| Commit message (Collapse) | Author | Age | Files | Lines |
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Per Vas' request. If the compile fails for you (i'm thinking osx and
windows native debuggers here in particular), add '#include "emu.h"'
as first include of the cpp files that fail.
Due to our use of precompilation and forced inclusion, emu.h must be
included as the very first non-comment thing we do if we want to be
sure msvc compiles are identical to gcc/clang ones. Doing it directly
instead of through an include increases the correctness probability by
a magnitude.
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Updates "2016" strings to "2017 where relevant.
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New phosphor persistence shaders for HLSL
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hlsl/phosphor.fx: Remove hacks
ini/presets/raster.ini, ini/presets/vector-mono.ini,
ini/presets/vector.ini: Tweak presets
src/osd/modules/render/d3d/d3dcomm.h,
src/osd/modules/render/d3d/d3dhlsl.cpp,
src/osd/modules/render/drawd3d.cpp: Change cache texture format to
floating point for precise for phosphor and ghosting shaders.
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hlsl/ghosting.fx: Add LCD ghosting shader
hlsl/phosphor.fx: Remove LCD logic
ini/presets/gameboy.ini, ini/presets/gba.ini,
ini/presets/lcd-matrix.ini, ini/presets/lcd.ini, ini/presets/raster.ini,
ini/presets/vector.ini: Update presets
src/osd/modules/render/d3d/d3dhlsl.cpp,
src/osd/modules/render/d3d/d3dhlsl.h: Add LCD shader and sliders. Allow
sliders to be adjusted for R, G, and B components.
src/osd/windows/winmain.cpp, src/osd/windows/winmain.h: Add LCD
ghosting options.# Please enter the commit message for your changes. Lines starting
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hlsl/phosphor.fx: Scale parameter into tau or gamma.
src/osd/modules/render/d3d/d3dhlsl.cpp:
src/osd/modules/render/d3d/d3dhlsl.h:
src/osd/windows/winmain.cpp:
src/osd/windows/winmain.h: Combine tau and beta sliders into one
slider labeled 'Time Constant'.
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hlsl/phosphor.fx: Do LCD persistence effect using boolean LCD.
LCD persistence is monochrome and thus does not have separate components
like phosphor persistence.
src/osd/modules/render/d3d/d3dhlsl.cpp: Add slider for LCD
games.
src/osd/modules/render/d3d/d3dhlsl.h: (BP) Add options for LCD
games.
src/osd/windows/winmain.cpp: (BP) Add options for LCD games.
src/osd/windows/winmain.h: (BP) Add options for LCD games.
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hlsl/phosphor.fx: Make changes to the pixel shader. New
uniforms: Mode, Tau, Beta, Gamma. Remove Phosphor. Mode selects the
mode for phosphor simulation: off (no decay), exponential, inverse
power. Tau is the time constant for exp. decay. Beta and Gamma are
constants for inv-pow.
src/osd/modules/render/d3d/d3dhlsl.cpp: Provide uniforms and add
sliders for new options.
src/osd/modules/render/d3d/d3dhlsl.h: (BP) Provide new options.
src/osd/windows/winmain.cpp: (BP) Provide new options.
src/osd/windows/winmain.h: (BP) Provide new options.
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src/osd/modules/render/d3d/d3dhlsl.cpp: Move time members
calculation to shaders::begin_draw.
src/osd/modules/render/d3d/d3dhlsl.h: Remove update_t.
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interfere with each other.
src/osd/modules/render/d3d/d3dhlsl.cpp: update_t flag is reset
for each emulated screen 0.
src/ods/modules/render/d3d/d3dhlsl.h: Add update_t.
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multi-window use.
hlsl/phosphor.fx: Update semantics.
src/osd/modules/render/d3d/d3dhlsl.cpp: Implement
shaders::delta_time member function.
src/osd/modules/render/d3d/d3dhlsl.h: Add acc_t and delta_t
members for use by shaders::delta_time. Member function returns the
amount of time since itself has been called, for use by time-dependent
shaders.
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hlsl/phosphor.fx: Add calculation time passed to be used by
shader.
src/osd/modules/render/d3d/d3dhlsl.cpp: Make pixel shader
calculate the current pixel by factoring in the amount of time which has
passed since the last rendering.
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* Change window handle storage to template instead of void* (nw)
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broken for a while (nw)
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- e.g. atarifb, bowler
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- cache texture/surface were not released when render target was destructed
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allow, nw
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- removed second defocus pass
- limited defocus stength to a maximum of 2.0
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- which was quite a performance overhead and not necessary because the shaders fill every texel of a target without blending
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- when toggling from fullscreen to window mode
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* removed cashe_target class
* moved cashe texture and surface to d3d_render_target class
* render targets are now created per screen not per screen texture
* removed useless creation of render targets for ui textures
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BOOL (nw)
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Use standard uint64_t, uint32_t, uint16_t or uint8_t instead of UINT64, UINT32, UINT16 or UINT8
also use standard int64_t, int32_t, int16_t or int8_t instead of INT64, INT32, INT16 or INT8
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utf16_char, unicode_char (nw)
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Adding new string conversion overloads
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utf8_from_[a|w|t]string ==> osd::text::from_[a|w|t]string
[a|w|t]string_from_utf8 ==> osd::text::to_[a|w|t]string
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