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Ryan Holtz 66756f18d9 Implemented experimental HLSL post-processing support on Direct3D 9 targets. [Ryan Holtz, Bat Country Entertainment]
- 5-pass post-processing: Upscale, Post-Process, Store Last Frame, Defocus 1, Defocus 2
- Many tunable effects including: Scanlines, defocus, linear deconvergence, radial deconvergence, pincushion, RGB colorspace convolution, YIQ colorspace convolution, saturation, simulated dot crawl, simulated chroma subsampling, aperture masking, and more.
- Requires a GPU that supports Shader Model 3.0 to be enabled and a powerful GPU, the entire pipeline consists of approximately 30 texel fetches and approximately 230 arthimetic ops.
- Will supersample the framebuffer up to 9x in both X and Y, but this requires an enormously powerful GPU that has not been invented; users with Radeon 5000-class cards should limit themselves to 3x, Radeon 4000 to 1.5x.
- The default configuration will NOT appear to do anything; it requires tuning to the user's liking.
- Should nicely fall back in all cases except missing shaders, and it might fall back correctly in that case as well. Report any anomalies.
- For obvious reasons, the Direct3D8 renderer cannont support this.
2011-05-16 18:23:25 +00:00
artwork The art of destruction. (nw) 2011-05-16 18:07:48 +00:00
docs Added support for OSD-generated fonts. The OSD is queried first to see 2010-10-24 00:16:54 +00:00
hash Blame Micko ... 2011-05-04 19:05:02 +00:00
hlsl Initial shader import (nw) 2011-05-16 16:55:34 +00:00
src Implemented experimental HLSL post-processing support on Direct3D 9 targets. [Ryan Holtz, Bat Country Entertainment] 2011-05-16 18:23:25 +00:00
.gitattributes The art of destruction. (nw) 2011-05-16 18:07:48 +00:00
makefile Moved format handling and all formats to separate library [Miodrag Milanovic] 2011-05-06 19:42:26 +00:00