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* Fixed several small issues in HLSL/BGFX Jezze2016-09-281-1/+0
| | | | | | * 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)
* Refactoring of render targes and vector texture coordinates ImJezze2016-03-121-1/+1
| | | | | | | | - 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
* Cleanup primary.fx ImJezze2016-02-281-1/+1
| | | | | | | | | - split into primary.fx into 3 techniques for vector buffer, screen and UI pass - moved register_texture() for shaders outside of texture_info creation - added render_primitive parameter to register_texture(); currently unused - removed other unused register_texture() definition
* Quality and Performance improvements ImJezze2016-02-201-11/+29
| | | | | | | | | | | | | | | | | | | | | | - 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 ImJezze2016-02-071-2/+2
| | | | | | | - 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 ImJezze2015-12-311-4/+6
| | | | | | | | | | | | - replaced shader parameters OrientationSwapXY xor RotationSwapXY by SwapXY - made shader parameters SourceDims, SourceRect, TargetDims, ScreenDims, QuadDims and SwapXY available for all shaders - color convolution, defocus and phosphor pass will now be skipped if all influencing parameters are 0 - removed unused bloom_texture and bloom_target arrays from cache_target class - fixed half texel offset in prescale.fx
* Cleanup (nw) ImJezze2015-12-311-5/+9
| | | | - removed unused pincushion.fx
* added licenses to hlsl files (nw) Miodrag Milanovic2015-05-121-0/+2
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* Reduce smearing on hlsl prescale [MooglyGuy] Jonathan Gevaryahu2013-11-241-3/+3
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* uniform consolidation, nw Ryan Holtz2013-08-291-1/+0
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* minor shader cleanup, nw Ryan Holtz2013-08-281-14/+4
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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 Holtz2013-05-191-12/+10
| | | | | | | | | | | | 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 "Hurricain't Keep A Good Dev Down" Bugfix Extravaganza: [Ryan Holtz, Bat Ryan Holtz2011-08-281-2/+2
| | | | | | | | | Country Entertainment] - Created two flags, -hlsl_ini_write and -hlsl_ini_read. The former enables custom HLSL INI writing explicitly, the other enables loading of the same. - Fixed disappearing aperture effect when using custom INI files. - Fixed diagonal seam on some games, for serious real this time - Fixed phosphor simulation, now works as expected
* No whatsnew Ryan Holtz2011-05-311-1/+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 Holtz2011-05-311-2/+7
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* HLSL Updates: [Ryan Holtz, Bat Country Entertainment, austere, SoltanGris42] Ryan Holtz2011-05-301-0/+90
- 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.