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Finish describing video shader issues.
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@ -3,10 +3,8 @@ are similar in many ways,
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but some of them do have particular quirks
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that you should be aware of.
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Video Shaders and the Super Famicom (and Mega Drive)
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----------------------------------------------------
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Shaders look weird on Super Famicom because of interlace/hi-res
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Video Shaders and TV-based consoles
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-----------------------------------
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[Video Shaders](guides/shaders.md)
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customize how higan scales
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@ -22,46 +20,69 @@ try to produce higher-quality output
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by recognising particular patterns of pixel,
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like taking three diagonal pixels
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and turning that into a smooth diagonal line.
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These shaders assume that
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each pixel drawn by the game's artists
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is a single pixel in the video output they analyze.
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Most of the consoles higan emulates
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becomes a single pixel in the video output they analyze.
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Many of the consoles higan emulates
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can only output video at one specific resolution,
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so this "one pixel equals one pixel" rule holds true,
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and shaders like "xBR" work just fine.
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and pattern-based shaders like "xBR" work just fine.
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Unfortunately,
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this is not the case for the Super Famicom.
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The "normal" video mode for the Super Famicom
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The "normal" video mode
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draws 256 pixels across the width of the screen,
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but it also supports a "hi-res" mode
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that draws 512 pixels on each line.
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Since Super Famicom games can enable hi-res mode at any time,
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even halfway through a frame,
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higan always renders Super Famicom video output at 512 pixels wide,
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just in case hi-res mode is enabled later on.
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but the "high resolution" mode draws 512.
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Since Super Famicom games can enable hi-res mode at any time
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(even halfway through a frame),
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higan always renders Super Famicom video output 512 pixels wide,
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just in case.
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This means that in "normal" mode,
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each pixel drawn by the game's artists
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becomes two pixels in the video output,
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breaking the assumption pattern-based shaders are based on.
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breaking the assumption
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that pattern-based shaders are based on.
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The Super Famicom has a similar issue in the vertical direction:
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normally,
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an NTSC-based Super Famicom draws 238 rows of output,
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~60 times per second.
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This is sometimes referred to as "240p" video.
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an NTSC-based Super Famicom draws about 240 rows of output every frame,
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sometimes referred to as "240p" video.
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When a game turns on "interlaced" mode,
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it draws ~480 lines of output,
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~30 times a second;
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first the ~240 odd-numbered lines,
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then going back to the top and drawing the ~240 even-numbered lines.
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it draws the 240 odd-numbered lines of one frame,
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then the 240 even-numbered lines of the next,
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and so forth.
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This is sometimes referred to as "480i" video.
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Although interlaced mode cannot be enabled mid-frame
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like high-resolution mode,
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resolution switching is still complex,
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so higan always draws all 480 lines of video output.
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This means for a normal, non-interlaced game,
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each pixel drawn by the game's artists
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becomes four pixels in the video output
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(two horizontally and two vertically)
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making pattern-based shaders even less useful.
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It also breaks most scanline-emulation shaders,
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since they typically draw a scanline
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for each row of pixels in the video output.
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TODO: https://board.byuu.org/viewtopic.php?p=44758#p44758
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The Mega Drive has similar problems
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to the Super Famicom.
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It has the same behaviour with interlacing,
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but its high-resolution mode switches
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from 256 pixels across to 320 pixels across.
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Therefore in normal mode,
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each pixel drawn by the game's artists
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becomes five pixels in the video output,
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while in high-resolution mode,
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each pixel drawn by the game's artists
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becomes four pixels in the video output
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(or 10 and 8 pixels in non-interlaced mode).
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This also affects the PC Engine:
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https://board.byuu.org/viewtopic.php?p=44779#p44779
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The PC Engine does not support an interlaced mode,
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but its horizontal resolution is much more flexible
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than the Super Famicom or Mega Drive,
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and so it has the same problems with shaders.
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Music and Sound Effect Volume on the Mega Drive
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-----------------------------------------------
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