Oops, here is an updated diff:

http://users.ox.ac.uk/~newc2303/gpupatch2.txt

On Wed, 15 Dec 2004 09:07:52 -0800, Christopher Stone
<[EMAIL PROTECTED]> wrote:
> This is a bad patch, it is full of indenting changes.  It is much
> better to sumbit whitespace changes as a separate patch.
> 
> 
> On Wed, 15 Dec 2004 15:01:47 +0000, Matthew Earl <[EMAIL PROTECTED]> wrote:
> > Ok, heres what I've got so far:
> >
> > http://users.ox.ac.uk/~newc2303/gpupatch.txt
> >
> > Details:
> > - All effects implemented except for 6tap+scanline, lq and hq
> > - Behaves exactly like the x11 software driver when in windowed mode
> > - With no resize effect selected, behaves exactly like the old gl driver
> > - Area drawn is exactly equal to the unscaled game size muliplied by
> > the scaling factors
> > - In fullscreen mode screen resolution is switched to make the game
> > fill as much of the screen as possible without cutting anything off.
> >
> > Todo:
> > - Fragment programs have to be in the current directory. This isn't
> > suitable, but where would be a suitable place?
> > - Should already behave sensibly on hardware that doesn't support
> > fragment programs, but this needs testing.
> >
> > As far as the implementation of the HQ/LQ algorithms are concerned, I
> > am worried it may not be possible to implement efficiently in a
> > fragment program. The overview of the algorithm on Maxim Stepin's site
> > ( http://www.hiend3d.com/hq3x.html ) describes a table with 256
> > entries being used to look up coefficients. This in itself should be
> > implementable by using a lookup texture. However, looking at the C
> > implementation of the algorithm, it seems a lookup table is not used
> > at all; a large switch statement is used instead. This would be
> > isomorphic to a lookup table were there not further if statements
> > inside the switch block. Incorporating these conditions into a lookup
> > texture would make for a rather large texture.
> >
> > I think that the inherent differences between the GPU and the CPU mean
> > that efficient algorithms for one are not necessarily efficient for
> > the other. I think it is just fortunate that the scale2x algorithm
> > could be implemented reasonably compactly as a fragment program. I
> > will look at the HQ algorithm again but it might be that the algorithm
> > will have to be changed slightly for it to be usable. I think the best
> > GPU scaling program would be given by a completely new algorithm
> > designed with fragment programs in mind, but this would require
> > research and above all would break xmame's model of having the same
> > algorithms accessible across different video drivers.
> >
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> >
> 
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