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* HLSL Updates: [Ryan Holtz, Bat Country Entertainment, austere]GravatarGravatar Ryan Holtz2011-06-061-7/+15
| | | | | - 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
* Fix for performance regression and slider regression in HLSL, also ↵GravatarGravatar Ryan Holtz2011-06-031-2/+2
| | | | re-enabling pixel prescaling in yiq_encode.fx. No whatsnew.
* Split HLSL code into a separate file, d3dhlsl.c/.h. Also split drawd3d.c ↵GravatarGravatar Ryan Holtz2011-06-021-1/+1
| | | | into a couple of headers. [Ryan Holtz, Bat Country Entertainment]
* NWN: Fixing the NTSC codec. Oops.GravatarGravatar Ryan Holtz2011-05-311-3/+6
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* HLSL Updates: [Ryan Holtz, Bat Country Entertainment, austere, SoltanGris42]GravatarGravatar Ryan Holtz2011-05-301-111/+52
| | | | | | | - 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.
* Internal HLSL cleanup - removed aux texcoords, restored software vertex ↵GravatarGravatar 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]
* NTSC fixes, nwGravatarGravatar Ryan Holtz2011-05-231-1/+1
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* NTSC fix, nwnGravatarGravatar Ryan Holtz2011-05-231-11/+28
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* TortoiseSVN indicates these didn't get updated, this should finally nail ↵GravatarGravatar Ryan Holtz2011-05-221-7/+7
| | | | down the texture border pixel stretching issue, nwn
* Fixing multiscreen games, nwnGravatarGravatar Ryan Holtz2011-05-221-2/+16
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* HLSL: Added adjustable color carrier in YIQ processing mode. [Ryan Holtz, ↵GravatarGravatar Ryan Holtz2011-05-221-36/+40
| | | | | Bat Country Entertainment] HLSL: Fixed resolution-change crash and likely D3D performance regression with -nohlsl on low-spec cards [Ryan Holtz, Bat Country Entertainment]
* Dot crawl tweak. nwGravatarGravatar Ryan Holtz2011-05-211-14/+41
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* HLSL Improvements: [Ryan Holtz, Bat Country Entertainment]GravatarGravatar Ryan Holtz2011-05-211-42/+36
| | | | | | - Added magnet deconvergence via a shader uniform - Improved phosphorescence - Improved YIQ codec
* HLSL Updates [Ryan Holtz, Bat Country Entertainment]GravatarGravatar Ryan Holtz2011-05-201-18/+15
| | | | | - Re-worked render target handling to align pixels better, reducing unintentional blurring - Made major fixes to CVBS simulation, significantly increasing color saturation
* HLSL Post-Processing Updates: [Ryan Holtz, Bat Country Entertainment, cgwg]GravatarGravatar Ryan Holtz2011-05-191-0/+173
- 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.