From b06d506fd5dbca6ab37a28f5a6e80dcc4bb71849 Mon Sep 17 00:00:00 2001 From: ImJezze Date: Sun, 8 Nov 2015 22:46:08 +0100 Subject: [PATCH] Fixed reset of HLSL settings - fixed bug that resets the HLSL settings when the screen size has changed - removed hardcoded HLSL presets - updates HLSL readme --- docs/hlsl.txt | 26 ++-- src/osd/modules/render/d3d/d3dhlsl.c | 187 ++++++--------------------- src/osd/modules/render/d3d/d3dhlsl.h | 6 +- src/osd/modules/render/drawd3d.c | 19 ++- src/osd/modules/render/drawd3d.h | 2 + src/osd/windows/winmain.c | 31 +++-- src/osd/windows/winmain.h | 2 - 7 files changed, 87 insertions(+), 186 deletions(-) diff --git a/docs/hlsl.txt b/docs/hlsl.txt index 50283bd365c..619e08a07d2 100644 --- a/docs/hlsl.txt +++ b/docs/hlsl.txt @@ -10,10 +10,9 @@ yiq_enable 0/1 Enables YIQ-colorspace post-processing. hlslpath [path] Path to the .fx files that are in use. (default: hlsl) hlsl_prescale_x [horizontal] HLSL pre-scale override factor for X. (0 for auto) hlsl_prescale_y [vertical] HLSL pre-scale override factor for Y. (0 for auto) -hlsl_preset -1 through 3 HLSL preset to use. (default: -1) -hlsl_write [filename] Enable HLSL AVI writing. (huge disk bandwidth suggested) +hlsl_write [filename] Enables HLSL AVI writing. (huge disk bandwidth suggested) hlsl_snap_width [width] HLSL upscaled-snapshot width. (default: 2048) -hlsl_snap_height [height] HLSL upscaled-snapshot height. (default: 1536) +hlsl_snap_height [height] HLSL upscaled-snapshot height. (default: 1536) Surface/Color Processing Parameters @@ -22,12 +21,17 @@ Surface/Color Processing Parameters Name Values Description shadow_mask_alpha 0.0 to 1.0 The ovearll darkness of each shadow mask pixel. shadow_mask_texture [filename] A PNG that defines the shadow mask for each pixel. -shadow_mask_x_count 1+ The count of shadow mask elements, X (usually 640-ish). -shadow_mask_y_count 1+ The count of shadow mask elements, Y (usually 480-ish). -shadow_mask_usize 0.0 to 1.0 These parameters define the *in-use* pixel count on the -shadow_mask_vsize 0.0 to 1.0 X and Y axes of the shadow mask texture. -curvature 0.0 to 1.0 Screen curvature. Affects borders and shadow mask. -pincushion 0.0 to 1.0 Image curvature. Affects the source image only. +shadow_mask_x_count 1+ The number of pixels one shadow mask tile uses on screen. +shadow_mask_y_count 1+ This stretches the shadow mask tiles on X and Y axis. +shadow_mask_usize 0.0 to 1.0 The size of one shadow mask tile in U/V coordinate. +shadow_mask_vsize 0.0 to 1.0 The shadow mask textures always has a size of power-of-two. +shadow_mask_voffset -1.0 to 1.0 The offset of the shadow mask texture in U/V coordinates. +shadow_mask_voffset -1.0 to 1.0 An offset of 1.0 repressents one pixel on screen. +curvature 0.0 to 1.0 Curvature amount of the screen. +round_corner 0.0 to 1.0 Rounded corners amount of the screen. +smooth_border 0.0 to 1.0 Smooth borders amount of the screen. +reflection 0.0 to 1.0 Refelection amount of the screen highlight. +vignetting 