Releases: kokoko3k/koko-aio-slang
1.9.50
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NEW: Add Horizontal "Mask helper" function to Halo section to exploit full mask brightness
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NEW: Add "RGXB" mask Presets
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NEW: Add an option to show simple test patterns
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NEW: Convergence: allow to offset it more and blurring more near borders
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NEW: Allow the choice betweeb FXAA and ddt-xbr-lv1
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NEW: Add dot crawl emulation
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NEW: Allow to zoom/shift fg/bg image when Rotate/flip is set to auto
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NEW: RF noise: add a more sparkling "Snow noise" option, old one renamed to "Uniform noise"
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NEW: RF noise: allow to move it before or after "blur/glow" stage.
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CHANGE: Presets tuning
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CHANGE: Slightly improved Halo blur quality
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CHANGE: Global zoom is auto disabled when integer scaling is enabled
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CHANGE: Better looking spot function
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CHANGE: Removed bezel "Inner Zoom" parameter, "Frame Zoom" parameter renamed as "Frame Alignment"
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FIX: Do not consider flipped titles as "rotated"
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FIX: Fixed common "blurs" aspect ratio
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FIX: Fix override content aspect options when neither ambient light nor bg/fg images are used
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FIX: Spot: corrected spot placament for 90 and 270 rotated titles
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FIX: Correct reflection area shade placements for 270 deg. rotated titles
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PERF: Refactored shader passes to gain speed, previously saved full presets need to be remade, sorry.
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PERF: Big speedup to FXAA code by just removing unused search loop.
Performance went up by almost 4% on my haswell with my standard tests.
1.9.50-rc1
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NEW: Add Horizontal "Mask helper" function to Halo section to exploit full mask brightness
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NEW: Add "RGXB" mask Presets
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NEW: Add an option to show simple test patterns
-
NEW: Convergence: allow to offset it more and blurring more near borders
-
NEW: Allow the choice betweeb FXAA and ddt-xbr-lv1
-
NEW: Add dot crawl emulation
-
NEW: Allow to zoom/shift fg/bg image when Rotate/flip is set to auto
-
NEW: RF noise: add a more sparkling "Snow noise" option, old one renamed to "Uniform noise"
-
NEW: RF noise: allow to move it before or after "blur/glow" stage.
-
CHANGE: Presets tuning
-
CHANGE: Slightly improved Halo blur quality
-
CHANGE: Global zoom is auto disabled when integer scaling is enabled
-
CHANGE: Better looking spot function
-
CHANGE: Removed bezel "Inner Zoom" parameter, "Frame Zoom" parameter renamed as "Frame Alignment"
-
FIX: Do not consider flipped titles as "rotated"
-
FIX: Fixed common "blurs" aspect ratio
-
FIX: Fix override content aspect options when neither ambient light nor bg/fg images are used
-
FIX: Spot: corrected spot placament for 90 and 270 rotated titles
-
FIX: Correct reflection area shade placements for 270 deg. rotated titles
-
PERF: Refactored shader passes to gain speed, previously saved full presets need to be remade, sorry.
-
PERF: Big speedup to FXAA code by just removing unused search loop.
Performance went up by almost 4% on my haswell with my standard tests.
1.9.30
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REMOVED: Removed support for Retroarch versions prior to to 1.16 due to the use of the rotation uniform.
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REMOVED: Removed dot matrix debug parameter
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REMOVED: Y-Tilt FOV option gone.
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NEW: Adjust content/bezel size by also taking width into account
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NEW: Add presets for PSP
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NEW: New parameter: "Interlaced scanlines brighness push" used to lower input gamma
When emulating interlaced screens: Useless for fast response screens such as OLeds -
NEW: Scanline inflation turned into a generic Warped glow setting which can be applied to x axis too.
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NEW: Add a new subfolder "Presets_HiresGames_Fast" containing speedy presets
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NEW: VGA Dobulescan monochrome green and amber presets
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CHANGE: Corners now have a 4:3 aspect
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CHANGE: Y-Tilt does not require you to tweak Bezel tilting
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CHANGE: Lowered default flicker power across the presets (but the flicker one).
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CHANGE: General Presets tuning
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CHANGE: Docs update
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FIX: Keep Deconvergenge constant across input resolutions
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FIX: CVBS color bleed: keep the size constant across input resolutions
intended for Hi resolution content (640x480+) that don't use 2x internal processing -
FIX: Back/Foreground image: correctly scale offset so that it is in "sync" with content position
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FIX: Fully commented config-user.txt, sync'd with config.inc
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FIX: Usual work to enable specific workarounds for D3D11,12
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FIX: Lowered RESSWITCH_SAMPLING_POINT because too near to the screen border
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OPTIMIZED: Slightly optimized fn_border
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OPTIMIZED: Optimized halo vs scanlines blending
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OPTIMIZED: Skip unneded alpha channel assigningments to FragColor
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OPTIMIZED: Debanding: spare useless calls to scale_to_range()
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Overall performance vs previous release lowered from 111 to 108 fps measured by my standard benchmark on Haswell.
this is mainly due to new warped glow feature.
NG-1.9.20-hotfix4
- Inflation was broken when used with tate mode.
NG-1.9.20-hotfix3
- Fix Ntsc Artifacts
NG-1.9.20-hotfix2
- Workaround for glitches reported under AMD gpu + Batocera when using phosphors persistence
- Deltarender: less glitches
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