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https://github.com/holub/mame
synced 2025-06-05 04:16:28 +03:00
Changed screen adjustment for HLSL
- screen adjustment (scale, offset) can now be handled by the respective render API itself (default behavior is as before) - D3D (if HLSL) is activated handles screen adjustment by itself within the shader, which fixes the odd behavior of some effects (e.g. round corners) when screen scale and offset is used
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@ -152,6 +152,9 @@ VS_OUTPUT vs_main(VS_INPUT Input)
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// Post-Processing Pixel Shader
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//-----------------------------------------------------------------------------
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uniform float2 ScreenScale = float2(1.0f, 1.0f);
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uniform float2 ScreenOffset = float2(0.0f, 0.0f);
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uniform float ScanlineAlpha = 1.0f;
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uniform float ScanlineScale = 1.0f;
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uniform float ScanlineBrightScale = 1.0f;
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@ -334,6 +337,34 @@ float2 GetCoords(float2 coord, float2 centerOffset, float distortionAmount)
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return coord;
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}
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float2 GetAdjustedCoords(float2 coord, float2 centerOffset, float distortionAmount)
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{
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float2 RatioCorrection = GetRatioCorrection();
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// center coordinates
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coord -= centerOffset;
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// apply ratio difference between screen and quad
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coord /= RatioCorrection;
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// applay screen scale
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coord /= ScreenScale;
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// distort coordinates
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coord = GetDistortedCoords(coord, distortionAmount);
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// revert ratio difference between screen and quad
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coord *= RatioCorrection;
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// un-center coordinates
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coord += centerOffset;
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// apply screen offset
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coord += (centerOffset * 2.0) * ScreenOffset;
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return coord;
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}
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float4 ps_main(PS_INPUT Input) : COLOR
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{
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float2 ScreenTexelDims = 1.0f / ScreenDims;
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@ -345,8 +376,14 @@ float4 ps_main(PS_INPUT Input) : COLOR
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float2 ScreenCoord = Input.ScreenCoord / ScreenDims;
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ScreenCoord = GetCoords(ScreenCoord, float2(0.5f, 0.5f), CurvatureAmount);
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float2 DistortionCoord = Input.TexCoord;
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DistortionCoord = GetCoords(DistortionCoord, HalfSourceRect, CurvatureAmount);
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float2 BaseCoord = Input.TexCoord;
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BaseCoord = GetCoords(BaseCoord, HalfSourceRect, CurvatureAmount);
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BaseCoord = GetAdjustedCoords(BaseCoord, HalfSourceRect, CurvatureAmount);
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float2 DistortionCoordCentered = DistortionCoord;
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DistortionCoordCentered -= HalfSourceRect;
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float2 BaseCoordCentered = BaseCoord;
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BaseCoordCentered -= HalfSourceRect;
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@ -354,6 +391,11 @@ float4 ps_main(PS_INPUT Input) : COLOR
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float4 BaseColor = tex2D(DiffuseSampler, BaseCoord);
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BaseColor.a = 1.0f;
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if (BaseCoord.x < 0.0f || BaseCoord.y < 0.0f)
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{
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BaseColor.rgb = 0.0f;
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}
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// Mask Simulation (may not affect bloom)
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if (!PrepareBloom)
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{
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@ -431,7 +473,7 @@ float4 ps_main(PS_INPUT Input) : COLOR
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// Vignetting Simulation (may not affect bloom)
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if (!PrepareBloom)
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{
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float2 VignetteCoord = BaseCoordCentered;
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float2 VignetteCoord = DistortionCoordCentered;
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float VignetteFactor = GetVignetteFactor(VignetteCoord, VignettingAmount);
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Output.rgb *= VignetteFactor;
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@ -442,8 +484,8 @@ float4 ps_main(PS_INPUT Input) : COLOR
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{
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float3 LightColor = float3(1.0f, 0.90f, 0.80f);
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float2 SpotCoord = BaseCoordCentered;
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float2 NoiseCoord = BaseCoordCentered;
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float2 SpotCoord = DistortionCoordCentered;
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float2 NoiseCoord = DistortionCoordCentered;
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float SpotAddend = GetSpotAddend(SpotCoord, ReflectionAmount);
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float NoiseFactor = GetNoiseFactor(SpotAddend, random(NoiseCoord));
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@ -451,7 +493,7 @@ float4 ps_main(PS_INPUT Input) : COLOR
