more HLSL cleanup, part e of pi (nw)

This commit is contained in:
Ryan Holtz 2013-08-30 01:05:13 +00:00
parent 1e764f2c8d
commit 8f613c115b
8 changed files with 489 additions and 215 deletions

View File

@ -165,7 +165,6 @@ struct PS_INPUT
//-----------------------------------------------------------------------------
uniform float2 TargetSize;
uniform float2 SourceSize;
VS_OUTPUT vs_main(VS_INPUT Input)
{
@ -177,8 +176,7 @@ VS_OUTPUT vs_main(VS_INPUT Input)
Output.Position.xy -= float2(0.5f, 0.5f);
Output.Position.xy *= float2(2.0f, 2.0f);
Output.Color = Input.Color;
float2 inversePixel = 1.0f / TargetSize;
Output.TexCoord = Input.Position.xy * inversePixel - float2(0.5f, 0.5f) * inversePixel;
Output.TexCoord = (Input.Position.xy + 0.5f) / TargetSize;
return Output;
}

View File

@ -2,11 +2,11 @@
// Effect File Variables
//-----------------------------------------------------------------------------
texture Diffuse;
texture DiffuseTexture;
sampler DiffuseSampler = sampler_state
{
Texture = <Diffuse>;
Texture = <DiffuseTexture>;
MipFilter = LINEAR;
MinFilter = LINEAR;
MagFilter = LINEAR;
@ -48,8 +48,6 @@ struct PS_INPUT
uniform float2 ScreenSize;
uniform float2 TargetSize;
uniform float2 SourceSize;
uniform float2 PrimRatio;
uniform float BloomRescale;
VS_OUTPUT vs_main(VS_INPUT Input)
@ -59,14 +57,15 @@ VS_OUTPUT vs_main(VS_INPUT Input)
Output.Position = float4(Input.Position.xyz, 1.0f);
Output.Position.xy /= ScreenSize;
Output.Position.y = 1.0f - Output.Position.y;
Output.Position.xy -= float2(0.5f, 0.5f);
Output.Position.xy *= float2(2.0f, 2.0f);
Output.Position.xy -= 0.5f;
Output.Position.xy *= 2.0f;
Output.Color = Input.Color;
float2 inversePixel = 1.0f / ScreenSize;
Output.TexCoord01.xy = Input.Position.xy / ScreenSize + float2(0.5f, 0.5f) / TargetSize;
Output.TexCoord01.zw = Input.Position.xy / ScreenSize + float2(1.5f, 0.5f) / TargetSize;
Output.TexCoord23.xy = Input.Position.xy / ScreenSize + float2(0.5f, 1.5f) / TargetSize;
Output.TexCoord23.zw = Input.Position.xy / ScreenSize + float2(1.5f, 1.5f) / TargetSize;
float2 InvTargetSize = 1.0f / TargetSize;
float2 TexCoord = Input.Position.xy / ScreenSize;
Output.TexCoord01.xy = TexCoord + float2(0.5f, 0.5f) * InvTargetSize;
Output.TexCoord01.zw = TexCoord + float2(1.5f, 0.5f) * InvTargetSize;
Output.TexCoord23.xy = TexCoord + float2(0.5f, 1.5f) * InvTargetSize;
Output.TexCoord23.zw = TexCoord + float2(1.5f, 1.5f) * InvTargetSize;
return Output;
}

View File

@ -61,8 +61,7 @@ struct PS_INPUT
uniform float2 ScreenDims;
uniform float TextureWidth;
uniform float TextureHeight;
uniform float2 TargetDims;
uniform float Passthrough;
@ -77,8 +76,7 @@ VS_OUTPUT vs_main(VS_INPUT Input)
Output.Position *= float4(2.0f, 2.0f, 1.0f, 1.0f);
Output.Color = Input.Color;
float2 HalfTexOffset = 0.5f / float2(TextureWidth, TextureHeight);
Output.TexCoord = Input.TexCoord + HalfTexOffset;
Output.TexCoord = Input.TexCoord + 0.5f / TargetDims;
Output.PrevCoord = Output.TexCoord;
return Output;

