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* Fixed an issue where device options (e.g. -cart) were reported as unknown ↵ Nathan Woods2017-02-221-3/+3
| | | | | | | | when they actually worked This change also changes around how command line arguments are passed around; specifically I changed argc/argv to be std::vector<std::string> Note this is not passed around 'const', the reason being that the command line processing will now "eat" the vector
* Revert "New phosphor persistence shaders for HLSL" R. Belmont2017-01-051-5/+1
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* Correct LCD ghosting INI and slider defaults. Westley M. Martinez2017-01-031-1/+1
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* Add LCD ghosting shader for Direct3D Westley M. Martinez2017-01-021-2/+3
| | | | | | | | | | | | | | | | | 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. Martinez2016-12-301-3/+2
| | | | | | | | | | 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. Martinez2016-12-291-0/+1
| | | | | | | | | | | | | | | | 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. Martinez2016-12-291-1/+4
| | | | | | | | | | | | | | | | | 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.
* Move special windows.h include directives to build defines (nw) Brad Hughes2016-12-281-1/+0
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* srcclean (nw) Vas Crabb2016-11-271-2/+2
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* Change window handle storage to template instead of void* (nw) (#1725) Brad Hughes2016-11-171-2/+2
| | | | * Change window handle storage to template instead of void* (nw)
* UWP: Output verbose to debug plus turn off view scaling (nw) Brad Hughes2016-11-141-1/+13
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* added OPTION_HOMEPATH to point to read/write folder,for now used by LUA ↵ Miodrag Milanovic2016-11-121-0/+1
| | | | | | scripts (nw) Copied all needed files so plugins could be started under UWP
* UWP, added support to store files on Local storage (nw) Miodrag Milanovic2016-11-121-0/+16
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* Small cleanup (nw) Miodrag Milanovic2016-11-111-1/+1
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* UWP builds again but by no means working (nw) Brad Hughes2016-11-101-4/+14
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* Bulk renaming of Windows string conversion functions Nathan Woods2016-10-031-2/+2
| | | | | 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
* Convert OSD monitor info to modules plus add DXGI implementation Brad Hughes2016-09-141-0/+1
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* Make behaviour slightly friendlier with hlsl_write option (nw) Vas Crabb2016-07-071-1/+1
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* Patch up d3dhlsl as well (nw) Vas Crabb2016-07-071-0/+1
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* Remove bgfx_avi_name and hlsl_write options Giuseppe Gorgoglione2016-07-041-1/+0
| | | | | | Now the filenames for movies recorded by HLSL and BGFX renderers are automatically generated just like the ones for movies and snapshots recorded by the video core. They are generated according to the "snapname" template (eg. by default <snap_folder>/<device_name>/<numeric_index.avi>, so you can revert to the old behavior (why?) just setting "snapname bgfx.avi" or "snapname hlsl.avi". The main advantage is that now you can record as many movies as you want during a single gaming session without much hassle (previously you had to move or rename the old movie file by hand before recording a new one).
* Direct3D HLSL: use aviwrite to record avi movies Giuseppe Gorgoglione2016-07-041-1/+1
| | | | | | | | Use common infrastructure in aviwrite.c instead of equivalent local code. In addition: - the target textures used by the HLSL movie recorder are now allocated only when recording is ongoing - removed shaders->begin_frame() and shaders->end_frame() hooks from the main Direct3D rendering loop - set default HLSL movie name to hlsl.avi to match bgfx.avi setting
* Move window_list to osd_common_t Brad Hughes2016-06-111-3/+3
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* Unify window_list in Windows and SDL OSD Brad Hughes2016-06-101-4/+4
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* Major refactoring of debugger core [Ryan Holtz] therealmogminer@gmail.com2016-06-081-2/+8
| | | | | | | | * Eliminate globals/file statics * Remove lots of stuff from global scope * Use std::function for custom command registration * Eliminate some trampolines * Build fixes from Vas Crabb and balr0g
* Fixed video mode opengl duplicated in SDL build. (nw) dankan18902016-06-071-0/+3
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* Procedural texture for vectors in HLSL ImJezze2016-06-051-0/+1
| | | | | | * added simple procedural texture for vectors with rounded line ends and beam smoothness * added optional -vector_beam_smooth option * removed -antialias option, antialiasing is now always applied, except for plain D3D
* Normalized vector attenuation settings ImJezze2016-05-221-11/+11
| | | | | | - vector_length_ratio is now independent from screen size - changed vector_length_ratio range from [0.0, 1000.0] to [0.0, 1.0] - updated display name and description of vector_length_scale vector_length_ratio
* Cleanups and version bumpmame0173 Miodrag Milanovic2016-04-271-3/+3
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* Revert "Temp revert of Brad changes (nw)" Miodrag Milanovic2016-04-251-3/+3
| | | | This reverts commit 5e831f6506ee06f8c30cb113551ee0fec53804db.
