* 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
On branch scanline
Changes to be committed:
modified: hlsl/post.fx
Remove scanline effect
new file: hlsl/scanline.fx
Separate scanline effect into its own shader
modified: src/osd/modules/render/d3d/d3dhlsl.cpp
Add scanline effect
modified: src/osd/modules/render/d3d/d3dhlsl.h
Add scanline effect
* 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)
- 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
- implemented proper texture coordinates for vector quad primitive
- vector screen is now processed in texture coordinates
- revered workaround for raster screen, which is again processed in
texture coordinates
- known issue: cocktail mode for vector screen looks wrong
- calculation of bloom dimensions is now done only once, when render
target is created
- reduced blur width for non-vector screens
- implemented shadow u/v option for source tile mode
- 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)
- changed the amount of scanline darkness, a setting of 1.0 now becomes
fully black (to get the same result as before half your current setting)
- scanline height now depends on the brightness of the underlying color
- the amount of the scanline brightness and overdrive now depends on the
scanline darkness
- renamed 'Scanline Screen Height' to 'Scanline Screen Scale' and
'Scanline Indiv. Height' to 'Scanline Height'
- 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)
- replaced shader parameters OrientationSwapXY xor RotationSwapXY by
SwapXY
- made shader parameters SourceDims, SourceRect, TargetDims, ScreenDims,
QuadDims and SwapXY available for all shaders
- color convolution, defocus and phosphor pass will now be skipped if
all influencing parameters are 0
- removed unused bloom_texture and bloom_target arrays from cache_target
class
- fixed half texel offset in prescale.fx
- 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
- fixed wrong detection of vector screen, which meant that a LCD screen
was also detected as vector screen
- re-enabled scan-line and other CRT related sliders for LCD screens
- screen adjustment (scale, offset) can now be handled by the respective
render API itself (default behavior is as before)
- D3D (if HLSL) is activated handles screen adjustment by itself within
the shader, which fixes the odd behavior of some effects (e.g. round
corners) when screen scale and offset is used
- 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)
- 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
- 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
- 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
- fixed roundness of rounded corners; the default aspect ratio of 4:3
should not be stretched anymore when the source has another ratio
- disabled blurring of rounded corners
- some cleanup
- 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