Post subject: RetroArch Shaders stuff
Dwedit
He/Him
Joined: 3/24/2006
Posts: 692
Location: Chicago
Hello, I've been working on trying to improve RetroArch's HLSL shaders. Right now, most of them do not build correctly with D3DCompiler, although they do build with the CG compiler. But even RetroArch itself is currently having problems using the CG/HLSL shaders. I fixed up most of the shaders in the "XBR" folder of "common-shaders" to build successfully under both HLSL and CG compiler. I also made my own C# program that can parse a CGP file, compile all the shaders, bind all the variables, and render the frame. Hopefully, fixing up the "common-shaders" to build with HLSL can also help Bizhawk use those shaders.
adelikat
He/Him
Emulator Coder, Site Developer, Site Owner, Expert player (3576)
Joined: 11/3/2004
Posts: 4754
Location: Tennessee
Awesome. I look forwarded to hearing how this goes :)
It's hard to look this good. My TAS projects
Site Admin, Skilled player (1255)
Joined: 4/17/2010
Posts: 11495
Location: Lake Char­gogg­a­gogg­man­chaugg­a­gogg­chau­bun­a­gung­a­maugg
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
Dwedit
He/Him
Joined: 3/24/2006
Posts: 692
Location: Chicago
Here's my current Github repository with all the XBR shaders fixed for HLSL: https://github.com/Dwedit/common-shaders/tree/fix-hlsl (note: not tested) There's lots of directories, so I just did the XBR directory for now, now I'll move on to the next directory. Yes, this takes a while.