Releases: kokoko3k/koko-aio-slang
NG-1.9.20-hotfix1
2 not critical fixes.
- Deltarender, is a bit heavier now, but much less prone to false positives -> less glitchy.
- scanline dilation size depend on Core size instead of a subsequent pass size.
This, in turn, allow to change (lower to 1x for performance reasons in hires content) the shader pass size without affecting it.
NG-1.9.20
NEW:
* Allow to set glow light sharpness.
* Allow to modulate reflected and diffused light fadeout.
* New Monitor-Screen_Hmask-Screen_SlotMask-Chameleon preset.
* New Monitor-Screen_Hmask-Screen_SlotMask_Taller_Brighter preset.
* Real-time autocrop.
* Add Gameboy Color Presets.
* Scanlines inflation (rounder image)
FIX:
* Tate: Fake scanline size compuration was using the wrong dimension.
* Little border between the bezel and the content will be visible even
when using geometry overrides or luminosity tied zoom.
* Keep ambient leds in place when using bezel and geometry override zoom.
* Adapt ambientlight sampling point to geometry override zoom/aspect.
* Keep ambient leds in place when using bezel and geometry override zoom.
* Fixed Deltarender (not sure when it broke).
CHANGED:
* Better bezel reflections.
* Tuned ambientlight stretcing for vertical games.
* Auto fake integer scanlines will kick in with lower screen resolutions.
MISC:
* Code cleanup.
* Several performance improvements, we're almost back to 4.1 levels.
* Several presets updates.
NG-1.9.13
- Several Micro-optimizations (moderate speedup: 2%..3% on my Haswell)
- Working again on d3d (Xbox) via #define D3D_WORKAROUND
- Drasstically improved compilation times and ntsc color bleed performance on Xbox Series S
- Allow to configure dynamic zoom (raster bloom) again.
- Add an Adaptive black level function (deeped blacks on brighter content)
- Lowered spot strength in presets
- Do not nightify bezel when not using bg image
- Use a sharper tight halo in presets
- Fix black lines on the sides when using dot matrix shadow function
- Slightly offset x coords too to avoid geometry glitches
- Avglum functions needs to activate when resolution switch glitch is needed
- less bloomy tv-pal-myold preset
- Allow to specify the ambientlight sampling point
NG-1.9.1
This is the same as 1.9 - hotfix2, but slimmed down in size by removing not essential stuff like screenshots and the misc folder (moved to another support repo); There is just a new tv-flickering preset.
Presets
- New Monitor-FXAA_sharp-Screen_SlotMask.slangp
- New Monitor-New_aperturegrille_gm.slangp
- New Monitor-VGA-DoubleScan.slangp
- New Monitor-Screen_Hmask-ShadowMask.slangp
- New Monitor-Screen_Hmask-Screen_SlotMask_Taller.slangp
- Halved spot power
- Set almost all presets temperatures to 7200K
- Switch to "fake" integer scanline instead of faker on interlaced content by default
- Hard cut artifacts under treshold on NTSC-2 preset
- Set Automatic integer scanline switching on by default
New/Removed Features
- Dedithering
- Phosphor persistence
- Added lcd antighosting static feature
- Permit integer over-scale
- Removed tilt along y axis, no performance increase, but one param less.
- Removed alternate blanking feature (was already made static)
- Improved NTSC emulation for "anything but rainbows"
- Allow optional Double-scan low input resolutions
- Fake integer scanlines: use -1 to let the shader choose when to activate them.
- Shadowmask
- Add a vibrance parameter to compress chroma dynamic range
- Shake the screen for a while when the resolution changes
Fixes
- Corrected fake integer scanlines period
- Add a new workaround for D3D/XBOX
- Fix a possible division by 0.0
- Cut shader compile time from minutes to seconds on XBOX
- Back/Foreground image rotation/mirroring: support all possible permutations
- Make fake integer scanlines work with rotated and/or tated games too
- Integer scaling now works with tate mode on rotated games
- Bloom: identifying bright areas was broken when overriding content geometry
- Smarter Auto vertical mask alignment
Changes
- Denoise vignette again
- NTSC color bleed is controlled by just 1 parameter now
- Improved dedot function
- Allow to turn on flickering even when not emulating masks or scanlines
- Split spot position parameter in two, (X,Y)
- Don't draw ambientlight over the content when using foreground image
- Foreground image, do not "void" transparent areas which are not on top of the game content
Performance
- Overral unchanged
- Removed some dead code that unexpectedly used to slowdown execution
- Slightly faster basal grid computation
- CVBS bleed: 2..4% speedup by joining side loops
NG-1.9 Hotfix 2
Presets
- New Monitor-FXAA_sharp-Screen_SlotMask.slangp
- New Monitor-New_aperturegrille_gm.slangp
- New Monitor-VGA-DoubleScan.slangp
- New Monitor-Screen_Hmask-ShadowMask.slangp
- New Monitor-Screen_Hmask-Screen_SlotMask_Taller.slangp
- Halved spot power
- Set almost all presets temperatures to 7200K
- Switch to "fake" integer scanline instead of faker on interlaced content by default
- Hard cut artifacts under treshold on NTSC-2 preset
- Set Automatic integer scanline switching on by default
New/Removed Features
- Dedithering
- Phosphor persistence
- Added lcd antighosting static feature
- Permit integer over-scale
- Removed tilt along y axis, no performance increase, but one param less.
