Sorry no intent to irritate. I may have not noticed bc I rarely play vector games myself, but anyway you're talking about the changes from 0.202~0.203, probably. edit: specifically in 0.202 then seems to match your link.
Quote:
. VIDEO RENDERING SYSTEM . HLSL . Apply scanline effect before defocus effect and moved scanline effect into separate shader. Port scanline modification to BGFX. . Fixed not set default uniforms for vector pass (render\d3d\d3dhlsl.cpp) . A better way of doing scanline timers (machine\timer.h; (MESS) apple2e.cpp) . Generate layouts for dual-screen machines rather than loading dualhsxs.lay. This ensures aspect ratio is correct for non-4:3 screens (emu\render.cpp). . Allow watchdog timer to take any tag-like for the screen tag rather than only C strings (foodf.cpp, galaga.cpp, gottlieb.cpp, grchamp.cpp, mcr3.cpp, missile.cpp, polepos.cpp, rampart.cpp, sbrkout.cpp, sprint2.cpp, sprint4.cpp, tecmosys.cpp, toobin.cpp and ultratnk.cpp) . Fixed palette-related asserts in ddragon.cpp, efdt.cpp, peplus.cpp, royalmah.cpp, spoker.cpp, system16.cpp, taito_h.cpp and wardner.cpp . Replaced a fail-safe in util\palette.cpp with an assert. Expect regressions, so better to get it out of the way now. . Added read functions for paletteram_ext (emu\emupal.cpp)
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. VIDEO RENDERING SYSTEM . Fixed BGFX not rendering in multiple windows. Internal UI is still glitchy (osd\windows\window.cpp). . HLSL Color Transforms and 3D LUT . Removed broken scanline uniform from post_pass . Added 3D LUT to HLSL . Allow individual LUTs for screen and UI . Added individual phosphor color conversion for HLSL: Shader for converting xyY3 to sRGB (hlsl\chroma.fx). Minor changes to emphasize idea that phosphors are color agnostic (hlsl\phosphor.fx). Conversion from signal RGB to xyY3 (hlsl\post.fx). . Added phosphor examples and update presets . Port 3D LUT and phosphor color shaders to BGFX . Get rid of LCD_FRAMES_PER_SECOND (emu\video.h; (MESS) comquest.cpp, lynx.cpp and ssystem3.cpp) . UFixed compilation with libjpeg for environments where TRUE and FALSE aren't preprocessor macros (emu\rendutil.cpp).
> MAME isn't about playing the games anyway.
Edited by LensLarque (05/06/19 05:25 PM)
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