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}
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// Round Corners Simulation (may affect bloom)
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float2 RoundCornerCoord = BaseCoordCentered;
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float2 RoundCornerCoord = DistortionCoordCentered;
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float roundCornerFactor = GetRoundCornerFactor(RoundCornerCoord, RoundCornerAmount, SmoothBorderAmount);
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Output.rgb *= roundCornerFactor;
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32
hlsl/post.fx
32
hlsl/post.fx
@ -77,6 +77,7 @@ bool xor(bool a, bool b)
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uniform float2 ScreenDims; // size of the window or fullscreen
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uniform float2 SourceDims; // size of the texture in power-of-two size
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uniform float2 SourceRect; // size of the uv rectangle
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uniform float2 TargetDims; // size of the target surface
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uniform float2 ShadowDims = float2(32.0f, 32.0f); // size of the shadow texture (extended to power-of-two size)
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@ -124,6 +125,9 @@ VS_OUTPUT vs_main(VS_INPUT Input)
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// Post-Processing Pixel Shader
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//-----------------------------------------------------------------------------
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uniform float2 ScreenScale = float2(1.0f, 1.0f);
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uniform float2 ScreenOffset = float2(0.0f, 0.0f);
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uniform float ScanlineAlpha = 1.0f;
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uniform float ScanlineScale = 1.0f;
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uniform float ScanlineBrightScale = 1.0f;
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@ -138,17 +142,43 @@ uniform float2 ShadowUV = float2(0.25f, 0.25f);
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uniform float3 Power = float3(1.0f, 1.0f, 1.0f);
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uniform float3 Floor = float3(0.0f, 0.0f, 0.0f);
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float2 GetAdjustedCoords(float2 coord, float2 centerOffset)
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{
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// center coordinates
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coord -= centerOffset;
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// apply screen scale
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coord /= ScreenScale;
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// un-center coordinates
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coord += centerOffset;
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// apply screen offset
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coord += (centerOffset * 2.0) * ScreenOffset;
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return coord;
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}
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float4 ps_main(PS_INPUT Input) : COLOR
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{
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float2 ScreenTexelDims = 1.0f / ScreenDims;
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float2 HalfSourceRect = PrepareVector
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? float2(0.5f, 0.5f)
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: SourceRect * 0.5f;
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float2 ScreenCoord = Input.ScreenCoord / ScreenDims;
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float2 BaseCoord = Input.TexCoord;
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float2 BaseCoord = GetAdjustedCoords(Input.TexCoord, HalfSourceRect);
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// Color
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float4 BaseColor = tex2D(DiffuseSampler, BaseCoord);
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BaseColor.a = 1.0f;
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if (BaseCoord.x < 0.0f || BaseCoord.y < 0.0f)
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{
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BaseColor.rgb = 0.0f;
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}
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// Mask Simulation (may not affect bloom)
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if (!PrepareBloom)
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{
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@ -924,7 +924,9 @@ render_target::render_target(render_manager &manager, const char *layoutfile, UI
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m_base_view(NULL),
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m_base_orientation(ROT0),
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m_maxtexwidth(65536),
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m_maxtexheight(65536)
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m_maxtexheight(65536),
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m_scale_primitives(true),
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m_offset_primitives(true)
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{
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// determine the base layer configuration based on options
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m_base_layerconfig.set_backdrops_enabled(manager.machine().options().use_backdrops());
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@ -1659,6 +1661,16 @@ void render_target::add_container_primitives(render_primitive_list &list, const
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float yoffs = (container_xform.orientation & ORIENTATION_SWAP_XY) ? container.xoffset() : container.yoffset();
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if (container_xform.orientation & ORIENTATION_FLIP_X) xoffs = -xoffs;
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if (container_xform.orientation & ORIENTATION_FLIP_Y) yoffs = -yoffs;
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if (!m_scale_primitives)
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{
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xscale = 1.0f;
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yscale = 1.0f;
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}
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if (!m_offset_primitives)
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{
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xoffs = 0.0f;
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yoffs = 0.0f;
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}
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container_xform.xscale = xform.xscale * xscale;
