Implement LCD persistence shader.

hlsl/phosphor.fx: Do LCD persistence effect using boolean LCD.
LCD persistence is monochrome and thus does not have separate components
like phosphor persistence.

	src/osd/modules/render/d3d/d3dhlsl.cpp: Add slider for LCD
games.

	src/osd/modules/render/d3d/d3dhlsl.h: (BP) Add options for LCD
games.

	src/osd/windows/winmain.cpp: (BP) Add options for LCD games.

	src/osd/windows/winmain.h: (BP) Add options for LCD games.
This commit is contained in:
Westley M. Martinez 2016-12-16 14:42:14 -08:00
parent 0b6f935443
commit 43d7ab3663
5 changed files with 35 additions and 7 deletions

View File

@ -93,8 +93,10 @@ VS_OUTPUT vs_main(VS_INPUT Input)
// Phosphor Pixel Shader
//-----------------------------------------------------------------------------
uniform float DeltaTime = 0.0f;
uniform bool LCD = false;
uniform int Mode = 0;
uniform float DeltaTime = 0.0f;
uniform float LCDTau = 0.0f;
uniform float3 Tau = { 0.0f, 0.0f, 0.0f };
uniform float3 Beta = { 0.0f, 0.0f, 0.0f };
uniform float3 Gamma = { 0.0f, 0.0f, 0.0f };
@ -107,15 +109,20 @@ float4 ps_main(PS_INPUT Input) : COLOR
float g = PrevPix.g;
float b = PrevPix.b;
if (Mode == 0) {
if (LCD) {
r *= LCDTau == 0 ? 0 : exp(-DeltaTime / LCDTau);
g *= LCDTau == 0 ? 0 : exp(-DeltaTime / LCDTau);
b *= LCDTau == 0 ? 0 : exp(-DeltaTime / LCDTau);
}
else if (Mode == 0) {
r = 0;
g = 0;
b = 0;
}
else if (Mode == 1) {
r *= exp(-DeltaTime / Tau.r);
g *= exp(-DeltaTime / Tau.g);
b *= exp(-DeltaTime / Tau.b);
r *= Tau.r == 0 ? 0 : exp(-DeltaTime / Tau.r);
g *= Tau.g == 0 ? 0 : exp(-DeltaTime / Tau.g);
b *= Tau.b == 0 ? 0 : exp(-DeltaTime / Tau.b);
}
else {
if (r != 0.0f)

