Merge pull request #1928 from mamedev/revert-1843-hlsl

Revert "New phosphor persistence shaders for HLSL"
This commit is contained in:
R. Belmont 2017-01-05 12:30:17 -05:00 committed by GitHub
commit 5e672fd7b8
15 changed files with 61 additions and 377 deletions

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@ -1,159 +0,0 @@
// license:BSD-3-Clause
// copyright-holders:Ryan Holtz, Westley M. Martinez
//-----------------------------------------------------------------------------
// Ghosting Effect
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// Sampler Definitions
//-----------------------------------------------------------------------------
texture Diffuse;
sampler DiffuseSampler = sampler_state
{
Texture = <Diffuse>;
SRGBTexture = TRUE;
MipFilter = LINEAR;
MinFilter = LINEAR;
MagFilter = LINEAR;
AddressU = CLAMP;
AddressV = CLAMP;
AddressW = CLAMP;
};
texture LastPass;
sampler PreviousSampler = sampler_state
{
Texture = <LastPass>;
SRGBTexture = TRUE;
MipFilter = LINEAR;
MinFilter = LINEAR;
MagFilter = LINEAR;
AddressU = CLAMP;
AddressV = CLAMP;
AddressW = CLAMP;
};
//-----------------------------------------------------------------------------
// Vertex Definitions
//-----------------------------------------------------------------------------
struct VS_OUTPUT
{
float4 Position : POSITION;
float4 Color : COLOR0;
float2 TexCoord : TEXCOORD0;
float2 PrevCoord : TEXCOORD1;
};
struct VS_INPUT
{
float3 Position : POSITION;
float4 Color : COLOR0;
float2 TexCoord : TEXCOORD0;
};
struct PS_INPUT
{
float4 Color : COLOR0;
float2 TexCoord : TEXCOORD0;
float2 PrevCoord : TEXCOORD1;
};
//-----------------------------------------------------------------------------
// Phosphor Vertex Shader
//-----------------------------------------------------------------------------
uniform float2 ScreenDims;
uniform float2 TargetDims;
uniform bool Passthrough;
VS_OUTPUT vs_main(VS_INPUT Input)
{
VS_OUTPUT Output = (VS_OUTPUT)0;
Output.Position = float4(Input.Position.xyz, 1.0f);
Output.Position.xy /= ScreenDims;
Output.Position.y = 1.0f - Output.Position.y; // flip y
Output.Position.xy -= 0.5f; // center
Output.Position.xy *= 2.0f; // zoom
Output.TexCoord = Input.TexCoord;
Output.TexCoord += 0.5f / TargetDims; // half texel offset correction (DX9)
Output.PrevCoord = Output.TexCoord;
Output.Color = Input.Color;
return Output;
}
//-----------------------------------------------------------------------------
// Phosphor Pixel Shader
//-----------------------------------------------------------------------------
uniform float DeltaTime = 0.0f;
uniform float3 LCDRise = { 0.0f, 0.0f, 0.0f };
uniform float3 LCDFall = { 0.0f, 0.0f, 0.0f };
static const float TAU_FACTOR = 0.159154943;
float4 ps_main(PS_INPUT Input) : COLOR
{
float4 CurrPix = tex2D(DiffuseSampler, Input.TexCoord);
float3 PrevPix = tex2D(PreviousSampler, Input.PrevCoord).rgb;
float3 tau = { 0.0f, 0.0f, 0.0f };
float r = PrevPix.r;
float g = PrevPix.g;
float b = PrevPix.b;
if (CurrPix.r > r) {
tau.r = LCDRise.r * TAU_FACTOR;
r = tau.r == 0 ? CurrPix.r : (CurrPix.r - r) *
(1 - exp(-DeltaTime / tau.r)) + r;
}
else {
tau.r = LCDFall.r * TAU_FACTOR;
r = tau.r == 0 ? CurrPix.r : (r - CurrPix.r) *
exp(-DeltaTime / tau.r) + CurrPix.r;
}
if (CurrPix.g > g) {
tau.g = LCDRise.g * TAU_FACTOR;
g = tau.g == 0 ? CurrPix.g : (CurrPix.g - g) *
(1 - exp(-DeltaTime / tau.g)) + g;
}
else {
tau.g = LCDFall.g * TAU_FACTOR;
g = tau.g == 0 ? CurrPix.g : (g - CurrPix.g) *
exp(-DeltaTime / tau.g) + CurrPix.g;
}
if (CurrPix.b > b) {
tau.b = LCDRise.b * TAU_FACTOR;
b = tau.b == 0 ? CurrPix.b : (CurrPix.b - b) *
(1 - exp(-DeltaTime / tau.b)) + b;
}
else {
tau.b = LCDFall.b * TAU_FACTOR;
b = tau.b == 0 ? CurrPix.b : (b - CurrPix.b) *
exp(-DeltaTime / tau.b) + CurrPix.b;
}
return Passthrough ? CurrPix : float4(r, g, b, CurrPix.a);
}
//-----------------------------------------------------------------------------
// Phosphor Technique
//-----------------------------------------------------------------------------
technique DefaultTechnique
{
pass Pass0
{
SRGBWriteEnable = TRUE;
Lighting = FALSE;
VertexShader = compile vs_2_0 vs_main();
PixelShader = compile ps_2_0 ps_main();
}
}

