zeromus
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e0d74c7718
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better error handling in shader compiling. kind of sloppy, but gets the job done. entire system could use a little rethinking, if i ever revisit filters
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2016-02-03 02:28:03 -06:00 |
zeromus
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3919f5f5d3
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support #include in .cg files
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2015-10-18 21:13:12 -05:00 |
zeromus
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bd795ed162
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validate shaders when selecting them from display manager config dialog to prevent setting broken shaders. also specifically reject .cgp containing .glsl references
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2015-10-17 19:28:57 -05:00 |
zeromus
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c3ff70b864
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fix gameExtraPadding coordinate translation and revise lua autodoc for the concerned functions. Presently the entire assortment of functions is confusing, but at least it does something that works.
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2015-10-16 19:17:23 -05:00 |
zeromus
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19b3f8b205
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retro shaders no longer need sampler to be named s_p
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2015-10-15 20:10:58 -05:00 |
zeromus
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21579c1c86
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lua - add client.SetClientExtraPadding
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2015-10-12 20:30:09 -05:00 |
zeromus
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787cb82e28
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fix problem with client.SetGameExtraPadding distortion in >1x window scales. This logic is insanely complex, so regressions are possible.
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2015-10-12 19:57:11 -05:00 |
zeromus
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0cd3a82862
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psx - improve framebuffer clipping method, add deinterlacer settings, fix some PAR for PAL games; fix bugs in GameExtraPadding handling
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2015-08-09 13:57:45 -05:00 |
zeromus
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db1191dc48
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emuhawk - add experimental prescale option to display manager
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2015-07-06 12:31:30 -05:00 |
zeromus
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e77c1455b3
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canvas extension: ok, this works better
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2015-03-23 03:43:39 +00:00 |
zeromus
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dfafee2b25
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here's one way of extending the canvas. I dont think it's right. I can't test it now anyway, I'm checking it in for reference. I will probably revert it and do it another way: add a filter after the input filter but before the "emu" surface filter.
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2015-03-23 03:19:06 +00:00 |
zeromus
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979fa2c0f7
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displaymanager - maybe, just maybe, successfully get rid of the need for 0xFF000000 in the VideoProvider buffers. Should enable some little speedups and cleanups of other code that had to add the 0xFF000000 alpha channel
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2014-12-13 23:04:22 +00:00 |
zeromus
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556b7b0123
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gdi+ display method!
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2014-12-07 02:26:52 +00:00 |
zeromus
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ede78865b2
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fix a bug in point transformation when using system-suggested (non-1.0 AR). Was probably breaking zapper coords when that feature was used, but unproven. Anyway, someone should test that.
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2014-10-10 00:21:43 +00:00 |
zeromus
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9b6add0e40
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basic TransformPoint work
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2014-10-10 00:15:15 +00:00 |
zeromus
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6f919c64a7
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client sizing / AR revisions
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2014-07-20 06:51:31 +00:00 |
adelikat
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9fd640ff4b
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Remove some unused code
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2014-06-29 02:33:50 +00:00 |
adelikat
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ab5cfab035
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remove redundant code throughout the emuhawk project
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2014-06-29 02:28:48 +00:00 |
zeromus
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b96ebaafeb
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dont get stuck if the user specifies a crashing retroshader
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2014-06-13 01:27:26 +00:00 |
zeromus
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d2ea92d254
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support filter_linear in retroshaders
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2014-06-12 08:10:14 +00:00 |
zeromus
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05c08806d1
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fix bugs in resize filters support. everyone check your AR correction scenarios, please
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2014-06-03 03:16:38 +00:00 |
zeromus
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49def8a758
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fix some AR correction scenarios
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2014-05-28 02:19:51 +00:00 |
zeromus
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af60a42003
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fix bug 1x'ing client window size in some cores
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2014-05-26 18:37:39 +00:00 |
zeromus
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81bd846a0c
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finetune displaymanager sizing to eliminate sidebars from default 2x NES scenario. please check platforms you care about (a2600 mostly) to make sure they havent regressed
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2014-05-23 00:50:19 +00:00 |
zeromus
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6b1fa399c5
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fix bug where lua layers wreck AR logic
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2014-05-07 01:27:41 +00:00 |
zeromus
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26c30c44ca
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improve AR integerization
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2014-05-03 03:25:09 +00:00 |
zeromus
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61c7537bfc
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fix issues with integerizing logic in association with system AR correction enabling
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2014-05-03 02:52:35 +00:00 |
zeromus
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d2232e616b
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minimal implementation of AR correction. this isn't completely satisfying. we need to run the frontend 1x/2x/etc sizing through it, and I'm feeling like we need two tiers of AR suggestion strengths.. we may want a2600 fixing AR out of the box, but NES fixing AR by default is unacceptable
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2014-05-02 04:27:08 +00:00 |
zeromus
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a3a96381da
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fix mouse coord transform with 2x filters
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2014-04-16 02:51:51 +00:00 |
zeromus
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7adc15d97e
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work on opengl display manager: optimized codepaths, user retroshader selection, support for importing a textureID from another core; add erase button to lua console;
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2014-04-15 21:46:18 +00:00 |
zeromus
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9ca6f152cf
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support old scanlines and hq2x filter via actual retroarch shader presets. at this point you could overwrite them with whatever you wanted, but you should probably wait for me to add user filter selection
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2014-02-07 02:36:27 +00:00 |
zeromus
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cd7ca56441
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restore scanlines filter as shader
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2014-02-03 07:01:31 +00:00 |
zeromus
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582a3ae58a
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forgot to add
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2014-02-03 06:34:55 +00:00 |
zeromus
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a2b3201912
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run filter intensity through Global.Config.TargetScanlineFilterIntensity
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2013-12-03 01:52:36 +00:00 |
zeromus
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180043db0b
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make intensity controllable
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2013-12-03 01:37:49 +00:00 |
zeromus
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edba782f7c
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change intensity of scanlines filter
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2013-12-03 01:30:21 +00:00 |
zeromus
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ad17100c73
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scanlines2x 25% filter
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2013-12-02 18:35:15 +00:00 |
adelikat
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c669680e07
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Rename Multiclient folder
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2013-11-03 04:05:56 +00:00 |