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* NTSC Refactoring and Options ImJezze2016-01-251-215/+0
| | | | | | | | | | | | | | - 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)
* Fixed YIQ passes ImJezze2016-01-091-41/+65
| | | | | | | | | | - 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
* Cleanup (nw) ImJezze2015-12-311-7/+11
| | | | - removed unused pincushion.fx
* added licenses to hlsl files (nw) Miodrag Milanovic2015-05-121-0/+2
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* more HLSL cleanup, part e of pi (nw) Ryan Holtz2013-08-301-3/+4
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* uniform consolidation, nw Ryan Holtz2013-08-291-17/+11
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* -Restructured NTSC encode/decode shaders for better readability. [MooglyGuy] Ryan Holtz2013-08-251-32/+44
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* fix composite ntsc shaders, nw Ryan Holtz2013-05-221-8/+11
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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 Holtz2013-05-191-11/+8
| | | | | | | | | | | | 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 Updates: [Ryan Holtz, Bat Country Entertainment, austere] 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 ↵ 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 ↵ Ryan Holtz2011-06-021-1/+1
| | | | into a couple of headers. [Ryan Holtz, Bat Country Entertainment]
* NWN: Fixing the NTSC codec. Oops. Ryan Holtz2011-05-311-3/+6
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* HLSL Updates: [Ryan Holtz, Bat Country Entertainment, austere, SoltanGris42] 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 ↵ 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, nw Ryan Holtz2011-05-231-1/+1
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* NTSC fix, nwn Ryan Holtz2011-05-231-11/+28
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* TortoiseSVN indicates these didn't get updated, this should finally nail ↵ Ryan Holtz2011-05-221-7/+7
| | | | down the texture border pixel stretching issue, nwn
* Fixing multiscreen games, nwn Ryan Holtz2011-05-221-2/+16
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* HLSL: Added adjustable color carrier in YIQ processing mode. [Ryan Holtz, ↵ 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. nw Ryan Holtz2011-05-211-14/+41
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* HLSL Improvements: [Ryan Holtz, Bat Country Entertainment] 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] 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] 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.