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/hlsl/artwork_support/post.fx b/hlsl/artwork_support/post.fx index f3d49d4dbaf..4e11cc9f2d7 100644 --- a/hlsl/artwork_support/post.fx +++ b/hlsl/artwork_support/post.fx @@ -152,6 +152,9 @@ VS_OUTPUT vs_main(VS_INPUT Input) // Post-Processing Pixel Shader //----------------------------------------------------------------------------- +uniform float2 ScreenScale = float2(1.0f, 1.0f); +uniform float2 ScreenOffset = float2(0.0f, 0.0f); + uniform float ScanlineAlpha = 1.0f; uniform float ScanlineScale = 1.0f; uniform float ScanlineBrightScale = 1.0f; @@ -232,7 +235,7 @@ float GetSpotAddend(float2 coord, float amount) : float2(-0.25f, 0.25f) : OrientationSwapXY ? float2(0.25f, 0.25f) - : float2(-0.25f, 0.25f); + : float2(-0.25f, 0.25f); float2 SpotCoord = coord; SpotCoord += spotOffset * RatioCorrection; @@ -334,6 +337,34 @@ float2 GetCoords(float2 coord, float2 centerOffset, float distortionAmount) return coord; } +float2 GetAdjustedCoords(float2 coord, float2 centerOffset, float distortionAmount) +{ + float2 RatioCorrection = GetRatioCorrection(); + + // center coordinates + coord -= centerOffset; + + // apply ratio difference between screen and quad + coord /= RatioCorrection; + + // apply screen scale + coord /= ScreenScale; + + // distort coordinates + coord = GetDistortedCoords(coord, distortionAmount); + + // revert ratio difference between screen and quad + coord *= RatioCorrection; + + // un-center coordinates + coord += centerOffset; + + // apply screen offset + coord += (centerOffset * 2.0) * ScreenOffset; + + return coord; +} + float4 ps_main(PS_INPUT Input) : COLOR { float2 ScreenTexelDims = 1.0f / ScreenDims; @@ -345,8 +376,14 @@ float4 ps_main(PS_INPUT Input) : COLOR float2 ScreenCoord = Input.ScreenCoord / ScreenDims; ScreenCoord = GetCoords(ScreenCoord, float2(0.5f, 0.5f), CurvatureAmount); + float2 DistortionCoord = Input.TexCoord; + DistortionCoord = GetCoords(DistortionCoord, HalfSourceRect, CurvatureAmount); + float2 BaseCoord = Input.TexCoord; - BaseCoord = GetCoords(BaseCoord, HalfSourceRect, CurvatureAmount); + BaseCoord = GetAdjustedCoords(BaseCoord, HalfSourceRect, CurvatureAmount); + + float2 DistortionCoordCentered = DistortionCoord; + DistortionCoordCentered -= HalfSourceRect; float2 BaseCoordCentered = BaseCoord; BaseCoordCentered -= HalfSourceRect; @@ -354,6 +391,11 @@ float4 ps_main(PS_INPUT Input) : COLOR float4 BaseColor = tex2D(DiffuseSampler, BaseCoord); BaseColor.a = 1.0f; + if (BaseCoord.x < 0.0f || BaseCoord.y < 0.0f) + { + BaseColor.rgb = 0.0f; + } + // Mask Simulation (may not affect bloom) if (!PrepareBloom) { @@ -431,7 +473,7 @@ float4 ps_main(PS_INPUT Input) : COLOR // Vignetting Simulation (may not affect bloom) if (!PrepareBloom) { - float2 VignetteCoord = BaseCoordCentered; + float2 VignetteCoord = DistortionCoordCentered; float VignetteFactor = GetVignetteFactor(VignetteCoord, VignettingAmount); Output.rgb *= VignetteFactor; @@ -442,8 +484,8 @@ float4 ps_main(PS_INPUT Input) : COLOR { float3 LightColor = float3(1.0f, 0.90f, 0.80f); - float2 SpotCoord = BaseCoordCentered; - float2 NoiseCoord = BaseCoordCentered; + float2 SpotCoord = DistortionCoordCentered; + float2 NoiseCoord = DistortionCoordCentered; float SpotAddend = GetSpotAddend(SpotCoord, ReflectionAmount); float NoiseFactor = GetNoiseFactor(SpotAddend, random(NoiseCoord)); @@ -451,7 +493,7 @@ float4 ps_main(PS_INPUT Input) : COLOR } // Round Corners Simulation (may affect bloom) - float2 RoundCornerCoord = BaseCoordCentered; + float2 RoundCornerCoord = DistortionCoordCentered; float roundCornerFactor = GetRoundCornerFactor(RoundCornerCoord, RoundCornerAmount, SmoothBorderAmount); Output.rgb *= roundCornerFactor; diff --git a/hlsl/post.fx b/hlsl/post.fx index 70b374179c4..7ab09b45ddb 100644 --- a/hlsl/post.fx +++ b/hlsl/post.fx @@ -77,6 +77,7 @@ bool xor(bool a, bool b) uniform float2 ScreenDims; // size of the window or fullscreen uniform float2 SourceDims; // size of the texture in power-of-two size +uniform float2 SourceRect; // size of the uv rectangle uniform float2 TargetDims; // size of the target surface uniform float2 ShadowDims = float2(32.0f, 32.0f); // size of the shadow texture (extended to power-of-two size) @@ -87,6 +88,7 @@ uniform bool RotationSwapXY = false; // swapped default screen orientation due t uniform bool PrepareBloom = false; // disables some effects for rendering bloom textures uniform bool PrepareVector = false; +uniform bool PrepareRaster = false; VS_OUTPUT vs_main(VS_INPUT Input) { @@ -123,6 +125,9 @@ VS_OUTPUT vs_main(VS_INPUT Input) // Post-Processing Pixel Shader //----------------------------------------------------------------------------- +uniform float2 ScreenScale = float2(1.0f, 1.0f); +uniform float2 ScreenOffset = float2(0.0f, 0.0f); + uniform float ScanlineAlpha = 1.0f; uniform float ScanlineScale = 1.0f; uniform float ScanlineBrightScale = 1.0f; @@ -137,17 +142,43 @@ uniform float2 ShadowUV = float2(0.25f, 0.25f); uniform float3 Power = float3(1.0f, 1.0f, 1.0f); uniform float3 Floor = float3(0.0f, 