Add LCD ghosting shader for Direct3D

hlsl/ghosting.fx: Add LCD ghosting shader

	hlsl/phosphor.fx: Remove LCD logic

	ini/presets/gameboy.ini, ini/presets/gba.ini,
ini/presets/lcd-matrix.ini, ini/presets/lcd.ini, ini/presets/raster.ini,
ini/presets/vector.ini: Update presets

	src/osd/modules/render/d3d/d3dhlsl.cpp,
src/osd/modules/render/d3d/d3dhlsl.h: Add LCD shader and sliders.  Allow
sliders to be adjusted for R, G, and B components.

	src/osd/windows/winmain.cpp, src/osd/windows/winmain.h: Add LCD
ghosting options.# Please enter the commit message for your changes. Lines starting
This commit is contained in:
Westley M. Martinez 2017-01-02 15:42:33 -08:00
parent c7cc38199a
commit 91172125de
12 changed files with 277 additions and 60 deletions

159
hlsl/ghosting.fx Normal file
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@ -0,0 +1,159 @@
// 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
// copyright-holders:Ryan Holtz
// copyright-holders:Ryan Holtz, Westley M. Martinez
//-----------------------------------------------------------------------------
// Phosphor Effect
//-----------------------------------------------------------------------------
@ -95,12 +95,14 @@ VS_OUTPUT vs_main(VS_INPUT Input)
// Phosphor Pixel Shader
//-----------------------------------------------------------------------------
uniform bool LCD = false;
uniform int Mode = 0;
uniform float DeltaTime = 0.0f;
uniform float LCDTau = 0.0f;
uniform float3 TimeConstant = { 0.0f, 0.0f, 0.0f };
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;
// sRGB half-step for small intensities
float THRESHOLD = 0.5f / 255.0f / 12.92f;
float4 ps_main(PS_INPUT Input) : COLOR
{
@ -110,47 +112,41 @@ float4 ps_main(PS_INPUT Input) : COLOR
float g = PrevPix.g;
float b = PrevPix.b;
if (LCD) {
r *= LCDTau == 0 ? 0 : exp(-DeltaTime / LCDTau);
g *= LCDTau == 0 ? 0 : exp(-DeltaTime / LCDTau);
b *= LCDTau == 0 ? 0 : exp(-DeltaTime / LCDTau);
}
else if (Mode == 0) {
if (Mode == 0) {
r = 0;
g = 0;
b = 0;
}
else if (Mode == 1) {
float3 tau = TimeConstant * 0.4342944819;
float3 tau = TimeConstant * TAU_FACTOR;
r *= tau.r == 0 ? 0 : exp(-DeltaTime / tau.r);
g *= tau.g == 0 ? 0 : exp(-DeltaTime / tau.g);
b *= tau.b == 0 ? 0 : exp(-DeltaTime / tau.b);
}
else {
float3 gamma = 1 / (TimeConstant * 0.004342944819);
float3 gamma = 1 / (TimeConstant * GAMMA_INV_FACTOR);
if (r != 0.0f)
r = pow(gamma.r * DeltaTime + pow(1 / r, 1 / Beta.r), -Beta.r);
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);
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);
b = pow(gamma.b * DeltaTime + pow(1 / b, 1 / Beta.b),
-Beta.b);
}
// Prevent burn-in
if (DeltaTime > 0.0f) {
float threshold = 0.5f / 255.0f / 12.92; // Half-color increment
r = max(0.0f, r - threshold);
g = max(0.0f, g - threshold);
b = max(0.0f, b - threshold);
r = max(0.0f, r - THRESHOLD);
g = max(0.0f, g - THRESHOLD);
b = max(0.0f, b - THRESHOLD);
}
float RedMax = max(CurrPix.r, r);
float GreenMax = max(CurrPix.g, g);
float BlueMax = max(CurrPix.b, b);
return Passthrough ?
CurrPix : float4(RedMax, GreenMax, BlueMax, CurrPix.a);
r = max(CurrPix.r, r);
g = max(CurrPix.g, g);
b = max(CurrPix.b, b);
return Passthrough ? CurrPix : float4(r, g, b, CurrPix.a);
}
//-----------------------------------------------------------------------------

