Commit Graph

27 Commits

Author SHA1 Message Date
ImJezze
a7b8acbe3e Merge pull request #6 from mamedev/master
Sync to base master
2015-10-20 21:34:36 +02:00
ImJezze
4610935e79 Small Fixes
- fixed position of reflection effect for vector graphics
- fixed size of rounded corners
- fixed very small black border
2015-10-20 20:07:38 +02:00
ImJezze
7eb83c31a5 Artwork Support
- added special post.fx and distortion.fx shader, which support enabled
artworks, but they cannot apply some of the previously implemented
corrections (e.g. bloom staircase artifacts when screen is curved,
elliptic rounded corners when aspect ratio is not 4:3)
2015-10-18 19:16:46 +02:00
ImJezze
2577b29602 Cleanup
- changed default values of curvature, vignetting, reflection, round
corner and smooth border to 0
- reverted compute_size_subroutine() back to non static
- removed some test code
2015-10-18 14:35:46 +02:00
ImJezze
534cd86c17 Bloom Overdrive
- added experimental bloom overdrive effect and options, this effect
allows to overdrive pure colors like red, green and blue to become more
brighter
- added lcd.ini to parse_standard_inis()
2015-10-10 17:02:51 +02:00
ImJezze
81c15decf8 Smooth Borders
- enabled smooth border effect and added option, its amount is limited
by the amount of rounded corners
- added raster.ini to parse_standard_inis()
- merged vector and raster bloom options, use vector.ini or raster.ini
to distinguish
2015-10-09 18:49:39 +02:00
ImJezze
5addcdd2da Small fixes
- fixed defocus strength with difference prescales
- removed default screen ratio of 4:3, ratio is now based on the screen
quad size
- reverted some space to tab changes
2015-10-04 15:57:07 +02:00
ImJezze
062e6e0383 Refactoring, Fixes and Cleanup
- added distortion pass, which is applied after the bloom pass
- moved vignetting, curvature, round corners and reflection effect to
distortion pass
- disabled distortion pass for multi screens and activated artworks due
to not yet fixed misalignments
- disabled scanlines for vector rendering in post pass shader
- removed prescale knowledge from downsample, bloom and post pass shader
- fixed half pixel offset in most shaders
- fixed position of reflection effect when screen is rotated or flipped
- fixed roundness of round corners in any aspect ratio
- fixed shadow mask bleeding (nearly completly)
- added bounds() and screen_bounds() getter to layout_view
- added current_view() getter to render_target
- some cleanup and refactoring
2015-09-26 18:22:51 +02:00
couriersud
fe8e6aca65 Added seconds() and attoseconds() to attotime and prefixed members with
m_. Rewrote code accessing members to use seconds() and attoseconds(). 