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@ -526,6 +526,7 @@ bool shaders::init(d3d_base *d3dintf, running_machine *machine, renderer_d3d9 *r
options->phosphor_beta, true);
get_vector(winoptions.screen_phosphor_gamma(), 3,
options->phosphor_gamma, true);
options->lcd_persistence = winoptions.screen_lcd_persistence();
options->saturation = winoptions.screen_saturation();
options->yiq_enable = winoptions.screen_yiq_enable();
options->yiq_jitter = winoptions.screen_yiq_jitter();
@ -797,6 +798,7 @@ int shaders::create_resources()
phosphor_effect->add_uniform("Tau", uniform::UT_VEC3, uniform::CU_PHOSPHOR_TAU);
phosphor_effect->add_uniform("Beta", uniform::UT_VEC3, uniform::CU_PHOSPHOR_BETA);
phosphor_effect->add_uniform("Gamma", uniform::UT_VEC3, uniform::CU_PHOSPHOR_GAMMA);
phosphor_effect->add_uniform("LCDTau", uniform::UT_FLOAT, uniform::CU_LCD_PERSISTENCE);
post_effect->add_uniform("ShadowAlpha", uniform::UT_FLOAT, uniform::CU_POST_SHADOW_ALPHA);
post_effect->add_uniform("ShadowCount", uniform::UT_VEC2, uniform::CU_POST_SHADOW_COUNT);
@ -1078,9 +1080,12 @@ int shaders::defocus_pass(d3d_render_target *rt, int source_index, poly_info *po
int shaders::phosphor_pass(d3d_render_target *rt, int source_index, poly_info *poly, int vertnum)
{
int next_index = source_index;
auto stype = machine->first_screen()->screen_type();
// skip phosphor if mode is off
if (options->phosphor_mode == 0)
if ((options->phosphor_mode == 0 && stype == SCREEN_TYPE_RASTER) ||
(options->phosphor_mode == 0 && stype == SCREEN_TYPE_VECTOR) ||
(options->lcd_persistence == 0 && stype == SCREEN_TYPE_LCD))
{
return next_index;
}
@ -1091,6 +1096,10 @@ int shaders::phosphor_pass(d3d_render_target *rt, int source_index, poly_info *p
curr_effect->set_texture("LastPass", rt->cache_texture);
curr_effect->set_bool("Passthrough", false);
curr_effect->set_float("DeltaTime", delta_time());
if (stype == SCREEN_TYPE_LCD)
curr_effect->set_bool("LCD", true);
else
curr_effect->set_bool("LCD", false);
next_index = rt->next_index(next_index);
blit(rt->target_surface[next_index], false, D3DPT_TRIANGLELIST, 0, 2);
@ -1962,6 +1971,7 @@ enum slider_option
SLIDER_PHOSPHOR_TAU,
SLIDER_PHOSPHOR_BETA,
SLIDER_PHOSPHOR_GAMMA,
SLIDER_LCD_PERSISTENCE,
SLIDER_BLOOM_BLEND_MODE,
SLIDER_BLOOM_SCALE,
SLIDER_BLOOM_OVERDRIVE,
@ -2041,9 +2051,10 @@ slider_desc shaders::s_sliders[] =
{ "Signal Exponent,", -800, 0, 800, 1, SLIDER_COLOR, SLIDER_SCREEN_TYPE_ANY, SLIDER_POWER, 0.01f, "%2.2f", {} },
{ "Signal Floor,", 0, 0, 100, 1, SLIDER_COLOR, SLIDER_SCREEN_TYPE_ANY, SLIDER_FLOOR, 0.01f, "%2.2f", {} },
{ "Phosphor Persistence Mode,", 0, 0, 2, 1, SLIDER_INT_ENUM, SLIDER_SCREEN_TYPE_RASTER_OR_VECTOR, SLIDER_PHOSPHOR_MODE, 0, "%s", { "Off", "Exponential", "Inverse Power" } },
{ "Phosphor Persistence tau,", 0, 26, 100, 1, SLIDER_COLOR, SLIDER_SCREEN_TYPE_RASTER_OR_VECTOR, SLIDER_PHOSPHOR_TAU, 0.001f, "%3.3f", {} },
{ "Phosphor Persistence tau,", 1, 26, 100, 1, SLIDER_COLOR, SLIDER_SCREEN_TYPE_RASTER_OR_VECTOR, SLIDER_PHOSPHOR_TAU, 0.001f, "%3.3f", {} },
{ "Phosphor Persistence beta,", 50, 70, 200, 1, SLIDER_COLOR, SLIDER_SCREEN_TYPE_RASTER_OR_VECTOR, SLIDER_PHOSPHOR_BETA, 0.01f, "%2.2f", {} },
{ "Phosphor Persistence gamma,", 1, 300, 1000, 1, SLIDER_COLOR, SLIDER_SCREEN_TYPE_RASTER_OR_VECTOR, SLIDER_PHOSPHOR_GAMMA, 1, "%.0f", {} },
{ "LCD Perisistence,", 0, 20, 100, 1, SLIDER_FLOAT, SLIDER_SCREEN_TYPE_LCD, SLIDER_LCD_PERSISTENCE, 0.001f, "%3.3f", {} },
{ "Bloom Blend Mode", 0, 0, 1, 1, SLIDER_INT_ENUM, SLIDER_SCREEN_TYPE_ANY, SLIDER_BLOOM_BLEND_MODE, 0, "%s", { "Brighten", "Darken" } },
{ "Bloom Scale", 0, 0, 2000, 5, SLIDER_FLOAT, SLIDER_SCREEN_TYPE_ANY, SLIDER_BLOOM_SCALE, 0.001f, "%1.3f", {} },
{ "Bloom Overdrive,", 0, 0, 2000, 5, SLIDER_COLOR, SLIDER_SCREEN_TYPE_ANY, SLIDER_BLOOM_OVERDRIVE, 0.001f, "%1.3f", {} },
@ -2119,6 +2130,7 @@ void *shaders::get_slider_option(int id, int index)
case SLIDER_PHOSPHOR_TAU: return &(options->phosphor_tau[index]);
case SLIDER_PHOSPHOR_BETA: return &(options->phosphor_beta[index]);
case SLIDER_PHOSPHOR_GAMMA: return &(options->phosphor_gamma[index]);
case SLIDER_LCD_PERSISTENCE: return &(options->lcd_persistence);
case SLIDER_BLOOM_BLEND_MODE: return &(options->bloom_blend_mode);
case SLIDER_BLOOM_SCALE: return &(options->bloom_scale);
case SLIDER_BLOOM_OVERDRIVE: return &(options->bloom_overdrive[index]);
@ -2416,6 +2428,9 @@ void uniform::update()
break;
case CU_PHOSPHOR_GAMMA:
m_shader->set_vector("Gamma", 3, options->phosphor_gamma);
case CU_LCD_PERSISTENCE:
m_shader->set_float("LCDTau", options->lcd_persistence);
case CU_POST_REFLECTION:
m_shader->set_float("ReflectionAmount", options->reflection);