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@ -31,7 +31,8 @@ offset 0.0,0.10,0.05
scale 0.9,0.8,1.0
power 1.4,1.2,1.8
floor 0.0,0.0,0.0
lcd_persistence 0.04
lcd_rise_time 0.25,0.25,0.25
lcd_fall_time 0.1,0.1,0.1
#
# NTSC POST-PROCESSING OPTIONS

View File

@ -31,7 +31,8 @@ offset 0.0,0.0,0.0
scale 1.0,1.0,1.0
power 1.0,1.0,1.0
floor 0.0,0.0,0.0
lcd_persistence 0.03,0.03,0.03
lcd_rise_time 0.05,0.05,0.05
lcd_fall_time 0.1,0.1,0.1
#
# NTSC POST-PROCESSING OPTIONS

View File

@ -31,7 +31,8 @@ offset 0.0,0.0,0.0
scale 1.0,1.0,1.0
power 1.0,1.0,1.0
floor 0.0,0.0,0.0
lcd_persistence 0.03,0.03,0.03
lcd_rise_time 0.25,0.25,0.25
lcd_fall_time 0.1,0.1,0.1
#
# NTSC POST-PROCESSING OPTIONS

View File

@ -31,7 +31,8 @@ offset 0.0,0.0,0.0
scale 1.0,1.0,1.0
power 1.0,1.0,1.0
floor 0.0,0.0,0.0
lcd_persistence 0.03,0.03,0.03
lcd_rise_time 0.05,0.05,0.05
lcd_fall_time 0.1,0.1,0.1
#
# NTSC POST-PROCESSING OPTIONS

View File

@ -38,8 +38,8 @@ scale 1.15,1.05,0.90
power 0.90,0.90,1.15
floor 0.025,0.025,0.025
phosphor_mode 2
phosphor_time 0.050,0.005,0.005
phosphor_beta 1.0,0.5,0.5
phosphor_time 0.050,0.018,0.018
phosphor_beta 1.0,0.7,0.7
#
# NTSC POST-PROCESSING OPTIONS

View File

@ -41,8 +41,8 @@ scale 1.0,1.0,1.0
power 1.0,1.0,1.0
floor 0.0,0.0,0.0
phosphor_mode 2
phosphor_time 0.050,0.005,0.005
phosphor_beta 1.0,0.5,0.5
phosphor_time 0.050,0.018,0.018
phosphor_beta 1.0,0.7,0.7
#
# NTSC POST-PROCESSING OPTIONS