0.0f, 0.0f); +float2 GetAdjustedCoords(float2 coord, float2 centerOffset) +{ + // center coordinates + coord -= centerOffset; + + // apply screen scale + coord /= ScreenScale; + + // un-center coordinates + coord += centerOffset; + + // apply screen offset + coord += (centerOffset * 2.0) * ScreenOffset; + + return coord; +} + float4 ps_main(PS_INPUT Input) : COLOR { float2 ScreenTexelDims = 1.0f / ScreenDims; + float2 HalfSourceRect = PrepareVector + ? float2(0.5f, 0.5f) + : SourceRect * 0.5f; + float2 ScreenCoord = Input.ScreenCoord / ScreenDims; - float2 BaseCoord = Input.TexCoord; + float2 BaseCoord = GetAdjustedCoords(Input.TexCoord, HalfSourceRect); // Color float4 BaseColor = tex2D(DiffuseSampler, BaseCoord); BaseColor.a = 1.0f; + if (BaseCoord.x < 0.0f || BaseCoord.y < 0.0f) + { + BaseColor.rgb = 0.0f; + } + // Mask Simulation (may not affect bloom) if (!PrepareBloom) { @@ -204,8 +235,8 @@ float4 ps_main(PS_INPUT Input) : COLOR // Scanline Simulation (may not affect bloom) if (!PrepareBloom) { - // Scanline Simulation (disabled for vector) - if (!PrepareVector) + // Scanline Simulation (only for raster screen) + if (PrepareRaster) { float InnerSine = BaseCoord.y * ScanlineScale * SourceDims.y; float ScanJitter = ScanlineOffset * SourceDims.y; diff --git a/src/emu/emuopts.cpp b/src/emu/emuopts.cpp index 7db30e57869..d891aae1d73 100644 --- a/src/emu/emuopts.cpp +++ b/src/emu/emuopts.cpp @@ -360,7 +360,7 @@ bool emu_options::parse_slot_devices(int argc, char *argv[], std::string &error_ { // an initial parse to capture the initial set of values bool result; - + core_options::parse_command_line(argc, argv, OPTION_PRIORITY_CMDLINE, error_string); // keep adding slot options until we stop seeing new stuff diff --git a/src/emu/render.cpp b/src/emu/render.cpp index c86b3f914c5..a90c727e39a 100644 --- a/src/emu/render.cpp +++ b/src/emu/render.cpp @@ -924,7 +924,8 @@ render_target::render_target(render_manager &manager, const char *layoutfile, UI m_base_view(NULL), m_base_orientation(ROT0), m_maxtexwidth(65536), - m_maxtexheight(65536) + m_maxtexheight(65536), + m_transform_primitives(true) { // determine the base layer configuration based on options m_base_layerconfig.set_backdrops_enabled(manager.machine().options().use_backdrops()); @@ -1659,6 +1660,13 @@ void render_target::add_container_primitives(render_primitive_list &list, const float yoffs = (container_xform.orientation & ORIENTATION_SWAP_XY) ? container.xoffset() : container.yoffset(); if (container_xform.orientation & ORIENTATION_FLIP_X) xoffs = -xoffs; if (container_xform.orientation & ORIENTATION_FLIP_Y) yoffs = -yoffs; + if (!m_transform_primitives) + { + xscale = 1.0f; + yscale = 1.0f; + xoffs = 0.0f; + yoffs = 0.0f; + } container_xform.xscale = xform.xscale * xscale; container_xform.yscale = xform.yscale * yscale; if (xform.no_center) diff --git a/src/emu/render.h b/src/emu/render.h index f3b37fb9aed..b33ba92a8c1 100644 --- a/src/emu/render.h +++ b/src/emu/render.h @@ -898,6 +898,7 @@ public: void set_orientation(int orientation) { m_orientation = orientation; } void set_view(int viewindex); void set_max_texture_size(int maxwidth, int maxheight); + void set_transform_primitives(bool transform_primitives) { m_transform_primitives = transform_primitives; } // layer config getters bool backdrops_enabled() const { return m_layerconfig.backdrops_enabled(); } @@ -996,6 +997,8 @@ private: simple_list m_debug_containers; // list of debug containers INT32 m_clear_extent_count; // number of clear extents INT32 m_clear_extents[MAX_CLEAR_EXTENTS]; // array of clear extents + bool m_transform_primitives; // determines if the primitives shall be scaled/offset by screen settings, + // otherwise the respective render API will handle it (default is true) static render_screen_list s_empty_screen_list; }; diff --git a/src/emu/video/vector.cpp b/src/emu/video/vector.cpp index 2d8648dd145..619ecd88802 100644 --- a/src/emu/video/vector.cpp +++ b/src/emu/video/vector.cpp @@ -131,14 +131,18 @@ const device_type VECTOR = &device_creator; vector_device::vector_device(const machine_config &mconfig, device_type type, const char *name, const char *tag, device_t *owner, UINT32 clock, const char *shortname, const char *source) : device_t(mconfig, type, name, tag, owner, clock, shortname, source), device_video_interface(mconfig, *this), - m_vector_list(NULL) + m_vector_list(NULL), + m_min_intensity(255), + m_max_intensity(0) { } vector_device::vector_device(const machine_config &mconfig, const char *tag, device_t *owner, UINT32 clock) : device_t(mconfig, VECTOR, "VECTOR", tag, owner, clock, "vector_device", __FILE__), - device_video_interface(mconfig, *this), - m_vector_list(NULL) + device_video_interface(mconfig, *this), + m_vector_list(NULL), + m_min_intensity(255), + m_max_intensity(0) { } @@ -221,24 +225,18 @@ void vector_device::add_point(int x, int y, rgb_t color, int intensity) { point *newpoint; - if (intensity > 255) - { - intensity = 255; - } + intensity = MAX(0, MIN(255, intensity)); + + m_min_intensity = intensity > 0 ? MIN(m_min_intensity, intensity) : m_min_intensity; + m_max_intensity = intensity > 0 ? MAX(m_max_intensity, intensity) : m_max_intensity; if (m_flicker && (intensity > 0)) { float random = (float)(machine().rand() & 255) / 255.0f; // random value between 0.0 and 1.0 intensity -= (int)(intensity * random * m_flicker); - if (intensity < 0) - { - intensity = 0; - } - if (intensity > 255) - { - intensity = 255; - } + + intensity = MAX(0, MIN(255, intensity)); } newpoint = &m_vector_list[m_vector_index]; @@ -334,10 +332,17 @@ UINT32 vector_device::screen_update(screen_device &screen, bitmap_rgb32 &bitmap, } else { - float intensity = (float)curpoint->intensity / 255.0f; - float intensity_weight = normalized_sigmoid(intensity, m_beam_intensity_weight); + float beam_intensity_width = m_beam_width_min; + + float intensity = (float)curpoint->intensity / 255.0f; + + // check for dynamic intensity + if (m_min_intensity != m_max_intensity) + { + float intensity_weight = normalized_sigmoid(intensity, m_beam_intensity_weight); + beam_intensity_width = (m_beam_width_max - m_beam_width_min) * intensity_weight + m_beam_width_min; + } - float beam_intensity_width = (m_beam_width_max - m_beam_width_min) * intensity_weight + m_beam_width_min; float beam_width = beam_intensity_width * (1.0f / (float)VECTOR_WIDTH_DENOM); coords.x0 = ((float)lastx - xoffs) * xscale; diff --git a/src/emu/video/vector.h b/src/emu/video/vector.h index 208b2215af1..d021824e484 100644 --- a/src/emu/video/vector.h +++ b/src/emu/video/vector.h @@ -67,6 +67,8 @@ private: static float m_beam_intensity_weight; point *m_vector_list; static int m_vector_index; + int m_min_intensity; + int m_max_intensity; float normalized_sigmoid(float n, float k); }; diff --git a/src/osd/modules/render/d3d/d3dhlsl.cpp b/src/osd/modules/render/d3d/d3dhlsl.cpp index fa07e1f4592..09ff1508a73 100644 --- a/src/osd/modules/render/d3d/d3dhlsl.cpp +++ b/src/osd/modules/render/d3d/d3dhlsl.cpp @@ -52,116 +52,12 @@ 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); //============================================================ @@ -176,21 +72,18 @@ static direct3dx9_loadeffect_ptr g_load_effect = NULL; // shader manager constructor //============================================================ -shaders::shaders(): +shaders::shaders() : d3dintf(NULL), machine(NULL), d3d(NULL), num_screens(0), curr_screen(0), curr_frame(0), write_ini(false), read_ini(false), hlsl_prescale_x(0), hlsl_prescale_y(0), bloom_count(0), vecbuf_type(), vecbuf_index(0), vecbuf_count(0), avi_output_file(NULL), avi_frame(0), avi_copy_surface(NULL), avi_copy_texture(NULL), avi_final_target(NULL), avi_final_texture(NULL), black_surface(NULL), black_texture(NULL), render_snap(false), snap_rendered(false), snap_copy_target(NULL), snap_copy_texture(NULL), snap_target(NULL), snap_texture(NULL), snap_width(0), snap_height(0), lines_pending(false), backbuffer(NULL), curr_effect(NULL), default_effect(NULL), prescale_effect(NULL), post_effect(NULL), distortion_effect(NULL), focus_effect(NULL), phosphor_effect(NULL), deconverge_effect(NULL), color_effect(NULL), yiq_encode_effect(NULL), yiq_decode_effect(NULL), bloom_effect(NULL), downsample_effect(NULL), vector_effect(NULL), fsfx_vertices(NULL), curr_texture(NULL), curr_render_target(NULL), curr_poly(NULL) - { master_enable = false; vector_enable = true; - prescale_size_x = 1; - prescale_size_y = 1; - prescale_force_x = 0; - prescale_force_y = 0; + hlsl_prescale_x = 1; + hlsl_prescale_x = 1; preset = -1; shadow_texture = NULL; options = NULL; @@ -208,7 +101,12 @@ shaders::shaders(): shaders::~shaders() { - global_free(options); + if (options != NULL) + { + last_options = *options; + } + options = NULL; + cache_target *currcache = cachehead; while(cachehead != NULL) { @@ -524,24 +422,38 @@ void shaders::toggle() { if (initialized) { + // free shader resources before renderer resources delete_resources(false); + + g_slider_list = NULL; } + master_enable = !master_enable; + + // free shader resources and re-create + d3d->device_delete_resources(); + d3d->device_create_resources(); } else { + master_enable = !master_enable; + + // free shader resources and re-create + d3d->device_delete_resources(); + d3d->device_create_resources(); + if (!initialized) { - master_enable = !master_enable; + // re-create shader resources after renderer resources bool failed = create_resources(false); if (failed) { master_enable = false; } - } - else - { - master_enable = !master_enable; + else + { + g_slider_list = init_slider_list(); + } } } } @@ -742,6 +654,11 @@ void shaders::set_texture(texture_info *texture) void shaders::init(base *d3dintf, running_machine *machine, d3d::renderer *renderer) { + if (&machine->system() == &GAME_NAME(___empty)) + { + return; + } + if (!d3dintf->post_fx_available) { return; @@ -758,32 +675,24 @@ void shaders::init(base *d3dintf, running_machine *machine, d3d::renderer *rende this->d3dintf = d3dintf; this->machine = machine; this->d3d = renderer; - - master_enable = downcast(machine->options()).d3d_hlsl_enable(); - prescale_size_x = 1; - prescale_size_y = 1; - preset = downcast(machine->options()).d3d_hlsl_preset(); - if (preset < -1 || preset > 3) - { - preset = -1; - } - - snap_width = downcast(machine->options()).d3d_snap_width(); - snap_height = downcast(machine->options()).d3d_snap_height(); - prescale_force_x = 0; - prescale_force_y = 0; + this->options = renderer->get_shaders_options(); windows_options &winoptions = downcast(machine->options()); - options = (hlsl_options*)global_alloc_clear(hlsl_options); + master_enable = winoptions.d3d_hlsl_enable(); + hlsl_prescale_x = winoptions.d3d_hlsl_prescale_x(); + hlsl_prescale_y = winoptions.d3d_hlsl_prescale_y(); + snap_width = winoptions.d3d_snap_width(); + snap_height = winoptions.d3d_snap_height(); - options->params_dirty = true; - strcpy(options->shadow_mask_texture, downcast(machine->options()).screen_shadow_mask_texture()); // unsafe - - prescale_force_x = winoptions.d3d_hlsl_prescale_x(); - prescale_force_y = winoptions.d3d_hlsl_prescale_y(); - if (preset == -1) + if (last_options.params_init) { + options = &last_options; + } + + 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(); @@ -816,39 +725,36 @@ 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; @@ -1071,7 +977,6 @@ int shaders::create_resources(bool reset) color_effect->add_uniform("Saturation", uniform::UT_FLOAT, uniform::CU_COLOR_SATURATION); prescale_effect->add_uniform("ScreenDims", uniform::UT_VEC2, uniform::CU_SCREEN_DIMS); - prescale_effect->add_uniform("SourceDims", uniform::UT_VEC2, uniform::CU_SOURCE_DIMS); deconverge_effect->add_uniform("ScreenDims", uniform::UT_VEC2, uniform::CU_SCREEN_DIMS); deconverge_effect->add_uniform("SourceDims", uniform::UT_VEC2, uniform::CU_SOURCE_DIMS); @@ -1095,7 +1000,7 @@ int shaders::create_resources(bool reset) bloom_effect->add_uniform("TargetDims", uniform::UT_VEC2, uniform::CU_TARGET_DIMS); post_effect->add_uniform("SourceDims", uniform::UT_VEC2, uniform::CU_SOURCE_DIMS); - post_effect->add_uniform("SourceRect", uniform::UT_VEC2, uniform::CU_SOURCE_RECT); // backward compatibility + post_effect->add_uniform("SourceRect", uniform::UT_VEC2, uniform::CU_SOURCE_RECT); post_effect->add_uniform("ScreenDims", uniform::UT_VEC2, uniform::CU_SCREEN_DIMS); post_effect->add_uniform("TargetDims", uniform::UT_VEC2, uniform::CU_TARGET_DIMS); post_effect->add_uniform("QuadDims", uniform::UT_VEC2, uniform::CU_QUAD_DIMS); // backward compatibility @@ -1461,7 +1366,9 @@ int shaders::post_pass(render_target *rt, int source_index, poly_info *poly, int texture_info *texture = poly->get_texture(); bool prepare_vector = - PRIMFLAG_GET_VECTORBUF(poly->get_flags()) && vector_enable; + (machine->first_screen()->screen_type() & SCREEN_TYPE_VECTOR) == SCREEN_TYPE_VECTOR; + bool prepare_raster = + (machine->first_screen()->screen_type() & SCREEN_TYPE_RASTER) == SCREEN_TYPE_RASTER; bool orientation_swap_xy = (d3d->window().machine().system().flags & ORIENTATION_SWAP_XY) == ORIENTATION_SWAP_XY; bool rotation_swap_xy = @@ -1476,16 +1383,35 @@ int shaders::post_pass(render_target *rt, int source_index, poly_info *poly, int ? 3 : 0; + screen_device_iterator screen_iterator(machine->root_device()); + screen_device *screen = screen_iterator.first(); + for (int i = 0; i < curr_screen; i++) + { + screen = screen_iterator.next(); + } + render_container &screen_container = screen->container(); + + float xscale = screen_container.xscale(); + float yscale = screen_container.yscale(); + float xoffset = -screen_container.xoffset(); + float yoffset = -screen_container.yoffset(); + + float screen_scale[2] = { xscale, yscale }; + float screen_offset[2] = { xoffset, yoffset }; + curr_effect = post_effect; curr_effect->update_uniforms(); curr_effect->set_texture("ShadowTexture", shadow_texture == NULL ? NULL : shadow_texture->get_finaltex()); curr_effect->set_texture("DiffuseTexture", rt->prescale_texture[next_index]); + curr_effect->set_vector("ScreenScale", 2, screen_scale); + curr_effect->set_vector("ScreenOffset", 2, screen_offset); curr_effect->set_float("ScanlineOffset", texture->get_cur_frame() == 0 ? 0.0f : options->scanline_offset); curr_effect->set_bool("OrientationSwapXY", orientation_swap_xy); curr_effect->set_bool("RotationSwapXY", rotation_swap_xy); curr_effect->set_int("RotationType", rotation_type); // backward compatibility curr_effect->set_bool("PrepareBloom", prepare_bloom); curr_effect->set_bool("PrepareVector", prepare_vector); + curr_effect->set_bool("PrepareRaster", prepare_raster); next_index = rt->next_index(next_index); blit(prepare_bloom ? rt->native_target[next_index] : rt->prescale_target[next_index], true, poly->get_type(), vertnum, poly->get_count()); @@ -1498,7 +1424,7 @@ int shaders::downsample_pass(render_target *rt, int source_index, poly_info *pol int next_index = source_index; bool prepare_vector = - PRIMFLAG_GET_VECTORBUF(poly->get_flags()) && vector_enable; + (machine->first_screen()->screen_type() & SCREEN_TYPE_VECTOR) == SCREEN_TYPE_VECTOR; float bloom_rescale = options->bloom_scale; // skip downsample if no influencing settings @@ -1702,7 +1628,8 @@ int shaders::screen_pass(render_target *rt, int source_index, poly_info *poly, i { int next_index = source_index; - bool prepare_vector = PRIMFLAG_GET_VECTORBUF(poly->get_flags()) && vector_enable; + bool prepare_vector = + (machine->first_screen()->screen_type() & SCREEN_TYPE_VECTOR) == SCREEN_TYPE_VECTOR; curr_effect = default_effect; curr_effect->update_uniforms(); @@ -1756,6 +1683,8 @@ void shaders::render_quad(poly_info *poly, int vertnum) if (PRIMFLAG_GET_SCREENTEX(d3d->get_last_texture_flags()) && curr_texture != NULL) { + curr_screen = curr_screen < num_screens ? curr_screen : 0; + curr_render_target = find_render_target(curr_texture); render_target *rt = curr_render_target; @@ -1797,6 +1726,8 @@ void shaders::render_quad(poly_info *poly, int vertnum) curr_texture->mask_frame_count(options->yiq_phase_count); options->params_dirty = false; + + curr_screen++; } else if (PRIMFLAG_GET_VECTOR(poly->get_flags()) && vector_enable) { @@ -2063,9 +1994,6 @@ bool shaders::register_texture(texture_info *texture) enumerate_screens(); - hlsl_prescale_x = prescale_force_x; - hlsl_prescale_y = prescale_force_y; - // Find the nearest prescale factor that is over our screen size if (hlsl_prescale_x == 0) { @@ -2245,7 +2173,7 @@ 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) @@ -2270,11 +2198,11 @@ static void get_vector(const char *data, int count, float *out, int report_error } -/*------------------------------------------------- - slider_alloc - allocate a new slider entry - currently duplicated from ui.c, this could - be done in a more ideal way. --------------------------------------------------*/ +//============================================================ +// slider_alloc - allocate a new slider entry +// currently duplicated from ui.c, this could +// be done in a more ideal way. +//============================================================ static slider_state *slider_alloc(running_machine &machine, const char *title, INT32 minval, INT32 defval, INT32 maxval, INT32 incval, slider_update update, void *arg) { @@ -2774,90 +2702,92 @@ static INT32 slider_bloom_lvl10_scale(running_machine &machine, void *arg, std:: return slider_set(&(((hlsl_options*)arg)->bloom_level10_weight), 0.01f, "%1.2f", str, newval); } +hlsl_options shaders::last_options = { false }; + +shaders::slider_desc shaders::s_sliders[] = +{ + { "Vector Length Attenuation", 0, 50, 100, 1, 2, slider_vector_attenuation }, + { "Vector Attenuation Length Limit", 1, 500, 1000, 1, 2, slider_vector_length_max }, + { "Shadow Mask Darkness", 0, 0, 100, 1, 7, slider_shadow_mask_alpha }, + { "Shadow Mask X Count", 1, 1, 1024, 1, 7, slider_shadow_mask_x_count }, + { "Shadow Mask Y Count", 1, 1, 1024, 1, 7, slider_shadow_mask_y_count }, + { "Shadow Mask Pixel Count X", 1, 1, 64, 1, 7, slider_shadow_mask_usize }, + { "Shadow Mask Pixel Count Y", 1, 1, 64, 1, 7, slider_shadow_mask_vsize }, + { "Shadow Mask Offset X", -100, 0, 100, 1, 7, slider_shadow_mask_uoffset }, + { "Shadow Mask Offset Y", -100, 0, 100, 1, 7, slider_shadow_mask_voffset }, + { "Screen Curvature", 0, 0, 100, 1, 7, slider_curvature }, + { "Screen Round Corner", 0, 0, 100, 1, 7, slider_round_corner }, + { "Screen Smooth Border", 0, 0, 100, 1, 7, slider_smooth_border }, + { "Screen Reflection", 0, 0, 100, 1, 7, slider_reflection }, + { "Image Vignetting", 0, 0, 100, 1, 7, slider_vignetting }, + { "Scanline Darkness", 0, 0, 100, 1, 1, slider_scanline_alpha }, + { "Scanline Screen Height", 1, 20, 80, 1, 1, slider_scanline_scale }, + { "Scanline Indiv. Height", 1, 20, 80, 1, 1, slider_scanline_height }, + { "Scanline Brightness", 0, 20, 40, 1, 1, slider_scanline_bright_scale }, + { "Scanline Brightness Overdrive", 0, 0, 20, 1, 1, slider_scanline_bright_offset }, + { "Scanline Jitter", 0, 0, 40, 1, 1, slider_scanline_offset }, + { "Defocus X", 0, 0, 64, 1, 3, slider_defocus_x }, + { "Defocus Y", 0, 0, 64, 1, 3, slider_defocus_y }, + { "Red Position Offset X", -1500, 0, 1500, 1, 3, slider_red_converge_x }, + { "Red Position Offset Y", -1500, 0, 1500, 1, 3, slider_red_converge_y }, + { "Green Position Offset X", -1500, 0, 1500, 1, 3, slider_green_converge_x }, + { "Green Position Offset Y", -1500, 0, 1500, 1, 3, slider_green_converge_y }, + { "Blue Position Offset X", -1500, 0, 1500, 1, 3, slider_blue_converge_x }, + { "Blue Position Offset Y", -1500, 0, 1500, 1, 3, slider_blue_converge_y }, + { "Red Convergence X", -1500, 0, 1500, 1, 3, slider_red_radial_converge_x }, + { "Red Convergence Y", -1500, 0, 1500, 1, 3, slider_red_radial_converge_y }, + { "Green Convergence X", -1500, 0, 1500, 1, 3, slider_green_radial_converge_x }, + { "Green Convergence Y", -1500, 0, 1500, 1, 3, slider_green_radial_converge_y }, + { "Blue Convergence X", -1500, 0, 1500, 1, 3, slider_blue_radial_converge_x }, + { "Blue Convergence Y", -1500, 0, 1500, 1, 3, slider_blue_radial_converge_y }, + { "Red Output from Red Input", -400, 0, 400, 5, 7, slider_red_from_r }, + { "Red Output from Green Input", -400, 0, 400, 5, 7, slider_red_from_g }, + { "Red Output from Blue Input", -400, 0, 400, 5, 7, slider_red_from_b }, + { "Green Output from Red