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@ -1,5 +1,5 @@
// license:BSD-3-Clause // license:BSD-3-Clause
// copyright-holders:Ryan Holtz, Westley M. Martinez // copyright-holders:Ryan Holtz
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
// Phosphor Effect // Phosphor Effect
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
@ -13,7 +13,6 @@ texture Diffuse;
sampler DiffuseSampler = sampler_state sampler DiffuseSampler = sampler_state
{ {
Texture = <Diffuse>; Texture = <Diffuse>;
SRGBTexture = TRUE;
MipFilter = LINEAR; MipFilter = LINEAR;
MinFilter = LINEAR; MinFilter = LINEAR;
MagFilter = LINEAR; MagFilter = LINEAR;
@ -27,7 +26,6 @@ texture LastPass;
sampler PreviousSampler = sampler_state sampler PreviousSampler = sampler_state
{ {
Texture = <LastPass>; Texture = <LastPass>;
SRGBTexture = TRUE;
MipFilter = LINEAR; MipFilter = LINEAR;
MinFilter = LINEAR; MinFilter = LINEAR;
MagFilter = LINEAR; MagFilter = LINEAR;
@ -95,51 +93,24 @@ VS_OUTPUT vs_main(VS_INPUT Input)
// Phosphor Pixel Shader // Phosphor Pixel Shader
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
uniform int Mode = 0; uniform float3 Phosphor = float3(0.0f, 0.0f, 0.0f);
uniform float DeltaTime = 0.0f; uniform float DeltaTime = 0.0f;
uniform float3 TimeConstant = { 0.0f, 0.0f, 0.0f }; static const float F = 30.0f;
uniform float3 Beta = { 0.0f, 0.0f, 0.0f };
static const float TAU_FACTOR = 0.4342944819;
static const float GAMMA_INV_FACTOR = TAU_FACTOR / 100;
float4 ps_main(PS_INPUT Input) : COLOR float4 ps_main(PS_INPUT Input) : COLOR
{ {
float4 CurrPix = tex2D(DiffuseSampler, Input.TexCoord); float4 CurrPix = tex2D(DiffuseSampler, Input.TexCoord);
float3 PrevPix = tex2D(PreviousSampler, Input.PrevCoord).rgb; float3 PrevPix = tex2D(PreviousSampler, Input.PrevCoord).rgb;
float r = PrevPix.r;
float g = PrevPix.g;
float b = PrevPix.b;
if (Mode == 0) { PrevPix.r *= Phosphor.r == 0 ? 0 : pow(Phosphor.r, F * DeltaTime);
r = 0; PrevPix.g *= Phosphor.g == 0 ? 0 : pow(Phosphor.g, F * DeltaTime);
g = 0; PrevPix.b *= Phosphor.b == 0 ? 0 : pow(Phosphor.b, F * DeltaTime);
b = 0; float RedMax = max(CurrPix.r, PrevPix.r);
} float GreenMax = max(CurrPix.g, PrevPix.g);
else if (Mode == 1) { float BlueMax = max(CurrPix.b, PrevPix.b);
float3 tau = TimeConstant * TAU_FACTOR;
r *= tau.r == 0 ? 0 : exp(-DeltaTime / tau.r); return Passthrough ?
g *= tau.g == 0 ? 0 : exp(-DeltaTime / tau.g); CurrPix : float4(RedMax, GreenMax, BlueMax, CurrPix.a);
b *= tau.b == 0 ? 0 : exp(-DeltaTime / tau.b);
}
else {
float3 gamma = 1 / (TimeConstant * GAMMA_INV_FACTOR);
if (r != 0.0f)
r = pow(gamma.r * DeltaTime + pow(1 / r, 1 / Beta.r),
-Beta.r);
if (g != 0.0f)
g = pow(gamma.g * DeltaTime + pow(1 / g, 1 / Beta.g),
-Beta.g);
if (b != 0.0f)
b = pow(gamma.b * DeltaTime + pow(1 / b, 1 / Beta.b),
-Beta.b);
}
r = max(CurrPix.r, r);
g = max(CurrPix.g, g);
b = max(CurrPix.b, b);
return Passthrough ? CurrPix : float4(r, g, b, CurrPix.a);
} }
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
@ -150,7 +121,6 @@ technique DefaultTechnique
{ {
pass Pass0 pass Pass0
{ {
SRGBWriteEnable = TRUE;
Lighting = FALSE; Lighting = FALSE;
VertexShader = compile vs_2_0 vs_main(); VertexShader = compile vs_2_0 vs_main();

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@ -31,8 +31,7 @@ offset 0.0,0.10,0.05
scale 0.9,0.8,1.0 scale 0.9,0.8,1.0
power 1.4,1.2,1.8 power 1.4,1.2,1.8
floor 0.0,0.0,0.0 floor 0.0,0.0,0.0
lcd_rise_time 0.25,0.25,0.25 phosphor_life 0.65,0.65,0.65
lcd_fall_time 0.1,0.1,0.1
# #
# NTSC POST-PROCESSING OPTIONS # NTSC POST-PROCESSING OPTIONS

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@ -31,8 +31,7 @@ offset 0.0,0.0,0.0
scale 1.0,1.0,1.0 scale 1.0,1.0,1.0
power 1.0,1.0,1.0 power 1.0,1.0,1.0
floor 0.0,0.0,0.0 floor 0.0,0.0,0.0
lcd_rise_time 0.05,0.05,0.05 phosphor_life 0.5,0.5,0.5
lcd_fall_time 0.1,0.1,0.1
# #
# NTSC POST-PROCESSING OPTIONS # NTSC POST-PROCESSING OPTIONS

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@ -31,8 +31,7 @@ offset 0.0,0.0,0.0
scale 1.0,1.0,1.0 scale 1.0,1.0,1.0
power 1.0,1.0,1.0 power 1.0,1.0,1.0
floor 0.0,0.0,0.0 floor 0.0,0.0,0.0
lcd_rise_time 0.25,0.25,0.25 phosphor_life 0.5,0.5,0.5
lcd_fall_time 0.1,0.1,0.1
# #
# NTSC POST-PROCESSING OPTIONS # NTSC POST-PROCESSING OPTIONS

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@ -31,8 +31,7 @@ offset 0.0,0.0,0.0
scale 1.0,1.0,1.0 scale 1.0,1.0,1.0
power 1.0,1.0,1.0 power 1.0,1.0,1.0
floor 0.0,0.0,0.0 floor 0.0,0.0,0.0
lcd_rise_time 0.05,0.05,0.05 phosphor_life 0.5,0.5,0.5
lcd_fall_time 0.1,0.1,0.1
# #
# NTSC POST-PROCESSING OPTIONS # NTSC POST-PROCESSING OPTIONS

