More scaling methods? (stretch filters)

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www
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Joined: August 27th, 2019, 9:01 am

More scaling methods? (stretch filters)

Post by www » August 27th, 2019, 9:58 am

Currently only nearest and bilinear are supported. Could use more, like xBRZ. Or at least bicubic, it's not hard to implement, right?
Nearest is only useful for games like HoMM 3 (game window is locked to 800x600, and your monitor's resolution is 1600x1200 or higher)
Bilinear is useful... not sure when, its blur is insane, bicubic has half as much. Why using it at all?
Here's some comparsion from custom opengl wrapper, stretching 800x600 to 1920x1080. Please think about it.

Image, nearest
Image

Image, bilinear
Image

Image, bicubic
Image

Image, xBRZ x4 + bicubic
Image

Text, nearest
Image

Text, bilinear
Image

Text, bicubic
Image

Text, xBRZ x4 + bicubic
Image

William
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Re: More scaling methods? (stretch filters)

Post by William » August 27th, 2019, 10:42 am

Once I figure out how to do scaling shaders, this will be worked on.

My idea currently for scaling shaders is to support RetroArch shaders. When/if I implement this, you would have to supply the shader scripts yourself, because there is a conflict in licensing between DXGL and RetroArch, and as such such a shader engine would be built from the ground up.

(good news, just found out the Slang compiler is MIT-licensed so I could add that in the far future, but shaders would still have to be a separate download since they are GPL)

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