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* HLSL "Hurricain't Keep A Good Dev Down" Bugfix Extravaganza: [Ryan Holtz, BatGravatarGravatar 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]GravatarGravatar Jonathan Gevaryahu2011-07-291-4/+2
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* HLSL Cleanup, no whatsnew:GravatarGravatar 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]GravatarGravatar 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 ↵GravatarGravatar 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 ↵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 Holtz2011-05-312-12/+17
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* No whatsnewGravatarGravatar 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. :[GravatarGravatar Ryan Holtz2011-05-314-31/+32
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* Fixing some scanline-alignment issues.GravatarGravatar Ryan Holtz2011-05-312-2/+9
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* Moved "color floor" functionality to occur after scanlines but before shadow ↵GravatarGravatar 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]GravatarGravatar 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 ↵GravatarGravatar 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 ↵GravatarGravatar 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, nwnGravatarGravatar Ryan Holtz2011-05-281-2/+2
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* MAMETesters bugs fixed:GravatarGravatar Ryan Holtz2011-05-283-20/+21
| | | | | - 04361: all: When using HLSL screen size not correct nwn: Frickin' finally...
* HLSL updates, nwn:GravatarGravatar 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 ↵GravatarGravatar Ryan Holtz2011-05-271-1/+1
| | | | and decrease scanline furrow width, no whatsnew
* HLSL Updates: [Ryan Holtz, Bat Country Entertainment]GravatarGravatar 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 ↵GravatarGravatar 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, nwnGravatarGravatar Ryan Holtz2011-05-242-1/+15
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* Hopefully fixing the HLSL UV issue once and for all, nwGravatarGravatar Ryan Holtz2011-05-232-7/+8
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* NTSC fixes, nwGravatarGravatar Ryan Holtz2011-05-233-4/+4
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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 Holtz2011-05-225-28/+28
| | | | down the texture border pixel stretching issue, nwn
* Fixing multiscreen games, nwnGravatarGravatar Ryan Holtz2011-05-224-8/+23
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* HLSL: Added adjustable color carrier in YIQ processing mode. [Ryan Holtz, ↵GravatarGravatar 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. nwGravatarGravatar Ryan Holtz2011-05-212-18/+45
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* HLSL Improvements: [Ryan Holtz, Bat Country Entertainment]GravatarGravatar 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 ↵GravatarGravatar Ryan Holtz2011-05-202-372/+0
| | | | tuning is available, nw
* Fixing a duplicated-texel issue in the HLSL shaders, nwGravatarGravatar Ryan Holtz2011-05-202-9/+5
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* Fix for -noyiq issues, nwGravatarGravatar Ryan Holtz2011-05-201-8/+3
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* HLSL Updates [Ryan Holtz, Bat Country Entertainment]GravatarGravatar 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]GravatarGravatar 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, nwGravatarGravatar Ryan Holtz2011-05-182-30/+28
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* HLSL Updates [Ryan Holtz, Bat Country Entertainment]GravatarGravatar Ryan Holtz2011-05-186-187/+779
| | | | | | | | - Potential fix for some crashing reported by John IV - Split color convolution and deconvergence into separate shaders for potential GPU savings down the line - Added light and heavy variants of the color convolution shader, the former with YIQ colorspace removed - Re-worked defocus to occur prior to shadow mask application, as it would be on a real monitor. - Removed Edge Detection, as it was just for fun and can easily be added in by users if desired. - Split "pincushion" into "Pincushion" and "Screen Curvature", the former affecting the only the displayed image and the latter only affecting the shadow mask.
* Initial shader import (nw)GravatarGravatar Ryan Holtz2011-05-165-0/+817
Focus: 8-sample blur that averages 7 samples around a center sample. Phosphor: Not currently used, treated as a pass-through by drawd3d.c, but could be used to implement additional convolutions in a second pass. Pincushion: Used (when commented in in drawd3d.c) to pincushion an entire full-screen texture but not otherwise apply any convolutions. Post: The meat and potatoes. It does scanlines, it does aperture masking, it does dot crawl, it does chroma subsampling, it does YIQ colorspace convolution, it does RGB colorspace convolution, it does pincushioning, it walks, it talks, it does the dishes, it'll screw your wife for you, and if you don't have a wife it will find one for you, get you married to her, and screw her for you, IT IS THAT GOOD, LADIES AND GENTLEMEN. Primary: Simple passthrough for UI and artwork.