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#201 | |
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Join Date: Feb 2014
Location: Poland
Posts: 190
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Quote:
It was masks that i was missing... Great work ![]() |
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#202 | |
Registered User
Join Date: Feb 2014
Location: Poland
Posts: 190
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Quote:
Edit: I think there's something wrong with Beamracing (not filters/masks), with Standard VSync everything is working ok... Last edited by Snake79; 16 February 2019 at 23:34. |
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#203 |
Missile Command Champion
Join Date: Aug 2005
Location: Germany
Age: 52
Posts: 12,457
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It's 100%+ CPU usage in D3D9 in my case. Just checked it. D3D11 runs with app 55% usage with the same settings.
Edit: found a combination where i got this in D3D9 working, but app. 85% CPU usage is not acceptable. Looks nice though. ![]() CRT-Trinitron-Lite-LoRes.fx ![]() CRT-Trinitron-Lite-LoRes.fx+D50-D65-WarmerColors.fx ![]() Last edited by Retro-Nerd; 16 February 2019 at 22:56. |
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#204 |
WinUAE developer
Join Date: Aug 2001
Location: Hämeenlinna/Finland
Age: 49
Posts: 26,567
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#205 |
Registered User
Join Date: May 2017
Location: EU
Posts: 342
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Hi Toni, thanks for addressing it.
![]() I tested it a little more and i found some D3D9 bugs/features too. Used the latest beta from the beta thread. 1. If a mask is selected (standard _winuae.fx) and we try to apply a shader under the -1 pass, then the screen freezes or. becomes black. Tried it with quickstart A500 common configuration and i could reproduce it. Log says: D3D9 (or D3D11): Texture with SOURCETEXTURE semantic not found Happens with D3D9 and D3D11. Interesting is that under passes 1 or more the bug doesn't occour. 2. D3D9: The uniform variable TEXELSIZE seems to be affected by the (Y) scale multiplier (logs didn't say if the texture size is adjusted). I noticed this with a shader that applies scanlines (under 0 pass). The scanlines look normal without the -1 pass, but get 2x denser if the -1 pass is applied with 2x multiplier etc.. Don't know if this is more a feature, but i think passes before scaling are best utilized witout being influenced by the scale multiplier (1:1 scaling). Could not check this under D3D11 yet properly, but there seems to be a change that comes with scaling too. 3. D3D11: if a shader is put under the -1 pass (or pass 1...), the effect gets applied, but the result is only showing very enlarged top left part of the texture. I could reproduce it with the quickstart A1200 configuration, changing to lores and single line mode. Strangly the default configuration (hires, double line mode) works without the "top-left" bug. Happens with my other setups even using hires. I'll include 2 "test" shaders for the case, the "D50-D65-WarmerColors.fx" is for non 0 passes since it shows some effect - one can see when it's applied, and the CRT shader is to test the scanlines (point 2. ). Have not tested this until recently and it's not a crittical issue i guess... |
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#206 |
WinUAE developer
Join Date: Aug 2001
Location: Hämeenlinna/Finland
Age: 49
Posts: 26,567
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That wasn't very clear.. I am still not sure which test shader does what or what it shouldn't do..
And what shader is required for case 1? (Don't just say "use shader that does this and that") |
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#207 |
Registered User
Join Date: May 2017
Location: EU
Posts: 342
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Sure. Even i found the bug report a bit overwhelming.
![]() I will concentrate a bit on the "case 1" first. For non 0 (i.e. -1, 1) passes it's OK to use the "D50-D65-WarmerColors.fx" as a test shader, because it's a simple shader that works under D3D9/11 and shows an effect. If i set the shaders/masks up like in the attached picture, it will result a black screen and the log window will get spammed (both D3D9 and D3D11). Logs show an error: Code:
Texture with SOURCETEXTURE semantic not found Thanks again Toni for giving it a thought... |
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#208 |
WinUAE developer
Join Date: Aug 2001
Location: Hämeenlinna/Finland
Age: 49
Posts: 26,567
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Ok.. I am not anymore sure what shader specific masks should do (non-zero shader position). Each position also has mask slot but there was not handling for mask (which caused the not found error and in some situations it was used as main mask.. This is fixed now). Perhaps it was supposed to make select mask available for the custom shader?