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@ -1,5 +1,4 @@
// license:BSD-3-Clause
//
// copyright-holders:Aaron Giles
//============================================================
//
@ -170,9 +169,9 @@ shaders::shaders() :
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),
default_effect(nullptr), prescale_effect(nullptr), post_effect(nullptr), distortion_effect(nullptr),
focus_effect(nullptr), phosphor_effect(nullptr), deconverge_effect(nullptr), color_effect(nullptr),
ntsc_effect(nullptr), bloom_effect(nullptr), downsample_effect(nullptr), vector_effect(nullptr),
curr_texture(nullptr), curr_render_target(nullptr), curr_poly(nullptr),
focus_effect(nullptr), phosphor_effect(nullptr), ghosting_effect(nullptr), deconverge_effect(nullptr),
color_effect(nullptr), ntsc_effect(nullptr), bloom_effect(nullptr), downsample_effect(nullptr),
vector_effect(nullptr), curr_texture(nullptr), curr_render_target(nullptr), curr_poly(nullptr),
d3dx_create_effect_from_file_ptr(nullptr)
{
}
@ -524,7 +523,10 @@ bool shaders::init(d3d_base *d3dintf, running_machine *machine, renderer_d3d9 *r
options->phosphor_time, true);
get_vector(winoptions.screen_phosphor_beta(), 3,
options->phosphor_beta, true);
options->lcd_persistence = winoptions.screen_lcd_persistence();
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->yiq_enable = winoptions.screen_yiq_enable();
options->yiq_jitter = winoptions.screen_yiq_jitter();
@ -715,6 +717,7 @@ int shaders::create_resources()
distortion_effect = new effect(this, d3d->get_device(), "distortion.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);
ghosting_effect = new effect(this, d3d->get_device(), "ghosting.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);
@ -728,6 +731,7 @@ int shaders::create_resources()
!distortion_effect->is_valid() ||
!prescale_effect->is_valid() ||
!phosphor_effect->is_valid() ||
!ghosting_effect->is_valid() ||
!focus_effect->is_valid() ||
!deconverge_effect->is_valid() ||
!color_effect->is_valid() ||
@ -739,12 +743,13 @@ int shaders::create_resources()
return 1;
}
effect *effects[13] = {
effect *effects[14] = {
default_effect,
post_effect,
distortion_effect,
prescale_effect,
phosphor_effect,
ghosting_effect,
focus_effect,
deconverge_effect,
color_effect,
@ -755,7 +760,7 @@ int shaders::create_resources()
vector_effect
};
for (int i = 0; i < 13; i++)
for (int i = 0; i < 14; i++)
{
effects[i]->add_uniform("SourceDims", uniform::UT_VEC2, uniform::CU_SOURCE_DIMS);
effects[i]->add_uniform("TargetDims", uniform::UT_VEC2, uniform::CU_TARGET_DIMS);
@ -795,7 +800,9 @@ int shaders::create_resources()
phosphor_effect->add_uniform("Mode", uniform::UT_INT, uniform::CU_PHOSPHOR_MODE);
phosphor_effect->add_uniform("TimeConstant", uniform::UT_VEC3, uniform::CU_PHOSPHOR_TIME);
phosphor_effect->add_uniform("Beta", uniform::UT_VEC3, uniform::CU_PHOSPHOR_BETA);
phosphor_effect->add_uniform("LCDTau", uniform::UT_FLOAT, uniform::CU_LCD_PERSISTENCE);
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("ShadowCount", uniform::UT_VEC2, uniform::CU_POST_SHADOW_COUNT);
@ -848,6 +855,7 @@ void shaders::begin_draw()
distortion_effect->set_technique("DefaultTechnique");
prescale_effect->set_technique("DefaultTechnique");
phosphor_effect->set_technique("DefaultTechnique");
ghosting_effect->set_technique("DefaultTechnique");
focus_effect->set_technique("DefaultTechnique");
deconverge_effect->set_technique("DefaultTechnique");
color_effect->set_technique("DefaultTechnique");
@ -1079,10 +1087,9 @@ int shaders::phosphor_pass(d3d_render_target *rt, int source_index, poly_info *p
int next_index = source_index;
auto stype = machine->first_screen()->screen_type();
// skip phosphor if mode is off
if ((options->phosphor_mode == 0 && stype == SCREEN_TYPE_RASTER) ||
(options->phosphor_mode == 0 && stype == SCREEN_TYPE_VECTOR) ||
(options->lcd_persistence == 0 && stype == SCREEN_TYPE_LCD))
// skip if screen doesn't use phosphors
if ((stype != SCREEN_TYPE_RASTER && stype != SCREEN_TYPE_VECTOR) ||
options->phosphor_mode == 0)
{
return next_index;
}
@ -1093,10 +1100,6 @@ int shaders::phosphor_pass(d3d_render_target *rt, int source_index, poly_info *p
