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https://github.com/holub/mame
synced 2025-04-16 21:44:32 +03:00
Bloom refactoring
- calculation of bloom dimensions is now done only once, when render target is created - reduced blur width for non-vector screens - implemented shadow u/v option for source tile mode
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d44f8f4c2b
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11395616dd
@ -202,8 +202,9 @@ float random(float2 seed)
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uniform float2 ScreenDims;
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uniform float2 TargetDims;
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uniform float2 SourceRect;
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uniform float2 SourceDims;
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// level dimensions not necessary anymore?
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uniform float2 Level0Size;
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uniform float4 Level12Size;
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uniform float4 Level34Size;
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@ -211,6 +212,8 @@ uniform float4 Level56Size;
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uniform float4 Level78Size;
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uniform float4 Level9ASize;
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uniform bool VectorScreen = false;
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VS_OUTPUT vs_main(VS_INPUT Input)
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{
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VS_OUTPUT Output = (VS_OUTPUT)0;
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@ -226,12 +229,17 @@ VS_OUTPUT vs_main(VS_INPUT Input)
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float2 TexCoord = Input.Position.xy / ScreenDims;
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TexCoord += 0.5f / TargetDims; // half texel offset correction (DX9)
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Output.TexCoord0 = TexCoord;
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Output.TexCoord12 = TexCoord.xyxy + (0.5f / Level12Size);
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Output.TexCoord34 = TexCoord.xyxy + (0.5f / Level34Size);
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Output.TexCoord56 = TexCoord.xyxy + (0.5f / Level56Size);
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Output.TexCoord78 = TexCoord.xyxy + (0.5f / Level78Size);
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Output.TexCoord9A = TexCoord.xyxy + (0.5f / Level9ASize);
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Output.TexCoord0 = TexCoord.xy; // + (0.5f / Level0Size);
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TexCoord += VectorScreen
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? 0.5f / TargetDims.xy
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: 0.5f / SourceDims.xy;
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Output.TexCoord12 = TexCoord.xyxy; // + (0.5f / Level12Size);
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Output.TexCoord34 = TexCoord.xyxy; // + (0.5f / Level34Size);
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Output.TexCoord56 = TexCoord.xyxy; // + (0.5f / Level56Size);
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Output.TexCoord78 = TexCoord.xyxy; // + (0.5f / Level78Size);
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Output.TexCoord9A = TexCoord.xyxy; // + (0.5f / Level9ASize);
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return Output;
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}
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@ -57,6 +57,8 @@ uniform float2 SourceDims;
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uniform float2 SourceRect;
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uniform float2 QuadDims;
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uniform int BloomLevel;
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uniform bool VectorScreen;
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static const float2 Coord0Offset = float2(-0.5f, -0.5f);
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@ -68,9 +70,7 @@ VS_OUTPUT vs_main(VS_INPUT Input)
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{
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VS_OUTPUT Output = (VS_OUTPUT)0;
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float2 TargetTexelDims = 1.0f / TargetDims;
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float2 ScreenTexelDims = 1.0f / ScreenDims;
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float2 SourceTexelDims = 1.0f / SourceDims;
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float2 HalfTargetTexelDims = 0.5f / TargetDims;
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Output.Position = float4(Input.Position.xyz, 1.0f);
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Output.Position.xy /= ScreenDims;
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@ -83,17 +83,10 @@ VS_OUTPUT vs_main(VS_INPUT Input)
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float2 TexCoord = Input.Position.xy / ScreenDims;
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TexCoord += 0.5f / TargetDims; // half texel offset correction (DX9)
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float2 VectorTexelOffset = ScreenTexelDims * -0.5;
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float2 RasterTexelOffset = SourceTexelDims * (0.5f * SourceRect) * (1.0f - (QuadDims / ScreenDims));
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TexCoord += VectorScreen
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? VectorTexelOffset
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: RasterTexelOffset;
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Output.TexCoord01.xy = TexCoord + Coord0Offset * TargetTexelDims;
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Output.TexCoord01.zw = TexCoord + Coord1Offset * TargetTexelDims;
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Output.TexCoord23.xy = TexCoord + Coord2Offset * TargetTexelDims;
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Output.TexCoord23.zw = TexCoord + Coord3Offset * TargetTexelDims;
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Output.TexCoord01.xy = TexCoord + Coord0Offset * HalfTargetTexelDims;
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Output.TexCoord01.zw = TexCoord + Coord1Offset * HalfTargetTexelDims;
