| Commit message (Collapse) | Author | Age | Files | Lines |
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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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- added option for scanline variation
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- options are reset to loaded preset when game is closed
- changed default values of options to result in no effects activated
- init_slider_list() does not returns but sets g_slider_list directly
- removed unnecessary oriented_vector_texcoords
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# Resolved Conflicts:
# src/osd/modules/render/d3d/d3dhlsl.cpp
# src/osd/windows/winmain.cpp
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Resolved Conflicts:
- src/osd/modules/render/d3d/d3dhlsl.cpp
- src/osd/modules/render/d3d/d3dhlsl.h
- src/osd/modules/render/drawd3d.cpp
- src/osd/modules/render/drawd3d.h
- src/osd/windows/winmain.cpp
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Second attempt
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- HLSL now uses NPOT sized target surfaces (breaks compatibility with
graphics cards based on R300/R400/NV30 and older)
- HLSL target surfaces now have the size of the screen canvas
- removed HLSL pre-scale factor
- HLSL now uses a sharp bilinear interpolation to pre-scale textures to
screen canvas size, based on [Themaister's] implementation
- improved overall performance (based on the previously required
pre-scale factor, you might notice a 5-50% speed-up depending on your
graphics card, more if you used a higher pre-scale factor)
- improved shadow mask quality (pixel-perfect) in screen-mode
- fixed half source texel offset of bloom level alignment
- removed ./hlsl/artwork_support folder
- all shaders after pre-scale are now based on screen coordinate
(workaground, till both raster and vector pass can work on texture
coordinates)
- disabled distortion shader for more than one screen and for artworks
in full mode, does not affect artworks in copped mode (workaground, till
both raster and vector pass can work on texture coordinates)
- moved compute_texture_size() from texture_info to texture_manager (nw)
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and string_format
Update MAME to use new function
Instantiate ODR-used static constant members
Make some of the UI code more localisable
Remove use of retired functions in tools
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HLSL: NTSC and color convergence refactoring
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- merged YIQ encode and decode pass into one NTSC pass
- added options for most NTSC settings
- reduced sample count to 64
- changed default O value to 0
- fit NTSC signal jitter between a reasonable limit of 0 and 1
- fit A and B value between a reasonable limit of -1 and 1
- fit scanline jitter between a reasonable limit of 0 and 1
- added hum bar simulation based on [MooglyGuy's] GLSL port of the mame
shader pipeline
- added monochrome-chessboard.png
- added slot-mask-aligned.png (to simulate a TFT LCD)
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- fixed half texel offset
- readded usage of A value in encode/decode pass
- readded jitter of B value in encode/decode pass
- readded usage of P value in encode pass
- fixed not set O value uniform for decode pass
- removed duplicate YIQ option definition
- changed default of O value back to 1.0
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- renamed shadow_mask_type to shadow_mask_tile_mode
- renamed bloom_type to bloom_blend_mode
- implemented "Source" shadow mask tile mode for artwork_support/post.fx
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- added shadow mask type option to choose between "Screen" and "Source"
tile mode ("Screen" is the default as before)
- added bloom type option to choose between "Addition" and "Darken"
blend mode ("Addition" is the default as before)
- the alpha channel of a shadow mask is now filled with the background
color of the screen by the amount of the inverted alpha value
- added monochrome-matrix.png which can be used in combination with
"Source" tile mode and "Darken" blend mode to simulate a STN LCD, for
example
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- fixed not used HLSL settings from <custom>.ini if MAME was started
without driver parameter
- removed default values from HLSL sliders, the defaults here are more
like null values to hint when an effect would be disable
- slightly changed default HLSL settings
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