GPU Graphics Filters using Shaders

7/24/2010 12:08:29 AM

By RetroRalph

I've been working on the "in game" GUI for the actual emulator (yes I know) and while I was there I decided to re-enable some old code I had, and that is shader based graphics filtering.

Now the difference between using Scale2x, HQ2X, etc and a GPU based approach is that you shift the burden from the CPU to the GPU. RetroCopy will allow you to use both at the same time however, as people like myself have enough power to run pretty much anything.

I'm not sure on what the final combinations will be by release time, however here is what there is to play with at the moment.

CPU Filters: Normal, Doubled, Tripled, Quadrupled, Scale2x, Scale4x
GPU Filters: Normal, Sai2X . And they can both be combined with either horizontal, vertical or grid based "scanlines", which are highly configurable to be as dark/light and spaced how you want.

The grid scanline effect can produce some interest results :-




Action Fighter in particular gets a big boost in the amount of visible colors, for a system that can only usually display 32 colors at once it seems to greatly improve visual quality.

The good thing about GLSL shader based filtering is you can have many different options for particular effects and you aren't as limited in regards to what you can do.

6 responses to GPU Graphics Filters using Shaders

Sasha wrote:

7/24/2010 1:09:50 PM

Yeah this is great improvement for new release.

New version will be released today? :)

Waxonator wrote:

7/24/2010 1:27:04 PM

So many new features....:D I can't wait for the next release!

Waxonator wrote:

7/24/2010 1:29:38 PM

could you implement an ntsc filter?
http://slack.net/~ant/libs/ntsc.html

maux wrote:

7/24/2010 3:35:54 PM

please ralph say it´s 0.800 soon?! :)

RetroRalph wrote:

7/24/2010 9:08:15 PM

Yeah it's not TOO far away. I'm just tying loose ends up now and making things that needed it more professional.

The NTSC filters are a different kind of filter that require "hooking in" to the emulator cores themselves rather than the final blitters. I have added it before for test builds, so I could add it again. You would need to enable it from the emulator options area however.

DiDaDo wrote:

7/27/2010 3:19:38 PM

love filters..

Better sharpness :D



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