| Commit message (Collapse) | Author | Age | Files | Lines |
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- merged YIQ encode and decode pass into one NTSC pass
- added options for most NTSC settings
- reduced sample count to 64
- changed default O value to 0
- fit NTSC signal jitter between a reasonable limit of 0 and 1
- fit A and B value between a reasonable limit of -1 and 1
- fit scanline jitter between a reasonable limit of 0 and 1
- added hum bar simulation based on [MooglyGuy's] GLSL port of the mame
shader pipeline
- added monochrome-chessboard.png
- added slot-mask-aligned.png (to simulate a TFT LCD)
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- fixed half texel offset
- readded usage of A value in encode/decode pass
- readded jitter of B value in encode/decode pass
- readded usage of P value in encode pass
- fixed not set O value uniform for decode pass
- removed duplicate YIQ option definition
- changed default of O value back to 1.0
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- removed unused pincushion.fx
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- 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
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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
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- 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
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re-enabling pixel prescaling in yiq_encode.fx. No whatsnew.
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into a couple of headers. [Ryan Holtz, Bat Country Entertainment]
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- 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.
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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]
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down the texture border pixel stretching issue, nwn
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Bat Country Entertainment]
HLSL: Fixed resolution-change crash and likely D3D performance regression with -nohlsl on low-spec cards [Ryan Holtz, Bat Country Entertainment]
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- Added magnet deconvergence via a shader uniform
- Improved phosphorescence
- Improved YIQ codec
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- Re-worked render target handling to align pixels better, reducing unintentional blurring
- Made major fixes to CVBS simulation, significantly increasing color saturation
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- 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.
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