Commit Graph

10 Commits

Author SHA1 Message Date
MooglyGuy
5671484fc8
Major D3D and BGFX code refactoring and bug fixes: (#10858) [Ryan Holtz]
* render/bgfx: Improved clearing and blending. Added prescale support. Fixes MT07586, MT07587, MT08084.
* render/bgfx: Fixed blend and tint handling. (Fixes Github #1953).
* render/bgfx/blendreader.cpp: Support non-separated blend mode specification for BGFX effects.
* render/bgfx: Reworked how horizontally-padded screen textures are handled. Likely fixes MT08512 and MT08505.
* render/bgfx: Ensure that a texture's width margin is updated in all cases.
* render/d3d/d3dhlsl.cpp: Fixed tinting in HLSL post-processing mode.
* render/d3d/d3dhlsl.cpp: Avoid most redundant state-setting calls. Reduces D3D API calls by about 90% on fruit machine drivers.
* render/d3d/d3dhlsl.cpp: Assign SourceDims and QuadDims uniforms to only those effects that use them.
* machine/laserdsc.cpp: Always add video quad to screen container, adjust tint based on m_videoenable instead.
2023-01-29 03:59:25 +11:00
Vas Crabb
9cbc957076 (nw) misc cleanup:
* tabify a JSON file (not currently handled by srcclean)
* get rid of stray printf
* µ'nSP in header comments - we do UTF-8 source
* spg2xx.cpp: make room for LOG_GENERAL - it's defined as (1U << 0) if you don't give it a different value
* spg2xx.h: inline on member function declarations generally doesn't do anything useful - it's implicit when the function body is inlined at declaration, and in other cases you usually want to put the inline qualifier on the definition, not the declaration
* rainbow.cpp: revert mouse changes - there's no reason a Mouse Systems driver couldn't be loaded, and the Logitech mouse is Microsoft-compatible
* video21.cpp: use deal/stand for blackjack control buttons now that we're not using deal for vblank
2018-11-04 17:57:08 +11:00
Westley M. Martinez
b5a54b761c HLSL Color Transforms and 3D LUT (#4043)
* Remove broken scanline uniform from post_pass

* Add 3D LUT to HLSL

* Allow individual LUTs for screen and UI

* WIP: Port 3D LUT to BGFX

* Finish porting LUT to BGFX

* Add individual phosphor color conversion for HLSL
	new file:   hlsl/chroma.fx
		Shader for converting xyY3 to sRGB
	modified:   hlsl/phosphor.fx
		Minor changes to emphasize idea that phosphors are color
agnostic
	modified:   hlsl/post.fx
		Conversion from signal RGB to xyY3
	modified:   src/osd/modules/render/d3d/d3dhlsl.cpp
	modified:   src/osd/modules/render/d3d/d3dhlsl.h
	modified:   src/osd/windows/winmain.cpp
	modified:   src/osd/windows/winmain.h

* Add phosphor examples and update presets

* Port phosphor color shaders to BGFX

* Fix missing newlines at EOF
2018-10-07 11:42:30 -04:00
W. M. Martinez
b4888aabc0 Port scanline modification to BGFX 2018-09-14 19:00:52 -07:00
Jezze
ecf1e166fc Fixed several small issues in HLSL/BGFX
* fixed target texture dimension when -intoverscan is used (this fixes the appereance of scanline and shadow mask)
* added target_scale and screen_count uniforms
* rounded corners now remain aligned with screen bounds when -intoverscan is used (single screen only)
2016-09-28 15:30:43 +02:00
ImJezze
07d8b25571 Added "selection" parameter to chain input sampler
- if specified all textures (.png) within the same directoy of the given texture will be selectable via slider in the UI
- also added slider for "shadow mask tile mode" to HLSL chain
2016-04-24 20:36:42 +02:00
ImJezze
b1c06acb61 Implemented handling for u_screen_scale and u_screen_offset (nw) 2016-04-21 07:52:29 +02:00
therealmogminer@gmail.com
99aa7eacd7 bgfx: Add data-driven render target clearing [Ryan Holtz] 2016-04-14 17:22:24 +02:00
therealmogminer@gmail.com
d9153eb306 Get bgfx post-processing working with laserdisc games, nw 2016-03-29 11:28:24 +02:00
therealmogminer@gmail.com
c0b1182712 Final bgfx fixups for release 2016-03-28 22:58:32 +02:00