0.0 to 1.0 Vignetting amount of the image. scanline_alpha 0.0 to 1.0 The overall darkness of each scanline furrow. scanline_size 0.0 to 4.0 The overall height of each scanline. scanline_height [height] Individual height scaling value for scanlines. @@ -97,8 +101,8 @@ vector_length_ratio 500.0 Vector fade length (4.0 - vectors fade t Bloom Post-Processing Options ----------------------------- Name Default Values Description -vector_bloom_scale 0.300 Intensity factor for vector bloom. (0.000-1.000) -raster_bloom_scale 0.225 Intensity factor for raster bloom. (0.000-1.000) +bloom_scale 0.500 Bloom intensity factor. (0.000-2.000) +bloom_overdrive 0.00,0.00,0.00 Bloom overdrive factor to bright full saturated colors. (0.000-2.000) bloom_lvl0_weight 1.00 Bloom level 0 (full-size target) weight. (0.00-1.00) bloom_lvl1_weight 0.21 Bloom level 1 (half-size target) weight. (0.00-1.00) bloom_lvl2_weight 0.19 Bloom level 2 (quarter-size target) weight. (0.00-1.00) diff --git a/src/osd/modules/render/d3d/d3dhlsl.c b/src/osd/modules/render/d3d/d3dhlsl.c index 35922e8ec35..14cf601ac9b 100644 --- a/src/osd/modules/render/d3d/d3dhlsl.c +++ b/src/osd/modules/render/d3d/d3dhlsl.c @@ -54,116 +54,12 @@ static file_error open_next(d3d::renderer *d3d, emu_file &file, const char *temp namespace d3d { -hlsl_options shaders::s_hlsl_presets[4] = -{ - { // 25% Shadow mask, 50% Scanlines, 3% Pincushion, 0 defocus, No Tint, 0.9 Exponent, 5% Floor, 25% Phosphor Return, 120% Saturation - true, - 0.25f, { "adapture-grill.png" }, 6, 6, 0.1875f, 0.1875f, 0.0f, 0.0f, - 0.03f, 0.0f, 0.0f, 0.0f, 0.0f, - 0.5f, 1.0f, 0.5f, 1.0f, 0.0f, 0.0f, - { 0.0f, 0.0f }, - { 0.0f, 0.0f, 0.0f }, - { 0.0f, 0.0f, 0.0f }, - { 0.0f, 0.0f, 0.0f }, - { 0.0f, 0.0f, 0.0f }, - { 1.0f, 0.0f, 0.0f }, - { 0.0f, 1.0f, 0.0f }, - { 0.0f, 0.0f, 1.0f }, - { 0.0f, 0.0f, 0.0f }, - { 1.0f, 1.0f, 1.0f }, - { 0.9f, 0.9f, 0.9f }, - { 0.05f,0.05f,0.05f}, - { 0.25f,0.25f,0.25f}, - 1.2f, - false, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0, - 0.9f, 4.0f, - 1.0f, - { 0.0f, 0.0f, 0.0f }, - 0.21f, 0.19f, 0.17f, 0.15f, 0.14f, 0.13f, 0.12f, 0.11f, 0.10f, 0.09f - }, - { // 25% Shadow mask, 0% Scanlines, 3% Pincushion, 0 defocus, No Tint, 0.9 Exponent, 5% Floor, 25% Phosphor Return, 120% Saturation - true, - 0.25f, { "adapture-grill.png" }, 6, 6, 0.1875f, 0.1875f, 0.0f, 0.0f, - 0.03f, 0.0f, 0.0f, 0.0f, 0.0f, - 0.0f, 1.0f, 0.5f, 1.0f, 0.0f, 0.0f, - { 0.0f, 0.0f }, - { 0.0f, 0.0f, 0.0f }, - { 0.0f, 0.0f, 0.0f }, - { 0.0f, 0.0f, 0.0f }, - { 0.0f, 0.0f, 0.0f }, - { 1.0f, 0.0f, 0.0f }, - { 0.0f, 1.0f, 0.0f }, - { 0.0f, 0.0f, 1.0f }, - { 0.0f, 0.0f, 0.0f }, - { 1.0f, 1.0f, 1.0f }, - { 0.9f, 0.9f, 0.9f }, - { 0.05f,0.05f,0.05f}, - { 0.25f,0.25f,0.25f}, - 1.2f, - false, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0, - 0.9f, 4.0f, - 1.0f, - { 0.0f, 0.0f, 0.0f }, - 0.21f, 0.19f, 0.17f, 0.15f, 0.14f, 0.13f, 0.12f, 0.11f, 0.10f, 0.09f - }, - { // 25% Shadow mask, 0% Scanlines, 0% Pincushion, 0 defocus, No Tint, 0.9 Exponent, 