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container_xform.yscale = xform.yscale * yscale;
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if (xform.no_center)
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@ -898,6 +898,8 @@ public:
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void set_orientation(int orientation) { m_orientation = orientation; }
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void set_view(int viewindex);
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void set_max_texture_size(int maxwidth, int maxheight);
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void set_scale_primitives(bool enable) { m_scale_primitives = enable; }
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void set_offset_primitives(bool enable) { m_offset_primitives = enable; }
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// layer config getters
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bool backdrops_enabled() const { return m_layerconfig.backdrops_enabled(); }
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@ -996,6 +998,8 @@ private:
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simple_list<render_container> m_debug_containers; // list of debug containers
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INT32 m_clear_extent_count; // number of clear extents
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INT32 m_clear_extents[MAX_CLEAR_EXTENTS]; // array of clear extents
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bool m_scale_primitives; // determines if the primitive shall be scaled/offset by screen settings,
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bool m_offset_primitives; // otherwise the respective render API will handle it (default is true)
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static render_screen_list s_empty_screen_list;
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};
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@ -964,8 +964,7 @@ int shaders::create_resources(bool reset)
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color_effect->add_uniform("Saturation", uniform::UT_FLOAT, uniform::CU_COLOR_SATURATION);
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prescale_effect->add_uniform("ScreenDims", uniform::UT_VEC2, uniform::CU_SCREEN_DIMS);
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prescale_effect->add_uniform("SourceDims", uniform::UT_VEC2, uniform::CU_SOURCE_DIMS);
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deconverge_effect->add_uniform("ScreenDims", uniform::UT_VEC2, uniform::CU_SCREEN_DIMS);
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deconverge_effect->add_uniform("SourceDims", uniform::UT_VEC2, uniform::CU_SOURCE_DIMS);
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deconverge_effect->add_uniform("SourceRect", uniform::UT_VEC2, uniform::CU_SOURCE_RECT);
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@ -988,7 +987,7 @@ int shaders::create_resources(bool reset)
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bloom_effect->add_uniform("TargetDims", uniform::UT_VEC2, uniform::CU_TARGET_DIMS);
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post_effect->add_uniform("SourceDims", uniform::UT_VEC2, uniform::CU_SOURCE_DIMS);
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post_effect->add_uniform("SourceRect", uniform::UT_VEC2, uniform::CU_SOURCE_RECT); // backward compatibility
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post_effect->add_uniform("SourceRect", uniform::UT_VEC2, uniform::CU_SOURCE_RECT);
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post_effect->add_uniform("ScreenDims", uniform::UT_VEC2, uniform::CU_SCREEN_DIMS);
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post_effect->add_uniform("TargetDims", uniform::UT_VEC2, uniform::CU_TARGET_DIMS);
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post_effect->add_uniform("QuadDims", uniform::UT_VEC2, uniform::CU_QUAD_DIMS); // backward compatibility
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@ -1371,10 +1370,22 @@ int shaders::post_pass(render_target *rt, int source_index, poly_info *poly, int
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? 3
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: 0;
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render_container &screen_container = machine->first_screen()->container();
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float xscale = screen_container.xscale();
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float yscale = screen_container.yscale();
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float xoffset = -screen_container.xoffset();
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float yoffset = -screen_container.yoffset();
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float screen_scale[2] = { xscale, yscale };
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float screen_offset[2] = { xoffset, yoffset };
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curr_effect = post_effect;
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curr_effect->update_uniforms();
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curr_effect->set_texture("ShadowTexture", shadow_texture == NULL ? NULL : shadow_texture->get_finaltex());
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curr_effect->set_texture("DiffuseTexture", rt->prescale_texture[next_index]);
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curr_effect->set_vector("ScreenScale", 2, screen_scale);
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curr_effect->set_vector("ScreenOffset", 2, screen_offset);
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curr_effect->set_float("ScanlineOffset", texture->get_cur_frame() == 0 ? 0.0f : options->scanline_offset);
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curr_effect->set_bool("OrientationSwapXY", orientation_swap_xy);
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curr_effect->set_bool("RotationSwapXY", rotation_swap_xy);
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@ -245,6 +245,11 @@ render_primitive_list *d3d::renderer::get_primitives()
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window().target()->set_bounds(rect_width(&client), rect_height(&client), window().aspect());
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window().target()->set_max_update_rate((get_refresh() == 0) ? get_origmode().RefreshRate : get_refresh());
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}
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if (m_shaders != NULL)
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{
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window().target()->set_scale_primitives(!m_shaders->enabled());
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window().target()->set_offset_primitives(!m_shaders->enabled());
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}
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return &window().target()->get_primitives();
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}
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