* Temp revert of Brad changes (nw) Miodrag Milanovic2016-04-251-3/+3
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* Various cleanups suggested by static analyzer (nw) Miodrag Milanovic2016-04-241-1/+1
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* changes for UWP (nw) Miodrag Milanovic2016-04-231-2/+1
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* Split UI and frontend part from core [Miodrag Milanovic] Miodrag Milanovic2016-04-231-4/+2
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* Refactor OSD window. Brad Hughes2016-04-211-3/+3
| | | | | | | | | | Unified renderer in osd_window as std::unique_ptr Made windows all std::shared_ptr<window_type> Made window lists std::list<std::shared_ptr<window_type>> Updated OSD SDL worker_param to not use malloc (not compatible with smart pointers) Made renderer pointer to window a weak reference. May not be available during destruction of the window.
* Refactored distortion pass ImJezze2016-04-191-1/+3
| | | | | | - separated curvature parameter into distortion, cubic_distortion and distort_corner - distortion and cubic_distortion can be negative, to compensate each other - distort_corner is intependent from the image distortion
* Standardize platform window pointer storage in osd_window. Brad Hughes2016-04-181-1/+1
| | | | Also encapsulate show/hide capture/release cursor functionality.
* Fixed missing diagnostic module include. Brad Hughes2016-04-171-0/+1
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* Create diagnostic module for profiling and crash diagnostics Brad Hughes2016-04-171-1012/+8
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* Update windows to use platform independent watchdog implementation (nw) Miodrag Milanovic2016-04-151-77/+0
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* Skeleton implementation for Universal windows main app classes. Brad Hughes2016-04-101-0/+98
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* Make sliders use an std::vector instead of a linked list, nw therealmogminer@gmail.com2016-04-101-1/+0
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* winmain compile for UWP Brad Hughes2016-04-031-57/+72
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* Iterate over core classes C++11 style AJR2016-03-311-5/+5
| | | | | | | | C++11 range-based for loops can now iterate over simple_list, tagged_list, core_options, device_t::subdevice_list, device_t::interface_list, render_primitive_list and all subclasses of the above, and much code has been refactored to use them. Most core classes that have these lists as members now have methods that return the lists themselves, replacing most of the methods that returned the object at an owned list's head. (A few have been retained due to their use in drivers or OSD.) device_t now manages subdevice and interface lists through subclasses, but has given up the work of adding and removing subdevices to machine_config. memory_manager has its tagged lists exposed, though the old rooted tag lookup methods have been removed (they were privatized already).
* Cleanups and version bump Miodrag Milanovic2016-03-301-1/+1
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* Refactored Bloom ImJezze2016-03-281-5/+3
| | | | | | | - reduced raster bloom level to 8 - extended vector bloom level to 15 - changed vector bloom to be less blocky - removed bloom_lvl9_weight and bloom_lvl10_weight options
* Added oversampling option ImJezze2016-03-251-1/+2
| | | | - and some cleanup
* Merge bgfx_shader into master, nw therealmogminer@gmail.com2016-03-231-1/+0
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| * Merge with master therealmogminer@gmail.com2016-03-211-22/+21
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| * | Remove -mt, nw therealmogminer@gmail.com2016-03-151-1/+0
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| * | Add bgfx command line options, major shakeup of organization, nw therealmogminer@gmail.com2016-03-131-1/+1
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