- Removed alternate blanking feature (was already made static)
- Improved NTSC emulation for "anything but rainbows"
- Allow optional Double-scan low input resolutions
- Fake integer scanlines: use -1 to let the shader choose when to activate them.
- Shadowmask
- Add a vibrance parameter to compress chroma dynamic range
- Shake the screen for a while when the resolution changes
Fixes
- Corrected fake integer scanlines period
- Add a new workaround for D3D/XBOX
- Fix a possible division by 0.0
- Cut shader compile time from minutes to seconds on XBOX
- Back/Foreground image rotation/mirroring: support all possible permutations
- Make fake integer scanlines work with rotated and/or tated games too
- Integer scaling now works with tate mode on rotated games
- Bloom: identifying bright areas was broken when overriding content geometry
- Smarter Auto vertical mask alignment
Changes
- Denoise vignette again
- NTSC color bleed is controlled by just 1 parameter now
- Improved dedot function
- Allow to turn on flickering even when not emulating masks or scanlines
- Split spot position parameter in two, (X,Y)
- Don't draw ambientlight over the content when using foreground image
- Foreground image, do not "void" transparent areas which are not on top of the game content
Performance
- Overral unchanged
- Removed some dead code that unexpectedly used to slowdown execution
- Slightly faster basal grid computation
- CVBS bleed: 2..4% speedup by joining side loops
NG-1.4
Misc
- Xbox/d3d compatibility: add specific workarounds, enable them by editing config/config-static.inc
- New config/config-static.inc and config/config-user.txt files.
Use them to change static parameters or tu turn runtime parameters into static ones
and gain performance. Keep a backup before updating, ofc.
Presets
- Mitigate glitch patterns in Generic-Handheld-RGB.slangp
- Add two handhelds dotmatrix presets "dots" in uncorrected aspect and 4:3 aspect
- Wider ambientlight in generic handhelds rgb preset
- Tweaked ambientlight on gba night preset
- GBA preset: Switched from dotmatrix to pixelgrid
- Reduce spot power on immersive preset
- Add a simple immersive fxaa preset in the old 4.1 folder
- Updated overmask presets to include unsharp-mask+FXAA and moire mitigation
- New preset Monitor-Screen_Hmask_WideR-Screen_SlotMask
Parameters
- Removed GEOM_CUT_EARS parameter, useless since using my curvature now
- Add moire mitigation option
- Allow to define ambientlight wideness for rotated games
- Allow to switch to fake integer scanlines, always or only on interlaced screens (see docs)
- Haloing can happen on an already "scanlined" image if a new static parameter: HALO_PRE_SCANLINE_GAP
- Remove Inter-cell extra steepness parameter; it has been never used and has very little effect
- Vertical cell Mask->Vertical shift: negative values will select the sharpest line when using screen coords
Fixes/Changes
- Bloom strength on white area was broken when using content geometry override, fixed
- Mitigate clipping on bright background images when mixing ambilight over them
- Disable ambientlight debanding grain/noise when using a background image
- Recentered wx mask so that phosphor falls at the center
- Fixed textures paths in handhelds presets
- Give halo a slight (very slight) rounder look
- Slightly optimized pixel_blank_alternate (still statically disabled)
- Dedot: use green as main channel
- Move DYNZOOM_FACTOR in the static config file
- Switch TATE mode to Auto by default, should affect all the presets
Performance
- Modified debanding code, should be a bit faster now
- Found a bottleneck in the vignette/spot code; small speedup
- Since we gained some fps, switch HALVE_BORDER_UPDATE to 0.0 by default
- small optimization to ntscdec()
NG-1.0
Main changes from 4.1
-
Low level phosphor-grid
which superseedes scanlines, vertical and horizontal mask.
provides more features and is much more flexible by allowing
to emulate common masks and freely draft new ones. -
Add a new overmask preset to increase the whole visible mask
(at the price of moire patterns on lower resolution). -
Add a new Spark look punch to increase the vertical mask effect.