Input", -400, 0, 400, 5, 7, slider_green_from_r }, + { "Green Output from Green Input", -400, 0, 400, 5, 7, slider_green_from_g }, + { "Green Output from Blue Input", -400, 0, 400, 5, 7, slider_green_from_b }, + { "Blue Output from Red Input", -400, 0, 400, 5, 7, slider_blue_from_r }, + { "Blue Output from Green Input", -400, 0, 400, 5, 7, slider_blue_from_g }, + { "Blue Output from Blue Input", -400, 0, 400, 5, 7, slider_blue_from_b }, + { "Saturation", 0, 100, 400, 1, 7, slider_saturation }, + { "Red DC Offset", -100, 0, 100, 1, 7, slider_red_offset }, + { "Green DC Offset", -100, 0, 100, 1, 7, slider_green_offset }, + { "Blue DC Offset", -100, 0, 100, 1, 7, slider_blue_offset }, + { "Red Scale", -200, 100, 200, 1, 7, slider_red_scale }, + { "Green Scale", -200, 100, 200, 1, 7, slider_green_scale }, + { "Blue Scale", -200, 100, 200, 1, 7, slider_blue_scale }, + { "Red Gamma", -80, 0, 80, 1, 7, slider_red_power }, + { "Green Gamma", -80, 0, 80, 1, 7, slider_green_power }, + { "Blue Gamma", -80, 0, 80, 1, 7, slider_blue_power }, + { "Red Floor", 0, 0, 100, 1, 7, slider_red_floor }, + { "Green Floor", 0, 0, 100, 1, 7, slider_green_floor }, + { "Blue Floor", 0, 0, 100, 1, 7, slider_blue_floor }, + { "Red Phosphor Life", 0, 0, 100, 1, 7, slider_red_phosphor_life }, + { "Green Phosphor Life", 0, 0, 100, 1, 7, slider_green_phosphor_life }, + { "Blue Phosphor Life", 0, 0, 100, 1, 7, slider_blue_phosphor_life }, + { "Bloom Scale", 0, 0, 2000, 5, 7, slider_bloom_scale }, + { "Bloom Red Overdrive", 0, 0, 2000, 5, 7, slider_bloom_red_overdrive }, + { "Bloom Green Overdrive", 0, 0, 2000, 5, 7, slider_bloom_green_overdrive }, + { "Bloom Blue Overdrive", 0, 0, 2000, 5, 7, slider_bloom_blue_overdrive }, + { "Bloom Level 0 Scale", 0, 100, 100, 1, 7, slider_bloom_lvl0_scale }, + { "Bloom Level 1 Scale", 0, 0, 100, 1, 7, slider_bloom_lvl1_scale }, + { "Bloom Level 2 Scale", 0, 0, 100, 1, 7, slider_bloom_lvl2_scale }, + { "Bloom Level 3 Scale", 0, 0, 100, 1, 7, slider_bloom_lvl3_scale }, + { "Bloom Level 4 Scale", 0, 0, 100, 1, 7, slider_bloom_lvl4_scale }, + { "Bloom Level 5 Scale", 0, 0, 100, 1, 7, slider_bloom_lvl5_scale }, + { "Bloom Level 6 Scale", 0, 0, 100, 1, 7, slider_bloom_lvl6_scale }, + { "Bloom Level 7 Scale", 0, 0, 100, 1, 7, slider_bloom_lvl7_scale }, + { "Bloom Level 8 Scale", 0, 0, 100, 1, 7, slider_bloom_lvl8_scale }, + { "Bloom Level 9 Scale", 0, 0, 100, 1, 7, slider_bloom_lvl9_scale }, + { "Bloom Level 10 Scale", 0, 0, 100, 1, 7, slider_bloom_lvl10_scale }, + { NULL, 0, 0, 0, 0, 0, NULL }, +}; + //============================================================ // init_slider_list //============================================================ -shaders::slider_desc shaders::s_sliders[] = -{ - { "Shadow Mask Darkness", 0, 0, 100, 1, slider_shadow_mask_alpha }, - { "Shadow Mask X Count", 1, 6, 1024, 1, slider_shadow_mask_x_count }, - { "Shadow Mask Y Count", 1, 6, 1024, 1, slider_shadow_mask_y_count }, - { "Shadow Mask Pixel Count X", 1, 6, 64, 1, slider_shadow_mask_usize }, - { "Shadow Mask Pixel Count Y", 1, 6, 64, 1, slider_shadow_mask_vsize }, - { "Shadow Mask Offset X", -100, 0, 100, 1, slider_shadow_mask_uoffset }, - { "Shadow Mask Offset Y", -100, 0, 100, 1, slider_shadow_mask_voffset }, - { "Screen Curvature", 0, 0, 100, 1, slider_curvature }, - { "Screen Round Corner", 0, 0, 100, 1, slider_round_corner }, - { "Screen Smooth Border", 0, 0, 100, 1, slider_smooth_border }, - { "Screen Reflection", 0, 0, 100, 1, slider_reflection }, - { "Image Vignetting", 0, 0, 100, 1, slider_vignetting }, - { "Scanline Darkness", 0, 100, 100, 1, slider_scanline_alpha }, - { "Scanline Screen Height", 1, 20, 80, 1, slider_scanline_scale }, - { "Scanline Indiv. Height", 1, 20, 80, 1, slider_scanline_height }, - { "Scanline Brightness", 0, 20, 40, 1, slider_scanline_bright_scale }, - { "Scanline Brightness Overdrive", 0, 0, 20, 1, slider_scanline_bright_offset }, - { "Scanline Jitter", 0, 0, 40, 1, slider_scanline_offset }, - { "Defocus X", 0, 0, 64, 1, slider_defocus_x }, - { "Defocus Y", 0, 0, 64, 1, slider_defocus_y }, - { "Red Position Offset X", -1500, 3, 1500, 1, slider_red_converge_x }, - { "Red Position Offset Y", -1500, 0, 1500, 1, slider_red_converge_y }, - { "Green Position Offset X", -1500, 0, 1500, 1, slider_green_converge_x }, - { "Green Position Offset Y", -1500, 3, 1500, 1, slider_green_converge_y }, - { "Blue Position Offset X", -1500, 3, 1500, 1, slider_blue_converge_x }, - { "Blue Position Offset Y", -1500, 3, 1500, 1, slider_blue_converge_y }, - { "Red Convergence X", -1500, 0, 1500, 1, slider_red_radial_converge_x }, - { "Red Convergence Y", -1500, 0, 1500, 1, slider_red_radial_converge_y }, - { "Green Convergence X", -1500, 0, 1500, 1, slider_green_radial_converge_x }, - { "Green Convergence Y", -1500, 0, 1500, 1, slider_green_radial_converge_y }, - { "Blue Convergence X", -1500, 0, 1500, 1, slider_blue_radial_converge_x }, - { "Blue Convergence Y", -1500, 0, 1500, 1, slider_blue_radial_converge_y }, - { "Red Output from Red Input", -400, 0, 400, 5, slider_red_from_r }, - { "Red Output