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#381 |
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Not so likeable!
![]() ![]() Join Date: Feb 2004
Location: Torino (Italy)
Posts: 161
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New 5xBR v3.7a GLSL and ARB (for NVIDIA cards only)... Big speedup... and no code obfuscation (so Guest.r can copy without problems)! Remember to disable "Screen filtering" and set "Internal X/Y resolution to 0:low" Ciao.
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CPU: Intel CORE i5 M 560 @ 2.67 GHz GPU: NVIDIA NVS 3100M |
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#382 |
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Registered User
![]() Join Date: Apr 2001
Location: Brazil
Posts: 84
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Are you planning "b" and "c" versions?
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#383 |
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Not so likeable!
![]() ![]() Join Date: Feb 2004
Location: Torino (Italy)
Posts: 161
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Yes, but I think the "a" version is enough good for most PSX games (and gamers). I'm working on a version that permit the use of the internal screen filtering. When I think is ready I sent you a PM. Ciao. P.S.: have you tested my "vertex calculation" trick?
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CPU: Intel CORE i5 M 560 @ 2.67 GHz GPU: NVIDIA NVS 3100M |
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#384 | |
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Registered User
![]() Join Date: Apr 2001
Location: Brazil
Posts: 84
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Quote:
Not yet. But I've passed my eyes a bit over it. It seems you know some clever shader tricks. ![]() I'll try to translate to Cg later and see what happens. |
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#385 |
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Registered User
![]() Join Date: Apr 2001
Location: Brazil
Posts: 84
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That I4 texture lookup should be "xw" instead "xy", or Am I mistaken?
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#386 |
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Not so likeable!
![]() ![]() Join Date: Feb 2004
Location: Torino (Italy)
Posts: 161
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#387 |
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Registered User
![]() Join Date: Apr 2001
Location: Brazil
Posts: 84
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SimoneT, why don't you use variables instead assuming resolution of 1024x512? I'll use something like this in my code (not tested yet): Code:
half2 ps = half2(1.0/IN.texture_size.x, 1.0/IN.texture_size.y); half dx = ps.x; half dy = ps.y; // A1 B1 C1 // A0 A B C C4 // D0 D E F F4 // G0 G H I I4 // G5 H5 I5 OUT.texCoord = texCoord; OUT.t1 = texCoord.xxxy + half4( -dx, 0, dx,-2.0*dy); // A1 B1 C1 OUT.t2 = texCoord.xxxy + half4( -dx, 0, dx, -dy); // A B C OUT.t3 = texCoord.xxxy + half4( -dx, 0, dx, 0); // D E F OUT.t4 = texCoord.xxxy + half4( -dx, 0, dx, dy); // G H I OUT.t5 = texCoord.xxxy + half4( -dx, 0, dx, 2.0*dy); // G5 H5 I5 OUT.t6 = texCoord.xyyy + half4(-2.0*dx,-dy, 0, dy); // A0 D0 G0 OUT.t7 = texCoord.xyyy + half4( 2.0*dx,-dy, 0, dy); // C4 F4 I4 |
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#388 | |
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Not so likeable!
![]() ![]() Join Date: Feb 2004
Location: Torino (Italy)
Posts: 161
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Quote:
...and x+x is little bit faster than 2.0*x...
__________________
CPU: Intel CORE i5 M 560 @ 2.67 GHz GPU: NVIDIA NVS 3100M |
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#389 |
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Registered User
![]() Join Date: Apr 2001
Location: Brazil
Posts: 84
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#390 | |
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Not so likeable!
![]() ![]() Join Date: Feb 2004
Location: Torino (Italy)
Posts: 161
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Quote:
Ciao.
__________________
CPU: Intel CORE i5 M 560 @ 2.67 GHz GPU: NVIDIA NVS 3100M |
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#391 |
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Registered User
![]() Join Date: Apr 2007
Location: Brazil
Posts: 51
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Can someone port bsnes' CRT shaders to the openGL2 plugin format? I love the way it looks with the curvature and all. ![]()
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Avatar! Saiba que Britannia entrou em uma nova era de iluminismo! Saiba que a hora finalmente chegou para que o verdadeiro Senhor de Britannia clame Seu lugar à frente do Seu povo! Sobre minha guia, Britannia florescerá, e todos festejarão e prestarão homenagens ao seu novo... Guardião! Saiba que você também deverá se ajoelhar diante de mim, Avatar. Você também brevemente tomará consciência da minha autoridade - pois eu serei seu companheiro... seu provisor... e seu mestre! Core2Duo E4600 - 2,4ghz - 2GB DDR2 800mhz - Zogis GEforce 9800GT 512mb - Windows XP SP3 |
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#392 |
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クロッスエクス
![]() ![]() ![]() ![]() ![]() ![]() Join Date: Mar 2006
Location: Argentina
Posts: 3,649
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#393 |
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Not so likeable!