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@ -82,6 +82,8 @@ public:
CU_PHOSPHOR_BETA,
CU_PHOSPHOR_GAMMA,
CU_LCD_PERSISTENCE,
CU_POST_VIGNETTING,
CU_POST_DISTORTION,
CU_POST_CUBIC_DISTORTION,
@ -210,6 +212,7 @@ struct hlsl_options
float phosphor_tau[3];
float phosphor_beta[3];
float phosphor_gamma[3];
float lcd_persistence;
float saturation;
// NTSC

View File

@ -219,6 +219,7 @@ const options_entry windows_options::s_option_entries[] =
{ WINOPTION_PHOSPHOR_TAU";fs_phosphor_tau", "0.026,0.026,0.026", OPTION_STRING, "exponential time constant" },
{ WINOPTION_PHOSPHOR_BETA";fs_phosphor_beta", "0.7,0.7,0.7", OPTION_STRING, "inverse power order" },
{ WINOPTION_PHOSPHOR_GAMMA";fs_phosphor_gamma", "300,300,300", OPTION_STRING, "inverse power time constant" },
{ WINOPTION_LCD_PERSISTENCE";fs_lcd_persistence", "0.02", OPTION_STRING, "LCD pixel persistence time constant" },
/* NTSC simulation below this line */
{ nullptr, nullptr, OPTION_HEADER, "NTSC POST-PROCESSING OPTIONS" },
{ WINOPTION_YIQ_ENABLE";yiq", "0", OPTION_BOOLEAN, "enables YIQ-space HLSL post-processing" },

View File

@ -72,6 +72,7 @@
#define WINOPTION_PHOSPHOR_TAU "phosphor_tau"
#define WINOPTION_PHOSPHOR_BETA "phosphor_beta"
#define WINOPTION_PHOSPHOR_GAMMA "phosphor_gamma"
#define WINOPTION_LCD_PERSISTENCE "lcd_persistence"
#define WINOPTION_SATURATION "saturation"
#define WINOPTION_YIQ_ENABLE "yiq_enable"
#define WINOPTION_YIQ_JITTER "yiq_jitter"
@ -204,6 +205,7 @@ public:
const char* screen_phosphor_tau() const { return value(WINOPTION_PHOSPHOR_TAU); }
const char* screen_phosphor_beta() const { return value(WINOPTION_PHOSPHOR_BETA); }
const char* screen_phosphor_gamma() const { return value(WINOPTION_PHOSPHOR_GAMMA); }
float screen_lcd_persistence() const { return float_value(WINOPTION_LCD_PERSISTENCE); }
float screen_saturation() const { return float_value(WINOPTION_SATURATION); }
// full screen options