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* Cleanup (nw) ImJezze2015-12-311-7/+11
| | | | - removed unused pincushion.fx
* Extended Shadow Mask and Bloom functionality ImJezze2015-12-251-13/+13
| | | | | | | | | | | | - added shadow mask type option to choose between "Screen" and "Source" tile mode ("Screen" is the default as before) - added bloom type option to choose between "Addition" and "Darken" blend mode ("Addition" is the default as before) - the alpha channel of a shadow mask is now filled with the background color of the screen by the amount of the inverted alpha value - added monochrome-matrix.png which can be used in combination with "Source" tile mode and "Darken" blend mode to simulate a STN LCD, for example
* added licenses to hlsl files (nw) Miodrag Milanovic2015-05-121-0/+2
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* uniform consolidation, nw Ryan Holtz2013-08-291-3/+2
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* minor shader cleanup, nw Ryan Holtz2013-08-281-6/+3
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* MAME Testers bugs fixed: 5201, 5202 Ryan Holtz2013-05-221-0/+1
| | | | | | | | - 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
* - "And he did give them CRT bloom, and it scorched their eyes so; and they wept Ryan Holtz2013-05-191-7/+3
| | | | | | | | | | | | 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
* HLSL Cleanup, no whatsnew: Ryan Holtz2011-06-111-29/+10
| | | | | | | - 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.
* HLSL Updates: [Ryan Holtz, Bat Country Entertainment, austere] Ryan Holtz2011-06-061-8/+0
| | | | | - 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
* Moved "color floor" functionality to occur after scanlines but before shadow ↵ Ryan Holtz2011-05-301-3/+0
| | | | mask. Scanlines look much better and no longer cut black lines through the shadow mask. No whatsnew.
* nwn, HLSL: Fixing an odd texture banding issue reported by John IV. Odd ↵ Ryan Holtz2011-05-281-3/+3
| | | | because both he and I have ATI cards, but it didn't happen for me.
* No whatnsew: Really, really, really fixed the remaining pixel alignment and ↵ Ryan Holtz2011-05-281-1/+1
| | | | 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.
* MAMETesters bugs fixed: Ryan Holtz2011-05-281-2/+3
| | | | | - 04361: all: When using HLSL screen size not correct nwn: Frickin' finally...
* HLSL Updates: [Ryan Holtz, Bat Country Entertainment] Ryan Holtz2011-05-271-3/+3
| | | | - 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.
* Internal HLSL cleanup - removed aux texcoords, restored software vertex ↵ Ryan Holtz2011-05-241-4/+0
| | | | 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]
* Hopefully fixing the HLSL UV issue once and for all, nw Ryan Holtz2011-05-231-1/+1
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* Fixing multiscreen games, nwn Ryan Holtz2011-05-221-1/+1
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* Fixing a duplicated-texel issue in the HLSL shaders, nw Ryan Holtz2011-05-201-1/+1
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* Fix for -noyiq issues, nw Ryan Holtz2011-05-201-8/+3
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* HLSL Post-Processing Updates: [Ryan Holtz, Bat Country Entertainment, cgwg] Ryan Holtz2011-05-191-74/+16
| | | | | - The defocus pass is now switched off when defocus_x and defocus_y are zero, allowing finer-grained performance tuning. - Removed YIQ convolution from the main color-convolution shader and replaced it with a full composite encode/decode pass. This is slower, but looks amazing(ly like a terrible TV) and can be turned off. - More authentic NTSC dot crawl and bandwidth limiting.
* Fixed chroma subsampling in color_heavy.fx and color.fx, nw Ryan Holtz2011-05-181-15/+14
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* HLSL Updates [Ryan Holtz, Bat Country Entertainment] Ryan Holtz2011-05-181-0/+219
- Potential fix for some crashing reported by John IV - Split color convolution and deconvergence into separate shaders for potential GPU savings down the line - Added light and heavy variants of the color convolution shader, the former with YIQ colorspace removed - Re-worked defocus to occur prior to shadow mask application, as it would be on a real monitor. - Removed Edge Detection, as it was just for fun and can easily be added in by users if desired. - Split "pincushion" into "Pincushion" and "Screen Curvature", the former affecting the only the displayed image and the latter only affecting the shadow mask.