> Alright, I just moved on like everybody else and found a new set of HLSL parameters > that I liked even more than my old one. > > However, I learned about BGFX in the last couple of days and I'm exploring migrating > to it, if anything because when I load CPWizard while playing a game, the display > switches almost immediately between the game and CPWizard, whereas this happens quite > slowly with d3d. Also, it is the direction the MAME team is going and the old HLSL > will be left behind, eventually obsoleting my setup again. > > In order to transfer my most recent, compatible HLSL raster setup to BGFX, I made a > local copy of the BGFX hlsl.json file, found all the parameters from "regular" HLSL > setup and changed them in that file. However, the resulting image was messed up. I > traced the problem down to radial convergence and slot mask pixel count parameters. > > The radial convergence was way off using the same numbers that I had in regular HLSL > so it looks like perhaps BGFX uses a different sort of scale for these parameters > than plain HLSL. The slot mask pixel count in my HLSL settings is negative for both x > and y (I got it from a forum) and works perfectly fine but in BGFX HLSL it's not even > inside the allowable range which doesn't include negative numbers. > > Is there some decoder ring that will help me find equivalent values for these > parameters between old HLSL and BGFX HLSL? > > Also, is it possible to have a BGFX shader for vector games like the regular HLSL > MAME vector.ini preset, which looks fantastic?
FWIW, lately I've been the only one adding new features to HLSL which are added to both the D3D and BGFX versions. I continue to use the D3D driver for performance reasons and I will continue to port new features (assuming I create any) to both D3D and BGFX unless it is somehow impossible to add to D3D. Right now BGFX doesn't save parameters and doesn't support presets which is a big issue. I'm not sure what MAMEDev's vision for BGFX presets is going forward, but I'm hoping that it will work seamlessly with the D3D INIs.
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