View File

@ -2,11 +2,11 @@
// Scanline & Shadowmask Effect
//-----------------------------------------------------------------------------
texture Diffuse;
texture DiffuseTexture;
sampler DiffuseSampler = sampler_state
{
Texture = <Diffuse>;
Texture = <DiffuseTexture>;
MipFilter = LINEAR;
MinFilter = LINEAR;
MagFilter = LINEAR;
@ -15,11 +15,11 @@ sampler DiffuseSampler = sampler_state
AddressW = CLAMP;
};
texture Shadow;
texture ShadowTexture;
sampler ShadowSampler = sampler_state
{
Texture = <Shadow>;
Texture = <ShadowTexture>;
MipFilter = LINEAR;
MinFilter = LINEAR;
MagFilter = LINEAR;
@ -58,9 +58,7 @@ struct PS_INPUT
//-----------------------------------------------------------------------------
uniform float2 ScreenDims;
uniform float2 SourceDims;
uniform float2 SourceRect;
VS_OUTPUT vs_main(VS_INPUT Input)
@ -87,55 +85,50 @@ uniform float PI = 3.14159265f;
uniform float PincushionAmount = 0.00f;
uniform float CurvatureAmount = 0.08f;
uniform float ScanlineAmount = 1.0f;
uniform float ScanlineAlpha = 1.0f;
uniform float ScanlineScale = 1.0f;
uniform float ScanlineBrightScale = 1.0f;
uniform float ScanlineBrightOffset = 1.0f;
uniform float ScanlineOffset = 1.0f;
uniform float ScanlineHeight = 0.5f;
uniform float UseShadow = 0.0f;
uniform float ShadowBrightness = 1.0f;
uniform float ShadowPixelSizeX = 3.0f;
uniform float ShadowPixelSizeY = 3.0f;
uniform float ShadowMaskSizeX = 3.0f;
uniform float ShadowMaskSizeY = 3.0f;
uniform float ShadowU = 0.375f;
uniform float ShadowV = 0.375f;
uniform float ShadowWidth = 8.0f;
uniform float ShadowHeight = 8.0f;
uniform float ShadowAlpha = 0.0f;
uniform float2 ShadowCount = float2(320.0f, 240.0f);
uniform float2 ShadowUV = float2(0.375f, 0.375f);
uniform float2 ShadowDims = float2(8.0f, 8.0f);
uniform float3 Power = float3(1.0f, 1.0f, 1.0f);
uniform float3 Floor = float3(0.0f, 0.0f, 0.0f);
float4 ps_main(PS_INPUT Input) : COLOR
{
float2 Ratios = 1.0f / SourceRect;
float2 UsedArea = 1.0f / SourceRect;
float2 HalfRect = SourceRect * 0.5f;
float2 R2 = 1.0f / pow(length(UsedArea), 2.0f);
// -- Screen Pincushion Calculation --
float2 PinUnitCoord = Input.TexCoord * Ratios * 2.0f - 1.0f;
float PincushionR2 = pow(length(PinUnitCoord), 2.0f) / pow(length(Ratios), 2.0f);
float2 PinUnitCoord = Input.TexCoord * UsedArea * 2.0f - 1.0f;
float PincushionR2 = pow(length(PinUnitCoord), 2.0f) * R2;
float2 PincushionCurve = PinUnitCoord * PincushionAmount * PincushionR2;
float2 BaseCoord = Input.TexCoord;
float2 ScanCoord = BaseCoord - 0.5f / ScreenDims;
BaseCoord -= 0.5f / Ratios;
BaseCoord *= 1.0f - PincushionAmount * Ratios * 0.2f; // Warning: Magic constant
BaseCoord += 0.5f / Ratios;
BaseCoord -= HalfRect;
BaseCoord *= 1.0f - PincushionAmount * UsedArea * 0.2f; // Warning: Magic constant
BaseCoord += HalfRect;
BaseCoord += PincushionCurve;
ScanCoord -= 0.5f / Ratios;
ScanCoord *= 1.0f - PincushionAmount * Ratios * 0.2f; // Warning: Magic constant
ScanCoord += 0.5f / Ratios;
ScanCoord -= HalfRect;
ScanCoord *= 1.0f - PincushionAmount * UsedArea * 0.2f; // Warning: Magic constant
ScanCoord += HalfRect;
ScanCoord += PincushionCurve;
float2 CurveClipUnitCoord = Input.TexCoord * Ratios * 2.0f - 1.0f;
float CurvatureClipR2 = pow(length(CurveClipUnitCoord),2.0f) / pow(length(Ratios), 2.0f);
float2 CurveClipUnitCoord = Input.TexCoord * UsedArea * 2.0f - 1.0f;
float CurvatureClipR2 = pow(length(CurveClipUnitCoord), 2.0f) * R2;
float2 CurvatureClipCurve = CurveClipUnitCoord * CurvatureAmount * CurvatureClipR2;
float2 ScreenClipCoord = Input.TexCoord;
ScreenClipCoord -= 0.5f / Ratios;
ScreenClipCoord *= 1.0f - CurvatureAmount * Ratios * 0.2f; // Warning: Magic constant
ScreenClipCoord += 0.5f / Ratios;
ScreenClipCoord -= HalfRect;
ScreenClipCoord *= 1.0f - CurvatureAmount * UsedArea * 0.2f; // Warning: Magic constant
ScreenClipCoord += HalfRect;
ScreenClipCoord += CurvatureClipCurve;
// RGB Pincushion Calculation
@ -151,21 +144,20 @@ float4 ps_main(PS_INPUT Input) : COLOR
// -- Scanline Simulation --
float InnerSine = ScanCoord.y * SourceDims.y * ScanlineScale;
float ScanBrightMod = sin(InnerSine * PI + ScanlineOffset * SourceDims.y);
float3 ScanBrightness = lerp(1.0f, (pow(ScanBrightMod * ScanBrightMod, ScanlineHeight) * ScanlineBrightScale + 1.0f) * 0.5f, ScanlineAmount);
float3 ScanBrightness = lerp(1.0f, (pow(ScanBrightMod * ScanBrightMod, ScanlineHeight) * ScanlineBrightScale + 1.0f) * 0.5f, ScanlineAlpha);
float3 Scanned = BaseTexel.rgb * ScanBrightness;
// -- Color Compression (increasing the floor of the signal without affecting the ceiling) --
Scanned = Floor + (1.0f - Floor) * Scanned;
float2 ShadowDims = float2(ShadowWidth, ShadowHeight);
float2 ShadowUV = float2(ShadowU, ShadowV);
float2 ShadowMaskSize = float2(ShadowMaskSizeX, ShadowMaskSizeY);
float2 ShadowFrac = frac(BaseCoord * ShadowMaskSize);
float2 ShadowCoord = ShadowFrac * ShadowUV + float2(1.5f / ShadowWidth, 1.5f / ShadowHeight);
float3 ShadowTexel = lerp(1.0f, tex2D(ShadowSampler, ShadowCoord).rgb, UseShadow);
// Shadow mask
// Note: This is broken right now and needs fixed
float2 ShadowFrac = frac(BaseCoord * ShadowCount);
float2 ShadowCoord = ShadowFrac * ShadowUV + 0.5f / ShadowDims;
float3 ShadowTexel = lerp(1.0f, tex2D(ShadowSampler, ShadowCoord).rgb, ShadowAlpha);
// -- Final Pixel --
float4 Output = float4(Scanned * lerp(1.0f, ShadowTexel, ShadowBrightness), BaseTexel.a) * Input.Color;
float4 Output = float4(Scanned * ShadowTexel, BaseTexel.a) * Input.Color;
Output.r = pow(Output.r, Power.r);
Output.g = pow(Output.g, Power.g);

View File

@ -104,7 +104,7 @@ float4 ps_main(PS_INPUT Input) : COLOR
float MaxC = 2.1183f;
float MinC = -1.1183f;
float CRange = MaxC - MinC;
float FrameWidthx4 = SourceDims.x * 4.0f / SourceRect.x;
float FrameWidthx4 = SourceDims.x * 4.0f * SourceRect.x;
float Fc_y1 = (CCValue - NotchHalfWidth) * ScanTime / FrameWidthx4;
float Fc_y2 = (CCValue + NotchHalfWidth) * ScanTime / FrameWidthx4;
float Fc_y3 = YFreqResponse * ScanTime / FrameWidthx4;
@ -124,14 +124,15 @@ float4 ps_main(PS_INPUT Input) : COLOR
float4 NOffset = float4(0.0f, 1.0f, 2.0f, 3.0f);
float W = PI2 * CCValue * ScanTime;
float4 CoordY = Input.Coord0.y;
float4 VPosition = (CoordY / SourceRect.y) * (SourceDims.x * SourceRect.x);
float4 VPosition = (CoordY * SourceRect.y) * (SourceDims.x / SourceRect.x);
for(float n = -41.0f; n < 42.0f; n += 4.0f)
{
float4 n4 = n + NOffset;
float4 CoordX = Input.Coord0.x + Input.Coord0.z * n4 * 0.25f;
float2 TexCoord = float2(CoordX.r, CoordY.r);
float4 C = tex2D(CompositeSampler, TexCoord + float2(0.5f, 0.0f) / SourceDims) * CRange + MinC;
float4 WT = W * (CoordX * SourceRect.x + VPosition + BValue) + OValue;
float4 T = (CoordX / SourceRect.x) + VPosition + BValue;
float4 WT = W * T + OValue;
float4 SincKernel = 0.54f + 0.46f * cos(PI2Length * n4);
float4 SincYIn1 = Fc_y1_pi2 * n4;