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Output.TexCoord23.xy = TexCoord + Coord2Offset * HalfTargetTexelDims;
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Output.TexCoord23.zw = TexCoord + Coord3Offset * HalfTargetTexelDims;
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return Output;
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}
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38
hlsl/post.fx
38
hlsl/post.fx
@ -97,17 +97,14 @@ VS_OUTPUT vs_main(VS_INPUT Input)
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Output.Position.xy *= 2.0f; // zoom
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Output.TexCoord = Input.Position.xy / ScreenDims;
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Output.TexCoord += 0.5f / TargetDims; // half texel offset correction (DX9)
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Output.TexCoord += PrepareBloom
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? 0.0f / TargetDims // use half texel offset (DX9) to do the blur for first bloom layer
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: 0.5f / TargetDims; // fix half texel offset correction (DX9)
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Output.SourceCoord = Input.TexCoord;
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float2 ScreenCoordOffset = ShadowUVOffset;
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ScreenCoordOffset = SwapXY
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? ShadowUVOffset.yx
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: ShadowUVOffset.xy;
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Output.ScreenCoord = Input.Position.xy / ScreenDims;
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Output.ScreenCoord += ScreenCoordOffset / ScreenDims;
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Output.Color = Input.Color;
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@ -173,22 +170,31 @@ float4 ps_main(PS_INPUT Input) : COLOR
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float4 BaseColor = tex2D(DiffuseSampler, TexCoord);
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BaseColor.a = 1.0f;
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clip(TexCoord < 0.0f || TexCoord > 1.0f ? -1 : 1);
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// keep border
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if (!PrepareBloom)
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{
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// clip border
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clip(TexCoord < 0.0f || TexCoord > 1.0f ? -1 : 1);
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}
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// Mask Simulation (may not affect bloom)
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if (!PrepareBloom && ShadowAlpha > 0.0f)
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{
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float2 shadowUVOffset = ShadowUVOffset;
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shadowUVOffset = SwapXY
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? ShadowUVOffset.yx
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: ShadowUVOffset.xy;
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float2 shadowDims = ShadowDims;
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shadowDims = SwapXY
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? shadowDims.yx
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: shadowDims.xy;
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float2 shadowUV = ShadowUV;
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// shadowUV = SwapXY
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// ? shadowUV.yx
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// : shadowUV.xy;
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float2 screenCoord = ShadowTileMode == 0 ? ScreenCoord : SourceCoord;
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float2 screenCoord = ShadowTileMode == 0
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? ScreenCoord + shadowUVOffset / ScreenDims
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: SourceCoord + shadowUVOffset / SourceDims;
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screenCoord = SwapXY
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? screenCoord.yx
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: screenCoord.xy;
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@ -198,17 +204,17 @@ float4 ps_main(PS_INPUT Input) : COLOR
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? shadowCount.yx
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: shadowCount.xy;
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float2 shadowTile = (ShadowTileMode == 0 ? ScreenTexelDims : SourceTexelDims) * shadowCount;
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float2 shadowTile = ShadowTileMode == 0
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? ScreenTexelDims * shadowCount
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: SourceTexelDims * shadowCount;
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shadowTile = SwapXY
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? shadowTile.yx
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: shadowTile.xy;
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float2 ShadowFrac = frac(screenCoord / shadowTile);
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float2 ShadowCoord = (ShadowFrac * shadowUV);
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ShadowCoord += 0.5f / shadowDims; // half texel offset
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// ShadowCoord = SwapXY
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// ? ShadowCoord.yx
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// : ShadowCoord.xy;
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float4 ShadowColor = tex2D(ShadowSampler, ShadowCoord);
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float3 ShadowMaskColor = lerp(1.0f, ShadowColor.rgb, ShadowAlpha);
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@ -292,8 +292,12 @@ public:
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d3d_render_target *next;
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d3d_render_target *prev;
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surface *bloom_target[11];
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surface *bloom_surface[11];
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texture *bloom_texture[11];