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@ -37,9 +37,7 @@ offset -0.30,-0.20,-0.05
scale 1.15,1.05,0.90 scale 1.15,1.05,0.90
power 0.90,0.90,1.15 power 0.90,0.90,1.15
floor 0.025,0.025,0.025 floor 0.025,0.025,0.025
phosphor_mode 2 phosphor_life 0.25,0.25,0.25
phosphor_time 0.005,0.050,0.050
phosphor_beta 1.0,1.0,1.0
# #
# NTSC POST-PROCESSING OPTIONS # NTSC POST-PROCESSING OPTIONS

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@ -37,9 +37,7 @@ offset 0.0,0.0,0.0
scale 1.0,1.0,1.0 scale 1.0,1.0,1.0
power 1.0,1.0,1.0 power 1.0,1.0,1.0
floor 0.0,0.0,0.0 floor 0.0,0.0,0.0
phosphor_mode 2 phosphor_life 0.5,0.5,0.5
phosphor_time 0.01,0.01,0.01
phosphor_beta 1.0,1.0,1.0
# #
# NTSC POST-PROCESSING OPTIONS # NTSC POST-PROCESSING OPTIONS

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@ -40,9 +40,7 @@ offset 0.0,0.0,0.0
scale 1.0,1.0,1.0 scale 1.0,1.0,1.0
power 1.0,1.0,1.0 power 1.0,1.0,1.0
floor 0.0,0.0,0.0 floor 0.0,0.0,0.0
phosphor_mode 2 phosphor_life 0.5,0.5,0.5
phosphor_time 0.005,0.050,0.050
phosphor_beta 1.0,1.0,1.0
# #
# NTSC POST-PROCESSING OPTIONS # NTSC POST-PROCESSING OPTIONS

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@ -220,7 +220,7 @@ class d3d_render_target
{ {
public: public:
// construction/destruction // construction/destruction
d3d_render_target(): target_width(0), target_height(0), width(0), height(0), screen_index(0), bloom_count(0), cache_index(0) d3d_render_target(): target_width(0), target_height(0), width(0), height(0), screen_index(0), bloom_count(0)
{ {
for (int index = 0; index < MAX_BLOOM_COUNT; index++) for (int index = 0; index < MAX_BLOOM_COUNT; index++)
{ {
@ -234,16 +234,16 @@ public:
source_surface[index] = nullptr; source_surface[index] = nullptr;
target_texture[index] = nullptr; target_texture[index] = nullptr;
target_surface[index] = nullptr; target_surface[index] = nullptr;
cache_texture[index] = nullptr;
cache_surface[index] = nullptr;
} }
cache_texture = nullptr;
cache_surface = nullptr;
} }
~d3d_render_target(); ~d3d_render_target();
bool init(renderer_d3d9 *d3d, int source_width, int source_height, int target_width, int target_height, int screen_index); bool init(renderer_d3d9 *d3d, int source_width, int source_height, int target_width, int target_height, int screen_index);
int next_index(int index) { return ++index > 1 ? 0 : index; } int next_index(int index) { return ++index > 1 ? 0 : index; }
int next_cache_index() { cache_index = ++cache_index > 1 ? 0 : cache_index; return cache_index; }
// real target dimension // real target dimension
int target_width; int target_width;
@ -260,8 +260,8 @@ public:
IDirect3DSurface9 *source_surface[2]; IDirect3DSurface9 *source_surface[2];
IDirect3DTexture9 *source_texture[2]; IDirect3DTexture9 *source_texture[2];
IDirect3DSurface9 *cache_surface[2]; IDirect3DSurface9 *cache_surface;
IDirect3DTexture9 *cache_texture[2]; IDirect3DTexture9 *cache_texture;
IDirect3DSurface9 *bloom_surface[MAX_BLOOM_COUNT]; IDirect3DSurface9 *bloom_surface[MAX_BLOOM_COUNT];
IDirect3DTexture9 *bloom_texture[MAX_BLOOM_COUNT]; IDirect3DTexture9 *bloom_texture[MAX_BLOOM_COUNT];
@ -269,8 +269,6 @@ public:
float bloom_dims[MAX_BLOOM_COUNT][2]; float bloom_dims[MAX_BLOOM_COUNT][2];
int bloom_count; int bloom_count;
int cache_index;
}; };
#endif #endif

