VIDEO Patch for pixel-perfect scaling (SDL1)

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Re: Patch for pixel-perfect scaling [was:Full-screen mode]

Postby KainXVIII » 2017-2-05 @ 18:12

Ant_222 wrote:
KainXVIII wrote:Something new?
Yes, it looks as though DOSBox's VGA emulator gives me this PAR of 1.169, and my patch has nothing to do with it. I will add the same logging to a clean SVN version and check again, ok? If my suspicions be confirmed, I shall ask the core developers.

Ok.
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Re: Patch for pixel-perfect scaling [was:Full-screen mode]

Postby Ant_222 » 2017-2-05 @ 18:39

Attached is the SVN version with logging.
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Re: Patch for pixel-perfect scaling [was:Full-screen mode]

Postby Great Dragon » 2017-2-06 @ 02:35

Does this build support pixel shaders?
It doesn't support Direct3D for I can't use shaders from yhkwong (Daum) build. But what about OpenGL?
Can I use these https://github.com/duganchen/dosbox_shaders or libretro GLSL?
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Re: Patch for pixel-perfect scaling [was:Full-screen mode]

Postby KainXVIII » 2017-2-06 @ 09:17

Ant_222 wrote:Attached is the SVN version with logging.

1.200 for Norton Commander
1.169 for Knights of Xentar
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Re: Patch for pixel-perfect scaling [was:Full-screen mode]

Postby Ant_222 » 2017-2-06 @ 09:35

Great Dragon wrote:Does this build support pixel shaders?
It doesn't support Direct3D for I can't use shaders from yhkwong (Daum) build. But what about OpenGL?
Can I use these https://github.com/duganchen/dosbox_shaders or libretro GLSL?
My patch has nothing to do with any of this. It only adds a software-processing layer to the surface output, which upscales the image horizontally and vertically by integer factors so as to preserve the original pixels as ideally sharp squares or rectangles, depending of the aspect ratio. Edit: There is also a nearest-neighbor mode (surfacenb) and a "near-perfect" mode (surfacenp), which emulates the oversample-downscale technique but is somewhat slow.
Last edited by Ant_222 on 2017-2-06 @ 09:51, edited 1 time in total.
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Re: Patch for pixel-perfect scaling [was:Full-screen mode]

Postby Ant_222 » 2017-2-06 @ 09:38

KainXVIII wrote:
Ant_222 wrote:Attached is the SVN version with logging.
1.200 for Norton Commander
1.169 for Knights of Xentar
Thank you. I will create another thread about it.
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Re: Patch for pixel-perfect scaling [was:Full-screen mode]

Postby Great Dragon » 2017-2-06 @ 12:26

Ant_222 wrote:My patch has nothing to do with any of this.

Sorry my bad. I thought it's official DosBox ECE thread.
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Re: Patch for pixel-perfect scaling [was:Full-screen mode]

Postby Sarcophagist » 2017-3-31 @ 19:10

I just tried this patch for the first time. Most games look excellent. The only exception so far being Jazz Jackrabbit. For some weird reason it sports a 320x199 resolution during gameplay, which 1.02 aspect ratio tricks DosBox into 5x5 scaling instead of 4x5.
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Re: Patch for pixel-perfect scaling [was:Full-screen mode]

Postby Ant_222 » 2017-3-31 @ 19:24

Sarcophagist wrote:I just tried this patch for the first time. Most games look excellent.
My pleasure!
The only exception so far being Jazz Jackrabbit. For some weird reason it sports a 320x199 resolution during gameplay, which 1.02 aspect ratio tricks DosBox into 5x5 scaling instead of 4x5.
Confirmed in this post.
Edit: To clarify—testing has showed that the strange resolution and aspect ratio are calculated by the standard DOSBox graphics engine, and then passed to the software scaler implemented in the patch.
Last edited by Ant_222 on 2017-4-02 @ 14:32, edited 1 time in total.
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Re: Patch for pixel-perfect scaling [was:Full-screen mode]

Postby Ant_222 » 2017-4-01 @ 13:59

Upon my request the whole thread has just been moved to the Patches section. Thank you, Qbix.
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Re: Patch for pixel-perfect scaling

Postby KainXVIII » 2017-4-12 @ 18:14

Ravenloft: Stone Prophet testing (sadly, scaling is not so great with 1080p monitor and 320x400 game resolution, in result = game screen is somewhat tiny)

prophet1.png

And this is how game looks with surface-collapse-dbl=true, just for fun :cool: ("lowres", unreadable font, but game screen scaled much better)

Prophet.png
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Re: Patch for pixel-perfect scaling

Postby KainXVIII » 2017-4-12 @ 23:06

Also, is it me or fade to black effects with surfacenp has no more slowdowns?? At least in VGA games..
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Re: Patch for pixel-perfect scaling

Postby Ant_222 » 2017-4-13 @ 09:04

KainXVIII wrote:And this is how game looks with surface-collapse-dbl=true, just for fun :cool: ("lowres", unreadable font, but game screen scaled much better)
It may be either that the game cannot work with surface-collapse-dbl (its pixel rows are not always doubled) or a bug in my patch. I will check it.
Also, is it me or fade to black effects with surfacenp has no more slowdowns?? At least in VGA games..
I don't think I have managed to improve the performance of surfacenp.
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Re: Patch for pixel-perfect scaling

Postby KainXVIII » 2017-4-13 @ 09:06

Ant_222 wrote:
KainXVIII wrote:I don't think I have managed to improve the performance of surfacenp.

Yeah, maybe some software update on my side (nvidia drivers, windows 10 creator's update...)
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Re: Patch for pixel-perfect scaling

Postby Ant_222 » 2017-4-13 @ 09:10

Can you post the same screenshot with surfacepp at
Code: Select all
windowresolution=original
and with no aspect correction?
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Re: Patch for pixel-perfect scaling

Postby KainXVIII » 2017-4-13 @ 09:51

Ant_222 wrote:Can you post the same screenshot with surfacepp at
Code: Select all
windowresolution=original
and with no aspect correction?

Fullscreen

prophet2.png

Windowed

prophet3.png
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Re: Patch for pixel-perfect scaling

Postby Ant_222 » 2017-4-13 @ 10:30

I see. This game (at least its menu) cannot work with surface-collapse-dbl because its actual vertical resolution is 400 pixels, not 200.
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Re: Patch for pixel-perfect scaling

Postby KainXVIII » 2017-4-13 @ 10:43

Ant_222 wrote:I see. This game (at least its menu) cannot work with surface-collapse-dbl because its actual vertical resolution is 400 pixels, not 200.

So nothing wrong with it? =)
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Re: Patch for pixel-perfect scaling

Postby PhilsComputerLab » 2017-4-13 @ 10:51

Ant_222 could be so kind and briefly explain how this project works? The gist of it?

My understanding and experiments led to 1600 x 1200 being the pixel perfect resolution to display 320 x 200 games in 4:3 aspect ratio. I'm just wondering what I'm missing here.
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Re: Patch for pixel-perfect scaling

Postby Ant_222 » 2017-4-13 @ 11:30

PhilsComputerLab wrote:My understanding and experiments led to 1600 x 1200 being the pixel perfect resolution to display 320 x 200 games in 4:3 aspect ratio. I'm just wondering what I'm missing here.
That is correct for 320 x 200 games with the 5:6 pixel aspect raio. My patch should give this result with a 1600 x 1200 monitor. If it does not, post the game, a screenshot, and the relevant fragment of the config file.
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