-
Allow to vertically stagger single phosphors to better emulate
y-deconvercence. -
Allow to change vertical and horizontal mask gamma.
-
Spot is now painted over the whole tube when using bezels
and not just on the game content. -
Improved reflection look.
-
Workaround for Flycast + Nvidia + Glcore + Ambient light
not playing well (that was tough). -
Ambient light scene changes are not instantaneous.
-
Selective NTSC artifacts blurring: inverted logic/workflow.
-
Switched to my own curvature function.
-
Luminosity tied zoom now has an hardcoded range.
-
Add an option to show "basal" unexcited phosphors grid.
-
Allow to use negative blurring parameters to switch from
gaussian to box + (eventually) unsharp mask. -
Input gain is not tied to glow feature anymore,
moved to color correction section. -
Prevent bloom from color shifting high tones due to color temperature.
-
Allow to pre-attenuate gain levels before applying halo.
That way it does not change whan changing gain and may help
in avoiding cascading effects when drafting presets. -
Overhauled nightify function.
-
Allow to widen the ambient light effect without pushing led power
-
Allow to set virtual led position.
-
New ambient light "immersive" preset.
-
Now ambient light bezel and/or background image colorization
can use two blend modes, multiply and add (see foggy parametter) -
New active (not used because prone to change) parameter to
clear dot masks betweeb scanlines (dedot). -
Ambient light does not depend on color/brightness corrections
anymore, set it (once) and forget. -
Debanding is now applied on green component only.
-
Ported all old preset to new code.
-
Made new presets to show different masks possibilities.
-
Experimental delta render to save on battery powered devices
which only render zones of the screen that has been changed
Statically disabled. -
Allow to set minimum lines to detect interlaced content by runtime
parameter. -
Add overlay-powered handhelds presets for:
Gamegear,Gameboy Advance, Gameboy mono and Gameboy mono pocket. -
More colorful Ambient lights.
-
Dot Matrix strength has now an "auto" parameter that adapt the grid
steepness to the viewport size to mitigate glitches.
Full Changelog: 4.1...NG-1.0
4.1
- Add a standalone/stripped down version for gameboy mono emulation only in misc folder
- Dot matrix emulation with grid shadow and motion blur
- Allow to emulate monochrome display colorization
- Add gameboy mono preset
- Apply curvature later in the chain so that it is consistent whan inner zoom changes.
- Allow to ignore aspect when doing integer scaling -> integer scale along both axes.
- Allow wrap mode in shader again
- Use mimpaps again to sample bezel lut as it gives rounding errors on amd side
- Add TATE mode
4.0
- Preset tweaks
- Better debanding
- Curvature: apply a small dark border to the image when not drawing bezels
- Slightly modified monitor texture specular reflections
- Add shinybezel and night presets examples
- Code Cleanup
- Implemented a fast 3D Tilt function
- Performance increase measured for base benchmark (240p@60fps -> 1080p@121fps on haswell and GLCORE)
- HiDPI Modified vmask and darklines gap scaling ratio, see GAP_SIZE_PER_SCALE in config.inc
-
...koko-aio should be ready for 4k, but i cannot test due to lack of hardware.
- docs update
- Allow to lower the bezel corner darkness
- Optionally simulate Light diffusion on the bezel
- Provide mix and add methods to colorize background/foreground images
- Allow to force colorization of background and foreground images via ambient LEDs
- Allow to colorize bezel via ambient LEDs
- Add Nightify bezel function
- Alternate blanking, blank bright colors less in [-1..0] range; works as usual in 0..1 range
- Alternate blanking is statically disabled
- Allow to configure Bezel roughness
- Slightly tuned ntsc selective filter parameters
- Simplified scanline code
- Fix slotmask type 3
- Halo is applied after scanline and the "apply over scanlines gap" does what it say.
- Scanline tickness mask is now morphed much better than before.
- Simplified final_pass code
- Backdrop support can be enabled runtime
- Allow to just draw gaps in vmasks
- Add integer scaling
- Allot to cut "Dolby ears" when using curvature
- Disable alternate BFI by default
- Wrap texture mode is disabled statically
- Reflections are better aligned
- Allow to modify the content aspect/zoom/shift leaving the bezel unmodified
- Ditch old reflection blur code and just use mipmaps to blur reflections.
- Allow to set specular reflection strength
- Allow for higher flickering settings