Commit Graph

56 Commits

Author SHA1 Message Date
MooglyGuy
8dd5e3d200 -bgfx: Fixed Github issue #5961. [Ryan Holtz] 2019-11-24 19:30:08 +01:00
MooglyGuy
4cccc0183c -bgfx: Fixed Github issues #5830 and #5956. [Ryan Holtz] 2019-11-24 15:40:28 +01:00
Julian Sikorski
0c70101b74 Sync bgfx, bx and bimg with upstream; fix the hlsl fs_chroma.sc matrix transposition properly (#5875)
* Sync bgfx with upstream revision 280420d

* Sync bx with upstream revision 267727d

* Sync bimg with upstream revision c1bab10

* Use bgfx helper functions to ensure correct matrix orientation

* Rebuild hlsl chain
2019-11-12 22:08:23 -05:00
MooglyGuy
c24d44ec62 -bgfx: Fixed opengl backend, nw 2019-10-21 16:34:41 +02:00
Olivier Galibert
ff61acb863 Add missing spirv shaders (nw) 2019-10-14 14:36:05 +02:00
MooglyGuy
61b2a8afaf -bgfx: Do texture format conversion via a full-screen GPU pass. [Ryan Holtz] 2019-10-13 20:59:35 +02:00
Julian Sikorski
0837e7451a WIP: sync bgfx, bx and bimg with latest upstream (#5723)
* Sync with bgfx upstream revision b91d0b6

* Sync with bx upstream revision d60912b

* Sync with bimg upstream revision bd81f60

* Add astc-codec decoder

* Rename VertexDecl to VertexLayout

* Rename UniformType enum Int1 to Sampler.

* Add NVN stub

* Fix unused-const-variable error on macOS

* Drop redundant explicit language parameters
buildoptions_cpp are only applied to c++ files and buildoptions_objcpp are only
applied to objective c++ files. As such, hardcoding -x offers no benefit while
preventing overrides (such as one needed by 3rdparty/bgfx/src/renderer_vk.cpp on
macOS) from working.

* Re-introduce -x c++ in places where C code is compiled as C++ to prevent clang from throwing a warning

* Build bgfx as Objective-C++ on macOS
It is needed due to included headers

* Enable Direct3D12 and Vulkan bgfx rendering backends

* Enable building of spirv shaders

* Properly escape /c in cmd call

* Comment out dx12 bgfx renderer

* Honor VERBOSE setting during shaders build

* Only invert hlsl shader XYZ_TO_sRGB matrix for opengl

* Add spirv shaders

* OpenGL ES needs transposed matrix too

* Metal needs transposed matrix as well
2019-10-13 07:50:38 -04:00
Vas Crabb
97b6717027 (nw) Clean up the mess on master
This effectively reverts b380514764 and
c24473ddff, restoring the state at
598cd52272.

