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https://github.com/holub/mame
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Fix phosphor shader to work properly for multi-screen games and
multi-window use. hlsl/phosphor.fx: Update semantics. src/osd/modules/render/d3d/d3dhlsl.cpp: Implement shaders::delta_time member function. src/osd/modules/render/d3d/d3dhlsl.h: Add acc_t and delta_t members for use by shaders::delta_time. Member function returns the amount of time since itself has been called, for use by time-dependent shaders.
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@ -94,17 +94,17 @@ VS_OUTPUT vs_main(VS_INPUT Input)
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//-----------------------------------------------------------------------------
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uniform float3 Phosphor = float3(0.0f, 0.0f, 0.0f);
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uniform float dt = 0.0f;
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static const float f = 30.0f;
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uniform float DeltaTime = 0.0f;
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static const float F = 30.0f;
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float4 ps_main(PS_INPUT Input) : COLOR
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{
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float4 CurrPix = tex2D(DiffuseSampler, Input.TexCoord);
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float3 PrevPix = tex2D(PreviousSampler, Input.PrevCoord).rgb;
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PrevPix.r *= Phosphor.r == 0 ? 0 : pow(Phosphor.r, f * dt);
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PrevPix.g *= Phosphor.g == 0 ? 0 : pow(Phosphor.g, f * dt);
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PrevPix.b *= Phosphor.b == 0 ? 0 : pow(Phosphor.b, f * dt);
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PrevPix.r *= Phosphor.r == 0 ? 0 : pow(Phosphor.r, F * DeltaTime);
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PrevPix.g *= Phosphor.g == 0 ? 0 : pow(Phosphor.g, F * DeltaTime);
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PrevPix.b *= Phosphor.b == 0 ? 0 : pow(Phosphor.b, F * DeltaTime);
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float RedMax = max(CurrPix.r, PrevPix.r);
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float GreenMax = max(CurrPix.g, PrevPix.g);
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float BlueMax = max(CurrPix.b, PrevPix.b);
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@ -164,14 +164,15 @@ private:
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shaders::shaders() :
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d3dintf(nullptr), machine(nullptr), d3d(nullptr), post_fx_enable(false), oversampling_enable(false),
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num_screens(0), curr_screen(0), shadow_texture(nullptr), options(nullptr), black_surface(nullptr),
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black_texture(nullptr), recording_movie(false), render_snap(false), snap_copy_target(nullptr),
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snap_copy_texture(nullptr), snap_target(nullptr), snap_texture(nullptr), snap_width(0), snap_height(0),
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initialized(false), backbuffer(nullptr), curr_effect(nullptr), default_effect(nullptr),
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prescale_effect(nullptr), post_effect(nullptr), distortion_effect(nullptr), focus_effect(nullptr),
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phosphor_effect(nullptr), deconverge_effect(nullptr), color_effect(nullptr), ntsc_effect(nullptr),
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bloom_effect(nullptr), downsample_effect(nullptr), vector_effect(nullptr), curr_texture(nullptr),
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curr_render_target(nullptr), curr_poly(nullptr), d3dx_create_effect_from_file_ptr(nullptr)
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num_screens(0), curr_screen(0), acc_t(0), delta_t(0), shadow_texture(nullptr), options(nullptr),
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black_surface(nullptr), black_texture(nullptr), recording_movie(false), render_snap(false),
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snap_copy_target(nullptr), snap_copy_texture(nullptr), snap_target(nullptr), snap_texture(nullptr),
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snap_width(0), snap_height(0), initialized(false), backbuffer(nullptr), curr_effect(nullptr),
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default_effect(nullptr), prescale_effect(nullptr), post_effect(nullptr), distortion_effect(nullptr),
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focus_effect(nullptr), phosphor_effect(nullptr), deconverge_effect(nullptr), color_effect(nullptr),
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ntsc_effect(nullptr), bloom_effect(nullptr), downsample_effect(nullptr), vector_effect(nullptr),
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curr_texture(nullptr), curr_render_target(nullptr), curr_poly(nullptr),
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d3dx_create_effect_from_file_ptr(nullptr)
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{
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}
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@ -900,6 +901,18 @@ void shaders::blit(
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curr_effect->end();
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}
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double shaders::delta_time()
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{
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double t;
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if (curr_screen == 0) {
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t = machine->time().as_double();
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delta_t = t - acc_t;
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acc_t = t;
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}
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return delta_t;
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}
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//============================================================
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// shaders::find_render_target
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@ -1061,11 +1074,7 @@ int shaders::defocus_pass(d3d_render_target *rt, int source_index, poly_info *po
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int shaders::phosphor_pass(d3d_render_target *rt, int source_index, poly_info *poly, int vertnum)
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{
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static double ct = 0;
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int next_index = source_index;
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float dt;
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double t;
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// skip phosphor if no influencing settings
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if (options->phosphor[0] == 0.0f && options->phosphor[1] == 0.0f && options->phosphor[2] == 0.0f)
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@ -1074,15 +1083,12 @@ int shaders::phosphor_pass(d3d_render_target *rt, int source_index, poly_info *p
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}
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// Shader needs time between last update
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t = machine->time().as_double();
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dt = (float) (t - ct);
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ct = t;
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curr_effect = phosphor_effect;
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curr_effect->update_uniforms();
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curr_effect->set_texture("Diffuse", rt->target_texture[next_index]);
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curr_effect->set_texture("LastPass", rt->cache_texture);
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curr_effect->set_bool("Passthrough", false);
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curr_effect->set_float("dt", dt);
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curr_effect->set_float("DeltaTime", delta_time());
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next_index = rt->next_index(next_index);
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blit(rt->target_surface[next_index], false, D3DPT_TRIANGLELIST, 0, 2);
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@ -319,7 +319,7 @@ private:
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void enumerate_screens();
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void render_snapshot(IDirect3DSurface9 *surface);
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double delta_time(); // Time since last call to itself; only updates for Screen 0
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d3d_render_target* find_render_target(int source_width, int source_height, uint32_t screen_index);
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rgb_t apply_color_convolution(rgb_t color);
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@ -349,6 +349,8 @@ private:
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bool oversampling_enable; // oversampling enable flag
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int num_screens; // number of emulated physical screens
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int curr_screen; // current screen for render target operations
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double acc_t; // accumulated machine time
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double delta_t; // time since last call to delta_time
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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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