from Green Input", -400, 0, 400, 5, slider_red_from_g }, - { "Red Output from Blue Input", -400, 0, 400, 5, slider_red_from_b }, - { "Green Output from Red Input", -400, 0, 400, 5, slider_green_from_r }, - { "Green Output from Green Input", -400, 0, 400, 5, slider_green_from_g }, - { "Green Output from Blue Input", -400, 0, 400, 5, slider_green_from_b }, - { "Blue Output from Red Input", -400, 0, 400, 5, slider_blue_from_r }, - { "Blue Output from Green Input", -400, 0, 400, 5, slider_blue_from_g }, - { "Blue Output from Blue Input", -400, 0, 400, 5, slider_blue_from_b }, - { "Saturation", 0, 140, 400, 1, slider_saturation }, - { "Red DC Offset", -100, 0, 100, 1, slider_red_offset }, - { "Green DC Offset", -100, 0, 100, 1, slider_green_offset }, - { "Blue DC Offset", -100, 0, 100, 1, slider_blue_offset }, - { "Red Scale", -200, 95, 200, 1, slider_red_scale }, - { "Green Scale", -200, 95, 200, 1, slider_green_scale }, - { "Blue Scale", -200, 95, 200, 1, slider_blue_scale }, - { "Red Gamma", -80, 16, 80, 1, slider_red_power }, - { "Green Gamma", -80, 16, 80, 1, slider_green_power }, - { "Blue Gamma", -80, 16, 80, 1, slider_blue_power }, - { "Red Floor", 0, 5, 100, 1, slider_red_floor }, - { "Green Floor", 0, 5, 100, 1, slider_green_floor }, - { "Blue Floor", 0, 5, 100, 1, slider_blue_floor }, - { "Red Phosphor Life", 0, 40, 100, 1, slider_red_phosphor_life }, - { "Green Phosphor Life", 0, 40, 100, 1, slider_green_phosphor_life }, - { "Blue Phosphor Life", 0, 40, 100, 1, slider_blue_phosphor_life }, - { "Vector Length Attenuation", 0, 80, 100, 1, slider_vector_attenuation }, - { "Vector Attenuation Length Limit", 1, 500, 1000, 1, slider_vector_length_max }, - { "Bloom Scale", 0, 250, 2000, 5, slider_bloom_scale }, - { "Bloom Red Overdrive", 0, 250, 2000, 5, slider_bloom_red_overdrive }, - { "Bloom Green Overdrive", 0, 250, 2000, 5, slider_bloom_green_overdrive }, - { "Bloom Blue Overdrive", 0, 250, 2000, 5, slider_bloom_blue_overdrive }, - { "Bloom Level 0 Scale", 0, 100, 100, 1, slider_bloom_lvl0_scale }, - { "Bloom Level 1 Scale", 0, 21, 100, 1, slider_bloom_lvl1_scale }, - { "Bloom Level 2 Scale", 0, 19, 100, 1, slider_bloom_lvl2_scale }, - { "Bloom Level 3 Scale", 0, 17, 100, 1, slider_bloom_lvl3_scale }, - { "Bloom Level 4 Scale", 0, 15, 100, 1, slider_bloom_lvl4_scale }, - { "Bloom Level 5 Scale", 0, 14, 100, 1, slider_bloom_lvl5_scale }, - { "Bloom Level 6 Scale", 0, 13, 100, 1, slider_bloom_lvl6_scale }, - { "Bloom Level 7 Scale", 0, 12, 100, 1, slider_bloom_lvl7_scale }, - { "Bloom Level 8 Scale", 0, 11, 100, 1, slider_bloom_lvl8_scale }, - { "Bloom Level 9 Scale", 0, 10, 100, 1, slider_bloom_lvl9_scale }, - { "Bloom Level 10 Scale", 0, 9, 100, 1, slider_bloom_lvl10_scale }, - { NULL, 0, 0, 0, 0, NULL }, -}; - slider_state *shaders::init_slider_list() { if (!master_enable || !d3dintf->post_fx_available) @@ -2872,8 +2802,15 @@ slider_state *shaders::init_slider_list() for (int index = 0; s_sliders[index].name != NULL; index++) { slider_desc *slider = &s_sliders[index]; - *tailptr = slider_alloc(*machine, slider->name, slider->minval, slider->defval, slider->maxval, slider->step, slider->adjustor, (void*)options); - tailptr = &(*tailptr)->next; + + int screen_type = machine->first_screen()->screen_type(); + if ((screen_type == SCREEN_TYPE_VECTOR && (slider->screen_type & SLIDER_SCREEN_TYPE_VECTOR) == SLIDER_SCREEN_TYPE_VECTOR) || + (screen_type == SCREEN_TYPE_RASTER && (slider->screen_type & SLIDER_SCREEN_TYPE_RASTER) == SLIDER_SCREEN_TYPE_RASTER) || + (screen_type == SCREEN_TYPE_LCD && (slider->screen_type & SLIDER_SCREEN_TYPE_LCD) == SLIDER_SCREEN_TYPE_LCD)) + { + *tailptr = slider_alloc(*machine, slider->name, slider->minval, slider->defval, slider->maxval, slider->step, slider->adjustor, (void*)options); + tailptr = &(*tailptr)->next; + } } return listhead; diff --git a/src/osd/modules/render/d3d/d3dhlsl.h b/src/osd/modules/render/d3d/d3dhlsl.h index 46f762b83e2..71661bbe625 100644 --- a/src/osd/modules/render/d3d/d3dhlsl.h +++ b/src/osd/modules/render/d3d/d3dhlsl.h @@ -186,6 +186,7 @@ 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]; @@ -309,6 +310,14 @@ public: // slider-related functions slider_state *init_slider_list(); + enum slider_screen_type + { + SLIDER_SCREEN_TYPE_NONE = 0, + SLIDER_SCREEN_TYPE_RASTER = 1, + SLIDER_SCREEN_TYPE_VECTOR = 2, + SLIDER_SCREEN_TYPE_LCD = 4 + }; + struct slider_desc { const char * name; @@ -316,6 +325,7 @@ public: int defval; int maxval; int step; + int screen_type; INT32(*adjustor)(running_machine &, void *, std::string *, INT32); }; @@ -362,10 +372,6 @@ private: int lastidx; // index of the last-encountered target bool write_ini; // enable external ini saving bool read_ini; // enable external ini loading - int prescale_force_x; // prescale force x - int prescale_force_y; // prescale force y - int prescale_size_x; // prescale size x - int prescale_size_y; // prescale size y int hlsl_prescale_x; // hlsl prescale x int hlsl_prescale_y; // hlsl prescale y float bloom_dims[11][2]; // bloom texture dimensions @@ -373,7 +379,7 @@ 