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Mr Ric
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HLSL Scanline_alpha zooms image
#379505 - 11/11/18 11:30 PM Attachment: sa.jpg 115 KB (1 downloads)


I'm noticing scanline_alpha zooms the image. Is it supposed to have this effect? I thought it was setting the strength of the scanlines. Maybe it's just a combination of some other HLSL settings but just changing scanline alpha from 0.00 0.01 zooms the image to the point where text on the top, left and bottom gets cropped off. See comparison below.


hlsl_enable 1
hlslpath hlsl
hlsl_oversampling 0
hlsl_write auto
hlsl_snap_width 2048
hlsl_snap_height 1536
shadow_mask_tile_mode 0
shadow_mask_alpha 0.0
shadow_mask_texture shadow-mask.png
shadow_mask_x_count 12
shadow_mask_y_count 6
shadow_mask_usize 0.5
shadow_mask_vsize 0.5
shadow_mask_uoffset 0.0
shadow_mask_voffset 0.0
distortion 0.0
cubic_distortion 0.20
distort_corner 0.20
round_corner 0.10
smooth_border 0.01
reflection 0.0
vignetting 0.0
scanline_alpha 0.00
scanline_size 1.0
scanline_height 1.0
scanline_variation 1.0
scanline_bright_scale 2.0
scanline_bright_offset 0.0
scanline_jitter 0.0
hum_bar_alpha 0.0
defocus 0.75,0.0
converge_x 0.0,0.0,0.0
converge_y 0.0,0.0,0.0
radial_converge_x 0.0,0.0,0.0
radial_converge_y 0.0,0.0,0.0
red_ratio 1.05,0.0,0.10
grn_ratio -0.10,1.00,0.25
blu_ratio -0.25,0.25,1.25
saturation 1.25
offset -0.30,-0.20,-0.05
scale 1.15,1.05,0.90
power 0.90,0.90,1.15
floor 0.025,0.025,0.025
phosphor_life 0.25,0.25,0.25
chroma_mode 3
chroma_conversion_gain 0.299,0.587,0.114
chroma_a 0.630,0.340
chroma_b 0.310,0.595
chroma_c 0.155,0.070
chroma_y_gain 0.2124,0.7011,0.0866

[ATTACHED IMAGE - CLICK FOR FULL SIZE]

Attachment



SoltanGris42
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It's not supposed to. new [Re: Mr Ric]
#379506 - 11/11/18 11:55 PM


> I'm noticing scanline_alpha zooms the image. Is it supposed to have this effect? I
> thought it was setting the strength of the scanlines. Maybe it's just a combination
> of some other HLSL settings but just changing scanline alpha from 0.00 0.01 zooms the
> image to the point where text on the top, left and bottom gets cropped off. See
> comparison below.
>

It looks like anikom15 shuffled scanline things around in an update called:

"HLSL: Move scanline to occur before defocus"

about two months ago. My guess is that he broke it at the same time.

But it could have been a different update too by someone else.



anikom15
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Re: HLSL Scanline_alpha zooms image new [Re: Mr Ric]
#379509 - 11/12/18 02:36 AM


> I'm noticing scanline_alpha zooms the image. Is it supposed to have this effect? I
> thought it was setting the strength of the scanlines. Maybe it's just a combination
> of some other HLSL settings but just changing scanline alpha from 0.00 0.01 zooms the
> image to the point where text on the top, left and bottom gets cropped off. See
> comparison below.
>
>
> hlsl_enable 1
> hlslpath hlsl
> hlsl_oversampling 0
> hlsl_write auto
> hlsl_snap_width 2048
> hlsl_snap_height 1536
> shadow_mask_tile_mode 0
> shadow_mask_alpha 0.0
> shadow_mask_texture shadow-mask.png
> shadow_mask_x_count 12
> shadow_mask_y_count 6
> shadow_mask_usize 0.5
> shadow_mask_vsize 0.5
> shadow_mask_uoffset 0.0
> shadow_mask_voffset 0.0
> distortion 0.0
> cubic_distortion 0.20
> distort_corner 0.20
> round_corner 0.10
> smooth_border 0.01
> reflection 0.0
> vignetting 0.0
> scanline_alpha 0.00
> scanline_size 1.0
> scanline_height 1.0
> scanline_variation 1.0
> scanline_bright_scale 2.0
> scanline_bright_offset 0.0
> scanline_jitter 0.0
> hum_bar_alpha 0.0
> defocus 0.75,0.0
> converge_x 0.0,0.0,0.0
> converge_y 0.0,0.0,0.0
> radial_converge_x 0.0,0.0,0.0
> radial_converge_y 0.0,0.0,0.0
> red_ratio 1.05,0.0,0.10
> grn_ratio -0.10,1.00,0.25
> blu_ratio -0.25,0.25,1.25
> saturation 1.25
> offset -0.30,-0.20,-0.05
> scale 1.15,1.05,0.90
> power 0.90,0.90,1.15
> floor 0.025,0.025,0.025
> phosphor_life 0.25,0.25,0.25
> chroma_mode 3
> chroma_conversion_gain 0.299,0.587,0.114
> chroma_a 0.630,0.340
> chroma_b 0.310,0.595
> chroma_c 0.155,0.070
> chroma_y_gain 0.2124,0.7011,0.0866

What driver is this?