5% Floor, 25% Phosphor Return, 120% Saturation - true, - 0.25f, { "adapture-grill.png" }, 6, 6, 0.1875f, 0.1875f, 0.0f, 0.0f, - 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, - 0.0f, 1.0f, 0.5f, 1.0f, 0.0f, 0.0f, - { 0.0f, 0.0f }, - { 0.0f, 0.0f, 0.0f }, - { 0.0f, 0.0f, 0.0f }, - { 0.0f, 0.0f, 0.0f }, - { 0.0f, 0.0f, 0.0f }, - { 1.0f, 0.0f, 0.0f }, - { 0.0f, 1.0f, 0.0f }, - { 0.0f, 0.0f, 1.0f }, - { 0.0f, 0.0f, 0.0f }, - { 1.0f, 1.0f, 1.0f }, - { 0.9f, 0.9f, 0.9f }, - { 0.05f,0.05f,0.05f}, - { 0.25f,0.25f,0.25f}, - 1.2f, - false, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0, - 0.9f, 4.0f, - 1.0f, - { 0.0f, 0.0f, 0.0f }, - 0.21f, 0.19f, 0.17f, 0.15f, 0.14f, 0.13f, 0.12f, 0.11f, 0.10f, 0.09f - }, - { // 25% Shadow mask, 100% Scanlines, 15% Pincushion, 3 defocus, 24-degree Tint Out, 1.5 Exponent, 5% Floor, 70% Phosphor Return, 80% Saturation, Bad Convergence - true, - 0.25f, { "adapture-grill.png" }, 6, 6, 0.1875f, 0.1875f, 0.0f, 0.0f, - 0.15f, 0.0f, 0.0f, 0.0f, 0.0f, - 1.0f, 1.0f, 0.5f, 1.0f, 0.0f, 0.5f, - { 3.0f, 3.0f }, - { 0.5f,-0.33f,0.7f }, - { 0.0f,-1.0f, 0.5f }, - { 0.0f, 0.2f, 0.3f }, - { 0.0f, 0.2f, 0.0f }, - { 0.8f, 0.2f, 0.0f }, - { 0.0f, 0.8f, 0.2f}, - { 0.2f, 0.0f, 0.8f}, - { 0.0f, 0.0f, 0.0f }, - { 1.0f, 1.0f, 1.0f }, - { 1.5f, 1.5f, 1.5f }, - { 0.05f,0.05f,0.05f}, - { 0.7f, 0.7f, 0.7f}, - 0.8f, - false, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0, - 0.9f, 4.0f, - 1.0f, - { 0.0f, 0.0f, 0.0f }, - 0.21f, 0.19f, 0.17f, 0.15f, 0.14f, 0.13f, 0.12f, 0.11f, 0.10f, 0.09f - }, -}; - //============================================================ // PROTOTYPES //============================================================ -static void get_vector(const char *data, int count, float *out, int report_error); +static void get_vector(const char *data, int count, float *out, bool report_error); //============================================================ @@ -201,7 +97,6 @@ shaders::shaders() shaders::~shaders() { - global_free(options); cache_target *currcache = cachehead; while(cachehead != NULL) { @@ -751,6 +646,7 @@ void shaders::init(base *d3dintf, running_machine *machine, d3d::renderer *rende this->d3dintf = d3dintf; this->machine = machine; this->d3d = renderer; + this->options = renderer->get_shaders_options(); windows_options &winoptions = downcast(machine->options()); @@ -759,20 +655,10 @@ void shaders::init(base *d3dintf, running_machine *machine, d3d::renderer *rende hlsl_prescale_y = winoptions.d3d_hlsl_prescale_y(); snap_width = winoptions.d3d_snap_width(); snap_height = winoptions.d3d_snap_height(); - preset = winoptions.d3d_hlsl_preset(); - if (preset < -1 || preset > 3) - { - preset = -1; - } - - options = (hlsl_options*)global_alloc_clear(hlsl_options); - - // unsafe - strcpy(options->shadow_mask_texture, winoptions.screen_shadow_mask_texture()); - - if (preset == -1) + if (!options->params_init) { + strncpy(options->shadow_mask_texture, winoptions.screen_shadow_mask_texture(), sizeof(options->shadow_mask_texture)); options->shadow_mask_alpha = winoptions.screen_shadow_mask_alpha(); options->shadow_mask_count_x = winoptions.screen_shadow_mask_count_x(); options->shadow_mask_count_y = winoptions.screen_shadow_mask_count_y(); @@ -805,39 +691,36 @@ void shaders::init(base *d3dintf, running_machine *machine, d3d::renderer *rende get_vector(winoptions.screen_floor(), 3, options->floor, TRUE); get_vector(winoptions.screen_phosphor(), 3, options->phosphor, TRUE); options->saturation = winoptions.screen_saturation(); - } - else - { - options = &s_hlsl_presets[preset]; - } + options->yiq_enable = winoptions.screen_yiq_enable(); + options->yiq_cc = winoptions.screen_yiq_cc(); + options->yiq_a = winoptions.screen_yiq_a(); + options->yiq_b = winoptions.screen_yiq_b(); + options->yiq_o = winoptions.screen_yiq_o(); + options->yiq_p = winoptions.screen_yiq_p(); + options->yiq_n = winoptions.screen_yiq_n(); + options->yiq_y = winoptions.screen_yiq_y(); + options->yiq_i = winoptions.screen_yiq_i(); + options->yiq_q = winoptions.screen_yiq_q(); + options->yiq_scan_time = winoptions.screen_yiq_scan_time(); + options->yiq_phase_count = winoptions.screen_yiq_phase_count(); + options->vector_length_scale = winoptions.screen_vector_length_scale(); + options->vector_length_ratio = winoptions.screen_vector_length_ratio(); + options->bloom_scale = winoptions.screen_bloom_scale(); + get_vector(winoptions.screen_bloom_overdrive(), 3, options->bloom_overdrive, TRUE); + options->bloom_level0_weight = winoptions.screen_bloom_lvl0_weight(); + options->bloom_level1_weight = winoptions.screen_bloom_lvl1_weight(); + options->bloom_level2_weight = winoptions.screen_bloom_lvl2_weight(); + options->bloom_level3_weight = winoptions.screen_bloom_lvl3_weight(); + options->bloom_level4_weight = winoptions.screen_bloom_lvl4_weight(); + options->bloom_level5_weight = winoptions.screen_bloom_lvl5_weight(); + options->bloom_level6_weight = winoptions.screen_bloom_lvl6_weight(); + options->bloom_level7_weight = winoptions.screen_bloom_lvl7_weight(); + options->bloom_level8_weight = winoptions.screen_bloom_lvl8_weight(); + options->bloom_level9_weight = winoptions.screen_bloom_lvl9_weight(); + options->bloom_level10_weight = winoptions.screen_bloom_lvl10_weight(); - options->yiq_enable = winoptions.screen_yiq_enable(); - options->yiq_cc = winoptions.screen_yiq_cc(); - options->yiq_a = winoptions.screen_yiq_a(); - options->yiq_b = winoptions.screen_yiq_b(); - options->yiq_o = winoptions.screen_yiq_o(); - options->yiq_p = winoptions.screen_yiq_p(); - options->yiq_n = winoptions.screen_yiq_n(); - options->yiq_y = winoptions.screen_yiq_y(); - options->yiq_i = winoptions.screen_yiq_i(); - options->yiq_q = winoptions.screen_yiq_q(); - options->yiq_scan_time = winoptions.screen_yiq_scan_time(); - options->yiq_phase_count = winoptions.screen_yiq_phase_count(); - options->vector_length_scale = winoptions.screen_vector_length_scale(); - options->vector_length_ratio = winoptions.screen_vector_length_ratio(); - options->bloom_scale = winoptions.screen_bloom_scale(); - get_vector(winoptions.screen_bloom_overdrive(), 3, options->bloom_overdrive, TRUE); - options->bloom_level0_weight = winoptions.screen_bloom_lvl0_weight(); - options->bloom_level1_weight = winoptions.screen_bloom_lvl1_weight(); - options->bloom_level2_weight = winoptions.screen_bloom_lvl2_weight(); - options->bloom_level3_weight = winoptions.screen_bloom_lvl3_weight(); - options->bloom_level4_weight = winoptions.screen_bloom_lvl4_weight(); - options->bloom_level5_weight = winoptions.screen_bloom_lvl5_weight(); - options->bloom_level6_weight = winoptions.screen_bloom_lvl6_weight(); - options->bloom_level7_weight = winoptions.screen_bloom_lvl7_weight(); - options->bloom_level8_weight = winoptions.screen_bloom_lvl8_weight(); - options->bloom_level9_weight = winoptions.screen_bloom_lvl9_weight(); - options->bloom_level10_weight = winoptions.screen_bloom_lvl10_weight(); + options->params_init = true; + } options->params_dirty = true; @@ -2104,6 +1987,8 @@ void shaders::delete_resources(bool reset) initialized = false; + options = NULL; + cache_target *currcache = cachehead; while(cachehead != NULL) { @@ -2235,7 +2120,7 @@ void shaders::delete_resources(bool reset) // get_vector //============================================================ -static void get_vector(const char *data, int count, float *out, int report_error) +static void get_vector(const char *data, int count, float *out, bool report_error) { if (count > 3 && sscanf(data, "%f,%f,%f,%f", &out[0], &out[1], &out[2], &out[3]) < 4 && report_error) diff --git a/src/osd/modules/render/d3d/d3dhlsl.h b/src/osd/modules/render/d3d/d3dhlsl.h index 2f514e84cf0..05350b95c25 100644 --- a/src/osd/modules/render/d3d/d3dhlsl.h +++ b/src/osd/modules/render/d3d/d3dhlsl.h @@ -184,6 +184,7 @@ class renderer; /* in the future this will be moved into an OSD/emu shared buffer */ struct hlsl_options { + bool params_init; bool params_dirty; float shadow_mask_alpha; char shadow_mask_texture[1024]; @@ -376,7 +377,7 @@ private: int preset; // preset, if relevant bitmap_argb32 shadow_bitmap; // shadow mask bitmap for post-processing shader texture_info * shadow_texture; // shadow mask texture for post-processing shader - hlsl_options * options; // current uniform state + hlsl_options * options; // current options D3DPRIMITIVETYPE vecbuf_type; UINT32 vecbuf_index; UINT32 vecbuf_count; @@ -427,13 +428,10 @@ private: texture_info * curr_texture; render_target * curr_render_target; poly_info * curr_poly; - -public: render_target * targethead; cache_target * cachehead; static slider_desc s_sliders[]; - static hlsl_options s_hlsl_presets[4]; }; } diff --git a/src/osd/modules/render/drawd3d.c b/src/osd/modules/render/drawd3d.c index 12e4403fec1..e08c79388c6 100644 --- a/src/osd/modules/render/drawd3d.c +++ b/src/osd/modules/render/drawd3d.c @@ -808,7 +808,15 @@ int renderer::device_create(HWND device_hwnd) { // if a device exists, free it if (m_device != NULL) + { device_delete(); + } + + // create