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@ -169,9 +169,9 @@ shaders::shaders() :
snap_copy_target(nullptr), snap_copy_texture(nullptr), snap_target(nullptr), snap_texture(nullptr), snap_copy_target(nullptr), snap_copy_texture(nullptr), snap_target(nullptr), snap_texture(nullptr),
snap_width(0), snap_height(0), initialized(false), backbuffer(nullptr), curr_effect(nullptr), snap_width(0), snap_height(0), initialized(false), backbuffer(nullptr), curr_effect(nullptr),
default_effect(nullptr), prescale_effect(nullptr), post_effect(nullptr), distortion_effect(nullptr), default_effect(nullptr), prescale_effect(nullptr), post_effect(nullptr), distortion_effect(nullptr),
focus_effect(nullptr), phosphor_effect(nullptr), ghosting_effect(nullptr), deconverge_effect(nullptr), focus_effect(nullptr), phosphor_effect(nullptr), deconverge_effect(nullptr), color_effect(nullptr),
color_effect(nullptr), ntsc_effect(nullptr), bloom_effect(nullptr), downsample_effect(nullptr), ntsc_effect(nullptr), bloom_effect(nullptr), downsample_effect(nullptr), vector_effect(nullptr),
vector_effect(nullptr), curr_texture(nullptr), curr_render_target(nullptr), curr_poly(nullptr), curr_texture(nullptr), curr_render_target(nullptr), curr_poly(nullptr),
d3dx_create_effect_from_file_ptr(nullptr) d3dx_create_effect_from_file_ptr(nullptr)
{ {
} }
@ -518,15 +518,7 @@ bool shaders::init(d3d_base *d3dintf, running_machine *machine, renderer_d3d9 *r
get_vector(winoptions.screen_scale(), 3, options->scale, true); get_vector(winoptions.screen_scale(), 3, options->scale, true);
get_vector(winoptions.screen_power(), 3, options->power, true); get_vector(winoptions.screen_power(), 3, options->power, true);
get_vector(winoptions.screen_floor(), 3, options->floor, true); get_vector(winoptions.screen_floor(), 3, options->floor, true);
options->phosphor_mode = winoptions.screen_phosphor_mode(); get_vector(winoptions.screen_phosphor(), 3, options->phosphor, true);
get_vector(winoptions.screen_phosphor_time(), 3,
options->phosphor_time, true);
get_vector(winoptions.screen_phosphor_beta(), 3,
options->phosphor_beta, true);
get_vector(winoptions.screen_lcd_rise_time(), 3,
options->lcd_rise_time, true);
get_vector(winoptions.screen_lcd_fall_time(), 3,
options->lcd_fall_time, true);
options->saturation = winoptions.screen_saturation(); options->saturation = winoptions.screen_saturation();
options->yiq_enable = winoptions.screen_yiq_enable(); options->yiq_enable = winoptions.screen_yiq_enable();
options->yiq_jitter = winoptions.screen_yiq_jitter(); options->yiq_jitter = winoptions.screen_yiq_jitter();
@ -717,7 +709,6 @@ int shaders::create_resources()
distortion_effect = new effect(this, d3d->get_device(), "distortion.fx", fx_dir); distortion_effect = new effect(this, d3d->get_device(), "distortion.fx", fx_dir);
prescale_effect = new effect(this, d3d->get_device(), "prescale.fx", fx_dir); prescale_effect = new effect(this, d3d->get_device(), "prescale.fx", fx_dir);
phosphor_effect = new effect(this, d3d->get_device(), "phosphor.fx", fx_dir); phosphor_effect = new effect(this, d3d->get_device(), "phosphor.fx", fx_dir);
ghosting_effect = new effect(this, d3d->get_device(), "ghosting.fx", fx_dir);
focus_effect = new effect(this, d3d->get_device(), "focus.fx", fx_dir); focus_effect = new effect(this, d3d->get_device(), "focus.fx", fx_dir);
deconverge_effect = new effect(this, d3d->get_device(), "deconverge.fx", fx_dir); deconverge_effect = new effect(this, d3d->get_device(), "deconverge.fx", fx_dir);
color_effect = new effect(this, d3d->get_device(), "color.fx", fx_dir); color_effect = new effect(this, d3d->get_device(), "color.fx", fx_dir);
@ -731,7 +722,6 @@ int shaders::create_resources()
!distortion_effect->is_valid() || !distortion_effect->is_valid() ||
!prescale_effect->is_valid() || !prescale_effect->is_valid() ||
!phosphor_effect->is_valid() || !phosphor_effect->is_valid() ||
!ghosting_effect->is_valid() ||
!focus_effect->is_valid() || !focus_effect->is_valid() ||
!deconverge_effect->is_valid() || !deconverge_effect->is_valid() ||
!color_effect->is_valid() || !color_effect->is_valid() ||
@ -743,13 +733,12 @@ int shaders::create_resources()
return 1; return 1;
} }
effect *effects[14] = { effect *effects[13] = {
default_effect, default_effect,
post_effect, post_effect,
distortion_effect, distortion_effect,
prescale_effect, prescale_effect,
phosphor_effect, phosphor_effect,
ghosting_effect,
focus_effect, focus_effect,
deconverge_effect, deconverge_effect,
color_effect, color_effect,
@ -760,7 +749,7 @@ int shaders::create_resources()
vector_effect vector_effect
}; };
for (int i = 0; i < 14; i++) for (int i = 0; i < 13; i++)
{ {
effects[i]->add_uniform("SourceDims", uniform::UT_VEC2, uniform::CU_SOURCE_DIMS); effects[i]->add_uniform("SourceDims", uniform::UT_VEC2, uniform::CU_SOURCE_DIMS);
effects[i]->add_uniform("TargetDims", uniform::UT_VEC2, uniform::CU_TARGET_DIMS); effects[i]->add_uniform("TargetDims", uniform::UT_VEC2, uniform::CU_TARGET_DIMS);
@ -797,12 +786,7 @@ int shaders::create_resources()
focus_effect->add_uniform("Defocus", uniform::UT_VEC2, uniform::CU_FOCUS_SIZE); focus_effect->add_uniform("Defocus", uniform::UT_VEC2, uniform::CU_FOCUS_SIZE);
phosphor_effect->add_uniform("Mode", uniform::UT_INT, uniform::CU_PHOSPHOR_MODE); phosphor_effect->add_uniform("Phosphor", uniform::UT_VEC3, uniform::CU_PHOSPHOR_LIFE);
phosphor_effect->add_uniform("TimeConstant", uniform::UT_VEC3, uniform::CU_PHOSPHOR_TIME);
phosphor_effect->add_uniform("Beta", uniform::UT_VEC3, uniform::CU_PHOSPHOR_BETA);
