MAMEUIFX

A full-of-features version of MAME designed for LCD monitors
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 Post subject: Jezze HLSL settings
PostPosted: 03/05/2015, 20:14 
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I am pleased to see that MAMEUIFX already uses my HLSL shader modifications.

I also created a fork of MAME on GitHub, with the latest improvements and made a pull request, so that we might see those changes in the official MAME/MESS codebase soon.

I still have some tweaks on my to-do list, but I'm quite happy with the current results. There is also a full list of changes so far.


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PostPosted: 04/05/2015, 14:27 
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You're welcome here. I hope your awesome work with HLSL will be taken in account by MAME Developers even if it seems they are more interested in implementing an open-source multi-platform renderer (BGFX) than in fixing bugs in HLSL which is Windows only. We'll see what will happens. For my side, I'll continue to support your work so please keep me updated. :)


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PostPosted: 04/05/2015, 18:54 
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Jezze wrote:
I am pleased to see that MAMEUIFX already uses my HLSL shader modifications.

I also created a fork of MAME on GitHub, with the latest improvements and made a pull request, so that we might see those changes in the official MAME/MESS codebase soon.

I still have some tweaks on my to-do list, but I'm quite happy with the current results. There is also a full list of changes so far.


Thanks Jezze for all your work and putting it on GitHub.

I was able to DL your fork and merge it into official MAME since I don't know how to make a MAMEUIFX compile and everything is working and looking good here.

Do you happen to have HLSL settings for the mame.ini or is it up to the user to find what they like best?

Either way is cool with me and I really appreciate your work :)

Thanks so much Jezze!


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PostPosted: 05/05/2015, 10:04 
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B2K24 wrote:
since I don't know how to make a MAMEUIFX compile


What's wrong with "Extract over official MAME source" and then a "make -j5 OSD=winui"?

This is the easy way.


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PostPosted: 05/05/2015, 12:30 
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This are my settings with the Jezze HLSL. There will be a tutorial for the Jezze shader posted here soon.

Code:
#
# DIRECT3D POST-PROCESSING OPTIONS
#
hlsl_enable               1
hlslpath                  hlsl
hlsl_prescale_x           4
hlsl_prescale_y           4
hlsl_preset               -1
hlsl_write               
hlsl_snap_width           1920
hlsl_snap_height          1080
shadow_mask_alpha         0.3
shadow_mask_texture       ShadowMask.png
shadow_mask_x_count       8
shadow_mask_y_count       6
shadow_mask_usize         0.25
shadow_mask_vsize         0.18750
curvature                 0.10
pincushion                0.20
scanline_alpha            0.5
scanline_size             1.0
scanline_height           1.0
scanline_bright_scale     1.5
scanline_bright_offset    0.00
scanline_jitter           0.05
defocus                   0.0,0.0
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                 1.05,0.00,0.10
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                     0.02,0.02,0.02
phosphor_life             0.4,0.4,0.4


most important are the correct settings for the different slot-masks:

Code:
------------------- crt_shadow_mask settings -------------------

shadow_mask_texture ShadowMask.png
shadow_mask_x_count 6
shadow_mask_y_count 8
shadow_mask_usize 0.1875
shadow_mask_vsize 0.25

------------------- crt_slot_mask settings ---------------------

shadow_mask_texture SlotMask.png
shadow_mask_x_count 6
shadow_mask_y_count 6
shadow_mask_usize 0.1875
shadow_mask_vsize 0.1875

------------------- crt_adapture_grill settings -----------------

shadow_mask_texture AdaptureGrill.png
shadow_mask_x_count 6
shadow_mask_y_count 6
shadow_mask_usize 0.1875
shadow_mask_vsize 0.1875


slot and adapturegrill masks need a higher hlsl_prescale_x and y, of at least 6 and would require a mid-range graphicscard. The ShadowMask needs a hlsl_prescale_x and y of 0 (or auto, so to say) or with 3-4 and works with integrated graphicscards and is really low-resource (this mask looks best for me anyway).

_________________
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PostPosted: 05/05/2015, 16:28 
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Thanks guys for the help and congrats to u-man on promotion to moderator ;)


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PostPosted: 05/05/2015, 23:25 
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You can also use these settings for the shadow-mask.png.

Code:
shadow_mask_texture shadow-mask.png
shadow_mask_x_count 6
shadow_mask_y_count 4
shadow_mask_usize 0.1875
shadow_mask_vsize 0.25

These settings will half the scale on the y-axis and result in a shadow mask similar to this. With the halved y-scale you should also use a doubled y-prescale of at least 6. Unfortunately the current implementation is not pixel-perfect and you will see color bleeding in the shadow mask, if you look close enough. Therefore you can adjust the u/v coordinates with shadow_mask_uoffset and shadow_mask_voffset to reduce the color bleeding.

Here are my settings to achieve the following result. You can add screen curvature and round corner if you like.

Code:
#
# CORE SCREEN OPTIONS
#
brightness                1.00
contrast                  1.00
gamma                     1.00

#
# DIRECT3D POST-PROCESSING OPTIONS
#
hlsl_enable               1
hlslpath                  hlsl
hlsl_prescale_x           8
hlsl_prescale_y           8
hlsl_preset               -1
hlsl_write               
hlsl_snap_width           3200
hlsl_snap_height          1800
shadow_mask_alpha         0.5
shadow_mask_texture       shadow-mask.png
shadow_mask_x_count       6
shadow_mask_y_count       4
shadow_mask_usize         0.1875
shadow_mask_vsize         0.25
shadow_mask_uoffset       0.0
shadow_mask_voffset       0.0
curvature                 0.0
round_corner              0.0
reflection                0.25
vignetting                0.25
scanline_alpha            0.75
scanline_size             1.0
scanline_height           1.0
scanline_bright_scale     2.0
scanline_bright_offset    0.0
scanline_jitter           0.0
defocus                   1.0,0.0
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                 1.05,0.00,0.10
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                     0.05,0.05,0.05
phosphor_life             0.5,0.5,0.5

#
# BLOOM POST-PROCESSING OPTIONS
#
vector_bloom_scale        0.50
raster_bloom_scale        0.50
bloom_lvl0_weight         1.00
bloom_lvl1_weight         0.64
bloom_lvl2_weight         0.32
bloom_lvl3_weight         0.16
bloom_lvl4_weight         0.08
bloom_lvl5_weight         0.04
bloom_lvl6_weight         0.04
bloom_lvl7_weight         0.02
bloom_lvl8_weight         0.02
bloom_lvl9_weight         0.01
bloom_lvl10_weight        0.01

Image


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PostPosted: 06/05/2015, 16:35 
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Thanks so much Jezze. u-man's as well as your settings both look very nice. I'm enjoying them very much :D

Also, Great news! It looks like Arbee has said your work will be merged in the official source tree.

This is outstanding news and Thanks again for all your work :D


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PostPosted: 09/05/2015, 11:47 
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I fixed (2) a small bug in the automatic shadow mask rotation. The user defined screen rotation is now also taken into account.


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PostPosted: 09/05/2015, 15:25 
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Jezze wrote:
I fixed (2) a small bug in the automatic shadow mask rotation. The user defined screen rotation is now also taken into account.


Great. I'll update my source cood as soon as possible. Thank you!


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