Something weird is going on here with the way the textures are getting mapped. With the setting at 0, the scanline shader is bypassed completely. Have you seen this with any other drivers?



Mr Ric
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Re: HLSL Scanline_alpha zooms image new [Re: anikom15]
#379511 - 11/12/18 03:09 AM


>
> What driver is this?
>
> Something weird is going on here with the way the textures are getting mapped. With
> the setting at 0, the scanline shader is bypassed completely. Have you seen this with
> any other drivers?

It's astrocde.cpp. I haven't really noticed it until today when I ran it. Seawolf II is also affected.



anikom15
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Reged: 04/11/16
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Re: HLSL Scanline_alpha zooms image new [Re: Mr Ric]
#379517 - 11/12/18 03:59 AM


I will look into it when I have the chance.

In the meantime, if you can determine which MAME version it stops working that will be helpful.



Mr Ric
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Re: HLSL Scanline_alpha zooms image new [Re: anikom15]
#379538 - 11/13/18 04:19 AM


> I will look into it when I have the chance.
>
> In the meantime, if you can determine which MAME version it stops working that will
> be helpful.

I'll try to find the last working version.


Edit: Looks like it broke with 0.202.

Edited by Mr Ric (11/13/18 04:33 AM)



Lord Nightmare
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Re: HLSL Scanline_alpha zooms image new [Re: Mr Ric]
#382434 - 05/10/19 05:56 AM


> > I will look into it when I have the chance.
> >
> > In the meantime, if you can determine which MAME version it stops working that will
> > be helpful.
>
> I'll try to find the last working version.
>
>
> Edit: Looks like it broke with 0.202.

Is there a mametesters entry created for this bug?



"When life gives you zombies... *CHA-CHIK!* ...you make zombie-ade!"



uman
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Re: HLSL Scanline_alpha zooms image new [Re: Lord Nightmare]
#382443 - 05/11/19 02:10 PM


No, there is no report for it.



RobbbertModerator
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Re: HLSL Scanline_alpha zooms image new [Re: uman]
#382444 - 05/11/19 04:54 PM


-



uman
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Re: HLSL Scanline_alpha zooms image new [Re: Robbbert]
#382445 - 05/11/19 07:15 PM


Well, it is a general shader problem. It is not hlsl only, it happens in bgfx too. So it should be reported, unless really nobody from the devs cares, if any shader is working.



TafoidAdministrator
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Re: HLSL Scanline_alpha zooms image new [Re: uman]
#382446 - 05/11/19 10:05 PM


> Well, it is a general shader problem. It is not hlsl only, it happens in bgfx too. So
> it should be reported, unless really nobody from the devs cares, if any shader is
> working.

At the time the rule was decided, HLSL was all we handled. I guess I need to clarify it and add verbage to cover BGFX/GLSL shaders as well. I haven't been informed otherwise.



uman
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Re: HLSL Scanline_alpha zooms image new [Re: Tafoid]
#382447 - 05/11/19 10:42 PM


To be honest, i did not know that such a dumb rule even existed. Probably that is the reason, why it is the last on the long list. That is just my opinion and i am really curious what kind of reason it is this time.

So we can not have documented errors for shaders? good job on that.

Haze expects shader-talents from the community? ROFL.

Who would be hurt, if shader-errors would be at least documented and collected, so that in a case that some gifted talent wants to improve the shaders, have some stuff to look at???



LensLarque
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Re: HLSL Scanline_alpha zooms image new [Re: uman]
#382592 - 05/29/19 05:13 PM


So is HLSL really going to be removed ?

That'd mean users of alt builds like GroovyMAME will become crt-shader-less in the near future...(it relies on d3d b/c its lag reduction feature doesn't work w/ bgfx)



> MAME isn't about playing the games anyway.



TafoidAdministrator
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Re: HLSL Scanline_alpha zooms image new [Re: LensLarque]
#382593 - 05/29/19 05:49 PM


> So is HLSL really going to be removed ?
>
> That'd mean users of alt builds like GroovyMAME will become crt-shader-less in the
> near future...(it relies on d3d b/c its lag reduction feature doesn't work w/ bgfx)

Isn't GroovyMAME supposed to be made specifically for use with CRT's anyway? Why would a build made for original CRT resolutions need any type of image enhancement to make you think you are on a CRT?



LensLarque
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Re: HLSL Scanline_alpha zooms image new [Re: Tafoid]
#382594 - 05/29/19 06:34 PM


> > So is HLSL really going to be removed ?
> >
> > That'd mean users of alt builds like GroovyMAME will become crt-shader-less in the
> > near future...(it relies on d3d b/c its lag reduction feature doesn't work w/ bgfx)
>
>
> Isn't GroovyMAME supposed to be made specifically for use with CRT's anyway? Why
> would a build made for original CRT resolutions need any type of image enhancement to
> make you think you are on a CRT?