curr_effect->set_texture("LastPass", rt->cache_texture);
curr_effect->set_bool("Passthrough", false);
curr_effect->set_float("DeltaTime", delta_time());
if (stype == SCREEN_TYPE_LCD)
curr_effect->set_bool("LCD", true);
else
curr_effect->set_bool("LCD", false);
next_index = rt->next_index(next_index);
blit(rt->target_surface[next_index], false, D3DPT_TRIANGLELIST, 0, 2);
@ -1112,6 +1115,38 @@ int shaders::phosphor_pass(d3d_render_target *rt, int source_index, poly_info *p
return next_index;
}
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->set_texture("Diffuse", rt->target_texture[next_index]);
curr_effect->set_texture("LastPass", rt->cache_texture);
curr_effect->set_bool("Passthrough", false);
curr_effect->set_float("DeltaTime", delta_time());
next_index = rt->next_index(next_index);
blit(rt->target_surface[next_index], false, D3DPT_TRIANGLELIST, 0, 2);
// Pass along our ghost'd screen
curr_effect->update_uniforms();
curr_effect->set_texture("Diffuse", rt->target_texture[next_index]);
curr_effect->set_texture("LastPass", rt->target_texture[next_index]);
curr_effect->set_bool("Passthrough", true);
blit(rt->cache_surface, false, D3DPT_TRIANGLELIST, 0, 2);
return next_index;
}
int shaders::post_pass(d3d_render_target *rt, int source_index, poly_info *poly, int vertnum, bool prepare_bloom)
{
int next_index = source_index;
@ -1379,8 +1414,10 @@ void shaders::render_quad(poly_info *poly, int vertnum)
next_index = deconverge_pass(rt, next_index, poly, vertnum); // handled in bgfx
next_index = defocus_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
// This may be phosphor or ghosting, depending on screen type
int phosphor_index = next_index;
next_index = post_pass(rt, next_index, poly, vertnum, true);
next_index = downsample_pass(rt, next_index, poly, vertnum);
@ -1458,8 +1495,10 @@ void shaders::render_quad(poly_info *poly, int vertnum)
next_index = deconverge_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 = ghosting_pass(rt, next_index, poly, vertnum);
// create bloom textures
// This may be phosphor or ghosting, depending on screen type
int phosphor_index = next_index;
next_index = post_pass(rt, next_index, poly, vertnum, true);
next_index = downsample_pass(rt, next_index, poly, vertnum);
@ -1750,6 +1789,11 @@ void shaders::delete_resources()
delete phosphor_effect;
phosphor_effect = nullptr;
}
if (ghosting_effect != nullptr)
{
delete ghosting_effect;
ghosting_effect = nullptr;
}
if (focus_effect != nullptr)
{
delete focus_effect;
@ -1967,7 +2011,8 @@ enum slider_option
SLIDER_PHOSPHOR_MODE,
SLIDER_PHOSPHOR_TIME,
SLIDER_PHOSPHOR_BETA,
SLIDER_LCD_PERSISTENCE,
SLIDER_LCD_RISE_TIME,
SLIDER_LCD_FALL_TIME,
SLIDER_BLOOM_BLEND_MODE,
SLIDER_BLOOM_SCALE,
SLIDER_BLOOM_OVERDRIVE,
@ -2049,7 +2094,8 @@ slider_desc shaders::s_sliders[] =
{ "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 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 Perisistence,", 0, 20, 100, 1, SLIDER_FLOAT, SLIDER_SCREEN_TYPE_LCD, SLIDER_LCD_PERSISTENCE, 0.001f, "%3.3f", {} },
{ "LCD Rise Time Constant,", 0, 50, 100, 1, SLIDER_COLOR, SLIDER_SCREEN_TYPE_LCD, SLIDER_LCD_RISE_TIME, 0.01f, "%2.2f", {} },
{ "LCD Fall Time Constant,", 0, 50, 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 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", {} },
@ -2124,7 +2170,8 @@ void *shaders::get_slider_option(int id, int index)
case SLIDER_PHOSPHOR_MODE: return &(options->phosphor_mode);
case SLIDER_PHOSPHOR_TIME: return &(options->phosphor_time[index]);
case SLIDER_PHOSPHOR_BETA: return &(options->phosphor_beta[index]);
case SLIDER_LCD_PERSISTENCE: return &(options->lcd_persistence);
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_SCALE: return &(options->bloom_scale);
case SLIDER_BLOOM_OVERDRIVE: return &(options->bloom_overdrive[index]);
@ -2421,8 +2468,12 @@ void uniform::update()
m_shader->set_vector("Beta", 3, options->phosphor_beta);
break;
case CU_LCD_PERSISTENCE:
m_shader->set_float("LCDTau", options->lcd_persistence);
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;
case CU_POST_REFLECTION:
m_shader->set_float("ReflectionAmount", options->reflection);

