Commit Graph

13 Commits

Author SHA1 Message Date
Ryan Holtz
4523bfa2d0 HLSL "Hurricain't Keep A Good Dev Down" Bugfix Extravaganza: [Ryan Holtz, Bat
Country Entertainment]
- Created two flags, -hlsl_ini_write and -hlsl_ini_read. The former enables
  custom HLSL INI writing explicitly, the other enables loading of the same.
- Fixed disappearing aperture effect when using custom INI files.
- Fixed diagonal seam on some games, for serious real this time
- Fixed phosphor simulation, now works as expected
2011-08-28 09:10:53 +00:00
Jonathan Gevaryahu
1246cde58c Fix hlsl phosphor decay [nimitz] 2011-07-29 15:08:32 +00:00
Ryan Holtz
f42b5ccda0 No whatsnew
Attempting to fix the HLSL 'blurriness' reported by a few people. Now HLSL will auto-prescale to the nearest texture size that is greater than the target screen size on both axes and is also an even multiple of the raw bitmap's size.
2011-05-31 13:53:25 +00:00
Ryan Holtz
ed6689e2d4 Fixed scanlines, nwn. This took much longer to fix than it should have. :[ 2011-05-31 05:02:17 +00:00
Ryan Holtz
37e8c1d7e4 Fixing some scanline-alignment issues. 2011-05-31 02:04:28 +00:00
Ryan Holtz
244eb4cf24 No whatnsew: Really, really, really fixed the remaining pixel alignment and UV clamping issues. Tested Gradius, Pac-Man, Mr. Do, and Stompin' with no observed issues. Gradius, in particular, is a good test case as the bottom row of its "Credits" readout lies on the bottom row of pixels, and the scrolling starfield allows visual verification of the X extents as they scroll on and off. 2011-05-28 14:14:05 +00:00
Ryan Holtz
3e437e09f0 HLSL updates, nwn:
- Favor bilinear sampling on X and point sampling on Y. Best of both worlds.
2011-05-27 23:24:53 +00:00
Ryan Holtz
c8ef077d5b HLSL Updates: [Ryan Holtz, Bat Country Entertainment]
- Switched to point-sampling through most of the shader chain to avoid non-intentional pixel smearing
- Corrected alignment and scaling on the shadow mask and scanlines; dramatically reduces rainbow banding at non-oversampled resolutions.
2011-05-27 10:07:11 +00:00
Ryan Holtz
e97aa6b56d Internal HLSL cleanup - removed aux texcoords, restored software vertex processing due to low-end cards not doing hardware vertex processing, removed unnecessary tristrip->trilist splitting. Restores D3D functionality on integrated chipsets and marginal cards. [Ryan Holtz, Ashura-X] 2011-05-24 18:28:54 +00:00
Ryan Holtz
ae9fbbe44d NTSC fixes, nw 2011-05-23 01:53:35 +00:00
Ryan Holtz
41d1d2acdc TortoiseSVN indicates these didn't get updated, this should finally nail down the texture border pixel stretching issue, nwn 2011-05-22 03:48:13 +00:00
Ryan Holtz
a47bd09534 HLSL Improvements: [Ryan Holtz, Bat Country Entertainment]
- Added magnet deconvergence via a shader uniform
- Improved phosphorescence
- Improved YIQ codec
2011-05-21 06:47:56 +00:00
Ryan Holtz
f3d341a544 Initial shader import (nw)
Focus: 8-sample blur that averages 7 samples around a center sample.
Phosphor: Not currently used, treated as a pass-through by drawd3d.c, but could be used to implement additional convolutions in a second pass.
Pincushion: Used (when commented in in drawd3d.c) to pincushion an entire full-screen texture but not otherwise apply any convolutions.
Post: The meat and potatoes. It does scanlines, it does aperture masking, it does dot crawl, it does chroma subsampling, it does YIQ colorspace convolution, it does RGB colorspace convolution, it does pincushioning, it walks, it talks, it does the dishes, it'll screw your wife for you, and if you don't have a wife it will find one for you, get you married to her, and screw her for you, IT IS THAT GOOD, LADIES AND GENTLEMEN.
Primary: Simple passthrough for UI and artwork.
2011-05-16 16:55:34 +00:00