Before pushing, please check that what you're about to push is sane.
Check your local commit log and ensure there isn't anything out-of-place
before pushing to mainline.  When things like this happen, it wastes
everyone's time.  I really don't need this in a week when real work™ is
busting my balls and I'm behind where I want to be with preparing for
MAME release.
2019-03-26 11:13:37 +11:00
andreasnaive
b380514764 Revert "conflict resolution (nw)"
This reverts commit c24473ddff, reversing
changes made to 009cba4fb8.
2019-03-25 23:13:40 +01:00
Henrik Algestam
40efb8f5aa Transposed transformation matrix to fix bgfx colors (nw) 2019-01-08 23:48:12 +01:00
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
Miodrag Milanovic
3917627494 Updated GENie, BGFX, BX, added BIMG since it is separated now, updated all shader binaries and MAME part of code to support new interfaces [Miodrag Milanovic] 2017-12-01 13:22:27 +01:00
MooglyGuy
0a7da0fb67 -bgfx: Fixed xBR-lv2-multipass shader. [Ryan Holtz] 2017-06-11 19:55:47 +02:00
MooglyGuy
8496545170 -bgfx: Fixed the following xBR shaders: xBR-lv2-fast, xBR-lv2-noblend, xBR-lv2, xBR-lv3-noblend, and xBR-lv3. [Ryan Holtz] 2017-06-10 12:52:17 +02:00
MooglyGuy
90d6fe79ce Fixed HQx shaders with BGFX OpenGL backend. Fixes for more shaders seem to be a bit more involved. Will have proper commit message later. (nw) 2017-05-18 00:59:37 +02:00
Miodrag Milanovic
e095ef959b update shaders (nw) 2017-03-29 17:15:48 +02:00
Miodrag Milanovic
9b999667af Rebuild shaders, only metal is affected (nw) 2017-02-05 14:23:33 +01:00
Miodrag Milanovic
0f5eda9c28 Fix for glsl (nw) 2016-10-29 17:38:54 +02:00
Branimir Karadžić
a3b4058bf7 Updated BGFX and BX and recompiled shaders (nw) 2016-10-29 09:11:50 +02:00
Jezze
d9ae40b9fe Reduced defocus effect to one pass (HLSL/BGFX)
- removed second defocus pass
- limited defocus stength to a maximum of 2.0
2016-10-22 22:56:16 +02:00
Jezze
68036515ba Fixed aspect ratio of rounded corners (nw) 2016-09-29 15:19:44 +02:00
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
Miodrag Milanovic
d193abb0ad Update BGFX and BX packages and update MAME code to support new API (nw)
Generated missing shaders (nw)
2016-09-03 13:30:42 +02:00
Jezze
7dc76d6501 - already fixed scanline issue also applied for swapped orientation (nw) 2016-08-13 20:30:56 +02:00
Jezze
0e799e0b98 - updated shader binaries which have changed after the last BGFX update (nw) 2016-08-13 20:30:55 +02:00
Jeremy Green
3697bd8cdc Added crt-geom and crt-geom-deluxe shaders for bgfx.
This includes several aperture grille / shadow mask patterns. Note that these are all designed to be used on a display with RGB subpixel order, and may thus suffer if rotated or used with a BGR display.
2016-07-03 22:43:16 +02:00
ImJezze
2f06a08ec4 Small shader corrections (nw) 2016-06-20 00:03:44 +02:00
ImJezze
758aaa496a Fixed scanlines if the screen output is less than twice the size of the host source 2016-06-06 19:40:36 +02:00
ImJezze
6ea15072a7 Procedural texture for vectors in HLSL
* added simple procedural texture for vectors with rounded line ends and beam smoothness
* added optional -vector_beam_smooth option
* removed -antialias option, antialiasing is now always applied, except for plain D3D
2016-06-05 23:50:44 +02:00
therealmogminer@gmail.com
f263110d93 Fix crash when using pillarbox shaders, nw 2016-05-27 14:45:41 +02:00
therealmogminer@gmail.com
ea6bc4d8ce bgfx: Ported xBR shaders from libretro. [Ryan Holtz, Hyllian] 2016-04-25 02:12:59 +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
dba12a31ad Small fixes (nw)
- fixed not used u_humbar_hertz_rate parameter
- fixed half pixel shift of the shadow mask along the screen diagonal
2016-04-22 13:16:37 +02:00
therealmogminer@gmail.com
f5aa86dfc6 Checkpoint 1, nw 2016-04-21 15:48:29 +02:00
ImJezze
b1c06acb61 Implemented handling for u_screen_scale and u_screen_offset (nw) 2016-04-21 07:52:29 +02:00
ImJezze
cd4dfca43e Refactored BGFX distortion pass (nw)
- also removed vector hack
2016-04-19 21:18:16 +02:00
therealmogminer@gmail.com
f8034ac812 bgfx: Added SuperEagle shader. [Ryan Holtz] 2016-04-19 16:29:30 +02:00
therealmogminer@gmail.com
c64b88bc78 -Added HQ2x, HQ3x and HQ4x shaders. [MooglyGuy,Jules Blok,Cameron Zemek,Maxim Stepin] 2016-04-18 19:40:07 +02:00
therealmogminer@gmail.com
e6a54bcc23 Minor fixups to pillarboxing shaders 2016-04-17 20:43:10 +02:00
therealmogminer@gmail.com
bff9111a30 Add pillarboxing shaders and layout for bgfx, nw 2016-04-16 15:30:40 +02:00
therealmogminer@gmail.com
99aa7eacd7 bgfx: Add data-driven render target clearing [Ryan Holtz] 2016-04-14 17:22:24 +02:00
Miodrag Milanovic
c211202b6e Fixed typo and updated shaders (nw) 2016-04-05 20:07:22 +02:00
Miodrag Milanovic
4f0a1c10c1 Update generated shaders (nw) 2016-04-05 08:56:10 +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
a4f615a14d Get NTSC working in both bgfx and d3d, nw 2016-03-29 01:56:37 +02:00
therealmogminer@gmail.com
c0b1182712 Final bgfx fixups for release 2016-03-28 22:58:32 +02:00
therealmogminer@gmail.com
22f0c31238 Cleanup in the bgfx aisle, nw 2016-03-25 18:44:46 +01:00
therealmogminer@gmail.com
93e5a03b89 Huge cleanup of render target handling, nw 2016-03-25 16:20:12 +01:00
therealmogminer@gmail.com
9f48ad4fbb Add screen-specific shader chain support, nw 2016-03-23 15:11:12 +01:00