View File

@ -81,7 +81,8 @@ public:
CU_PHOSPHOR_TIME,
CU_PHOSPHOR_BETA,
CU_LCD_PERSISTENCE,
CU_LCD_RISE_TIME,
CU_LCD_FALL_TIME,
CU_POST_VIGNETTING,
CU_POST_DISTORTION,
@ -210,7 +211,8 @@ struct hlsl_options
int phosphor_mode;
float phosphor_time[3];
float phosphor_beta[3];
float lcd_persistence;
float lcd_rise_time[3];
float lcd_fall_time[3];
float saturation;
// NTSC
@ -339,6 +341,7 @@ private:
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 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 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);
@ -388,6 +391,7 @@ private:
effect * distortion_effect; // pointer to the distortion-effect object
effect * focus_effect; // pointer to the focus-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 * color_effect; // pointer to the color-effect object
effect * ntsc_effect; // pointer to the NTSC effect object

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@ -216,9 +216,10 @@ const options_entry windows_options::s_option_entries[] =
{ 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_PHOSPHOR_MODE";fs_phosphor_mode", "0", OPTION_STRING, "phosphorescence decay mode (0: off, 1: exponential, 2: inverse-power)" },
{ WINOPTION_PHOSPHOR_TIME";fs_phosphor_time", "0.5,0.5,0.5", OPTION_STRING, "exponential time constant" },
{ 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_PERSISTENCE";fs_lcd_persistence", "0.02", OPTION_STRING, "LCD pixel persistence time constant" },
{ 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", "0.5,0.5,0.5", OPTION_STRING, "LCD persistence fall time constant" },
/* NTSC simulation below this line */
{ nullptr, nullptr, OPTION_HEADER, "NTSC POST-PROCESSING OPTIONS" },
{ WINOPTION_YIQ_ENABLE";yiq", "0", OPTION_BOOLEAN, "enables YIQ-space HLSL post-processing" },

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@ -71,7 +71,8 @@
#define WINOPTION_PHOSPHOR_MODE "phosphor_mode"
#define WINOPTION_PHOSPHOR_TIME "phosphor_time"
#define WINOPTION_PHOSPHOR_BETA "phosphor_beta"
#define WINOPTION_LCD_PERSISTENCE "lcd_persistence"
#define WINOPTION_LCD_RISE_TIME "lcd_rise_time"
#define WINOPTION_LCD_FALL_TIME "lcd_fall_time"
#define WINOPTION_SATURATION "saturation"
#define WINOPTION_YIQ_ENABLE "yiq_enable"
#define WINOPTION_YIQ_JITTER "yiq_jitter"
@ -203,7 +204,8 @@ public:
int screen_phosphor_mode() const { return int_value(WINOPTION_PHOSPHOR_MODE); }
const char* screen_phosphor_time() const { return value(WINOPTION_PHOSPHOR_TIME); }
const char* screen_phosphor_beta() const { return value(WINOPTION_PHOSPHOR_BETA); }
float screen_lcd_persistence() const { return float_value(WINOPTION_LCD_PERSISTENCE); }
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); }
// full screen options