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* HLSL Cleanup, no whatsnew: Ryan Holtz2011-06-111-37/+19
| | | | | | | - 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.
* No whatsnew Ryan Holtz2011-05-311-2/+2
| | | Attempting to fix the HLSL 'blurriness' reported by a few people. Now HLSL will auto-prescale to the nearest texture size that is greater than the target screen size on both axes and is also an even multiple of the raw bitmap's size.
* Fixed scanlines, nwn. This took much longer to fix than it should have. :[ Ryan Holtz2011-05-311-15/+14
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* HLSL Updates: [Ryan Holtz, Bat Country Entertainment, austere, SoltanGris42] Ryan Holtz2011-05-301-3/+8
| | | | | | | - Added the ability to render screenshots at arbitrary resolutions. - Added the ability to record AVI videos (albeit with no audio) at arbitrary resolutions. - Added a 43-tap-wide FIR-based NTSC filter with tunable Y, I and Q frequency response. - Updated scanlines to have a user-tunable pixel-height ratio in addition to the current screen-height ratio. - Fixed a VRAM leak that was causing many dynamic-resolution drivers to run out of memory mid-run.
* No whatnsew: Really, really, really fixed the remaining pixel alignment and ↵ Ryan Holtz2011-05-281-12/+12
| | | | 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 Holtz2011-05-281-15/+15
| | | | | - 04361: all: When using HLSL screen size not correct nwn: Frickin' finally...
* HLSL updates, nwn: Ryan Holtz2011-05-271-6/+17
| | | - Favor bilinear sampling on X and point sampling on Y. Best of both worlds.
* 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 Holtz2011-05-241-1/+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]
* HLSL bugfxes, nwn Ryan Holtz2011-05-241-1/+14
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* TortoiseSVN indicates these didn't get updated, this should finally nail ↵ Ryan Holtz2011-05-221-3/+3
| | | | down the texture border pixel stretching issue, nwn
* Fixing multiscreen games, nwn Ryan Holtz2011-05-221-1/+2
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* HLSL Improvements: [Ryan Holtz, Bat Country Entertainment] Ryan Holtz2011-05-211-9/+15
| | | | | | - Added magnet deconvergence via a shader uniform - Improved phosphorescence - Improved YIQ codec
* HLSL Updates [Ryan Holtz, Bat Country Entertainment] Ryan Holtz2011-05-181-0/+130
- 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.