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float bloom_dims[11][2];
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int bloom_count;
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};
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#endif
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@ -60,7 +60,7 @@ static direct3dx9_loadeffect_ptr g_load_effect = NULL;
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//============================================================
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shaders::shaders() :
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d3dintf(NULL), machine(NULL), d3d(NULL), num_screens(0), curr_screen(0), curr_frame(0), bloom_count(0),
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d3dintf(NULL), machine(NULL), d3d(NULL), num_screens(0), curr_screen(0), curr_frame(0),
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vecbuf_type(), vecbuf_index(0), vecbuf_count(0), avi_output_file(NULL), avi_frame(0), avi_copy_surface(NULL), avi_copy_texture(NULL), avi_final_target(NULL), avi_final_texture(NULL),
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black_surface(NULL), black_texture(NULL), render_snap(false), snap_rendered(false), snap_copy_target(NULL), snap_copy_texture(NULL), snap_target(NULL), snap_texture(NULL),
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snap_width(0), snap_height(0), lines_pending(false), backbuffer(NULL), curr_effect(NULL), default_effect(NULL), prescale_effect(NULL), post_effect(NULL), distortion_effect(NULL),
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@ -1444,32 +1444,19 @@ int shaders::downsample_pass(d3d_render_target *rt, int source_index, poly_info
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curr_effect = downsample_effect;
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curr_effect->update_uniforms();
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int bloom_index = 0;
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float bloom_width = rt->target_width;
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float bloom_height = rt->target_height;
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float bloom_size = bloom_width < bloom_height ? bloom_width : bloom_height;
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for (; bloom_size >= 2.0f && bloom_index < 11; bloom_size *= 0.5f)
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for (int bloom_index = 0; bloom_index < rt->bloom_count; bloom_index++)
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{
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bloom_dims[bloom_index][0] = (float)(int)bloom_width;
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bloom_dims[bloom_index][1] = (float)(int)bloom_height;
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curr_effect->set_vector("TargetDims", 2, bloom_dims[bloom_index]);
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curr_effect->set_vector("TargetDims", 2, rt->bloom_dims[bloom_index]);
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curr_effect->set_int("BloomLevel", bloom_index + 1);
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curr_effect->set_texture("DiffuseTexture",
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bloom_index == 0
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? rt->source_texture[next_index]
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: rt->bloom_texture[bloom_index - 1]);
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// blit(rt->bloom_target[bloom_index], true, D3DPT_TRIANGLELIST, 0, 2);
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blit(rt->bloom_target[bloom_index], true, poly->get_type(), vertnum, poly->get_count());
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bloom_width *= 0.5f;
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bloom_height *= 0.5f;
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bloom_index++;
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// blit(rt->bloom_surface[bloom_index], true, D3DPT_TRIANGLELIST, 0, 2);
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blit(rt->bloom_surface[bloom_index], true, poly->get_type(), vertnum, poly->get_count());
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}
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bloom_count = bloom_index;
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return next_index;
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}
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@ -1514,12 +1501,12 @@ int shaders::bloom_pass(d3d_render_target *rt, int source_index, poly_info *poly
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curr_effect->set_vector("Level78Weight", 2, weight78);
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curr_effect->set_vector("Level9AWeight", 2, weight9A);
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curr_effect->set_vector("Level0Size", 2, bloom_dims[0]);
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curr_effect->set_vector("Level12Size", 4, bloom_dims[1]);
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curr_effect->set_vector("Level34Size", 4, bloom_dims[3]);
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curr_effect->set_vector("Level56Size", 4, bloom_dims[5]);
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curr_effect->set_vector("Level78Size", 4, bloom_dims[7]);
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curr_effect->set_vector("Level9ASize", 4, bloom_dims[9]);
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curr_effect->set_vector("Level0Size", 2, rt->bloom_dims[0]);
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curr_effect->set_vector("Level12Size", 4, rt->bloom_dims[1]);
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curr_effect->set_vector("Level34Size", 4, rt->bloom_dims[3]);
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curr_effect->set_vector("Level56Size", 4, rt->bloom_dims[5]);
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curr_effect->set_vector("Level78Size", 4, rt->bloom_dims[7]);
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curr_effect->set_vector("Level9ASize", 4, rt->bloom_dims[9]);
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curr_effect->set_int("BloomBlendMode", options->bloom_blend_mode);
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curr_effect->set_float("BloomScale", options->bloom_scale);
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@ -1528,12 +1515,12 @@ int shaders::bloom_pass(d3d_render_target *rt, int source_index, poly_info *poly