No, there's plenty of benefit for LCDs too, there's been development and fixes specifically for LCD support these past years (and it goes on), you're thinking of the Groovy of long ago.
Today there's full support up to 4K custom resolutions w/ CRT_Emudriver, personally I still use a 1920 and a 1200, but the monitors I have support nearly the full range of video modes from MAME (yes without freesync) so I get the low lag, the smooth scrollings at the right speed, AND the crt shader.
If HLSL goes GM LCD users lose a limb...
But if you really need to remove HLSL could it be re-added to Groovy later as a patch then?

PS: plus HLSL isn't only for the CRT look, I also use it for custom directional smoothing (defocus X & Y only) for several reasons, which is way superior to the little you can do with bilinear.
In short Groovy still uses d3d(9ex) and if you remove HLSL we lose the only thing this build has to make games look good on flat panels.



> MAME isn't about playing the games anyway.



RobbbertModerator
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Re: HLSL Scanline_alpha zooms image new [Re: LensLarque]
#382595 - 05/29/19 06:52 PM


>



LensLarque
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Re: HLSL Scanline_alpha zooms image new [Re: Robbbert]
#382596 - 05/29/19 06:54 PM


> > But if you really need to remove HLSL could it be re-added to Groovy later as a
> patch
> > then?
>
> Whoever looks after Groovymame can add it back in.

Well that's good to know then.



> MAME isn't about playing the games anyway.



B2K24
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Re: HLSL Scanline_alpha zooms image new [Re: LensLarque]
#382602 - 05/29/19 09:04 PM


> Well that's good to know then.

They won't have to. At this point it'll pretty much guarantee that no one will bother to update their version for the majority.



LensLarque
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Re: HLSL Scanline_alpha zooms image new [Re: B2K24]
#382604 - 05/29/19 09:21 PM


> > Well that's good to know then.
>
> They won't have to. At this point it'll pretty much guarantee that no one will bother
> to update their version for the majority.

I don't understand, on what do you base such negative prospect?



> MAME isn't about playing the games anyway.



uman
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Re: HLSL Scanline_alpha zooms image new [Re: LensLarque]
#382605 - 05/29/19 09:24 PM


> > > So is HLSL really going to be removed ?
> > >
> > > That'd mean users of alt builds like GroovyMAME will become crt-shader-less in
> the
> > > near future...(it relies on d3d b/c its lag reduction feature doesn't work w/
> bgfx)
> >
> >
> > Isn't GroovyMAME supposed to be made specifically for use with CRT's anyway? Why
> > would a build made for original CRT resolutions need any type of image enhancement
> to
> > make you think you are on a CRT?
>
> No, there's plenty of benefit for LCDs too, there's been development and fixes
> specifically for LCD support these past years (and it goes on), you're thinking of
> the Groovy of long ago.
> Today there's full support up to 4K custom resolutions w/ CRT_Emudriver, personally I
> still use a 1920 and a 1200, but the monitors I have support nearly the full range of
> video modes from MAME (yes without freesync) so I get the low lag, the smooth
> scrollings at the right speed, AND the crt shader.
> If HLSL goes GM LCD users lose a limb...
> But if you really need to remove HLSL could it be re-added to Groovy later as a patch
> then?
>
> PS: plus HLSL isn't only for the CRT look, I also use it for custom directional
> smoothing (defocus X & Y only) for several reasons, which is way superior to the
> little you can do with bilinear.
> In short Groovy still uses d3d(9ex) and if you remove HLSL we lose the only thing
> this build has to make games look good on flat panels.

You did misunderstood the GroovyMAME d3d dependencies. They are related to direct X and not HLSL.

GroovyMAME already supports BGFX :

What's new in SwitchRes v0.016 alpha 1 (August 2016)

- (Windows 7+) Real full screen support for BGFX renderer (Direct3D 11 backend). Still experimental, dynamic resolution switching may crash on some systems. Latency reduced by the SetMaximumFrameLatency method.


But Calamity temporarily dropped BFGX support in v0.017m (December 2018) due to upstream overhaul.

Edited by uman (05/29/19 09:28 PM)



LensLarque
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Re: HLSL Scanline_alpha zooms image new [Re: uman]
#382607 - 05/29/19 09:50 PM


I know that.

The thing is it'll probably be a long time before Groovy's features can work with BGFX (don't remember well but I think Calamity mentioned more big hurdles, like also with lag reduction), so say for instance HLSL's removed from 0.211, from there Groovy's users might be without CRT shader for maybe what, a year? two? more? that would suck because one of the good sides of Groovy is that it's up-to-date with baseline.

So my point; if HLSL can technically be added-back to Groovy even if only temporarily, well that's good.
(mentioned maybe in the form of a patch bc that would let people deal with that by themselves instead of bothering Calamity)



> MAME isn't about playing the games anyway.


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