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* Cleanup, we already have NOMINMAX now in scripts (nw) Miodrag Milanovic2017-02-112-4/+0
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* fix windows compile (nw) Miodrag Milanovic2017-02-111-0/+1
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* Remove emu.h from headers (nw) Olivier Galibert2017-02-1112-5/+7
| | | | | | | | | | | | 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.
* Updates "2016" strings to "2017 where relevant. Stiletto2017-01-241-1/+1
| | | Updates "2016" strings to "2017 where relevant.
* Revert "New phosphor persistence shaders for HLSL" R. Belmont2017-01-054-143/+38
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* Merge pull request #1843 from anikom15/hlsl ImJezze2017-01-054-38/+143
|\ | | | | New phosphor persistence shaders for HLSL
| * Change cached texture format to floating point. Westley M. Martinez2017-01-043-30/+39
| | | | | | | | | | | | | | | | | | | | | | | | 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.
| * Correct LCD ghosting INI and slider defaults. Westley M. Martinez2017-01-031-2/+2
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| * Add LCD ghosting shader for Direct3D Westley M. Martinez2017-01-022-23/+78
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 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
| * Scale and phosphor persistence sliders. Westley M. Martinez2016-12-302-21/+11
| | | | | | | | | | | | | | | | | | | | 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'.
| * Implement LCD persistence shader. Westley M. Martinez2016-12-292-2/+20
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 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.
| * Implement new phosphor shader. Westley M. Martinez2016-12-292-12/+45
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 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.
* | Fix compile with latest BGFX (nw) Miodrag Milanovic2017-01-025-15/+17
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* Move special windows.h include directives to build defines (nw) Brad Hughes2016-12-285-6/+0
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* first srcclean pass (nw) Vas Crabb2016-12-251-1/+1
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* Simplify implementation of delta_time. Westley M. Martinez2016-12-132-27/+16
| | | | | | | 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.
* Correct comments regarding delta_time. Westley M. Martinez2016-12-121-2/+3
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* Add signal so that any future shaders relying on delta_time do not Westley M. Martinez2016-12-122-10/+14
| | | | | | | | | 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.
* Fix phosphor shader to work properly for multi-screen games and Westley M. Martinez2016-12-122-17/+25
| | | | | | | | | | | | | | 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.
* Remove iostream (used for debugging) Westley M. Martinez2016-12-111-1/+0
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* Fix phosphor persistence shader behavior based on time. Westley M. Martinez2016-12-111-0/+10
| | | | | | | | | 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.
* srcclean (nw) Vas Crabb2016-11-272-2/+2
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* clean up tabulation, fix some things (nw) Vas Crabb2016-11-251-1/+1
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* A round of spelling/typographical fixes to source comments (nw) Scott Stone2016-11-241-1/+1
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* Change window handle storage to template instead of void* (nw) (#1725) Brad Hughes2016-11-177-29/+30
| | | | * Change window handle storage to template instead of void* (nw)
* Small cleanup (nw) Miodrag Milanovic2016-11-112-7/+4
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* Fixed USE_DISPATCH_GL compile, seams no-one is actually using it since it is ↵ Miodrag Milanovic2016-11-111-2/+2
| | | | broken for a while (nw)
* UWP builds again but by no means working (nw) Brad Hughes2016-11-102-4/+4
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* Add more UWP support (nw) Miodrag Milanovic2016-11-092-2/+32
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* Make shaders compile dx9 and dx11 only on windows (nw) Miodrag Milanovic2016-11-082-3/+7
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* hlsl: fixed games with off-screen backdrop artworks ImJezze2016-11-022-3/+10
| | | | - e.g. atarifb, bowler
* Compile fix, (nw) therealmogminer@gmail.com2016-10-311-1/+0
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* Kill off another d3d optimization, (nw) therealmogminer@gmail.com2016-10-311-0/+2
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* Hopefully fix the D3D9 issues people are having (nw) therealmogminer@gmail.com2016-10-312-31/+112
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* Fixed MT#06417 Jezze2016-10-301-0/+6
| | | | - cache texture/surface were not released when render target was destructed
* Updated BGFX and BX and recompiled shaders (nw) Branimir Karadžić2016-10-292-14/+39
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* Fix visual corruption introduced a few changelists ago by me, nw therealmogminer@gmail.com2016-10-241-11/+25
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* fix unused variable error (nw) smf-2016-10-241-1/+0
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* Make d3d9 a little more discerning in what level of bad hardware it will ↵ therealmogminer@gmail.com2016-10-232-322/+116
| | | | allow, nw
* Reduced defocus effect to one pass (HLSL/BGFX) Jezze2016-10-222-16/+20
| | | | | - removed second defocus pass - limited defocus stength to a maximum of 2.0
* Disabled clearing of render targets in several passes (HLSL) Jezze2016-10-221-30/+17
| | | | - which was quite a performance overhead and not necessary because the shaders fill every texel of a target without blending
* Fixed null reference exception (D3D/HLSL) Jezze2016-10-221-3/+12
| | | | - when toggling from fullscreen to window mode
* Refactored d3d_render_target (nw) Jezze2016-10-224-308/+124
| | | | | | | * 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
* -ie15: Improved performance by using a timer to determine hblank. [Ryan Holtz] therealmogminer@gmail.com2016-10-221-24/+1
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* final cleanup of TRUE/FALSE, left only in windows section where it represent ↵ Miodrag Milanovic2016-10-222-8/+8
| | | | BOOL (nw)
* Cleanup linux OSD (nw) Miodrag Milanovic2016-10-221-29/+29
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* NOTICE (TYPE NAME CONSOLIDATION) Miodrag Milanovic2016-10-2236-467/+467
| | | | | 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
* use standard types uintptr_t, char16_t and char32_t instead of FPTR, ↵ Miodrag Milanovic2016-10-222-3/+3
| | | | utf16_char, unicode_char (nw)
* Merge pull request #1469 from npwoods/new_strconv_overloads Vas Crabb2016-10-051-1/+1
|\ | | | | Adding new string conversion overloads
| * Bulk renaming of Windows string conversion functions Nathan Woods2016-10-031-1/+1
| | | | | | | | | | 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