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GSdx: Post-processing updates #739

Merged
merged 5 commits into from Aug 6, 2015
Merged

GSdx: Post-processing updates #739

merged 5 commits into from Aug 6, 2015

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Asmodean-
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Sorry about the delay, not had a chance to do anything on this in a while.

PR updates the GSdx post-processing to 2.3, and resolves compiler problems on latest OGL.

Changes are essentially the same as mentioned in this post: http://forums.pcsx2.net/Thread-Custom-Shaders-for-GSdx?pid=441430#pid441430

Where to begin o.o I'd be here all night marking off all of the changes from the previous version.

Basic rundown;

I've reworked, and rewrote most of it, and seperated effects that I had embedded in others. I've added some new effects, improved the options, and their descriptions.

Completely rewrote the color processing logic. Rewrote and improved the logic of many other of the effects. Expanded, and improved the options, and descriptions. etc, etc.

Current effects include;
* FXAA 3.11
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* Bilinear Texture Filtering
* Bicubic Texture Filtering
* Gaussian Texture Filtering
* Bicubic Scaling
* Lanczos Scaling
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* Blended Bloom (6 different blend types)
* HDR Scene Tone Mapping (4 different operator types)
* Color Correction (5 colorspace types)
* Cross Processing (3 conversion types)
* Post-Complement Colour Grading
* Gamma Correction Curve
* Pixel Vibrance Adjustment
* Texture Unsharp Mask
* Contrast Enhancement
* Px Cel Shading
* Paint Shading
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* Sub-pixel Dithering
* Scanline Emulation
* Vignette Effect
* Pixel Border

With a plethora of options for them.

Enjoy =)
Update to 2.3 and resolve OGL.
Update to 2.3 & resolve OGL.
@karasuhebi
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Ooooo lanczos scaling. Fancy. Got any screenshots from PS2 games?

@Asmodean-
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If I get a chance, I'll upload some later, or tomorrow. GS is finicky with scaling though. I recall I had to do a few little logic workarounds for the scaling code.

Ideally I'd like to have the scaling code done interally along with the other 'TV shaders'. It's on my to-do list. of things I've to get around to doing, I'm afraid :)

@gregory38
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 resolves compiler problems on latest OGL.

Do the effects work correctly on OGL?

@Asmodean-
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Do the effects work correctly on OGL?

Yes they do. Also improved the uniformity of effects between both api. Done in an easier way than previously.

@tsunami2311
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I couldnt wait for PR to go threw so I copy the change files and made the new files, I can confirm, FXAA now works and dont disable all the other shader effects like it use to , now works in OpenGL, DX11 working too

FXAA in Opengl use to have to have no effect, plus it disable all the other shader effects when ever it was enabled.

Great work Asmodean

gregory38 added a commit that referenced this pull request Aug 6, 2015
GSdx: Post-processing updates
@gregory38 gregory38 merged commit 7bb506c into PCSX2:master Aug 6, 2015
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4 participants