View File

@ -103,8 +103,8 @@ float4 ps_main(PS_INPUT Input) : COLOR
float4 Q = float4(dot(Texel0, QDot), dot(Texel1, QDot), dot(Texel2, QDot), dot(Texel3, QDot));
float4 W = PI2 * CCValue * ScanTime;
float4 VPosition = (CoordY / SourceRect.y) * (SourceDims.x * SourceRect.x);
float4 T = CoordX * SourceRect.x + VPosition + BValue;
float4 VPosition = (CoordY * SourceRect.y) * (SourceDims.x / SourceRect.x);
float4 T = CoordX / SourceRect.x + VPosition + BValue;
float4 C = Y + I * cos(T * W) + Q * sin(T * W);
C = (C - MinC) / CRange;

View File

@ -982,18 +982,18 @@ int shaders::create_resources(bool reset)
const char *fx_dir = downcast<windows_options &>(window->machine().options()).screen_post_fx_dir();
default_effect = new effect(d3d->get_device(), "primary.fx", fx_dir);
post_effect = new effect(d3d->get_device(), "post.fx", fx_dir);
prescale_effect = new effect(d3d->get_device(), "prescale.fx", fx_dir);
phosphor_effect = new effect(d3d->get_device(), "phosphor.fx", fx_dir);
focus_effect = new effect(d3d->get_device(), "focus.fx", fx_dir);
deconverge_effect = new effect(d3d->get_device(), "deconverge.fx", fx_dir);
color_effect = new effect(d3d->get_device(), "color.fx", fx_dir);
yiq_encode_effect = new effect(d3d->get_device(), "yiq_encode.fx", fx_dir);
yiq_decode_effect = new effect(d3d->get_device(), "yiq_decode.fx", fx_dir);
bloom_effect = new effect(d3d->get_device(), "bloom.fx", fx_dir);
downsample_effect = new effect(d3d->get_device(), "downsample.fx", fx_dir);
vector_effect = new effect(d3d->get_device(), "vector.fx", fx_dir);
default_effect = new effect(this, d3d->get_device(), "primary.fx", fx_dir);
post_effect = new effect(this, d3d->get_device(), "post.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);
focus_effect = new effect(this, d3d->get_device(), "focus.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);
yiq_encode_effect = new effect(this, d3d->get_device(), "yiq_encode.fx", fx_dir);
yiq_decode_effect = new effect(this, d3d->get_device(), "yiq_decode.fx", fx_dir);
bloom_effect = new effect(this, d3d->get_device(), "bloom.fx", fx_dir);
downsample_effect = new effect(this, d3d->get_device(), "downsample.fx", fx_dir);
vector_effect = new effect(this, d3d->get_device(), "vector.fx", fx_dir);
if (!default_effect->is_valid()) return 1;
if (!post_effect->is_valid()) return 1;
@ -1191,18 +1191,6 @@ void shaders::init_effect_info(poly_info *poly)
renderer *d3d = (renderer *)window->drawdata;
texture_info *texture = poly->get_texture();
vec2f shadow_dims;
if (shadow_texture)
{
shadow_dims = shadow_texture->get_rawdims();
}
else
{
shadow_dims.c.x = 1.0f;
shadow_dims.c.y = 1.0f;
}
if(PRIMFLAG_GET_SCREENTEX(d3d->get_last_texture_flags()) && texture != NULL)
{
// Plug in all of the shader settings we're going to need
@ -1211,36 +1199,6 @@ void shaders::init_effect_info(poly_info *poly)
curr_effect = post_effect;
curr_effect->set_float("ScanlineOffset", (texture->get_cur_frame() == 0) ? 0.0f : options->scanline_offset);
if(options->params_dirty)
{
vec2f delta = texture->get_uvstop() - texture->get_uvstart();
curr_effect->set_vector("SourceDims", 2, &texture->get_rawdims().c.x);
curr_effect->set_vector("SourceRect", 2, &delta.c.x);
vec2f screendims = d3d->get_dims();
curr_effect->set_vector("ScreenDims", 2, &screendims.c.x);
curr_effect->set_vector("Floor", 3, options->floor);
curr_effect->set_float("SnapX", snap_width);
curr_effect->set_float("SnapY", snap_height);
curr_effect->set_float("PincushionAmount", options->pincushion);
curr_effect->set_float("CurvatureAmount", options->curvature);
curr_effect->set_float("UseShadow", shadow_texture == NULL ? 0.0f : 1.0f);
curr_effect->set_texture("Shadow", shadow_texture == NULL ? NULL : shadow_texture->get_finaltex());
curr_effect->set_float("ShadowBrightness", options->shadow_mask_alpha);
curr_effect->set_float("ShadowMaskSizeX", (float)options->shadow_mask_count_x);
curr_effect->set_float("ShadowMaskSizeY", (float)options->shadow_mask_count_y);
curr_effect->set_float("ShadowU", options->shadow_mask_u_size);
curr_effect->set_float("ShadowV", options->shadow_mask_v_size);
curr_effect->set_vector("ShadowDims", 2, &shadow_dims.c.x);
curr_effect->set_float("ScanlineAmount", options->scanline_alpha);
curr_effect->set_float("ScanlineScale", options->scanline_scale);
curr_effect->set_float("ScanlineHeight", options->scanline_height);
curr_effect->set_float("ScanlineBrightScale", options->scanline_bright_scale);
curr_effect->set_float("ScanlineBrightOffset", options->scanline_bright_offset);
//curr_effect->set_float("ScanlineOffset", (texture->get_cur_frame() == 0) ? 0.0f : options->scanline_offset);
curr_effect->set_vector("Power", 3, options->power);
}
}
else
{
@ -1305,7 +1263,7 @@ cache_target* shaders::find_cache_target(UINT32 screen_index, int width, int hei
return curr;
}
void shaders::ntsc_pass(render_target *rt, texture_info *texture, vec2f &sourcedims, vec2f &activearea)
void shaders::ntsc_pass(render_target *rt, vec2f &sourcedims, vec2f &delta)
{
renderer *d3d = (renderer *)window->drawdata;
UINT num_passes = 0;
@ -1320,7 +1278,7 @@ void shaders::ntsc_pass(render_target *rt, texture_info *texture, vec2f &sourced
if(options->params_dirty)
{
curr_effect->set_vector("SourceDims", 2, &sourcedims.c.x);
curr_effect->set_vector("SourceRect", 2, &activearea.c.x);
curr_effect->set_vector("SourceRect", 2, &delta.c.x);
curr_effect->set_vector("ScreenDims", 2, &screendims.c.x);
curr_effect->set_float("CCValue", options->yiq_cc);
@ -1357,12 +1315,12 @@ void shaders::ntsc_pass(render_target *rt, texture_info *texture, vec2f &sourced
curr_effect = yiq_decode_effect;
curr_effect->set_texture("Composite", rt->render_texture[4]);
curr_effect->set_texture("Diffuse", texture->get_finaltex());
curr_effect->set_texture("Diffuse", curr_texture->get_finaltex());