But in that case zero position shader would not see the mask or both shader and winuae.fx would draw it which isn't good solution either. Should winuae ignore winuae.fx mask handling if shader takes mask parameter? Filter GUI fixed, mask selection was not updated when shader position was changed. This got broken in 410b4. |
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#209 |
Registered User
Join Date: May 2017
Location: EU
Posts: 342
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Thanks Toni, i have tested the new version and it shows very good default behavior. It makes sense to apply the mask only once since _winuae.fx application, as i recall, takes place after the main shader "event".
Could you also take a look again at the "case 3" problems? It happens (see picture) when delegating a shader to a non-zero position with D3D11. The shader gets applied, but there seems to be a scaling/coordinate bug. It seems to be caused if scale multiplier is greater than 1. Only enlarged top-left part of the scene is displayed. I'm slowly moving my defaults to D3D11/beamracing and it's an annoying critter... |
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#210 | ||
WinUAE developer
Join Date: Aug 2001
Location: Hämeenlinna/Finland
Age: 49
Posts: 26,567
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Quote:
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#211 | ||
Registered User
Join Date: May 2017
Location: EU
Posts: 342
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Quote:
![]() I will make a post about it somewhat later (with best hopes). ![]() Quote:
Thanks for your time again. |
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#212 |
Missile Command Champion
Join Date: Aug 2005
Location: Germany
Age: 52
Posts: 12,457
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I noticed a problem with the multi shader option. If i put something in "1" and sideload another shader in "-1", save and reload the config, the latter always ends up at "-4". I'm pretty sure that didn't happen some month ago while i was testing the "GDAPT-Lores.fx" shader.
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#213 |
Posts: n/a
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Hi guest.r, I remember you programmed an .fx version of CRT-Lottes for Dosbox Daum. We talked about that shader in a thread in the FS-Uae section, more than a year ago.
I really cannot remember if you made a Lottes fx version for WinUae too... Anyway, CRT Easymode Halation looks pretty good already. :-) |
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#214 | |
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Join Date: May 2017
Location: EU
Posts: 342
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Quote:
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#215 |
WinUAE developer
Join Date: Aug 2001
Location: Hämeenlinna/Finland
Age: 49
Posts: 26,567
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#216 | |
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Join Date: May 2017
Location: EU
Posts: 342
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But i understand these bug hunts are a bit annoying sometimes, reminds me of writing a shader for something with no error logs where the app just crashes on any error. ![]() Main point is, D3D11 shaders work well in general, this would be more or less a bonus with anti-dithering, color altering and smoothing shaders. So i'm happy even if this currently stands on a low priority list. Thanks for stopping by again. ![]() Last edited by guest.r; 19 February 2019 at 22:23. |
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#217 |
Posts: n/a
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Gosh, thanks! For some reason this version of CRT-Lottes isn't as impressive as the one I saw in FS-UAE. Maybe it's my fault, because I use "Automatic resize" with some 320x200 games which don't fill the whole screen. Or maybe shadowmasks are deactivated. I remember CRT-Lottes' colors to be more saturated and vivid.
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#218 |
Missile Command Champion
Join Date: Aug 2005
Location: Germany
Age: 52
Posts: 12,457
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With the current winuae beta from yesterday (21:48 compile time) i get a black screen using every filter or single shader in D3D11. D3D9 works.
The version from the 18.02 (17:20) is still fine with D3D11 though. |
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#219 | |
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Join Date: May 2017
Location: EU
Posts: 342
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#220 | |
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Anyway, I'm nitpicking here. ![]() |
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