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* - Fix for pixel gaps between multi-screen games in HLSL mode. [MooglyGuy] Ryan Holtz2014-01-042-248/+249
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* Reduce smearing on hlsl prescale [MooglyGuy] Jonathan Gevaryahu2013-11-241-3/+3
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* more HLSL cleanup, part e of pi (nw) Ryan Holtz2013-08-306-63/+51
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* uniform consolidation, nw Ryan Holtz2013-08-297-57/+39
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* minor shader cleanup, nw Ryan Holtz2013-08-288-72/+32
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* -Restructured NTSC encode/decode shaders for better readability. [MooglyGuy] Ryan Holtz2013-08-253-100/+88
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* Fix raster_bloom_scale and vector_bloom_scale, nw Ryan Holtz2013-05-221-11/+9
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* fix composite ntsc shaders, nw Ryan Holtz2013-05-223-49/+31
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* MAME Testers bugs fixed: 5201, 5202 Ryan Holtz2013-05-2213-15/+33
| | | | | | | | - 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 Holtz2013-05-202-19/+21
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* fix vector bloom, nw Ryan Holtz2013-05-193-46/+29
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* - "And he did give them CRT bloom, and it scorched their eyes so; and they wept Ryan Holtz2013-05-1910-152/+146
| | | | | | | | | | | | 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
* (nw) Fixed sliders and phosphor offset Ryan Holtz2013-02-281-1/+1
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* d3dhlsl.c: Add preliminary vector post-processing. [MooglyGuy] Ryan Holtz2013-01-217-30/+382
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* - render.c: Added new PRIMFLAG macros pertaining to vectors, to be used by the Ryan Holtz2012-12-311-0/+91
| | | | | | OSD. [MooglyGuy] - d3dhlsl.c: Began laying the groundwork for vector post-processing, disabled by default. [MooglyGuy]
* HLSL "Hurricain't Keep A Good Dev Down" Bugfix Extravaganza: [Ryan Holtz, Bat Ryan Holtz2011-08-282-5/+13
| | | | | | | | | 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
* Fix hlsl phosphor decay [nimitz] Jonathan Gevaryahu2011-07-291-4/+2
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* HLSL Cleanup, no whatsnew: Ryan Holtz2011-06-114-91/+44
| | | | | | | - Fixed set_vector functionality and simplified shaders as a result - Fixed HLSL presets, 0 to 3, in increasing level of terribleness - Reduced options footprint from RGB triplets Next plan: Separate INI writing.
* HLSL Updates: [Ryan Holtz, Bat Country Entertainment, austere] Ryan Holtz2011-06-063-16/+24
| | | | | - 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 Holtz2011-06-032-6/+6
| | | | 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 Holtz2011-05-312-12/+17
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* No whatsnew Ryan Holtz2011-05-314-6/+7
| | | 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 Holtz2011-05-314-31/+32
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* Fixing some scanline-alignment issues. Ryan Holtz2011-05-312-2/+9
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* Moved "color floor" functionality to occur after scanlines but before shadow ↵ Ryan Holtz2011-05-302-3/+7
| | | | mask. Scanlines look much better and no longer cut black lines through the shadow mask. No whatsnew.
* HLSL Updates: [Ryan Holtz, Bat Country Entertainment, austere, SoltanGris42] Ryan Holtz2011-05-305-143/+177
| | | | | | | - 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.
* nwn, HLSL: Fixing an odd texture banding issue reported by John IV. Odd ↵ Ryan Holtz2011-05-281-3/+3
| | | | because both he and I have ATI cards, but it didn't happen for me.
* No whatnsew: Really, really, really fixed the remaining pixel alignment and ↵ Ryan Holtz2011-05-284-19/+19
| | | | UV clamping issues. Tested Gradius, Pac-Man, Mr. Do, and Stompin' with no observed issues. Gradius, in particular, is a good test case as the bottom row of its "Credits" readout lies on the bottom row of pixels, and the scrolling starfield allows visual verification of the X extents as they scroll on and off.
* Fixing clamping on the bottom/right edge, nwn Ryan Holtz2011-05-281-2/+2
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* MAMETesters bugs fixed: Ryan Holtz2011-05-283-20/+21
| | | | | - 04361: all: When using HLSL screen size not correct nwn: Frickin' finally...
* HLSL updates, nwn: Ryan Holtz2011-05-274-16/+28
| | | - Favor bilinear sampling on X and point sampling on Y. Best of both worlds.
* Restored abs() around scanline sin() to increase scanline furrow sharpness ↵ Ryan Holtz2011-05-271-1/+1
| | | | and decrease scanline furrow width, no whatsnew
* HLSL Updates: [Ryan Holtz, Bat Country Entertainment] Ryan Holtz2011-05-274-15/+16
| | | | - Switched to point-sampling through most of the shader chain to avoid non-intentional pixel smearing - Corrected alignment and scaling on the shadow mask and scanlines; dramatically reduces rainbow banding at non-oversampled resolutions.
* Internal HLSL cleanup - removed aux texcoords, restored software vertex ↵ Ryan Holtz2011-05-249-22/+2
| | | | 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]
* HLSL bugfxes, nwn Ryan Holtz2011-05-242-1/+15
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* Hopefully fixing the HLSL UV issue once and for all, nw Ryan Holtz2011-05-232-7/+8
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* NTSC fixes, nw Ryan Holtz2011-05-233-4/+4
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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 Holtz2011-05-225-28/+28
| | | | down the texture border pixel stretching issue, nwn
* Fixing multiscreen games, nwn Ryan Holtz2011-05-224-8/+23
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* HLSL: Added adjustable color carrier in YIQ processing mode. [Ryan Holtz, ↵ Ryan Holtz2011-05-223-47/+52
| | | | | 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 Holtz2011-05-212-18/+45
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* HLSL Improvements: [Ryan Holtz, Bat Country Entertainment] Ryan Holtz2011-05-215-60/+59
| | | | | | - Added magnet deconvergence via a shader uniform - Improved phosphorescence - Improved YIQ codec
* Removing outdated performance-tuned HLSL shaders now that better performance ↵ Ryan Holtz2011-05-202-372/+0
| | | | tuning is available, nw
* Fixing a duplicated-texel issue in the HLSL shaders, nw Ryan Holtz2011-05-202-9/+5
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* Fix for -noyiq issues, nw Ryan Holtz2011-05-201-8/+3
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* HLSL Updates [Ryan Holtz, Bat Country Entertainment] Ryan Holtz2011-05-203-49/+40
| | | | | - 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 Holtz2011-05-193-74/+358
| | | | | - 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.
* Fixed chroma subsampling in color_heavy.fx and color.fx, nw Ryan Holtz2011-05-182-30/+28
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