if(true)//options->params_dirty)
{
curr_effect->set_vector("ScreenDims", 2, &screendims.c.x);
curr_effect->set_vector("SourceDims", 2, &sourcedims.c.x);
curr_effect->set_vector("SourceRect", 2, &activearea.c.x);
curr_effect->set_vector("SourceRect", 2, &delta.c.x);
curr_effect->set_float("CCValue", options->yiq_cc);
curr_effect->set_float("AValue", options->yiq_a);
@ -1401,7 +1359,7 @@ void shaders::ntsc_pass(render_target *rt, texture_info *texture, vec2f &sourced
}
}
void shaders::color_convolution_pass(render_target *rt, texture_info *texture, vec2f &texsize, vec2f &delta, vec2f &sourcedims)
void shaders::color_convolution_pass(render_target *rt, vec2f &texsize, vec2f &sourcedims)
{
renderer *d3d = (renderer *)window->drawdata;
UINT num_passes = 0;
@ -1444,7 +1402,7 @@ void shaders::color_convolution_pass(render_target *rt, texture_info *texture, v
curr_effect->end();
}
void shaders::prescale_pass(render_target *rt, texture_info *texture, vec2f &texsize, vec2f &delta, vec2f &sourcedims)
void shaders::prescale_pass(render_target *rt, vec2f &texsize, vec2f &sourcedims)
{
renderer *d3d = (renderer *)window->drawdata;
UINT num_passes = 0;
@ -1478,7 +1436,7 @@ void shaders::prescale_pass(render_target *rt, texture_info *texture, vec2f &tex
curr_effect->end();
}
void shaders::deconverge_pass(render_target *rt, texture_info *texture, vec2f &texsize, vec2f &delta, vec2f &sourcedims)
void shaders::deconverge_pass(render_target *rt, vec2f &texsize, vec2f &delta, vec2f &sourcedims)
{
renderer *d3d = (renderer *)window->drawdata;
UINT num_passes = 0;
@ -1492,6 +1450,7 @@ void shaders::deconverge_pass(render_target *rt, texture_info *texture, vec2f &t
curr_effect->set_vector("ScreenDims", 2, &screendims.c.x);
curr_effect->set_vector("SourceDims", 2, &sourcedims.c.x);
curr_effect->set_vector("SourceRect", 2, &delta.c.x);
curr_effect->set_vector("ConvergeX", 3, options->converge_x);
curr_effect->set_vector("ConvergeY", 3, options->converge_y);
curr_effect->set_vector("RadialConvergeX", 3, options->radial_converge_x);
@ -1517,7 +1476,7 @@ void shaders::deconverge_pass(render_target *rt, texture_info *texture, vec2f &t
curr_effect->end();
}
void shaders::defocus_pass(render_target *rt, texture_info *texture, vec2f &texsize, vec2f &delta)
void shaders::defocus_pass(render_target *rt, vec2f &texsize)
{
renderer *d3d = (renderer *)window->drawdata;
UINT num_passes = 0;
@ -1573,7 +1532,7 @@ void shaders::defocus_pass(render_target *rt, texture_info *texture, vec2f &texs
curr_effect->end();
}
void shaders::phosphor_pass(render_target *rt, cache_target *ct, texture_info *texture, vec2f &texsize, vec2f &delta, bool focus_enable)
void shaders::phosphor_pass(render_target *rt, cache_target *ct, vec2f &texsize, bool focus_enable)
{
renderer *d3d = (renderer *)window->drawdata;
UINT num_passes = 0;
@ -1586,8 +1545,9 @@ void shaders::phosphor_pass(render_target *rt, cache_target *ct, texture_info *t
curr_effect->set_vector("ScreenDims", 2, &screendims.c.x);
curr_effect->set_vector("Phosphor", 3, options->phosphor);
}
curr_effect->set_float("TextureWidth", (float)rt->target_width);
curr_effect->set_float("TextureHeight", (float)rt->target_height);
float rtsize[2] = { rt->target_width, rt->target_height };
curr_effect->set_vector("TargetDims", 2, rtsize);
phosphor_passthrough = false;
curr_effect->set_float("Passthrough", 0.0f);
curr_effect->set_texture("Diffuse", focus_enable ? rt->render_texture[1] : rt->render_texture[2]);
@ -1616,6 +1576,7 @@ void shaders::phosphor_pass(render_target *rt, cache_target *ct, texture_info *t
curr_effect->set_texture("Diffuse", rt->render_texture[0]);
curr_effect->set_texture("LastPass", rt->render_texture[0]);
phosphor_passthrough = true;
curr_effect->set_float("Passthrough", 1.0f);
result = (*d3dintf->device.set_render_target)(d3d->get_device(), 0, ct->last_target); // Avoid changing targets due to page flipping
@ -1637,20 +1598,56 @@ void shaders::phosphor_pass(render_target *rt, cache_target *ct, texture_info *t
curr_effect->end();
}
void shaders::avi_post_pass(render_target *rt, texture_info *texture, vec2f &texsize, vec2f &delta, poly_info *poly, int vertnum)
void shaders::avi_post_pass(render_target *rt, vec2f &texsize, vec2f &delta, vec2f &sourcedims, poly_info *poly, int vertnum)
{
renderer *d3d = (renderer *)window->drawdata;
UINT num_passes = 0;
curr_effect = post_effect;
vec2f screendims = d3d->get_dims();
curr_effect->set_vector("ScreenDims", 2, &screendims.c.x);
if(options->params_dirty)
{
vec2f shadow_dims;
if (shadow_texture)
{
shadow_dims = shadow_texture->get_rawdims();
}
else
{
shadow_dims.c.x = 1.0f;
shadow_dims.c.y = 1.0f;
}
curr_effect->set_vector("SourceDims", 2, &sourcedims.c.x);
curr_effect->set_vector("SourceRect", 2, &delta.c.x);
vec2f screendims = d3d->get_dims();
curr_effect->set_vector("ScreenDims", 2, &screendims.c.x);
curr_effect->set_float("PincushionAmount", options->pincushion);
curr_effect->set_float("CurvatureAmount", options->curvature);
curr_effect->set_texture("ShadowTexture", shadow_texture == NULL ? NULL : shadow_texture->get_finaltex());
curr_effect->set_float("ShadowAlpha", shadow_texture == NULL ? 0.0f : options->shadow_mask_alpha);
float shadowcount[2] = { options->shadow_mask_count_x, options->shadow_mask_count_y };
float shadowuv[2] = { options->shadow_mask_u_size, options->shadow_mask_v_size };
curr_effect->set_vector("ShadowCount", 2, shadowcount);
curr_effect->set_vector("ShadowUV", 2, shadowuv);
curr_effect->set_vector("ShadowDims", 2, &shadow_dims.c.x);
curr_effect->set_float("ScanlineAlpha", options->scanline_alpha);
curr_effect->set_float("ScanlineScale", options->scanline_scale);
curr_effect->set_float("ScanlineHeight", options->scanline_height);
curr_effect->set_float("ScanlineBrightScale", options->scanline_bright_scale);
