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* Refactoring of render targes and vector texture coordinates ImJezze2016-03-121-3/+4
| | | | | | | | - implemented proper texture coordinates for vector quad primitive - vector screen is now processed in texture coordinates - revered workaround for raster screen, which is again processed in texture coordinates - known issue: cocktail mode for vector screen looks wrong
* Bloom refactoring ImJezze2016-02-251-14/+7
| | | | | | | - calculation of bloom dimensions is now done only once, when render target is created - reduced blur width for non-vector screens - implemented shadow u/v option for source tile mode
* Quality and Performance improvements ImJezze2016-02-201-1/+12
| | | | | | | | | | | | | | | | | | | | | | - HLSL now uses NPOT sized target surfaces (breaks compatibility with graphics cards based on R300/R400/NV30 and older) - HLSL target surfaces now have the size of the screen canvas - removed HLSL pre-scale factor - HLSL now uses a sharp bilinear interpolation to pre-scale textures to screen canvas size, based on [Themaister's] implementation - improved overall performance (based on the previously required pre-scale factor, you might notice a 5-50% speed-up depending on your graphics card, more if you used a higher pre-scale factor) - improved shadow mask quality (pixel-perfect) in screen-mode - fixed half source texel offset of bloom level alignment - removed ./hlsl/artwork_support folder - all shaders after pre-scale are now based on screen coordinate (workaground, till both raster and vector pass can work on texture coordinates) - disabled distortion shader for more than one screen and for artworks in full mode, does not affect artworks in copped mode (workaground, till both raster and vector pass can work on texture coordinates) - moved compute_texture_size() from texture_info to texture_manager (nw)
* Fixed Bloom Level Alignment ImJezze2016-02-071-8/+11
| | | | | | | - fixed target dimensions of bloom levels, which results in a much better alignment especially for game with very low resolution (therefore current bloom settings might look a little less intense than before) - small cleanups (nw)
* Refactoring (nw) ImJezze2016-01-031-8/+9
| | | | - restructured bloom level size and weight uniforms
* Cleanup (nw) ImJezze2015-12-311-5/+7
| | | | - removed unused pincushion.fx
* Refactoring, Fixes and Cleanup ImJezze2015-09-261-8/+11
| | | | | | | | | | | | | | | | | - added distortion pass, which is applied after the bloom pass - moved vignetting, curvature, round corners and reflection effect to distortion pass - disabled distortion pass for multi screens and activated artworks due to not yet fixed misalignments - disabled scanlines for vector rendering in post pass shader - removed prescale knowledge from downsample, bloom and post pass shader - fixed half pixel offset in most shaders - fixed position of reflection effect when screen is rotated or flipped - fixed roundness of round corners in any aspect ratio - fixed shadow mask bleeding (nearly completly) - added bounds() and screen_bounds() getter to layout_view - added current_view() getter to render_target - some cleanup and refactoring
* Refactoring and Fixes ImJezze2015-08-021-3/+4
| | | | | | | | | | | | | | - removed position offset in post.fx - fixed texture offset caused by 0th level of bloom.fx - fixed texture offset caused by focus.fx - changed Passthrough parameter in phosphor.fx to boolean - simplified defocus pass function and calling it twice - removed CU_PHOSPHOR_IGNORE (Passthrough) uniform, which was only used in phosphor pass function and is now directly set - added CU_TARGET_DIMS (TargetDims) uniform based on the current render target - fixed missing Prescal parameter in downsample pass function - some code cleanup
* Refactoring ImJezze2015-07-111-22/+6
| | | | | | | | - separated downsample pass and bloom pass into two function calls - removed/replaced simple.fx by using primary.fx to render on screen - changed PostPass parameter of primary.fx to boolean - simplified bloom.fx and downsample.fx, Prescale parameter is now set correctly from outside depending on raster/vector rendering
* update in agreement with ImJezze (nw) Miodrag Milanovic2015-05-241-1/+1
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* added licenses to hlsl files (nw) Miodrag Milanovic2015-05-121-0/+2
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* HLSL shader improvements ImJezze2015-05-031-13/+34
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | - changed shadow mask implementation, shadow count XY now represent the number of pixel the shadow UV sized tiles will take on the screen - implemented rotation of the shadow mask texture depending on the default landscape or portrait view of the screen - removed prescale and pixel border of the shadow mask texture - added option to change the shadow UV offset, to reduce the color bleeding of the shadow mask - adjusted presets to work with the changed mask implementation - reduced defocus offset - improved downsampling for better blurring - improved alignment of bloom layers (raster and vector) - applied bloom effect to the render output of screenshot and AVI recording - changed curvature effect to fit screen size - changed scanlines to be not rendered into bloom layers - changed shadow mask to be not rendered into bloom layers - changed color floor to not light the bloom layers - changed shadow mask to not dark the color floor - added image vignetting simulation and option - added round screen corner simulation and option - added screen light reflection simulation and option - made usage of unused brightness offset (additive) - removed unused pincushion option - removed duplicate shadow count Y options - removed artwork/adapture.png - added artwork/adapture-grill.png - added artwork/shadow-mask.png - added artwork/slot-mask.png - added hlsl/simple.fx - removed unused shaders::blit() function - added shaders::screen_pass() function, which handles the (raster-)rendering on screen, into screenshot and AVI recording - added effect:set_bool() function
* more HLSL cleanup, part e of pi (nw) Ryan Holtz2013-08-301-11/+10
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* Fix raster_bloom_scale and vector_bloom_scale, nw Ryan Holtz2013-05-221-11/+9
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* MAME Testers bugs fixed: 5201, 5202 Ryan Holtz2013-05-221-9/+12
| | | | | | | | - 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
* fix incorrect bloom functionality in fullscreen mode, nw Ryan Holtz2013-05-201-8/+10
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* fix vector bloom, nw Ryan Holtz2013-05-191-24/+7
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* - "And he did give them CRT bloom, and it scorched their eyes so; and they wept Ryan Holtz2013-05-191-17/+13
| | | | | | | | | | | | 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
* d3dhlsl.c: Add preliminary vector post-processing. [MooglyGuy] Ryan Holtz2013-01-211-0/+121