slang-shaders/bezel/Mega_Bezel/shaders/ShaderTodo.txt

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![Mega_Bezel_Logo|512x256, 75%](upload://6PNkvcMF9Go9Wnk6OJXfYR1opXI.png)
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Mega Bezel is updated to V1.4.0_2022-09-26
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Changes:
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* Updated all the blur paths to match the new paths in the libretro repo
* Adjusted some caching to be slightly faster
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Mega Bezel update to V1.0.003_2022-07-28_Rev-1 * Updated to the latest guest release: crt-guest-advanced-2022-07-27-release1 * Changed Guest mask size to 1 by default so that there isn't inconsistency using guest settings in the Mega Bezel * Adjusted the default SMOOTH-ADV scaling parameters for a sharper smooth look: * HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = 300 * HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR = 125 * HSM_DOWNSAMPLE_BLUR_SCANLINE_DIR = 0 * HSM_DOWNSAMPLE_BLUR_OPPOSITE_DIR = 0 * Added **Shift Sampling Relative to Scanlines** to shift the image relative to the scanlines * The ScaleFx settings now only appear on the SMOOTH-ADV preset nearer the bottom of the parameter list * Fixed Double image when using cropping in NTSC presets reported by @JHorbach1 * Updated to crt-guest-advanced-2022-07-17-release1 * Includes Scanline Gamma * Tube Gel and Diffuse Fixes * Gel is now mapped to the tube, independent of the black edge * Added a feature to add a bit of tube diffuse shading to the GEL this should make it look a little more natural * [ TUBE COLORED GEL IMAGE ] > Normal Multiply by Tube Diffuse Shading * HSM_TUBE_BLACK_EDGE_LAYERING_MODE has been removed as it's not needed anymore * CRT Multiply blend mode now works better when there is extra tube thickness * Changed HSM_TUBE_DIFFUSE_IMAGE_SCALE to 120 by default to have a less rounded look * If you want a stronger rounded shaded look reset it to 100 * Fixed Scale discrepancy when using the Cab Glass Image * Added Shadow Opacity param to control shadow being applied to the static tube highlight
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--- TODO ---------------------------------------
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----------------------------------------------------
* Try Leveraging Fake Scanlines for Gameboy type effect
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* Integer Scale Mode not affecting tube scale
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* Add .params #reference to with all parameters commented out
* Bezel shadow on Potato Tube / Game Image
----------------------------------------------------
--- Examples --------------------------------------
----------------------------------------------------
* Punch Out - Dual Screen
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Recent Performance 2022-09-18
Spec RTX-2060, at 4K:
240p image
ADV 175
XBR-ADV 170
POTATO 422
POTATO-XBR 390
2K image
ADV 105
XBR-ADV 66
4K image
ADV 48
XBR-ADV Crashed
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----------------------------------------------------
--- Post V1 ---------------------------------------
----------------------------------------------------
* Auto Rotate
* Original scaling mode to deal with black final viewport in Parallel RDP in both mupen and Parallel cores.
* Compensate for Negative Crop,
* User crop values should be relative to original core image, not core image + negative crop area
* Missing inner Edge static shading?
* Guess White/Black Matting?
* Auto Shadow for image Layers above screen
* Mega Back Light a la philips Hue/Ambient
* Night light single glow - Place Glows
* Fix Corner Shading
* Double Bezel
* Swap option for Blurry vs Sharp Tube Reflection
* Add NTSC Adaptive Preset?
* Add Variations CRT Royale Glass & Advanced
* Do some more OrionsAngel Presets with new Mega_Bezel
* Add option for core res fake scanlines
* Add Rewind Effect?
* Black Edges should be driven by bezel not screen? (Right now bezel overlaps the screen with no black line)
* When in interlacing mode for vertical opposite mult should do something
* Fix bright area of screen showing outside the black line when bezel is hidden
Update Docs & add some notes about GDV & Grade
* Rotate Dual Screen
* Adjust Black adjustment so it affects not just black, Falloff? Tweak Afterglow?
* Modulate Range on top of Hue & Value?
* Logo Position offset?
* LCD behavior when reaching resolution limit
* Local vs FullScreen Blur on Corner reflection?
* Shadow from Cutout?
* Large Slotmask Bitmap Mask
* Do Hylian Sync Version
----------------------------------------------------
--- Independent Shader Stuff for Main Repo --------
----------------------------------------------------
* Add Test_Max_Resources to Repo
* Make Resolution text shader it's own pass for Repo
* Show Original Res, Previous Pass Res, Next Pass Res, Viewport
* Move Resolution Debug to be top justified
* Gameboy
* Fix DMG Shader
* Fix Low Contrast Issue
* Multiple palettes including Custom for Gameboy
* Add Gameboy Palettes https://www.deviantart.com/thewolfbunny/gallery/69987002/game-boy-palettes
* Independent Bezel Scaling not the same as non-int scale
* Why? Maybe only in Portrait Res?