curr_effect->set_float("ScanlineBrightOffset", options->scanline_bright_offset);
curr_effect->set_vector("Power", 3, options->power);
curr_effect->set_vector("Floor", 3, options->floor);
}
// Scanlines and shadow mask, at high res for AVI logging
if(avi_output_file != NULL)
{
curr_effect->set_texture("Diffuse", rt->render_texture[0]);
curr_effect->set_texture("DiffuseTexture", rt->render_texture[0]);
HRESULT result = (*d3dintf->device.set_render_target)(d3d->get_device(), 0, avi_final_target);
if (result != D3D_OK) mame_printf_verbose("Direct3D: Error %08X during device set_render_target call\n", (int)result);
@ -1671,7 +1668,7 @@ void shaders::avi_post_pass(render_target *rt, texture_info *texture, vec2f &tex
if(render_snap)
{
curr_effect->set_texture("Diffuse", rt->render_texture[0]);
curr_effect->set_texture("DiffuseTexture", rt->render_texture[0]);
HRESULT result = (*d3dintf->device.set_render_target)(d3d->get_device(), 0, snap_target);
if (result != D3D_OK) mame_printf_verbose("Direct3D: Error %08X during device set_render_target call\n", (int)result);
@ -1693,18 +1690,54 @@ void shaders::avi_post_pass(render_target *rt, texture_info *texture, vec2f &tex
}
}
void shaders::screen_post_pass(render_target *rt, texture_info *texture, vec2f &texsize, vec2f &delta, vec2f &sourcedims, poly_info *poly, int vertnum)
void shaders::screen_post_pass(render_target *rt, vec2f &texsize, vec2f &delta, vec2f &sourcedims, poly_info *poly, int vertnum)
{
renderer *d3d = (renderer *)window->drawdata;
UINT num_passes = 0;
curr_effect = post_effect;
curr_effect->set_texture("Diffuse", rt->render_texture[0]);
curr_effect->set_vector("SourceDims", 2, &sourcedims.c.x);
curr_effect->set_vector("SourceRect", 2, &delta.c.x);
vec2f screendims = d3d->get_dims();
curr_effect->set_vector("ScreenDims", 2, &screendims.c.x);
curr_effect->set_texture("DiffuseTexture", rt->render_texture[0]);
if(options->params_dirty)
{
vec2f shadow_dims;
if (shadow_texture)
{
shadow_dims = shadow_texture->get_rawdims();
}
else
{
shadow_dims.c.x = 1.0f;
shadow_dims.c.y = 1.0f;
}
curr_effect->set_vector("SourceDims", 2, &sourcedims.c.x);
curr_effect->set_vector("SourceRect", 2, &delta.c.x);
vec2f screendims = d3d->get_dims();
curr_effect->set_vector("ScreenDims", 2, &screendims.c.x);
curr_effect->set_float("PincushionAmount", options->pincushion);
curr_effect->set_float("CurvatureAmount", options->curvature);
curr_effect->set_texture("ShadowTexture", shadow_texture == NULL ? NULL : shadow_texture->get_finaltex());
curr_effect->set_float("ShadowEnable", shadow_texture == NULL ? 0.0f : 1.0f);
curr_effect->set_float("ShadowBrightness", options->shadow_mask_alpha);
float shadowcount[2] = { options->shadow_mask_count_x, options->shadow_mask_count_y };
float shadowuv[2] = { options->shadow_mask_u_size, options->shadow_mask_v_size };
curr_effect->set_vector("ShadowCount", 2, shadowcount);
curr_effect->set_vector("ShadowUV", 2, shadowuv);
curr_effect->set_vector("ShadowDims", 2, &shadow_dims.c.x);
curr_effect->set_float("ScanlineAmount", options->scanline_alpha);
curr_effect->set_float("ScanlineScale", options->scanline_scale);
curr_effect->set_float("ScanlineHeight", options->scanline_height);
curr_effect->set_float("ScanlineBrightScale", options->scanline_bright_scale);
curr_effect->set_float("ScanlineBrightOffset", options->scanline_bright_offset);
curr_effect->set_vector("Power", 3, options->power);
curr_effect->set_vector("Floor", 3, options->floor);
}
d3d->set_wrap(D3DTADDRESS_MIRROR);
@ -1729,7 +1762,7 @@ void shaders::screen_post_pass(render_target *rt, texture_info *texture, vec2f &
d3d->set_wrap(PRIMFLAG_GET_TEXWRAP(poly->get_texture()->get_flags()) ? D3DTADDRESS_WRAP : D3DTADDRESS_CLAMP);
}
void shaders::raster_bloom_pass(render_target *rt, texture_info *texture, vec2f &texsize, vec2f &delta, poly_info *poly, int vertnum)
void shaders::raster_bloom_pass(render_target *rt, vec2f &texsize, vec2f &delta, poly_info *poly, int vertnum)
{
renderer *d3d = (renderer *)window->drawdata;
UINT num_passes = 0;
@ -1743,22 +1776,17 @@ void shaders::raster_bloom_pass(render_target *rt, texture_info *texture, vec2f
int bloom_index = 0;
float bloom_width = rt->target_width;
float bloom_height = rt->target_height;
float prim_width = poly->get_prim_width();
float prim_height = poly->get_prim_height();
float prim_ratio[2] = { prim_width / bloom_width, prim_height / bloom_height };
vec2f screendims = d3d->get_dims();
curr_effect->set_vector("ScreenSize", 2, &screendims.c.x);
for(; bloom_size >= 2.0f && bloom_index < 11; bloom_size *= 0.5f)
{
float target_size[2] = { bloom_width, bloom_height };
float source_size[2] = { bloom_width * 0.5f, bloom_height * 0.5f };
target_size[0] = bloom_width;
target_size[1] = bloom_height;
curr_effect->set_vector("TargetSize", 2, target_size);
curr_effect->set_vector("SourceSize", 2, source_size);
curr_effect->set_vector("PrimRatio", 2, prim_ratio);
curr_effect->begin(&num_passes, 0);
curr_effect->set_texture("Diffuse", (bloom_index == 0) ? rt->render_texture[2] : rt->bloom_texture[bloom_index - 1]);
curr_effect->set_texture("DiffuseTexture", (bloom_index == 0) ? rt->render_texture[2] : rt->bloom_texture[bloom_index - 1]);
HRESULT result = (*d3dintf->device.set_render_target)(d3d->get_device(), 0, rt->bloom_target[bloom_index]);
if (result != D3D_OK) mame_printf_verbose("Direct3D: Error %08X during device set_render_target call 6\n", (int)result);
@ -1782,33 +1810,26 @@ void shaders::raster_bloom_pass(render_target *rt, texture_info *texture, vec2f
curr_effect = bloom_effect;
curr_effect->set_vector("TargetSize", 2, &screendims.c.x);
float weight0123[4] = { options->bloom_level0_weight, options->bloom_level1_weight, options->bloom_level2_weight, options->bloom_level3_weight };
float weight4567[4] = { options->bloom_level4_weight, options->bloom_level5_weight, options->bloom_level6_weight, options->bloom_level7_weight };