ghosting_effect->add_uniform("LCDRise", uniform::UT_FLOAT, uniform::CU_LCD_RISE_TIME);
ghosting_effect->add_uniform("LCDFall", uniform::UT_FLOAT, uniform::CU_LCD_FALL_TIME);
post_effect->add_uniform("ShadowAlpha", uniform::UT_FLOAT, uniform::CU_POST_SHADOW_ALPHA); 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); post_effect->add_uniform("ShadowCount", uniform::UT_VEC2, uniform::CU_POST_SHADOW_COUNT);
@ -855,7 +839,6 @@ void shaders::begin_draw()
distortion_effect->set_technique("DefaultTechnique"); distortion_effect->set_technique("DefaultTechnique");
prescale_effect->set_technique("DefaultTechnique"); prescale_effect->set_technique("DefaultTechnique");
phosphor_effect->set_technique("DefaultTechnique"); phosphor_effect->set_technique("DefaultTechnique");
ghosting_effect->set_technique("DefaultTechnique");
focus_effect->set_technique("DefaultTechnique"); focus_effect->set_technique("DefaultTechnique");
deconverge_effect->set_technique("DefaultTechnique"); deconverge_effect->set_technique("DefaultTechnique");
color_effect->set_technique("DefaultTechnique"); color_effect->set_technique("DefaultTechnique");
@ -1085,64 +1068,31 @@ 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 shaders::phosphor_pass(d3d_render_target *rt, int source_index, poly_info *poly, int vertnum)
{ {
int next_index = source_index; int next_index = source_index;
auto stype = machine->first_screen()->screen_type();
// skip if screen doesn't use phosphors // skip phosphor if no influencing settings
if ((stype != SCREEN_TYPE_RASTER && stype != SCREEN_TYPE_VECTOR) || if (options->phosphor[0] == 0.0f && options->phosphor[1] == 0.0f && options->phosphor[2] == 0.0f)
options->phosphor_mode == 0)
{ {
return next_index; return next_index;
} }
// Shader needs time between last update
curr_effect = phosphor_effect; curr_effect = phosphor_effect;
curr_effect->update_uniforms(); curr_effect->update_uniforms();
curr_effect->set_texture("Diffuse", rt->target_texture[next_index]); curr_effect->set_texture("Diffuse", rt->target_texture[next_index]);
curr_effect->set_texture("LastPass", rt->cache_texture[rt->cache_index]); curr_effect->set_texture("LastPass", rt->cache_texture);
curr_effect->set_bool("Passthrough", false); curr_effect->set_bool("Passthrough", false);
curr_effect->set_float("DeltaTime", delta_time()); curr_effect->set_float("DeltaTime", delta_time());
rt->next_cache_index(); next_index = rt->next_index(next_index);
blit(rt->cache_surface[rt->cache_index], false, D3DPT_TRIANGLELIST, 0, 2);
// copy cached texture to target texture
curr_effect->update_uniforms();
curr_effect->set_texture("Diffuse", rt->cache_texture[rt->cache_index]);
curr_effect->set_texture("LastPass", rt->cache_texture[rt->cache_index]);
curr_effect->set_bool("Passthrough", true);
blit(rt->target_surface[next_index], false, D3DPT_TRIANGLELIST, 0, 2); blit(rt->target_surface[next_index], false, D3DPT_TRIANGLELIST, 0, 2);
return next_index; // Pass along our phosphor'd screen
}
int shaders::ghosting_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();
if (stype != SCREEN_TYPE_LCD ||
(options->lcd_rise_time == 0 && options->lcd_fall_time == 0))
{
return next_index;
}
curr_effect = ghosting_effect;
curr_effect->update_uniforms(); curr_effect->update_uniforms();
curr_effect->set_texture("Diffuse", rt->target_texture[next_index]); curr_effect->set_texture("Diffuse", rt->target_texture[next_index]);
curr_effect->set_texture("LastPass", rt->cache_texture[rt->cache_index]); curr_effect->set_texture("LastPass", rt->target_texture[next_index]);
curr_effect->set_bool("Passthrough", false);
curr_effect->set_float("DeltaTime", delta_time());
rt->next_cache_index();
blit(rt->cache_surface[rt->cache_index], false, D3DPT_TRIANGLELIST, 0, 2);
// copy cached texture to target texture
curr_effect->update_uniforms();
curr_effect->set_texture("Diffuse", rt->cache_texture[rt->cache_index]);
curr_effect->set_texture("LastPass", rt->cache_texture[rt->cache_index]);
curr_effect->set_bool("Passthrough", true); curr_effect->set_bool("Passthrough", true);
blit(rt->target_surface[next_index], false, D3DPT_TRIANGLELIST, 0, 2); blit(rt->cache_surface, false, D3DPT_TRIANGLELIST, 0, 2);
return next_index; return next_index;
} }
@ -1414,10 +1364,8 @@ void shaders::render_quad(poly_info *poly, int vertnum)
next_index = deconverge_pass(rt, next_index, poly, vertnum); // handled in bgfx next_index = deconverge_pass(rt, next_index, poly, vertnum); // handled in bgfx
next_index = defocus_pass(rt, next_index, poly, vertnum); next_index = defocus_pass(rt, next_index, poly, vertnum);
next_index = phosphor_pass(rt, next_index, poly, vertnum); next_index = phosphor_pass(rt, next_index, poly, vertnum);
next_index = ghosting_pass(rt, next_index, poly, vertnum);
// create bloom textures // create bloom textures
// This may be phosphor or ghosting, depending on screen type
int phosphor_index = next_index; int phosphor_index = next_index;
next_index = post_pass(rt, next_index, poly, vertnum, true); next_index = post_pass(rt, next_index, poly, vertnum, true);
next_index = downsample_pass(rt, next_index, poly, vertnum); next_index = downsample_pass(rt, next_index, poly, vertnum);
@ -1495,10 +1443,8 @@ void shaders::render_quad(poly_info *poly, int vertnum)
next_index = deconverge_pass(rt, next_index, poly, vertnum); next_index = deconverge_pass(rt, next_index, poly, vertnum);
next_index = defocus_pass(rt, next_index, poly, vertnum); next_index = defocus_pass(rt, next_index, poly, vertnum);