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curr_effect->set_texture("DiffuseA", rt->target_texture[next_index]);
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char name[9] = "Diffuse*";
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for (int index = 1; index < bloom_count; index++)
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for (int index = 1; index < rt->bloom_count; index++)
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{
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name[7] = 'A' + index;
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curr_effect->set_texture(name, rt->bloom_texture[index - 1]);
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}
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for (int index = bloom_count; index < 11; index++)
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for (int index = rt->bloom_count; index < 11; index++)
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{
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name[7] = 'A' + index;
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curr_effect->set_texture(name, black_texture);
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@ -380,8 +380,6 @@ private:
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int curr_screen; // current screen for render target operations
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int curr_frame; // current frame (0/1) of a screen for render target operations
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int lastidx; // index of the last-encountered target
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float bloom_dims[11][2]; // bloom texture dimensions
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int bloom_count; // count of used bloom textures
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bitmap_argb32 shadow_bitmap; // shadow mask bitmap for post-processing shader
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texture_info * shadow_texture; // shadow mask texture for post-processing shader
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hlsl_options * options; // current options
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@ -2770,10 +2770,10 @@ d3d_render_target::~d3d_render_target()
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(*d3dintf->texture.release)(bloom_texture[index]);
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bloom_texture[index] = nullptr;
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}
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if (bloom_target[index] != nullptr)
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if (bloom_surface[index] != nullptr)
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{
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(*d3dintf->surface.release)(bloom_target[index]);
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bloom_target[index] = nullptr;
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(*d3dintf->surface.release)(bloom_surface[index]);
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bloom_surface[index] = nullptr;
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}
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}
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@ -2836,23 +2836,33 @@ bool d3d_render_target::init(renderer_d3d9 *d3d, d3d_base *d3dintf, int width, i
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(*d3dintf->texture.get_surface_level)(target_texture[index], 0, &target_surface[index]);
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}
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int bloom_index = 0;
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float bloom_width = target_width;
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float bloom_height = target_height;
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bool vector_screen =
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d3d->window().machine().first_screen()->screen_type() == SCREEN_TYPE_VECTOR;
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// larger blur width for vector screens than raster screens
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float scale_factor = vector_screen ? 0.5f : 0.75f;
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float bloom_width = (float)width;
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float bloom_height = (float)height;
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float bloom_size = bloom_width < bloom_height ? bloom_width : bloom_height;
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for (; bloom_size >= 2.0f && bloom_index < 11; bloom_size *= 0.5f)
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for (int bloom_index = 0; bloom_index < 11 && bloom_size >= 2.0f; bloom_size *= scale_factor)
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{
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bloom_width *= 0.5f;
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bloom_height *= 0.5f;
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this->bloom_dims[bloom_index][0] = (int)bloom_width;
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this->bloom_dims[bloom_index][1] = (int)bloom_height;
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result = (*d3dintf->device.create_texture)(d3d->get_device(), (int)bloom_width, (int)bloom_height, 1, D3DUSAGE_RENDERTARGET, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &bloom_texture[bloom_index]);
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if (result != D3D_OK)
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{
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return false;
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}
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(*d3dintf->texture.get_surface_level)(bloom_texture[bloom_index], 0, &bloom_target[bloom_index]);
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(*d3dintf->texture.get_surface_level)(bloom_texture[bloom_index], 0, &bloom_surface[bloom_index]);
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bloom_width *= scale_factor;
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bloom_height *= scale_factor;
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bloom_index++;
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this->bloom_count = bloom_index;
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}
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return true;
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