float weight89A[3] = { options->bloom_level8_weight, options->bloom_level9_weight, options->bloom_level10_weight };
curr_effect->set_vector("Level0123Weight", 4, weight0123);
curr_effect->set_vector("Level4567Weight", 4, weight4567);
curr_effect->set_vector("Level89AWeight", 3, weight89A);
curr_effect->set_vector("ScreenDims", 2, &screendims.c.x);
curr_effect->set_vector("TargetSize", 2, &screendims.c.x);
curr_effect->set_texture("DiffuseA", rt->render_texture[2]);
curr_effect->set_float("DiffuseScaleA", 1.0f);
char name[9] = "Diffuse*";
char scale[14] = "DiffuseScale*";
for(int index = 1; index < bloom_index; index++)
{
name[7] = 'A' + index;
scale[12] = 'A' + index;
curr_effect->set_texture(name, rt->bloom_texture[index - 1]);
curr_effect->set_float(scale, 1.0f);
}
for(int index = bloom_index; index < 11; index++)
{
name[7] = 'A' + index;
scale[12] = 'A' + index;
curr_effect->set_texture(name, black_texture);
curr_effect->set_float(scale, 0.0f);
}
curr_effect->begin(&num_passes, 0);
@ -1839,40 +1860,39 @@ void shaders::render_quad(poly_info *poly, int vertnum)
UINT num_passes = 0;
renderer *d3d = (renderer *)window->drawdata;
texture_info *texture = poly->get_texture();
curr_texture = poly->get_texture();
if(PRIMFLAG_GET_SCREENTEX(d3d->get_last_texture_flags()) && texture != NULL)
if(PRIMFLAG_GET_SCREENTEX(d3d->get_last_texture_flags()) && curr_texture != NULL)
{
render_target *rt = find_render_target(texture);
render_target *rt = find_render_target(curr_texture);
if (rt == NULL)
{
return;
}
cache_target *ct = find_cache_target(rt->screen_index, texture->get_texinfo().width, texture->get_texinfo().height);
cache_target *ct = find_cache_target(rt->screen_index, curr_texture->get_texinfo().width, curr_texture->get_texinfo().height);
vec2f& sourcedims = texture->get_rawdims();
vec2f delta = texture->get_uvstop() - texture->get_uvstart();
vec2f activearea = vec2f(1.0f / delta.c.x, 1.0f / delta.c.y);
vec2f& sourcedims = curr_texture->get_rawdims();
vec2f delta = curr_texture->get_uvstop() - curr_texture->get_uvstart();
vec2f texsize(rt->width, rt->height);
float defocus_x = options->defocus[0];
float defocus_y = options->defocus[1];
bool focus_enable = defocus_x != 0.0f || defocus_y != 0.0f;
ntsc_pass(rt, texture, sourcedims, activearea);
color_convolution_pass(rt, texture, texsize, delta, sourcedims);
prescale_pass(rt, texture, texsize, delta, sourcedims);
deconverge_pass(rt, texture, texsize, delta, sourcedims);
ntsc_pass(rt, sourcedims, delta);
color_convolution_pass(rt, texsize, sourcedims);
prescale_pass(rt, texsize, sourcedims);
deconverge_pass(rt, texsize, delta, sourcedims);
if (focus_enable)
{
defocus_pass(rt, texture, texsize, delta);
defocus_pass(rt, texsize);
}
phosphor_pass(rt, ct, texture, texsize, delta, focus_enable);
avi_post_pass(rt, texture, texsize, delta, poly, vertnum);
screen_post_pass(rt, texture, texsize, delta, sourcedims, poly, vertnum);
raster_bloom_pass(rt, texture, texsize, delta, poly, vertnum);
phosphor_pass(rt, ct, texsize, focus_enable);
avi_post_pass(rt, texsize, delta, sourcedims, poly, vertnum);
screen_post_pass(rt, texsize, delta, sourcedims, poly, vertnum);
raster_bloom_pass(rt, texsize, delta, poly, vertnum);
texture->increment_frame_count();
texture->mask_frame_count(options->yiq_phase_count);
curr_texture->increment_frame_count();
curr_texture->mask_frame_count(options->yiq_phase_count);
options->params_dirty = false;
@ -1924,17 +1944,7 @@ void shaders::render_quad(poly_info *poly, int vertnum)
}
else if (PRIMFLAG_GET_VECTORBUF(poly->get_flags()) && vector_enable)
{
//if (!lines_pending)
//return;
//lines_pending = false;
renderer *d3d = (renderer *)window->drawdata;
render_target *rt = find_render_target(d3d->get_width(), d3d->get_height(), 0, 0);
if (rt == NULL)
{
return;
}
/* Bloom */
curr_effect = downsample_effect;
@ -2001,23 +2011,17 @@ void shaders::render_quad(poly_info *poly, int vertnum)
curr_effect->set_vector("Level89AWeight", 3, weight89A);
curr_effect->set_texture("DiffuseA", rt->render_texture[0]);
curr_effect->set_float("DiffuseScaleA", 1.0f);
char name[9] = "Diffuse*";
char scale[14] = "DiffuseScale*";
for(int index = 1; index < bloom_index; index++)
{
name[7] = 'A' + index;
scale[12] = 'A' + index;
curr_effect->set_texture(name, rt->bloom_texture[index - 1]);
curr_effect->set_float(scale, 1.0f);
}
for(int index = bloom_index; index < 11; index++)
{
name[7] = 'A' + index;
scale[12] = 'A' + index;
curr_effect->set_texture(name, black_texture);
curr_effect->set_float(scale, 0.0f);
}
curr_effect->begin(&num_passes, 0);
@ -2105,6 +2109,8 @@ void shaders::render_quad(poly_info *poly, int vertnum)
curr_effect->end();
}
curr_texture = NULL;
}
@ -3043,7 +3049,7 @@ slider_state *shaders::init_slider_list()
// uniform functions
//============================================================
uniform::uniform(effect *shader, const char *name, uniform_type type)
uniform::uniform(effect *shader, const char *name, uniform_type type, int id)
{
m_shader = shader;
m_type = type;
@ -3053,6 +3059,7 @@ uniform::uniform(effect *shader, const char *name, uniform_type type)
memset(m_vec, 0, sizeof(float) * 4);
m_mval = NULL;
m_texture = NULL;
m_id = id;
switch (type)
{
@ -3083,6 +3090,202 @@ void uniform::set_next(uniform *next)
m_next = next;
}
void uniform::update()
{
if (m_id >= CU_COUNT)
{
return;
}
shaders *shadersys = m_shader->m_shaders;
renderer *d3d = (renderer *)shadersys->window->drawdata;
hlsl_options *options = shadersys->options;
switch(m_id)
{
case CU_SCREEN_DIMS:
{
vec2f screendims = d3d->get_dims();
m_shader->set_vector("ScreenDims", 2, &screendims.c.x);
break;
}
case CU_SOURCE_DIMS:
{
vec2f& sourcedims = shadersys->curr_texture->get_rawdims();
m_shader->set_vector("SourceDims", 2, &sourcedims.c.x);
