D3D/OpenGL shader thread. Reborn.
Moderator: General Mods
-
- Rookie
- Posts: 13
- Joined: Wed Mar 30, 2011 10:57 am
Re: D3D/OpenGL shader thread. Reborn.
Human readable ID is easy to add at least A dialog I'm not sure of ... You mean like a GUI API or something?
I can think of one thing at least. I can see the need of making the DSP stuff configurable in runtime, but I want SSNES itself to stay GUI-free.
So, it is possible to add a configurable button, that (pauses the game), calls a callback in the DSP plugin,
that basically lets a DSP GUI (provided by yourself or some other library) take over and show its config window, let the user do his thing, and then return,
where emulation will continue, sounds decent?
EDIT:
Allright, implemented some new stuff. Added a void (*config)(void *data); callback that gives the plugin signal of popping up a config window or something.
Also added const char *ident like the rest of the plugin APIs. I also bumped the API version to 2, but I found some crashes with other plugins, so I had to rename the constant to
SSNES_DSP_API_VERSION. Also added a keybind input_dsp_config.
http://www.multiupload.com/FU6YGXPDSF - ssnes.exe, ssnes-phoenix.exe and ssnes_dsp.h.
I can think of one thing at least. I can see the need of making the DSP stuff configurable in runtime, but I want SSNES itself to stay GUI-free.
So, it is possible to add a configurable button, that (pauses the game), calls a callback in the DSP plugin,
that basically lets a DSP GUI (provided by yourself or some other library) take over and show its config window, let the user do his thing, and then return,
where emulation will continue, sounds decent?
EDIT:
Allright, implemented some new stuff. Added a void (*config)(void *data); callback that gives the plugin signal of popping up a config window or something.
Also added const char *ident like the rest of the plugin APIs. I also bumped the API version to 2, but I found some crashes with other plugins, so I had to rename the constant to
SSNES_DSP_API_VERSION. Also added a keybind input_dsp_config.
http://www.multiupload.com/FU6YGXPDSF - ssnes.exe, ssnes-phoenix.exe and ssnes_dsp.h.
Re: D3D/OpenGL shader thread. Reborn.
Done:
http://mudlord.emuxhaven.net/emulators/ ... effect.rar
License is the same as foo_dsp_effect.
You might need to rewrite the config if you want to port to MacOSX/Linux.
http://mudlord.emuxhaven.net/emulators/ ... effect.rar
License is the same as foo_dsp_effect.
You might need to rewrite the config if you want to port to MacOSX/Linux.
-
- Rookie
- Posts: 13
- Joined: Wed Mar 30, 2011 10:57 am
Re: D3D/OpenGL shader thread. Reborn.
Great stuff ... Started porting to Linux at least. Builds on G++ now
https://github.com/Themaister/SNES-DSP-plugins
A GUI metaplugin that can chain these would be awesome-sauce indeed :p
https://github.com/Themaister/SNES-DSP-plugins
A GUI metaplugin that can chain these would be awesome-sauce indeed :p
Re: D3D/OpenGL shader thread. Reborn.
That's easy to 'fix': disable five cores in the BIOS, enable Cool'n'Quiet and force the cores to run at 800 MHz in the Windows 7 Power Options.mudlord88 wrote:I currently don't have a PC thats old enough for good speed testing. I am stuck with...a hex core, 8GB RAM, and a gtx460 I'm afraid....
Enjoy your old 800MHz single core junker
[i]Have a nice kick in da nutz[/i] @~@* c//
Re: D3D/OpenGL shader thread. Reborn.
I suppose running in some shite VM could work too.
Re: D3D/OpenGL shader thread. Reborn.
Oh yeah:A GUI metaplugin that can chain these would be awesome-sauce indeed :p
reverb + echo + EQ
Oh, same for shaders too, would be nice if SSNES allowed for shader stacking like your PS3 emu ports do :3.
-
- Rookie
- Posts: 13
- Joined: Wed Mar 30, 2011 10:57 am
Re: D3D/OpenGL shader thread. Reborn.
... But it does XML shaders. Even picking two .cg different shaders works (2-pass) (somewhat similar to ps3)
-
- Rookie
- Posts: 13
- Joined: Wed Mar 30, 2011 10:57 am
Re: D3D/OpenGL shader thread. Reborn.
Started writing a metaplugin for DSPs. I can now listen to ... reverb + echo, fuck yeah
-
- New Member
- Posts: 1
- Joined: Fri Dec 16, 2011 5:15 am
Re: D3D/OpenGL shader thread. Reborn.
Anyone know of any shaders that distort/warp the screen so that you can play all games in "touch fuzzy, get dizzy" mode?
With the advent of direct3d shaders in videogames, trippy effects are an absolute must!
Ive seen a curved screen shader on youtube
With the advent of direct3d shaders in videogames, trippy effects are an absolute must!
Ive seen a curved screen shader on youtube
Re: D3D/OpenGL shader thread. Reborn.
Well, there is the "acid" vertex shader for Minecraft. It doesn't warp the screen, though. Just warps the geometry. It'd need to be reprogrammed, though, since it uses some miencraft-specific uniforms.
Maybe these people were born without that part of their brain that lets you try different things to see if they work better. --Retsupurae
Re: D3D/OpenGL shader thread. Reborn.
I wrote a shader that did just that a few months/years ago.CaptainLorax wrote:Anyone know of any shaders that distort/warp the screen so that you can play all games in "touch fuzzy, get dizzy" mode?
With the advent of direct3d shaders in videogames, trippy effects are an absolute must!
Ive seen a curved screen shader on youtube
Its now gone thanks to the passage of time, but usage of timing uniforms plus excessive usage of sine would suffice.