next_index = phosphor_pass(rt, next_index, poly, vertnum); next_index = phosphor_pass(rt, next_index, poly, vertnum);
next_index = ghosting_pass(rt, next_index, poly, vertnum);
// create bloom textures // create bloom textures
// This may be phosphor or ghosting, depending on screen type
int phosphor_index = next_index; int phosphor_index = next_index;
next_index = post_pass(rt, next_index, poly, vertnum, true); next_index = post_pass(rt, next_index, poly, vertnum, true);
next_index = downsample_pass(rt, next_index, poly, vertnum); next_index = downsample_pass(rt, next_index, poly, vertnum);
@ -1789,11 +1735,6 @@ void shaders::delete_resources()
delete phosphor_effect; delete phosphor_effect;
phosphor_effect = nullptr; phosphor_effect = nullptr;
} }
if (ghosting_effect != nullptr)
{
delete ghosting_effect;
ghosting_effect = nullptr;
}
if (focus_effect != nullptr) if (focus_effect != nullptr)
{ {
delete focus_effect; delete focus_effect;
@ -2008,11 +1949,7 @@ enum slider_option
SLIDER_SCALE, SLIDER_SCALE,
SLIDER_POWER, SLIDER_POWER,
SLIDER_FLOOR, SLIDER_FLOOR,
SLIDER_PHOSPHOR_MODE, SLIDER_PHOSPHOR,
SLIDER_PHOSPHOR_TIME,
SLIDER_PHOSPHOR_BETA,
SLIDER_LCD_RISE_TIME,
SLIDER_LCD_FALL_TIME,
SLIDER_BLOOM_BLEND_MODE, SLIDER_BLOOM_BLEND_MODE,
SLIDER_BLOOM_SCALE, SLIDER_BLOOM_SCALE,
SLIDER_BLOOM_OVERDRIVE, SLIDER_BLOOM_OVERDRIVE,
@ -2045,7 +1982,6 @@ enum slider_screen_type
SLIDER_SCREEN_TYPE_RASTER = 1, SLIDER_SCREEN_TYPE_RASTER = 1,
SLIDER_SCREEN_TYPE_VECTOR = 2, SLIDER_SCREEN_TYPE_VECTOR = 2,
SLIDER_SCREEN_TYPE_LCD = 4, SLIDER_SCREEN_TYPE_LCD = 4,
SLIDER_SCREEN_TYPE_RASTER_OR_VECTOR = SLIDER_SCREEN_TYPE_RASTER | SLIDER_SCREEN_TYPE_VECTOR,
SLIDER_SCREEN_TYPE_LCD_OR_RASTER = SLIDER_SCREEN_TYPE_RASTER | SLIDER_SCREEN_TYPE_LCD, SLIDER_SCREEN_TYPE_LCD_OR_RASTER = SLIDER_SCREEN_TYPE_RASTER | SLIDER_SCREEN_TYPE_LCD,
SLIDER_SCREEN_TYPE_ANY = SLIDER_SCREEN_TYPE_RASTER | SLIDER_SCREEN_TYPE_VECTOR | SLIDER_SCREEN_TYPE_LCD SLIDER_SCREEN_TYPE_ANY = SLIDER_SCREEN_TYPE_RASTER | SLIDER_SCREEN_TYPE_VECTOR | SLIDER_SCREEN_TYPE_LCD
}; };
@ -2091,11 +2027,7 @@ slider_desc shaders::s_sliders[] =
{ "Signal Scale,", -200, 100, 200, 1, SLIDER_COLOR, SLIDER_SCREEN_TYPE_ANY, SLIDER_SCALE, 0.01f, "%2.2f", {} }, { "Signal Scale,", -200, 100, 200, 1, SLIDER_COLOR, SLIDER_SCREEN_TYPE_ANY, SLIDER_SCALE, 0.01f, "%2.2f", {} },
{ "Signal Exponent,", -800, 0, 800, 1, SLIDER_COLOR, SLIDER_SCREEN_TYPE_ANY, SLIDER_POWER, 0.01f, "%2.2f", {} }, { "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", {} }, { "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,", 0, 0, 100, 1, SLIDER_COLOR, SLIDER_SCREEN_TYPE_ANY, SLIDER_PHOSPHOR, 0.01f, "%2.2f", {} },
{ "Phosphor Persistence Time Constant,",1, 5000, 10000,10, SLIDER_COLOR, SLIDER_SCREEN_TYPE_RASTER_OR_VECTOR, SLIDER_PHOSPHOR_TIME, 0.0001f, "%4.4f", {} },
{ "Phosphor Persistence beta,", 50, 100, 200, 1, SLIDER_COLOR, SLIDER_SCREEN_TYPE_RASTER_OR_VECTOR, SLIDER_PHOSPHOR_BETA, 0.01f, "%2.2f", {} },
{ "LCD Rise Time Constant,", 0, 0, 100, 1, SLIDER_COLOR, SLIDER_SCREEN_TYPE_LCD, SLIDER_LCD_RISE_TIME, 0.01f, "%2.2f", {} },
{ "LCD Fall Time Constant,", 0, 0, 100, 1, SLIDER_COLOR, SLIDER_SCREEN_TYPE_LCD, SLIDER_LCD_FALL_TIME, 0.01f, "%2.2f", {} },
{ "Bloom Blend Mode", 0, 0, 1, 1, SLIDER_INT_ENUM, SLIDER_SCREEN_TYPE_ANY, SLIDER_BLOOM_BLEND_MODE, 0, "%s", { "Brighten", "Darken" } }, { "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 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", {} }, { "Bloom Overdrive,", 0, 0, 2000, 5, SLIDER_COLOR, SLIDER_SCREEN_TYPE_ANY, SLIDER_BLOOM_OVERDRIVE, 0.001f, "%1.3f", {} },
@ -2167,11 +2099,7 @@ void *shaders::get_slider_option(int id, int index)
case SLIDER_SCALE: return &(options->scale[index]); case SLIDER_SCALE: return &(options->scale[index]);
case SLIDER_POWER: return &(options->power[index]); case SLIDER_POWER: return &(options->power[index]);
case SLIDER_FLOOR: return &(options->floor[index]); case SLIDER_FLOOR: return &(options->floor[index]);
case SLIDER_PHOSPHOR_MODE: return &(options->phosphor_mode); case SLIDER_PHOSPHOR: return &(options->phosphor[index]);
case SLIDER_PHOSPHOR_TIME: return &(options->phosphor_time[index]);
case SLIDER_PHOSPHOR_BETA: return &(options->phosphor_beta[index]);
case SLIDER_LCD_RISE_TIME: return &(options->lcd_rise_time[index]);
case SLIDER_LCD_FALL_TIME: return &(options->lcd_fall_time[index]);
case SLIDER_BLOOM_BLEND_MODE: return &(options->bloom_blend_mode); case SLIDER_BLOOM_BLEND_MODE: return &(options->bloom_blend_mode);
case SLIDER_BLOOM_SCALE: return &(options->bloom_scale); case SLIDER_BLOOM_SCALE: return &(options->bloom_scale);
case SLIDER_BLOOM_OVERDRIVE: return &(options->bloom_overdrive[index]); case SLIDER_BLOOM_OVERDRIVE: return &(options->bloom_overdrive[index]);
@ -2458,21 +2386,8 @@ void uniform::update()
m_shader->set_vector("Defocus", 2, &options->defocus[0]); m_shader->set_vector("Defocus", 2, &options->defocus[0]);
break; break;
case CU_PHOSPHOR_MODE: case CU_PHOSPHOR_LIFE:
m_shader->set_int("Mode", options->phosphor_mode); m_shader->set_vector("Phosphor", 3, options->phosphor);
break;
case CU_PHOSPHOR_TIME:
m_shader->set_vector("TimeConstant", 3, options->phosphor_time);
break;
case CU_PHOSPHOR_BETA:
m_shader->set_vector("Beta", 3, options->phosphor_beta);
break;
case CU_LCD_RISE_TIME:
m_shader->set_vector("LCDRise", 3, options->lcd_rise_time);
break;
case CU_LCD_FALL_TIME:
m_shader->set_vector("LCDFall", 3, options->lcd_fall_time);
break; break;
case CU_POST_REFLECTION: case CU_POST_REFLECTION:

View File

@ -77,12 +77,7 @@ public:
CU_FOCUS_SIZE, CU_FOCUS_SIZE,
CU_PHOSPHOR_MODE, CU_PHOSPHOR_LIFE,
CU_PHOSPHOR_TIME,
CU_PHOSPHOR_BETA,
CU_LCD_RISE_TIME,
CU_LCD_FALL_TIME,
CU_POST_VIGNETTING, CU_POST_VIGNETTING,
CU_POST_DISTORTION, CU_POST_DISTORTION,
@ -208,11 +203,7 @@ struct hlsl_options
float scale[3]; float scale[3];
float power[3]; float power[3];
float floor[3]; float floor[3];
int phosphor_mode; float phosphor[3];
float phosphor_time[3];
float phosphor_beta[3];
float lcd_rise_time[3];
float lcd_fall_time[3];
float saturation; float saturation;
// NTSC // NTSC
@ -341,7 +332,6 @@ private:
int deconverge_pass(d3d_render_target *rt, int source_index, poly_info *poly, int vertnum); int deconverge_pass(d3d_render_target *rt, int source_index, poly_info *poly, int vertnum);
int defocus_pass(d3d_render_target *rt, int source_index, poly_info *poly, int vertnum); int defocus_pass(d3d_render_target *rt, int source_index, poly_info *poly, int vertnum);
int phosphor_pass(d3d_render_target *rt, int source_index, poly_info *poly, int vertnum); int phosphor_pass(d3d_render_target *rt, int source_index, poly_info *poly, int vertnum);
int ghosting_pass(d3d_render_target *rt, int source_index, poly_info *poly, int vertnum);
int post_pass(d3d_render_target *rt, int source_index, poly_info *poly, int vertnum, bool prepare_bloom); int post_pass(d3d_render_target *rt, int source_index, poly_info *poly, int vertnum, bool prepare_bloom);
int downsample_pass(d3d_render_target *rt, int source_index, poly_info *poly, int vertnum); int downsample_pass(d3d_render_target *rt, int source_index, poly_info *poly, int vertnum);
int bloom_pass(d3d_render_target *rt, int source_index, poly_info *poly, int vertnum); int bloom_pass(d3d_render_target *rt, int source_index, poly_info *poly, int vertnum);
@ -391,7 +381,6 @@ private:
effect * distortion_effect; // pointer to the distortion-effect object effect * distortion_effect; // pointer to the distortion-effect object
effect * focus_effect; // pointer to the focus-effect object effect * focus_effect; // pointer to the focus-effect object
effect * phosphor_effect; // pointer to the phosphor-effect object effect * phosphor_effect; // pointer to the phosphor-effect object
effect * ghosting_effect; // pointer te the LCD ghosting effect object
effect * deconverge_effect; // pointer to the deconvergence-effect object effect * deconverge_effect; // pointer to the deconvergence-effect object
effect * color_effect; // pointer to the color-effect object effect * color_effect; // pointer to the color-effect object
effect * ntsc_effect; // pointer to the NTSC effect object effect * ntsc_effect; // pointer to the NTSC effect object

View File

@ -1120,13 +1120,6 @@ bool renderer_d3d9::device_verify_caps()
success = false; success = false;
} }
result = d3dintf->d3dobj->CheckDeviceFormat(m_adapter, D3DDEVTYPE_HAL, m_pixformat, 0, D3DRTYPE_TEXTURE, D3DFMT_A16B16G16R16F);
if (FAILED(result))
{
osd_printf_error("Direct3D Error: Your graphics card does not support the A16B16G16R16F texture format.\n");
success = false;
}
if (!success) if (!success)
{ {
osd_printf_error("This feature or features are required to use the Direct3D renderer. Please\n"); osd_printf_error("This feature or features are required to use the Direct3D renderer. Please\n");
@ -2669,13 +2662,13 @@ d3d_render_target::~d3d_render_target()
if (target_surface[index] != nullptr) if (target_surface[index] != nullptr)
target_surface[index]->Release(); target_surface[index]->Release();
if (cache_texture[index] != nullptr)
cache_texture[index]->Release();
if (cache_surface[index] != nullptr)
cache_surface[index]->Release();
} }
if (cache_texture != nullptr)
cache_texture->Release();
if (cache_surface != nullptr)
cache_surface->Release();
} }
@ -2708,14 +2701,14 @@ bool d3d_render_target::init(renderer_d3d9 *d3d, int source_width, int source_he
return false; return false;
target_texture[index]->GetSurfaceLevel(0, &target_surface[index]); target_texture[index]->GetSurfaceLevel(0, &target_surface[index]);
result = d3d->get_device()->CreateTexture(target_width, target_height, 1, D3DUSAGE_RENDERTARGET, D3DFMT_A16B16G16R16F, D3DPOOL_DEFAULT, &cache_texture[index], nullptr);
if (FAILED(result))
return false;
cache_texture[index]->GetSurfaceLevel(0, &cache_surface[index]);
} }
result = d3d->get_device()->CreateTexture(target_width, target_height, 1, D3DUSAGE_RENDERTARGET, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &cache_texture, nullptr);
if (FAILED(result))
return false;
cache_texture->GetSurfaceLevel(0, &cache_surface);
auto win = d3d->assert_window(); auto win = d3d->assert_window();
auto first_screen = win->machine().first_screen(); auto first_screen = win->machine().first_screen();