![]() ![]() Join Date: Feb 2004
Location: Torino (Italy)
Posts: 161
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Small update. In my system, the ARB(fp/vp) version is a little bit faster than the GLSL(slf/slv). Ciao.
__________________
CPU: Intel CORE i5 M 560 @ 2.67 GHz GPU: NVIDIA NVS 3100M |
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#394 |
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Registered User
![]() Join Date: Apr 2001
Location: Brazil
Posts: 84
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SimoneT, I've seen you changed this code: Code:
half3 res = nc.x ? px.x ? F : H : nc.y ? px.y ? B : F : nc.z ? px.z ? D : B : nc.w ? px.w ? H : D : E; Code:
if ((nc.x && px.x) || (nc.y && !px.y))
{
E = F;
}
else
if ((nc.y && px.y) || (nc.z && !px.z))
{
E = B;
}
else
if ((nc.z && px.z) || (nc.w && !px.w))
{
E = D;
}
else
if ((nc.w && px.w) || (nc.x && !px.x))
{
E = H;
}
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#395 | |
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Not so likeable!
![]() ![]() Join Date: Feb 2004
Location: Torino (Italy)
Posts: 161
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Quote:
Code:
if (nc.x) { // if nc.x begin
if (px.x) {
TMP2 = F;
} else {
TMP2 = H;
}
TMP1 = TMP2;
} else {
if (nc.y) { // if nc.y begin
if (px.y) {
TMP4 = B;
} else {
TMP4 = F;
}
TMP3 = TMP4;
} else {
if (nc.z) { // if nc.z begin
if (px.z) {
TMP6 = D;
} else {
TMP6 = B;
}
TMP5 = TMP6;
} else {
if (nc.w) { // if nc.w begin
if (px.w) {
TMP8 = H;
} else {
TMP8 = D;
}
TMP7 = TMP8;
} else {
TMP7 = E;
} // end if nc.w
TMP5 = TMP7;
} // end if nc.z
TMP3 = TMP5;
} // end if nc.y
TMP1 = TMP3;
} // end if nc.x
gl_FragColor = TMP1;
Ciao.
__________________
CPU: Intel CORE i5 M 560 @ 2.67 GHz GPU: NVIDIA NVS 3100M Last edited by SimoneT; April 4th, 2012 at 17:20.. |
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#396 |
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Registered User
![]() Join Date: Apr 2001
Location: Brazil
Posts: 84
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In my code, if (nc.x==1 && px.x==0) then it ALWAYS return H. In your code, if (nc.x==1 && px.x==0), then it MAY return F, for example. |
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#397 | |
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Not so likeable!
![]() ![]() Join Date: Feb 2004
Location: Torino (Italy)
Posts: 161
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Quote:
Ciao ![]() P.S.: the original.jpg was at 128x64 scaled to 1280x640 (10x)
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CPU: Intel CORE i5 M 560 @ 2.67 GHz GPU: NVIDIA NVS 3100M Last edited by SimoneT; April 5th, 2012 at 10:18.. |
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#398 |
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Registered User
![]() Join Date: Apr 2001
Location: Brazil
Posts: 84
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I don't know if we can assume it always happen based only in one example picture. The fact I was trying to demonstrate is that those pieces of codes weren't equivalent anymore. We can test more and if it becomes clear your optimizations fix some defects, then I will incorporate to the cg codes. Improvements are always welcomed! |
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#399 | |
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Not so likeable!
![]() ![]() Join Date: Feb 2004
Location: Torino (Italy)
Posts: 161
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Quote:
__________________
CPU: Intel CORE i5 M 560 @ 2.67 GHz GPU: NVIDIA NVS 3100M |
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#400 | |
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Registered User
![]() Join Date: Apr 2001
Location: Brazil
Posts: 84
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Quote:
![]() ![]() Bsnes? Someone else already made it in this thread: xml shader Maybe you wanna contribute there. EDIT: Your implementation seems a bit different from mine. This is what I'm getting with my Cg shader on PS3: Last edited by Hyllian; April 5th, 2012 at 13:13.. |
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