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Re: Snes9x with xBRZ scaler support

Posted: Sun Nov 02, 2014 7:24 pm
by Zenju
Hi,

I just released version 1.1 of xBRZ with two noticeable improvements: 1. alpha channel support, and 2. improved color detection:

https://sourceforge.net/projects/hqmame/files/xBRZ/

I guess Snes9x does not need to scale images with alpha channels, but the new color detection is an improvement in all cases in my tests.

Best, Zenju

Re: Snes9x with xBRZ scaler support

Posted: Sun Nov 02, 2014 9:34 pm
by sparky
I'm trying to apply this to the mac renderer, but I'm kind of at a loss as to how to incorporate the code into the project. I added the three files and made some extra functions, but I don't know how to make the code fit into the program yet. I other words, I don't know how to make it activate that renderer, like which functions need to be referenced in new implemented functions. It's hard to describe. I guess I'll take a look at what you did with the windows port. (Unless you can implement this in the mac code for me so I can just add an Interface Builder enum for the popup menu and sit back 8) .)

Re: Snes9x with xBRZ scaler support

Posted: Fri Nov 21, 2014 3:26 pm
by Zenju
One more xBRZ update: v1.2: After having some fun with the alpha-channel I gave the performance yet another intense overhaul: Was able to squeeze out 30% of the already optimized multithreaded version!

2014-11-21: Updated xBRZ to version 1.2:
- improved performance by over 30%
- Improved color analysis

https://sourceforge.net/projects/hqmame/files/xBRZ/

Re: Snes9x with xBRZ scaler support

Posted: Sun Nov 23, 2014 11:46 am
by Predator82
Comes to TestBuild?

Re: Snes9x with xBRZ scaler support

Posted: Sun Jan 11, 2015 12:17 pm
by EternalFG
Amazing stuff! Any build available with xBRZ 1.2?

Re: Snes9x with xBRZ scaler support

Posted: Sun Jan 11, 2015 8:48 pm
by Zenju
Predator82 wrote:Comes to TestBuild?
Here you go:
https://sourceforge.net/projects/xbrz/files/Snes9x/

Just compiled from current GIT sources including the 1.2 version of xBRZ.
As expected the actual perf improvement compared to xBRZ 1.1 is quite significant! For testing you can check the CPU time with Process Explorer.

Re: Snes9x with xBRZ scaler support

Posted: Mon Jan 12, 2015 1:02 pm
by OV2
I'll definitely merge it into the mainline git, just had too much to do the past few months. Thanks again for your efforts Zenju!

Re: Snes9x with xBRZ scaler support

Posted: Thu Jan 15, 2015 3:01 pm
by 7zxkv
thank you for the job zenju :)

Is it be possible to have a build 32bits like the previous version?

thanks

Re: Snes9x with xBRZ scaler support

Posted: Sat Jan 17, 2015 11:57 am
by Zenju
7zxkv wrote:thank you for the job zenju :)
Is it be possible to have a build 32bits like the previous version?
thanks
You're on XP, right? The build is 32-bit, but it requires Vista and later. I first wanted to make it XP-compatible but then I get a linker error "fatal error LNK1181: cannot open input file 'ddraw.lib'" that I've not had the time to analyze.

Re: Snes9x with xBRZ scaler support

Posted: Mon Jan 19, 2015 10:35 am
by 7zxkv
yes indeed !

Re: Snes9x with xBRZ scaler support

Posted: Wed Jan 28, 2015 3:00 pm
by duff
Hi,

Many thanks, my HTPC was not enough powerful with HLSL 5xBR , but with XBRZ all works fine (and images are better).
I made a pull request https://github.com/snes9xgit/snes9x/pull/64 for GTK.
For linux user (if pull request is not accepted) you can find source here : https://github.com/nmagre/snes9x

Re: Snes9x with xBRZ scaler support

Posted: Wed Jan 28, 2015 4:34 pm
by DaMan
If you trust the new guy here's a XP and 64bit build.
Zenju wrote:I first wanted to make it XP-compatible but then I get a linker error "fatal error LNK1181: cannot open input file 'ddraw.lib'" that I've not had the time to analyze.
MS removed it from the last DX SDK. You can find it here, but I'll save you some work.

Re: Snes9x with xBRZ scaler support

Posted: Wed Jan 28, 2015 8:09 pm
by Zenju
MS removed it from the last DX SDK. You can find it here, but I'll save you some work.
Awesome, that's indeed the problem! Quite strange, but indeed, ddraw.lib is simply missing from the newer version of the DirectX SDK!

Re: Snes9x with xBRZ scaler support

Posted: Thu Jan 29, 2015 8:47 pm
by OV2
Finally had the time to merge this in, here is the latest testbuild: snes9x_testbuild_29012015.zip
Zenju wrote:Quite strange, but indeed, ddraw.lib is simply missing from the newer version of the DirectX SDK!
It's been missing since the June 2010 SDK release, probably because they deprecated it. That's why I still build against the June 2008 SDK.

Re: Snes9x with xBRZ scaler support

Posted: Sat Jan 31, 2015 4:28 pm
by DaMan
Appreciated. FWIW PGO gives me an additional 15% speedup when using xBRZ 4x.
OV2 wrote:It's been missing since the June 2010 SDK release, probably because they deprecated it. That's why I still build against the June 2008 SDK.
The weird thing is its the Win8 SDK.

Re: Snes9x with xBRZ scaler support

Posted: Sat Feb 28, 2015 3:11 pm
by Hans Stresse
Hi all,
Maye i'm on the correct topic.
First of all, thank you all for your incredible work!
Could you tell me please if the snes9x version you are working on is based on the 8MB made by Fusoya that can be found here ? :
http://fusoya.eludevisibility.org/emulator/index.html
Is the 64 bit version that can be found in the testbuild29012015 made by you, OV2, is "better" than the 32bit version made by Fusoya?
Many thanks in advance for your answers.

Re: Snes9x with xBRZ scaler support

Posted: Sun Mar 01, 2015 11:49 am
by OV2
Fusoya's fixes have been merged into the main source repository, so they are included in all testbuilds since february 2013.
The testbuilds contain more changes, fusoya's build is 1.53 + this special fix.

Re: Snes9x with xBRZ scaler support

Posted: Sat Mar 21, 2015 9:21 pm
by Hans Stresse
Thank you for your answer, OV2. I'm using the last tesbuild for now, and the XBRZ filter is truly a wonderful improvement. You are doing an awesome work!

Re: Snes9x with xBRZ scaler support

Posted: Mon Apr 06, 2015 4:25 am
by Khronikos
I just wanted to say thank you to all involved in getting this working. WOWzers. After using 2xsal, not being happy with the others in many ways, this is a shock at just how good this looks. Congrats! Amazing work. I was even comparing this to 5xBR and it honestly looks like this does a better job every so slightly from the screens I was comparing. Amazing stuff man. It really makes those old games look wonderful again.

Re: Snes9x with xBRZ scaler support

Posted: Tue Apr 07, 2015 1:21 pm
by DaMan
xBRZ 1.3 is out. I take it the changes are no use to snes9x though.