensure there isn't anything out-of-place before pushing to mainline. When things like this happen, it wastes everyone's time. I really don't need this in a week when real work™ is busting my balls and I'm behind where I want to be with preparing for MAME release.
* Revert "conflict resolution (nw)" andreasnaive2019-03-2566-0/+0
| | | | | This reverts commit c24473ddff715ecec2e258a6eb38960cf8c8e98e, reversing changes made to 009cba4fb8102102168ef32870892438327f3705.
* Transposed transformation matrix to fix bgfx colors (nw) Henrik Algestam2019-01-0866-0/+0
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* (nw) misc cleanup: Vas Crabb2018-11-041-36/+36
| | | | | | | | | | * tabify a JSON file (not currently handled by srcclean) * get rid of stray printf * µ'nSP in header comments - we do UTF-8 source * spg2xx.cpp: make room for LOG_GENERAL - it's defined as (1U << 0) if you don't give it a different value * spg2xx.h: inline on member function declarations generally doesn't do anything useful - it's implicit when the function body is inlined at declaration, and in other cases you usually want to put the inline qualifier on the definition, not the declaration * rainbow.cpp: revert mouse changes - there's no reason a Mouse Systems driver couldn't be loaded, and the Logitech mouse is Microsoft-compatible * video21.cpp: use deal/stand for blackjack control buttons now that we're not using deal for vblank
* HLSL Color Transforms and 3D LUT (#4043) Westley M. Martinez2018-10-0730-62/+228
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | * 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. Martinez2018-09-1418-19/+68
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* Updated GENie, BGFX, BX, added BIMG since it is separated now, updated all ↵ Miodrag Milanovic2017-12-01840-0/+0
| | | | shader binaries and MAME part of code to support new interfaces [Miodrag Milanovic]
* fix some typos (#2772) Martin Lindhe2017-11-036-6/+6
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* -bgfx: Fixed xBR-lv2-multipass shader. [Ryan Holtz] MooglyGuy2017-06-1111-1/+2
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* -bgfx: Fixed the following xBR shaders: xBR-lv2-fast, xBR-lv2-noblend, ↵ MooglyGuy2017-06-1039-46/+1
| | | | xBR-lv2, xBR-lv3-noblend, and xBR-lv3. [Ryan Holtz]
* Fixed HQx shaders with BGFX OpenGL backend. Fixes for more shaders seem to ↵ MooglyGuy2017-05-189-0/+0
| | | | be a bit more involved. Will have proper commit message later. (nw)
* update shaders (nw) Miodrag Milanovic2017-03-2984-0/+0
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* Updates FSF address in a few files. (#2044) Luke Jones2017-02-063-6/+9
| | | | | | | | | | | | | | * Update hq2x.json Correct FSF address * Update hq3x.json Correct FSF address * Update hq4x.json Correct FSF address
* Rebuild shaders, only metal is affected (nw) Miodrag Milanovic2017-02-05153-0/+0
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* Fix for glsl (nw) Miodrag Milanovic2016-10-29227-0/+0
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* Updated BGFX and BX and recompiled shaders (nw) Branimir Karadžić2016-10-29395-0/+0
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* Reduced defocus effect to one pass (HLSL/BGFX) Jezze2016-10-226-16/+2
| | | | | - removed second defocus pass - limited defocus stength to a maximum of 2.0
* Fixed aspect ratio of rounded corners (nw) Jezze2016-09-295-0/+0
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* Fixed several small issues in HLSL/BGFX Jezze2016-09-2812-0/+4
| | | | | | * 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)
* Fix GH#1364 [tabbycat12] therealmogminer@gmail.com2016-09-102-2/+2
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* Update BGFX and BX packages and update MAME code to support new API (nw) Miodrag Milanovic2016-09-0310-0/+0
| | | | Generated missing shaders (nw)
* - already fixed scanline issue also applied for swapped orientation (nw) Jezze2016-08-135-0/+0
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* - updated shader binaries which have changed after the last BGFX update (nw) Jezze2016-08-13166-0/+0
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* Added crt-geom and crt-geom-deluxe shaders for bgfx. Jeremy Green2016-07-0363-0/+572
| | | | 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) ImJezze2016-06-2010-0/+0
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* Fixed target scale of HQ3x and HQ4x chains (nw) ImJezze2016-06-182-2/+2
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* Fixed scanlines if the screen output is less than twice the size of the host ↵ ImJezze2016-06-065-0/+0
| | | | source
* Procedural texture for vectors in HLSL ImJezze2016-06-055-0/+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.com2016-05-2753-4/+140
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* Fix debug crash with bgfx screen chains therealmogminer@gmail.com2016-05-261-1/+1
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* Equalized options of HLSL and BGFX HLSL chain ImJezze2016-05-051-12/+13
| | | | | - removed POT texture size from shadow mask in HLSL, U/V size is now simply the percentage of the actual texture size - adjusted display names of options
* More bgfx settings refinement, nw therealmogminer@gmail.com2016-04-291-10/+10
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* Fix up bgfx NTSC shader, nw therealmogminer@gmail.com2016-04-292-16/+27
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* bgfx: Ported xBR shaders from libretro. [Ryan Holtz, Hyllian] therealmogminer@gmail.com2016-04-25535-149/+2426
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* Added "selection" parameter to chain input sampler ImJezze2016-04-247-5/+11
| | | | | - 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
* Simplified min, max, default and step value handling for chain configuration ImJezze2016-04-225-59/+55
| | | | - min, max, default and step are now floating points without an addition scale factor
* Small fixes (nw) ImJezze2016-04-225-0/+0
| | | | | - fixed not used u_humbar_hertz_rate parameter - fixed half pixel shift of the shadow mask along the screen diagonal
* Fix location of shader effect, nw therealmogminer@gmail.com2016-04-211-2/+2
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* Checkpoint 1, nw therealmogminer@gmail.com2016-04-21475-841/+1785
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* Implemented handling for u_screen_scale and u_screen_offset (nw) ImJezze2016-04-218-18/+21
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* Refactored BGFX distortion pass (nw) ImJezze2016-04-197-41/+51
| | | | - also removed vector hack
* bgfx: Added SuperEagle shader. [Ryan Holtz] therealmogminer@gmail.com2016-04-1923-0/+200
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* -Added HQ2x, HQ3x and HQ4x shaders. [MooglyGuy,Jules Blok,Cameron ↵ therealmogminer@gmail.com2016-04-1869-0/+630
| | | | Zemek,Maxim Stepin]
* Minor fixups to pillarboxing shaders therealmogminer@gmail.com2016-04-1724-48/+48
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* Add pillarboxing shaders and layout for bgfx, nw therealmogminer@gmail.com2016-04-16138-0/+1194
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