Author Topic: xBR filter  (Read 48907 times)

Offline pmc2

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xBR filter
« on: January 05, 2012, 02:33:14 PM »
A chance to see what filter in fba?

http://board.byuu.org/viewtopic.php?f=10&t=2248
(v3.3b / v3.5a Cg shader)



Better than 2xsai/hqnx/EPX !!



Offline Barry Harris

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Re: xBR filter
« Reply #1 on: January 05, 2012, 03:07:06 PM »
Would love to see support for GPU accelerated filters in FBA - sadly I know next to nothing about DirectX or graphics programming in general, and I don't have much time to learn. If anybody else wanted to add support to the DX9 blitter(s) for Kega compatible (or BSNES XML, not sure what standards there are exactly!) plugins though, that would be cool. :)
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Offline lantus

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Re: xBR filter
« Reply #2 on: January 05, 2012, 05:30:42 PM »
ive incorporated shaders in FBANext (xbox360 port) and scrapped software filters

https://github.com/lantus/FBANext/tree/master/src/interface/xbox

it should carry over to Win32 fairly easily. Captain-CPX could probably port this over in his sleep :)

Offline Hyllian

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Re: xBR filter
« Reply #3 on: January 06, 2012, 07:34:40 AM »
I posted some of my sources in this forum, but it seems no one was interested:  http://neo-source.com/index.php?topic=1835.msg13204#msg13204

And, that Dolphin image isn't from this filter. It's from a Microsoft Reasearch paper.


Hi, Lantus.

That xBR shader you're using on FBA360 is really old. You need to get 3.5a soon. Convert these to fx, please: http://www.multiupload.com/M2SUIU3J6H

They're the latest. Those with CRT are specially good with arcade games!
« Last Edit: January 06, 2012, 07:36:17 AM by Hyllian »

Offline lantus

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Re: xBR filter
« Reply #4 on: January 06, 2012, 10:53:25 AM »
thanks Hyllian, much appreciated!

edit: not to hi-jack this thread but do you have .fx/hlsl variants of those shaders? I could port them myself but if you already have them that would be even better

double-edit: apparently i cant read. I will port them over to .fx :)

thanks!
« Last Edit: January 06, 2012, 11:20:23 AM by lantus »

Offline Hyllian

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Re: xBR filter
« Reply #5 on: January 06, 2012, 12:20:02 PM »
thanks Hyllian, much appreciated!

edit: not to hi-jack this thread but do you have .fx/hlsl variants of those shaders? I could port them myself but if you already have them that would be even better

double-edit: apparently i cant read. I will port them over to .fx :)

thanks!

Ok. I don't know much about glsl format, so I think you can do this task.  :biggrin:

BTW, here some screenshots I'm getting with this filter:

Original.........................2x..................................4x


Original.........................2x..................................4x


Offline pmc2

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Re: xBR filter
« Reply #6 on: January 06, 2012, 03:16:11 PM »
demul would need this filter also (.slv /.slf)......

Offline Themaister

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Re: xBR filter
« Reply #7 on: January 28, 2012, 08:24:53 AM »
SSNES has quite sophisticated shader support (arbitrary multi-pass), and xBR runs just fine in OpenGL/D3D9 using Cg :) Soon, SSNES can run FBA core when it's properly merged.

Offline SNK_Dude

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Re: xBR filter
« Reply #8 on: February 13, 2012, 07:31:07 AM »
I sure hope this Filter can be implemented sometime in the near future.

It is such a fantastic Filter, in Kega Fusion it gives it almost a HD quality, very top notch and blows away the HQ filters.

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Re: xBR filter
« Reply #9 on: February 16, 2012, 01:07:05 PM »
SSNES has quite sophisticated shader support (arbitrary multi-pass), and xBR runs just fine in OpenGL/D3D9 using Cg :) Soon, SSNES can run FBA core when it's properly merged.

I made an attempt at porting over the SSNES video renderer to the core of FBA at the weekend. It kind of worked and now I have a proof on conecpt ill try and hook it up properly without ruining half the source files in the process.
 

Offline Barry Harris

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Re: xBR filter
« Reply #10 on: February 16, 2012, 04:47:53 PM »
I made an attempt at porting over the SSNES video renderer to the core of FBA at the weekend. It kind of worked and now I have a proof on conecpt ill try and hook it up properly without ruining half the source files in the process.

Very nice kev.

I've added a keep up with the Jones' feature to SVN, 7zip support for rom loading/scanning. :)
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Offline Themaister

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Re: xBR filter
« Reply #11 on: February 16, 2012, 05:27:10 PM »
I made an attempt at porting over the SSNES video renderer to the core of FBA at the weekend. It kind of worked and now I have a proof on conecpt ill try and hook it up properly without ruining half the source files in the process.

That's cool :D Which driver(s)? OpenGL or D3D (external plug)?

kev

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Re: xBR filter
« Reply #12 on: February 16, 2012, 06:27:47 PM »
Opengl but the d3d one should be just as easy to get working.

Offline iq_132

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Re: xBR filter
« Reply #13 on: February 16, 2012, 06:53:21 PM »
Very nice kev.

I've added a keep up with the Jones' feature to SVN, 7zip support for rom loading/scanning. :)

I made an attempt at porting over the SSNES video renderer to the core of FBA at the weekend. It kind of worked and now I have a proof on conecpt ill try and hook it up properly without ruining half the source files in the process.

Some very sexy changes. :D


Offline Barry Harris

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Re: xBR filter
« Reply #14 on: February 17, 2012, 03:41:22 PM »
Opengl but the d3d one should be just as easy to get working.

How good is openGL on Windows now? I thought it got pretty bad lately?
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