* Outer reflection corner radius should be independent when in independent mode
* See why very inner edge seems not affected by reflection mask
* Startup Animation - Sprite Sheet
* Frame Shading
* Shading on frame interior edge?
* Frame Inner edge static lighter line
* Frame Interior Edge thickness
* Fix shading with rounded outer corner
* Frame shadow should follow corner radius
* Integer Scale Guides?
* Reflection fade option to have reflection come to 100% at inner frame boundary so you can have a glass like effect outside the bezel
* Per Layer Scaling of Cutout?
* Noise Sampling on Tube Highlight
* When reflection is off still see inner bezel edge reflection
* Guess Resolution for Core Sampling Multiplier?, Set target vertical downsampled resolution, try to get multiple.
* Reflection on Control Panel and Speaker Panel
* Put Torridgristle LUT back in for blue skys?
* Scanlines
* Get GTU to respect scanline direction
* Color Management/Correction
* Brightness balance the presets so they are consistent, some are currently brighter than others
* Add some standard deconvergence which can be used with the rolling scanlines
* Reflection on areas outside the frame, e.g. Arcade Speaker Panel and Control Panel
* Optimize presets using non-float frame buffers
* Independent frame scaling?
Documentation
Troubleshooting
New install of retroarch
Turn all overlays off
I have rings, wavy distortions (Moire)
Moire
The Waves you are seeing are called a Moire effect, its the same effect you see through a screen door sometimes.
It is caused by using a crt shader with scanlines and tube curvature and made worse when the resolution is limited. It is a thorny problem , and sometimes hard to get rid of at 1080, it is much less of a problem at 4k.
Things which can help/fix the problem
Reducing strength of scanlines,
Reducing or curvature or setting it to 0 will definitely fix it.
If you keep using curvature using Integer scale in the shader parameters can sometimes help.
If making own presets reference from crt-Base presets
Old Megabezel https://github.com/HyperspaceMadness/shaders_slang/tree/adf6dc3c0f09db11ebf4fbcf85098ac8232acfcc
----------------------------------------------------
--- Retroarch Features -----------------------------
----------------------------------------------------
* Append (Prepend) Shader Preset - to add a shader preset to the beginning of the chain
* Fix edit shader in UI - Changes are currently lost or need to apply twice
* Fix loss of current parameter values when retroarch goes from full screen to window
* Fix saving with same name with different capitalization creates self reference
* Shaders folder as a path token, e.g. "[shaders]/shaders_slang/" [shaders_dir]?
* Hide Parameters
* Add Core Provided Aspect as Uniform
* Stop Reloading Shader multiple times on Save (Keep optional param)
* Choose Textures in UI
* Shader Textures in Sub Menu - Add ability to set texture overrides in retroarch UI
* Shader Passes in Sub Menu
* Dropdowns for indexed parameters?
* Multiple references in one file for adding passes and parameter overrides
* Edit Multiple References in UI vs Shader Passes, Discreetly change between Simple and Full
* Onscreen Display of current shader preset
* Reload Last Preset
* Next/Previous Shader does not work well if shader was loaded as Game preset
* Sometimes uses different directories, probably related to shader_path in live shader rather than originally loaded preset
* Pass Scaling Types
* Original scaling Type
* MaxAbsolute scaling type?
* If res is lower don't scale if larger scale to this res, good for PSX Upscaling
* Would avoid people crashing with internal resolution multiple
* Add "Timer" uniform variable vec4(total-count, count-since-shader-load, oscillator[1,0,1,0,1,...], [unknown/undefined])
* Unknown could be frames since direction change, good for rewind effect
* Replace Text, for shader type, game & core, content directory
* core_name
* game_name
* [shadertype], [gamename], [corename], [contentdirectory]
* Check textures and use default if not found
* Check for alias used multiple times appears as semantic error now
* global.x is semantic error if x not in global
* GIF support
* Fix <texture>Size, only works for textures in DX11, 12, not Vulkan
Super Glow HighFX Version?, manage brightness
Questions for Survey
* Old Perf Numbers before Caching
* Performance of Base presets at 3840x2160 on Nvidia RTX2060:
* ADVANCED - 78 FPS - No comparable old preset
* GLASS - 150 FPS - Old Glass Preset 128 FPS
* STANDARD - 135 FPS - Old Full Preset 140 FPS
* STANDARD-HD-CORE - 105 FPS
* BASIC-BORDER-WITH-REFLECTION - 175 FPS - Old Reflect Only Preset 165 FPS
* BASIC-BORDER - 295 FPS - Old Screen Scale Preset 370 FPS
* Performance on HD-CORE E.G. 1920x1080:
* ADVANCED - 60 FPS
* ADVANCED-HD-CORE - 70 FPS
* STANDARD - 85 FPS
* STANDARD-HD-CORE - 100 FPS
* BASIC-BORDER-WITH-REFLECTION - 126 FPS
* BASIC-BORDER - 180 FPS