| Commit message (Collapse) | Author | Age | Files | Lines |
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missing graphics for vector games using HLSL. Also reverted patch in code (r27063) to deal with "roundf" for pre-vs2013 compilers - which is no longer needed. (nw)
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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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OSD. [MooglyGuy]
- d3dhlsl.c: Began laying the groundwork for vector post-processing, disabled
by default. [MooglyGuy]
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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
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- 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.
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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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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.
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mask. Scanlines look much better and no longer cut black lines through the shadow mask. No whatsnew.
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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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because both he and I have ATI cards, but it didn't happen for me.
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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.
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- 04361: all: When using HLSL screen size not correct
nwn: Frickin' finally...
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- Favor bilinear sampling on X and point sampling on Y. Best of both worlds.
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and decrease scanline furrow width, no whatsnew
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- 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.
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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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tuning is available, nw
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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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