Commit Graph

10 Commits

Author SHA1 Message Date
Ryan Holtz
59d38593e8 MAMETesters bugs fixed:
- 04361: all: When using HLSL screen size not correct 

nwn: Frickin' finally...
2011-05-28 00:49:22 +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
f8a449539a Hopefully fixing the HLSL UV issue once and for all, nw 2011-05-23 15:49:50 +00:00
Ryan Holtz
53e20c168f Fixing multiscreen games, nwn 2011-05-22 02:27:31 +00:00
Ryan Holtz
a0e44c0b00 Fixing a duplicated-texel issue in the HLSL shaders, nw 2011-05-20 22:18:39 +00:00
Ryan Holtz
0235cef534 Fix for -noyiq issues, nw 2011-05-20 07:51:59 +00:00
Ryan Holtz
cfd6731fa8 HLSL Post-Processing Updates: [Ryan Holtz, Bat Country Entertainment, cgwg]
- The defocus pass is now switched off when defocus_x and defocus_y are zero, allowing finer-grained performance tuning.
- Removed YIQ convolution from the main color-convolution shader and replaced it with a full composite encode/decode pass. This is slower, but looks amazing(ly like a terrible TV) and can be turned off.
- More authentic NTSC dot crawl and bandwidth limiting.
2011-05-19 19:14:20 +00:00
Ryan Holtz
df5254338f Fixed chroma subsampling in color_heavy.fx and color.fx, nw 2011-05-18 02:17:31 +00:00
Ryan Holtz
2820e31451 HLSL Updates [Ryan Holtz, Bat Country Entertainment]
- Potential fix for some crashing reported by John IV
- Split color convolution and deconvergence into separate shaders for potential GPU savings down the line
- Added light and heavy variants of the color convolution shader, the former with YIQ colorspace removed
- Re-worked defocus to occur prior to shadow mask application, as it would be on a real monitor.
- Removed Edge Detection, as it was just for fun and can easily be added in by users if desired.
- Split "pincushion" into "Pincushion" and "Screen Curvature", the former affecting the only the displayed image and the latter only affecting the shadow mask.
2011-05-18 00:35:16 +00:00