shader options only once + if (m_shaders_options == NULL) + { + m_shaders_options = (hlsl_options*)global_alloc_clear(hlsl_options); + } // verify the caps int verify = device_verify_caps(); @@ -818,7 +826,9 @@ int renderer::device_create(HWND device_hwnd) return 1; } if (verify == 1) + { osd_printf_warning("Warning: Device may not perform well for Direct3D rendering\n"); + } // verify texture formats HRESULT result = (*d3dintf->d3d.check_device_format)(d3dintf, m_adapter, D3DDEVTYPE_HAL, m_pixformat, 0, D3DRTYPE_TEXTURE, D3DFMT_A8R8G8B8); @@ -999,6 +1009,12 @@ int renderer::device_create_resources() renderer::~renderer() { + if (m_shaders_options != NULL) + { + global_free(m_shaders_options); + } + m_shaders_options = NULL; + device_delete(); } @@ -1055,8 +1071,7 @@ int renderer::device_verify_caps() { int retval = 0; - m_shaders = global_alloc_clear(shaders); - // FIXME: Dynamic cast + m_shaders = (shaders*)global_alloc_clear(shaders); m_shaders->init(d3dintf, &window().machine(), this); DWORD tempcaps; diff --git a/src/osd/modules/render/drawd3d.h b/src/osd/modules/render/drawd3d.h index dace1ce342d..daedf235bd3 100644 --- a/src/osd/modules/render/drawd3d.h +++ b/src/osd/modules/render/drawd3d.h @@ -178,6 +178,7 @@ public: texture_info * get_vector_texture() { return m_texture_manager->get_vector_texture(); } shaders * get_shaders() { return m_shaders; } + hlsl_options * get_shaders_options() { return m_shaders_options; } private: int m_adapter; // ordinal adapter number @@ -220,6 +221,7 @@ private: void * m_hlsl_buf; // HLSL vertex data shaders * m_shaders; // HLSL interface + hlsl_options * m_shaders_options; // HLSL options texture_manager * m_texture_manager; // texture manager diff --git a/src/osd/windows/winmain.c b/src/osd/windows/winmain.c index 06f1cb677fe..13ad19b2d36 100644 --- a/src/osd/windows/winmain.c +++ b/src/osd/windows/winmain.c @@ -274,34 +274,33 @@ const options_entry windows_options::s_option_entries[] = // performance options { NULL, NULL, OPTION_HEADER, "WINDOWS PERFORMANCE OPTIONS" }, { WINOPTION_PRIORITY "(-15-1)", "0", OPTION_INTEGER, "thread priority for the main game thread; range from -15 to 1" }, - { WINOPTION_PROFILE, "0", OPTION_INTEGER, "enable profiling, specifying the stack depth to track" }, + { WINOPTION_PROFILE, "0", OPTION_INTEGER, "enables profiling, specifying the stack depth to track" }, // video options { NULL, NULL, OPTION_HEADER, "WINDOWS VIDEO OPTIONS" }, - { WINOPTION_MENU, "0", OPTION_BOOLEAN, "enable menu bar if available by UI implementation" }, + { WINOPTION_MENU, "0", OPTION_BOOLEAN, "enables menu bar if available by UI implementation" }, // DirectDraw-specific options { NULL, NULL, OPTION_HEADER, "DIRECTDRAW-SPECIFIC OPTIONS" }, - { WINOPTION_HWSTRETCH ";hws", "1", OPTION_BOOLEAN, "enable hardware stretching" }, + { WINOPTION_HWSTRETCH ";hws", "1", OPTION_BOOLEAN, "enables hardware stretching" }, // post-processing options { NULL, NULL, OPTION_HEADER, "DIRECT3D POST-PROCESSING