break;
}
case CU_SOURCE_RECT:
{
vec2f delta = shadersys->curr_texture->get_uvstop() - shadersys->curr_texture->get_uvstart();
m_shader->set_vector("SourceRect", 2, &delta.c.x);
break;
}
case CU_NTSC_CCFREQ:
m_shader->set_float("CCValue", options->yiq_cc);
break;
case CU_NTSC_A:
m_shader->set_float("AValue", options->yiq_a);
break;
case CU_NTSC_B:
m_shader->set_float("BValue", options->yiq_b);
break;
case CU_NTSC_O:
m_shader->set_float("OValue", options->yiq_o);
break;
case CU_NTSC_P:
m_shader->set_float("PValue", options->yiq_p);
break;
case CU_NTSC_NOTCH:
m_shader->set_float("NotchHalfWidth", options->yiq_n);
break;
case CU_NTSC_YFREQ:
m_shader->set_float("YFreqResponse", options->yiq_y);
break;
case CU_NTSC_IFREQ:
m_shader->set_float("IFreqResponse", options->yiq_i);
break;
case CU_NTSC_QFREQ:
m_shader->set_float("QFreqResponse", options->yiq_q);
break;
case CU_NTSC_HTIME:
m_shader->set_float("ScanTime", options->yiq_scan_time);
break;
case CU_NTSC_ENABLE:
m_shader->set_float("YIQEnable", options->yiq_enable ? 1.0f : 0.0f);
break;
case CU_COLOR_RED_RATIOS:
m_shader->set_vector("RedRatios", 3, options->red_ratio);
break;
case CU_COLOR_GRN_RATIOS:
m_shader->set_vector("GrnRatios", 3, options->grn_ratio);
break;
case CU_COLOR_BLU_RATIOS:
m_shader->set_vector("BluRatios", 3, options->blu_ratio);
break;
case CU_COLOR_OFFSET:
m_shader->set_vector("Offset", 3, options->offset);
break;
case CU_COLOR_SCALE:
m_shader->set_vector("Scale", 3, options->scale);
break;
case CU_COLOR_SATURATION:
m_shader->set_float("Saturation", options->saturation);
break;
case CU_CONVERGE_LINEAR_X:
m_shader->set_vector("ConvergeX", 3, options->converge_x);
break;
case CU_CONVERGE_LINEAR_Y:
m_shader->set_vector("ConvergeY", 3, options->converge_y);
break;
case CU_CONVERGE_RADIAL_X:
m_shader->set_vector("RadialConvergeX", 3, options->radial_converge_x);
break;
case CU_CONVERGE_RADIAL_Y:
m_shader->set_vector("RadialConvergeY", 3, options->radial_converge_y);
break;
case CU_FOCUS_SIZE:
m_shader->set_vector("Defocus", 2, &options->defocus[0]);
break;
case CU_PHOSPHOR_LIFE:
m_shader->set_vector("Phosphor", 3, options->phosphor);
break;
case CU_PHOSPHOR_IGNORE:
m_shader->set_float("Passthrough", shadersys->phosphor_passthrough ? 1.0f : 0.0f);
break;
case CU_POST_PINCUSHION:
m_shader->set_float("PincushionAmount", options->pincushion);
break;
case CU_POST_CURVATURE:
m_shader->set_float("CurvatureAmount", options->curvature);
break;
case CU_POST_SHADOW_ALPHA:
m_shader->set_float("ShadowAlpha", shadersys->shadow_texture == NULL ? 0.0f : options->shadow_mask_alpha);
break;
case CU_POST_SHADOW_COUNT:
{
float shadowcount[2] = { options->shadow_mask_count_x, options->shadow_mask_count_y };
m_shader->set_vector("ShadowCount", 2, shadowcount);
break;
}
case CU_POST_SHADOW_UV:
{
float shadowuv[2] = { options->shadow_mask_u_size, options->shadow_mask_v_size };
m_shader->set_vector("ShadowUV", 2, shadowuv);
break;
}
case CU_POST_SHADOW_DIMS:
{
vec2f shadow_dims;
if (shadersys->shadow_texture)
{
shadow_dims = shadersys->shadow_texture->get_rawdims();
}
else
{
shadow_dims.c.x = 1.0f;
shadow_dims.c.y = 1.0f;
}
m_shader->set_vector("ShadowDims", 2, &shadow_dims.c.x);
break;
}
case CU_POST_SCANLINE_ALPHA:
m_shader->set_float("ScanlineAlpha", options->scanline_alpha);
break;
case CU_POST_SCANLINE_SCALE:
m_shader->set_float("ScanlineScale", options->scanline_scale);
break;
case CU_POST_SCANLINE_HEIGHT:
m_shader->set_float("ScanlineHeight", options->scanline_height);
break;
case CU_POST_SCANLINE_BRIGHT_SCALE:
m_shader->set_float("ScanlineBrightScale", options->scanline_bright_scale);
break;
case CU_POST_SCANLINE_BRIGHT_OFFSET:
m_shader->set_float("ScanlineBrightOffset", options->scanline_bright_offset);
break;
case CU_POST_POWER:
m_shader->set_vector("Power", 3, options->power);
break;
case CU_POST_FLOOR:
m_shader->set_vector("Floor", 3, options->floor);
break;
case CU_BLOOM_TARGET_SIZE:
m_shader->set_vector("TargetSize", 2, shadersys->target_size);
break;
case CU_BLOOM_RESCALE:
m_shader->set_float("BloomRescale", options->raster_bloom_scale);
break;
case CU_BLOOM_LVL0123_WEIGHTS:
{
float weight0123[4] = { options->bloom_level0_weight, options->bloom_level1_weight, options->bloom_level2_weight, options->bloom_level3_weight };
m_shader->set_vector("Level0123Weight", 4, weight0123);
break;
}
case CU_BLOOM_LVL4567_WEIGHTS:
{
float weight4567[4] = { options->bloom_level4_weight, options->bloom_level5_weight, options->bloom_level6_weight, options->bloom_level7_weight };
m_shader->set_vector("Level4567Weight", 4, weight4567);
break;
}
case CU_BLOOM_LVL89A_WEIGHTS:
{
float weight89A[3] = { options->bloom_level8_weight, options->bloom_level9_weight, options->bloom_level10_weight };
m_shader->set_vector("Level89AWeight", 3, weight89A);
break;
}
}
}
void uniform::set(float x, float y, float z, float w)
{
m_vec[0] = x;
@ -3152,11 +3355,12 @@ void uniform::upload()
// effect functions
//============================================================
effect::effect(device *dev, const char *name, const char *path)
effect::effect(shaders *shadersys, device *dev, const char *name, const char *path)
{
IDirect3DDevice9 *device = (IDirect3DDevice9 *)dev;
LPD3DXBUFFER buffer_errors = NULL;
m_shaders = shadersys;
m_uniforms = NULL;
m_effect = NULL;
m_valid = false;
@ -3192,6 +3396,28 @@ effect::~effect()
m_effect = NULL;
}
void effect::add_uniform(const char *name, uniform::uniform_type type, int id)
{
uniform *newuniform = new uniform(this, name, type, id);
if (newuniform == NULL)
{
return;
}
newuniform->set_next(m_uniforms);
m_uniforms = newuniform;
}
void effect::update_uniforms()
{
uniform *curr = m_uniforms;
while(curr != NULL)
{
curr->update();
curr = curr->get_next();
}
}
void effect::begin(UINT *passes, DWORD flags)
{
m_effect->Begin(passes, flags);