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@ -215,11 +215,7 @@ const options_entry windows_options::s_option_entries[] =
{ WINOPTION_SCALE";fs_scale", "1.0,1.0,1.0", OPTION_STRING, "signal scaling value (multiplicative)" }, { WINOPTION_SCALE";fs_scale", "1.0,1.0,1.0", OPTION_STRING, "signal scaling value (multiplicative)" },
{ WINOPTION_POWER";fs_power", "1.0,1.0,1.0", OPTION_STRING, "signal power value (exponential)" }, { WINOPTION_POWER";fs_power", "1.0,1.0,1.0", OPTION_STRING, "signal power value (exponential)" },
{ WINOPTION_FLOOR";fs_floor", "0.0,0.0,0.0", OPTION_STRING, "signal floor level" }, { WINOPTION_FLOOR";fs_floor", "0.0,0.0,0.0", OPTION_STRING, "signal floor level" },
{ WINOPTION_PHOSPHOR_MODE";fs_phosphor_mode", "0", OPTION_STRING, "phosphorescence decay mode (0: off, 1: exponential, 2: inverse-power)" }, { WINOPTION_PHOSPHOR";fs_phosphor", "0.0,0.0,0.0", OPTION_STRING, "phosphorescence decay rate (0.0 is instant, 1.0 is forever)" },
{ WINOPTION_PHOSPHOR_TIME";fs_phosphor_time", "0.5,0.5,0.5", OPTION_STRING, "exponential time constant" },
{ WINOPTION_PHOSPHOR_BETA";fs_phosphor_beta", "1.0,1.0,1.0", OPTION_STRING, "inverse power order" },
{ WINOPTION_LCD_RISE_TIME";fs_lcd_rise_time", "0.0,0.0,0.0", OPTION_STRING, "LCD persistence rise time constant" },
{ WINOPTION_LCD_FALL_TIME";fs_lcd_fall_time", "0.0,0.0,0.0", OPTION_STRING, "LCD persistence fall time constant" },
/* NTSC simulation below this line */ /* NTSC simulation below this line */
{ nullptr, nullptr, OPTION_HEADER, "NTSC POST-PROCESSING OPTIONS" }, { nullptr, nullptr, OPTION_HEADER, "NTSC POST-PROCESSING OPTIONS" },
{ WINOPTION_YIQ_ENABLE";yiq", "0", OPTION_BOOLEAN, "enables YIQ-space HLSL post-processing" }, { WINOPTION_YIQ_ENABLE";yiq", "0", OPTION_BOOLEAN, "enables YIQ-space HLSL post-processing" },

View File

@ -68,11 +68,7 @@
#define WINOPTION_SCALE "scale" #define WINOPTION_SCALE "scale"
#define WINOPTION_POWER "power" #define WINOPTION_POWER "power"
#define WINOPTION_FLOOR "floor" #define WINOPTION_FLOOR "floor"
#define WINOPTION_PHOSPHOR_MODE "phosphor_mode" #define WINOPTION_PHOSPHOR "phosphor_life"
#define WINOPTION_PHOSPHOR_TIME "phosphor_time"
#define WINOPTION_PHOSPHOR_BETA "phosphor_beta"
#define WINOPTION_LCD_RISE_TIME "lcd_rise_time"
#define WINOPTION_LCD_FALL_TIME "lcd_fall_time"
#define WINOPTION_SATURATION "saturation" #define WINOPTION_SATURATION "saturation"
#define WINOPTION_YIQ_ENABLE "yiq_enable" #define WINOPTION_YIQ_ENABLE "yiq_enable"
#define WINOPTION_YIQ_JITTER "yiq_jitter" #define WINOPTION_YIQ_JITTER "yiq_jitter"
@ -201,11 +197,7 @@ public:
const char *screen_scale() const { return value(WINOPTION_SCALE); } const char *screen_scale() const { return value(WINOPTION_SCALE); }
const char *screen_power() const { return value(WINOPTION_POWER); } const char *screen_power() const { return value(WINOPTION_POWER); }
const char *screen_floor() const { return value(WINOPTION_FLOOR); } const char *screen_floor() const { return value(WINOPTION_FLOOR); }
int screen_phosphor_mode() const { return int_value(WINOPTION_PHOSPHOR_MODE); } const char *screen_phosphor() const { return value(WINOPTION_PHOSPHOR); }
const char* screen_phosphor_time() const { return value(WINOPTION_PHOSPHOR_TIME); }
const char* screen_phosphor_beta() const { return value(WINOPTION_PHOSPHOR_BETA); }
const char* screen_lcd_rise_time() const { return value(WINOPTION_LCD_RISE_TIME); }
const char* screen_lcd_fall_time() const { return value(WINOPTION_LCD_FALL_TIME); }
float screen_saturation() const { return float_value(WINOPTION_SATURATION); } float screen_saturation() const { return float_value(WINOPTION_SATURATION); }
// full screen options // full screen options