The changes were triggered by a test how gcc __int128_t would perform as
the internal representation. This test revealed that the current
implementation is still faster. (nw)
2015-08-15 17:56:10 +02:00
ImJezze
37f6ff0b65 Refactoring and Fixes
- removed position offset in post.fx
- fixed texture offset caused by 0th level of bloom.fx
- fixed texture offset caused by focus.fx
- changed Passthrough parameter in phosphor.fx to boolean
- simplified defocus pass function and calling it twice
- removed CU_PHOSPHOR_IGNORE (Passthrough) uniform, which was only used
in phosphor pass function and is now directly set
- added CU_TARGET_DIMS (TargetDims) uniform based on the current render
target
- fixed missing Prescal parameter in downsample pass function
- some code cleanup
2015-08-02 17:31:54 +02:00
ImJezze
4bcb0c13f5 Merge pull request #5 from mamedev/master
Sync to base master
2015-07-20 08:11:41 +02:00
ImJezze
d132946c6f Vector curvature correction
- corrected vector curvature on x-axis when screen dims and render
target dims differ (there is still a difference on y-axis)
2015-07-19 12:28:51 +02:00
ImJezze
9ce2864141 Post Pass effects for Vector rendering
- added support for post pass effects for vector rendering (does not
work properly in full screen mode, yet)
- made texture_info::compute_size_subroutine() function public static
2015-07-12 23:28:38 +02:00
ImJezze
6e5f7f5d94 Refactoring
- separated downsample pass and bloom pass into two function calls
- removed/replaced simple.fx by using primary.fx to render on screen
- changed PostPass parameter of primary.fx to boolean
- simplified bloom.fx and downsample.fx, Prescale parameter is now set
correctly from outside depending on raster/vector rendering
2015-07-11 20:01:24 +02:00
Cowering
9306af2c50 some extremely low hanging pedantic fruit 2015-07-08 14:00:24 -05:00
ImJezze
35ad49dd03 Refactoring
- made most render pass functions independent from each other
- resused phosphor and bloom pass function for vector rendering
2015-07-05 18:01:21 +02:00
ImJezze
ae39030c78 Refactoring
- reduced number of used render textures/targets from 7 to 4
- some code cleanup
2015-07-04 19:10:55 +02:00
ImJezze
78b0529c00 Refactoring
- simplified render pass functions
- some code cleanup
2015-06-08 00:21:17 +02:00
Miodrag Milanovic
64e16ca8cf Cleanups and version bump 2015-05-27 09:03:32 +02:00
ImJezze
f940c884a0 Fixed automatic Shadow Mask rotation
- fixed usage of OrientationSwapXY shader parameter
- added RotationSwapXY shader parameters to consider the user defined
screen rotation
2015-05-09 11:40:23 +02:00
ImJezze
a70198a5fb HLSL shader improvements
- changed shadow mask implementation, shadow count XY now represent the
number of pixel the shadow UV sized tiles will take on the screen
- implemented rotation of the shadow mask texture depending on the
default landscape or portrait view of the screen
- removed prescale and pixel border of the shadow mask texture
- added option to change the shadow UV offset, to reduce the color
bleeding of the shadow mask
- adjusted presets to work with the changed mask implementation
- reduced defocus offset
- improved downsampling for better blurring
- improved alignment of bloom layers (raster and vector)
- applied bloom effect to the render output of screenshot and AVI
recording
- changed curvature effect to fit screen size
- changed scanlines to be not rendered into bloom layers
- changed shadow mask to be not rendered into bloom layers
- changed color floor to not light the bloom layers
- changed shadow mask to not dark the color floor
- added image vignetting simulation and option
- added round screen corner simulation and option
- added screen light reflection simulation and option
- made usage of unused brightness offset (additive)
- removed unused pincushion option
- removed duplicate shadow count Y options
- removed artwork/adapture.png
- added artwork/adapture-grill.png
- added artwork/shadow-mask.png
- added artwork/slot-mask.png
- added hlsl/simple.fx
- removed unused shaders::blit() function
- added shaders::screen_pass() function, which handles the
(raster-)rendering on screen, into screenshot and AVI recording
- added effect:set_bool() function
2015-05-03 14:41:05 +02:00
Miodrag Milanovic
54f8b3ae5d moved all to std::string (nw) 2015-04-22 11:30:45 +02:00
Miodrag Milanovic
2edee0b811 updated astring constructors to have just one string param, to be more like std::string (nw) 2015-04-13 12:25:21 +02:00
Miodrag Milanovic
f2243d6020 string -> str part 1 (nw) 2015-04-12 15:36:44 +02:00
Miodrag Milanovic
7faba31b1b There is no implicit conversion to char* in std::string (nw) 2015-04-12 08:05:43 +02:00
Miodrag Milanovic
6b36c7ab22 cstr() - > c_str() as preparation for move to std::string (nw) 2015-04-11 15:26:58 +02:00
couriersud
8a3bc6b8e4 Moved all renderers to osd/modules/render. (nw) 2015-02-28 00:21:44 +01:00