OPTIONS" }, - { WINOPTION_HLSL_ENABLE";hlsl", "0", OPTION_BOOLEAN, "enable HLSL post-processing (PS3.0 required)" }, + { WINOPTION_HLSL_ENABLE";hlsl", "0", OPTION_BOOLEAN, "enables HLSL post-processing (PS3.0 required)" }, { WINOPTION_HLSLPATH, "hlsl", OPTION_STRING, "path to hlsl files" }, { WINOPTION_HLSL_PRESCALE_X, "0", OPTION_INTEGER, "HLSL pre-scale override factor for X (0 for auto)" }, { WINOPTION_HLSL_PRESCALE_Y, "0", OPTION_INTEGER, "HLSL pre-scale override factor for Y (0 for auto)" }, - { WINOPTION_HLSL_PRESET";(-1-3)", "-1", OPTION_INTEGER, "HLSL preset to use (0-3)" }, - { WINOPTION_HLSL_WRITE, NULL, OPTION_STRING, "enable HLSL AVI writing (huge disk bandwidth suggested)" }, + { WINOPTION_HLSL_WRITE, NULL, OPTION_STRING, "enables HLSL AVI writing (huge disk bandwidth suggested)" }, { WINOPTION_HLSL_SNAP_WIDTH, "2048", OPTION_STRING, "HLSL upscaled-snapshot width" }, { WINOPTION_HLSL_SNAP_HEIGHT, "1536", OPTION_STRING, "HLSL upscaled-snapshot height" }, { WINOPTION_SHADOW_MASK_ALPHA";fs_shadwa(0.0-1.0)", "0.0", OPTION_FLOAT, "shadow mask alpha-blend value (1.0 is fully blended, 0.0 is no mask)" }, { WINOPTION_SHADOW_MASK_TEXTURE";fs_shadwt(0.0-1.0)", "aperture.png", OPTION_STRING, "shadow mask texture name" }, - { WINOPTION_SHADOW_MASK_COUNT_X";fs_shadww", "6", OPTION_INTEGER, "shadow mask width, in phosphor dots" }, - { WINOPTION_SHADOW_MASK_COUNT_Y";fs_shadwh", "6", OPTION_INTEGER, "shadow mask height, in phosphor dots" }, - { WINOPTION_SHADOW_MASK_USIZE";fs_shadwu(0.0-1.0)", "0.1875", OPTION_FLOAT, "shadow mask texture size in U direction" }, - { WINOPTION_SHADOW_MASK_VSIZE";fs_shadwv(0.0-1.0)", "0.1875", OPTION_FLOAT, "shadow mask texture size in V direction" }, - { WINOPTION_SHADOW_MASK_UOFFSET";fs_shadwou(-1.0-1.0)", "0.0", OPTION_FLOAT, "shadow mask texture offset in U direction" }, - { WINOPTION_SHADOW_MASK_VOFFSET";fs_shadwov(-1.0-1.0)", "0.0", OPTION_FLOAT, "shadow mask texture offset in V direction" }, + { WINOPTION_SHADOW_MASK_COUNT_X";fs_shadww", "6", OPTION_INTEGER, "shadow mask tile width, in screen dimensions" }, + { WINOPTION_SHADOW_MASK_COUNT_Y";fs_shadwh", "6", OPTION_INTEGER, "shadow mask tile height, in screen dimensions" }, + { WINOPTION_SHADOW_MASK_USIZE";fs_shadwu(0.0-1.0)", "0.1875", OPTION_FLOAT, "shadow mask texture width, in U/V dimensions" }, + { WINOPTION_SHADOW_MASK_VSIZE";fs_shadwv(0.0-1.0)", "0.1875", OPTION_FLOAT, "shadow mask texture height, in U/V dimensions" }, + { WINOPTION_SHADOW_MASK_UOFFSET";fs_shadwou(-1.0-1.0)", "0.0", OPTION_FLOAT, "shadow mask texture offset, in U direction" }, + { WINOPTION_SHADOW_MASK_VOFFSET";fs_shadwov(-1.0-1.0)", "0.0", OPTION_FLOAT, "shadow mask texture offset, in V direction" }, { WINOPTION_CURVATURE";fs_curv(0.0-1.0)", "0.0", OPTION_FLOAT, "screen curvature amount" }, { WINOPTION_ROUND_CORNER";fs_rndc(0.0-1.0)", "0.0", OPTION_FLOAT, "screen round corner amount" }, { WINOPTION_SMOOTH_BORDER";fs_smob(0.0-1.0)", "0.0", OPTION_FLOAT, "screen smooth border amount" }, @@ -331,7 +330,7 @@ const options_entry windows_options::s_option_entries[] = { WINOPTION_PHOSPHOR";fs_phosphor", "0.4,0.4,0.4",OPTION_STRING, "phosphorescence decay rate (0.0 is instant, 1.0 is forever)" }, /* NTSC simulation below this line */ { NULL, NULL, OPTION_HEADER, "NTSC POST-PROCESSING OPTIONS" }, - { WINOPTION_YIQ_ENABLE";yiq", "0", OPTION_BOOLEAN, "enable YIQ-space HLSL post-processing" }, + { WINOPTION_YIQ_ENABLE";yiq", "0", OPTION_BOOLEAN, "enables YIQ-space HLSL post-processing" }, { WINOPTION_YIQ_CCVALUE";yiqcc", "3.59754545",OPTION_FLOAT, "Color Carrier frequency for NTSC signal processing" }, { WINOPTION_YIQ_AVALUE";yiqa", "0.5", OPTION_FLOAT, "A value for NTSC signal processing" }, { WINOPTION_YIQ_BVALUE";yiqb", "0.5", OPTION_FLOAT, "B value for NTSC signal processing" }, @@ -367,15 +366,15 @@ const options_entry windows_options::s_option_entries[] = // full screen options { NULL, NULL, OPTION_HEADER, "FULL SCREEN OPTIONS" }, - { WINOPTION_TRIPLEBUFFER ";tb", "0", OPTION_BOOLEAN, "enable triple buffering" }, + { WINOPTION_TRIPLEBUFFER ";tb", "0", OPTION_BOOLEAN, "enables triple buffering" }, { WINOPTION_FULLSCREENBRIGHTNESS ";fsb(0.1-2.0)", "1.0", OPTION_FLOAT, "brightness value in full screen mode" }, { WINOPTION_FULLSCREENCONTRAST ";fsc(0.1-2.0)", "1.0", OPTION_FLOAT, "contrast value in full screen mode" }, { WINOPTION_FULLSCREENGAMMA ";fsg(0.1-3.0)", "1.0", OPTION_FLOAT, "gamma value in full screen mode" }, // input options { NULL, NULL, OPTION_HEADER, "INPUT DEVICE OPTIONS" }, - { WINOPTION_GLOBAL_INPUTS ";global_inputs", "0", OPTION_BOOLEAN, "enable global inputs" }, - { WINOPTION_DUAL_LIGHTGUN ";dual", "0", OPTION_BOOLEAN, "enable dual lightgun input" }, + { WINOPTION_GLOBAL_INPUTS ";global_inputs", "0", OPTION_BOOLEAN, "enables global inputs" }, + { WINOPTION_DUAL_LIGHTGUN ";dual", "0", OPTION_BOOLEAN, "enables dual lightgun input" }, { NULL } }; diff --git a/src/osd/windows/winmain.h b/src/osd/windows/winmain.h index ffbaadeba82..27b503fa99c 100644 --- a/src/osd/windows/winmain.h +++ b/src/osd/windows/winmain.h @@ -33,7 +33,6 @@ #define WINOPTION_HLSLPATH "hlslpath" #define WINOPTION_HLSL_PRESCALE_X "hlsl_prescale_x" #define WINOPTION_HLSL_PRESCALE_Y "hlsl_prescale_y" -#define WINOPTION_HLSL_PRESET "hlsl_preset" #define WINOPTION_HLSL_WRITE "hlsl_write" #define WINOPTION_HLSL_SNAP_WIDTH "hlsl_snap_width" #define WINOPTION_HLSL_SNAP_HEIGHT "hlsl_snap_height" @@ -137,7 +136,6 @@ public: const char *d3d_hlsl_write() const { return value(WINOPTION_HLSL_WRITE); } int d3d_hlsl_prescale_x() const { return int_value(WINOPTION_HLSL_PRESCALE_X); } int d3d_hlsl_prescale_y() const { return int_value(WINOPTION_HLSL_PRESCALE_Y); } - int d3d_hlsl_preset() const { return int_value(WINOPTION_HLSL_PRESET); } int d3d_snap_width() const { return int_value(WINOPTION_HLSL_SNAP_WIDTH); } int d3d_snap_height() const { return int_value(WINOPTION_HLSL_SNAP_HEIGHT); } float screen_shadow_mask_alpha() const { return float_value(WINOPTION_SHADOW_MASK_ALPHA); }