| Commit message (Collapse) | Author | Age | Files | Lines |
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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
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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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* Change window handle storage to template instead of void* (nw)
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scripts (nw)
Copied all needed files so plugins could be started under UWP
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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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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).
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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
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* 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
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* 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
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- 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
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This reverts commit 5e831f6506ee06f8c30cb113551ee0fec53804db.
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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.
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- 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
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Also encapsulate show/hide capture/release cursor functionality.
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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).
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- 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
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- and some cleanup
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