View File

@ -57,6 +57,7 @@ namespace d3d
{
class effect;
class shaders;
class uniform
{
@ -72,11 +73,12 @@ public:
UT_SAMPLER,
} uniform_type;
typedef enum
enum
{
CU_SCREEN_DIMS,
CU_SCREEN_DIMS = 0,
CU_SOURCE_DIMS,
CU_SOURCE_RECT,
CU_NTSC_CCFREQ,
CU_NTSC_A,
CU_NTSC_B,
@ -87,22 +89,63 @@ public:
CU_NTSC_IFREQ,
CU_NTSC_QFREQ,
CU_NTSC_HTIME,
CU_NTSC_ENABLE,
} common_uniform;
CU_COLOR_RED_RATIOS,
CU_COLOR_GRN_RATIOS,
CU_COLOR_BLU_RATIOS,
CU_COLOR_OFFSET,
CU_COLOR_SCALE,
CU_COLOR_SATURATION,
uniform(effect *shader, const char *name, uniform_type type);
CU_CONVERGE_LINEAR_X,
CU_CONVERGE_LINEAR_Y,
CU_CONVERGE_RADIAL_X,
CU_CONVERGE_RADIAL_Y,
void set_next(uniform *next);
CU_FOCUS_SIZE,
void set(float x, float y, float z, float w);
void set(float x, float y, float z);
void set(float x, float y);
void set(float x);
void set(int x);
void set(matrix *mat);
void set(texture *tex);
CU_PHOSPHOR_LIFE,
CU_PHOSPHOR_IGNORE,
void upload();
CU_POST_PINCUSHION,
CU_POST_CURVATURE,
CU_POST_SHADOW_ALPHA,
CU_POST_SHADOW_COUNT,
CU_POST_SHADOW_UV,
CU_POST_SHADOW_DIMS,
CU_POST_SCANLINE_ALPHA,
CU_POST_SCANLINE_SCALE,
CU_POST_SCANLINE_HEIGHT,
CU_POST_SCANLINE_BRIGHT_SCALE,
CU_POST_SCANLINE_BRIGHT_OFFSET,
CU_POST_POWER,
CU_POST_FLOOR,
CU_BLOOM_TARGET_SIZE,
CU_BLOOM_RESCALE,
CU_BLOOM_LVL0123_WEIGHTS,
CU_BLOOM_LVL4567_WEIGHTS,
CU_BLOOM_LVL89A_WEIGHTS,
CU_COUNT,
};
uniform(effect *shader, const char *name, uniform_type type, int id);
void set_next(uniform *next);
uniform * get_next() { return m_next; }
void set(float x, float y, float z, float w);
void set(float x, float y, float z);
void set(float x, float y);
void set(float x);
void set(int x);
void set(matrix *mat);
void set(texture *tex);
void upload();
void update();
protected:
uniform *m_next;
@ -113,6 +156,7 @@ protected:
texture *m_texture;
int m_count;
uniform_type m_type;
int m_id;
effect *m_shader;
D3DXHANDLE m_handle;
@ -120,8 +164,10 @@ protected:
class effect
{
friend class uniform;
public:
effect(device *dev, const char *name, const char *path);
effect(shaders *shadersys, device *dev, const char *name, const char *path);
~effect();
void begin(UINT *passes, DWORD flags);
@ -138,15 +184,22 @@ public:
void set_matrix(D3DXHANDLE param, matrix *matrix);
void set_texture(D3DXHANDLE param, texture *tex);
void add_uniform(const char *name, uniform::uniform_type type, int id);
void update_uniforms();
D3DXHANDLE get_parameter(D3DXHANDLE param, const char *name);
ULONG release();
shaders* get_shaders() { return m_shaders; }
bool is_valid() { return m_valid; }
private:
uniform *m_uniforms;
ID3DXEffect *m_effect;
shaders *m_shaders;
bool m_valid;
};
@ -224,6 +277,9 @@ struct hlsl_options
class shaders
{
friend class effect;
friend class uniform;
public:
// construction/destruction
shaders();
@ -301,15 +357,15 @@ private:
void remove_cache_target(cache_target *cache);
// Shader passes
void ntsc_pass(render_target *rt, texture_info *texture, vec2f &texsize, vec2f &delta);
void color_convolution_pass(render_target *rt, texture_info *texture, vec2f &texsize, vec2f &delta, vec2f &sourcedims);
void prescale_pass(render_target *rt, texture_info *texture, vec2f &texsize, vec2f &delta, vec2f &sourcedims);
void deconverge_pass(render_target *rt, texture_info *texture, vec2f &texsize, vec2f &delta, vec2f &sourcedims);
void defocus_pass(render_target *rt, texture_info *texture, vec2f &texsize, vec2f &delta);
void phosphor_pass(render_target *rt, cache_target *ct, texture_info *texture, vec2f &texsize, vec2f &delta, bool focus_enable);
void screen_post_pass(render_target *rt, texture_info *texture, vec2f &texsize, vec2f &delta, vec2f &sourcedims, poly_info *poly, int vertnum);
void avi_post_pass(render_target *rt, texture_info *texture, vec2f &texsize, vec2f &delta, poly_info *poly, int vertnum);
void raster_bloom_pass(render_target *rt, texture_info *texture, vec2f &texsize, vec2f &delta, poly_info *poly, int vertnum);
void ntsc_pass(render_target *rt, vec2f &texsize, vec2f &delta);
void color_convolution_pass(render_target *rt, vec2f &texsize, vec2f &sourcedims);
void prescale_pass(render_target *rt, vec2f &texsize, vec2f &sourcedims);
void deconverge_pass(render_target *rt, vec2f &texsize, vec2f &delta, vec2f &sourcedims);
void defocus_pass(render_target *rt, vec2f &texsize);
void phosphor_pass(render_target *rt, cache_target *ct, vec2f &texsize, bool focus_enable);
void screen_post_pass(render_target *rt, vec2f &texsize, vec2f &delta, vec2f &sourcedims, poly_info *poly, int vertnum);
void avi_post_pass(render_target *rt, vec2f &texsize, vec2f &delta, vec2f &sourcedims, poly_info *poly, int vertnum);
void raster_bloom_pass(render_target *rt, vec2f &texsize, vec2f &delta, poly_info *poly, int vertnum);
base * d3dintf; // D3D interface
win_window_info * window; // D3D window info
@ -377,6 +433,10 @@ private:
effect * vector_effect; // pointer to the vector-effect object
vertex * fsfx_vertices; // pointer to our full-screen-quad object
texture_info * curr_texture;
bool phosphor_passthrough;
float target_size[2];
public:
render_target * targethead;
cache_target * cachehead;