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Cleanup (nw)
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d516871e6f
commit
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27
hlsl/ntsc.fx
27
hlsl/ntsc.fx
@ -108,7 +108,7 @@ static const int HalfSampleCount = SampleCount / 2;
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float4 GetCompositeYIQ(float2 TexCoord)
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{
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float2 SourceTexelDims = 1.0f / SourceDims;
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float2 SourceTexelDims = 1.0f / SourceDims;
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float2 SourceRes = SourceDims * SourceRect;
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float2 PValueSourceTexel = float2(PValue, 0.0f) * SourceTexelDims;
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@ -131,12 +131,13 @@ float4 GetCompositeYIQ(float2 TexCoord)
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float4 I = float4(dot(Texel0, IDot), dot(Texel1, IDot), dot(Texel2, IDot), dot(Texel3, IDot));
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float4 Q = float4(dot(Texel0, QDot), dot(Texel1, QDot), dot(Texel2, QDot), dot(Texel3, QDot));
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float4 W = PI2 * CCValue * ScanTime;
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float W = PI2 * CCValue * ScanTime;
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float WoPI = W / PI;
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float4 T = HPosition
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+ (AValue / 360.0f * SourceRes.y) * VPosition
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+ (BValue / 360.0f)
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+ (SignalOffset / 360.0f);
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float HOffset = (BValue + SignalOffset) / WoPI;
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float VScale = (AValue * SourceRes.y) / WoPI;
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float4 T = HPosition + HOffset + VPosition * VScale;
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float4 TW = T * W;
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float4 CompositeYIQ = Y + I * cos(TW) + Q * sin(TW);
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@ -171,7 +172,11 @@ float4 ps_main(PS_INPUT Input) : COLOR
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float PI2Length = PI2 / SampleCount;
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float W = PI2 * CCValue * ScanTime;
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float WoPI = W / PI;
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float HOffset = (BValue + SignalOffset) / WoPI;
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float VScale = (AValue * SourceRes.y) / WoPI;
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float4 YAccum = 0.0f;
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float4 IAccum = 0.0f;
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float4 QAccum = 0.0f;
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@ -190,12 +195,8 @@ float4 ps_main(PS_INPUT Input) : COLOR
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float4 C = GetCompositeYIQ(float2(Cx.r, Cy.r));
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float4 T = HPosition
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+ (AValue / 360.0f * SourceRes.y) * VPosition
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+ (BValue / 360.0f)
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+ (SignalOffset / 360.0f);
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float4 WT = W * T
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+ OValue;
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float4 T = HPosition + HOffset + VPosition * VScale;
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float4 WT = W * T + OValue;
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float4 SincKernel = 0.54f + 0.46f * cos(PI2Length * n4);
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@ -990,7 +990,7 @@ int shaders::create_resources(bool reset)
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deconverge_effect->add_uniform("RadialConvergeY", uniform::UT_VEC3, uniform::CU_CONVERGE_RADIAL_Y);
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focus_effect->add_uniform("Defocus", uniform::UT_VEC2, uniform::CU_FOCUS_SIZE);
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phosphor_effect->add_uniform("Phosphor", uniform::UT_VEC3, uniform::CU_PHOSPHOR_LIFE);
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post_effect->add_uniform("VignettingAmount", uniform::UT_FLOAT, uniform::CU_POST_VIGNETTING); // backward compatibility
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@ -1231,7 +1231,7 @@ int shaders::ntsc_pass(render_target *rt, int source_index, poly_info *poly, int
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{
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return next_index;
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}
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float signal_offset = curr_texture->get_cur_frame() == 0
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? 0.0f
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: options->yiq_jitter;
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@ -1241,7 +1241,7 @@ int shaders::ntsc_pass(render_target *rt, int source_index, poly_info *poly, int
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curr_effect = ntsc_effect;
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curr_effect->update_uniforms();
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curr_effect->set_float("SignalOffset", signal_offset);
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next_index = rt->next_index(next_index);
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blit(rt->native_target[next_index], true, D3DPT_TRIANGLELIST, 0, 2);
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@ -2778,7 +2778,7 @@ static INT32 slider_ntsc_enable(running_machine &machine, void *arg, std::string
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}
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// static INT32 slider_ntsc_phase_count(running_machine &machine, void *arg, std::string *str, INT32 newval)
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// {
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// {
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// hlsl_options *options = (hlsl_options*)arg;
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// if (newval != SLIDER_NOCHANGE)
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// {
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@ -3066,7 +3066,7 @@ void uniform::update()
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break;
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}
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case CU_SOURCE_RECT:
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{
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{
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bool prepare_vector =
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d3d->window().machine().first_screen()->screen_type() == SCREEN_TYPE_VECTOR;
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@ -3076,7 +3076,7 @@ void uniform::update()
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m_shader->set_vector("SourceRect", 2, delta);
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break;
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}
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if (shadersys->curr_texture != NULL)
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{
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vec2f delta = shadersys->curr_texture->get_uvstop() - shadersys->curr_texture->get_uvstart();
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