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; @@ -424,13 +430,11 @@ 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]; + static hlsl_options last_options; // last used options }; } diff --git a/src/osd/modules/render/drawd3d.cpp b/src/osd/modules/render/drawd3d.cpp index 5231aa879db..21b23a84d83 100644 --- a/src/osd/modules/render/drawd3d.cpp +++ b/src/osd/modules/render/drawd3d.cpp @@ -245,6 +245,10 @@ render_primitive_list *d3d::renderer::get_primitives() window().target()->set_bounds(rect_width(&client), rect_height(&client), window().aspect()); window().target()->set_max_update_rate((get_refresh() == 0) ? get_origmode().RefreshRate : get_refresh()); } + if (m_shaders != NULL) + { + window().target()->set_transform_primitives(!m_shaders->enabled()); + } return &window().target()->get_primitives(); } @@ -615,7 +619,7 @@ renderer::renderer(osd_window *window) : osd_renderer(window, FLAG_NONE), m_adapter(0), m_width(0), m_height(0), m_refresh(0), m_create_error_count(0), m_device(NULL), m_gamma_supported(0), m_pixformat(), m_vertexbuf(NULL), m_lockedbuf(NULL), m_numverts(0), m_vectorbatch(NULL), m_batchindex(0), m_numpolys(0), m_restarting(false), m_mod2x_supported(0), m_mod4x_supported(0), m_screen_format(), m_last_texture(NULL), m_last_texture_flags(0), m_last_blendenable(0), m_last_blendop(0), m_last_blendsrc(0), m_last_blenddst(0), m_last_filter(0), - m_last_wrap(), m_last_modmode(0), m_hlsl_buf(NULL), m_shaders(NULL), m_texture_manager(NULL), m_line_count(0) + m_last_wrap(), m_last_modmode(0), m_hlsl_buf(NULL), m_shaders(NULL), m_shaders_options(NULL), m_texture_manager(NULL), m_line_count(0) { } @@ -643,10 +647,6 @@ int renderer::pre_window_draw_check() { m_shaders->toggle(); - // free all existing resources and re-create - device_delete_resources(); - device_create_resources(); - m_restarting = false; } @@ -796,7 +796,16 @@ 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); + m_shaders_options->params_init = false; + } // verify the caps int verify = device_verify_caps(); @@ -806,7 +815,9 @@ 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); @@ -987,6 +998,12 @@ int renderer::device_create_resources() renderer::~renderer() { + if (m_shaders_options != NULL) + { + global_free(m_shaders_options); + } + m_shaders_options = NULL; + device_delete(); } @@ -1043,8 +1060,7 @@ 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.cpp b/src/osd/windows/winmain.cpp index 00f39500521..29c93a5bac4 100644 --- a/src/osd/windows/winmain.cpp +++ b/src/osd/windows/winmain.cpp @@ -269,108 +269,107 @@ 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_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_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_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" }, - { WINOPTION_REFLECTION";fs_ref(0.0-1.0)", "0.0", OPTION_FLOAT, "screen reflection amount" }, - { WINOPTION_VIGNETTING";fs_vig(0.0-1.0)", "0.0", OPTION_FLOAT, "image vignetting amount" }, + { NULL, NULL, OPTION_HEADER, "DIRECT3D POST-PROCESSING OPTIONS" }, + { 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_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)", "shadow-mask.png", OPTION_STRING, "shadow mask texture name" }, + { WINOPTION_SHADOW_MASK_COUNT_X";fs_shadww", "6", OPTION_INTEGER, "shadow mask tile width, in screen dimensions" }, + { WINOPTION_SHADOW_MASK_COUNT_Y";fs_shadwh", "4", 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)", "0.25", 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" }, + { WINOPTION_REFLECTION";fs_ref(0.0-1.0)", "0.0", OPTION_FLOAT, "screen reflection amount" }, + { WINOPTION_VIGNETTING";fs_vig(0.0-1.0)", "0.0", OPTION_FLOAT, "image vignetting amount" }, /* Beam-related values below this line*/ - { WINOPTION_SCANLINE_AMOUNT";fs_scanam(0.0-4.0)", "1.0", OPTION_FLOAT, "overall alpha scaling value for scanlines" }, - { WINOPTION_SCANLINE_SCALE";fs_scansc(0.0-4.0)", "1.0", OPTION_FLOAT, "overall height scaling value for scanlines" }, - { WINOPTION_SCANLINE_HEIGHT";fs_scanh(0.0-4.0)", "1.0", OPTION_FLOAT, "individual height scaling value for scanlines" }, - { WINOPTION_SCANLINE_BRIGHT_SCALE";fs_scanbs(0.0-2.0)", "1.0", OPTION_FLOAT, "overall brightness scaling value for scanlines (multiplicative)" }, - { WINOPTION_SCANLINE_BRIGHT_OFFSET";fs_scanbo(0.0-1.0)", "0.0", OPTION_FLOAT, "overall brightness offset value for scanlines (additive)" }, - { WINOPTION_SCANLINE_OFFSET";fs_scanjt(0.0-4.0)", "0.0", OPTION_FLOAT, "overall interlace jitter scaling value for scanlines" }, - { WINOPTION_DEFOCUS";fs_focus", "0.0,0.0", OPTION_STRING, "overall defocus value in screen-relative coords" }, - { WINOPTION_CONVERGE_X";fs_convx", "0.3,0.0,-0.3",OPTION_STRING, "convergence in screen-relative X direction" }, - { WINOPTION_CONVERGE_Y";fs_convy", "0.0,0.3,-0.3",OPTION_STRING, "convergence in screen-relative Y direction" }, - { WINOPTION_RADIAL_CONVERGE_X";fs_rconvx", "0.0,0.0,0.0",OPTION_STRING, "radial convergence in screen-relative X direction" }, - { WINOPTION_RADIAL_CONVERGE_Y";fs_rconvy", "0.0,0.0,0.0",OPTION_STRING, "radial convergence in screen-relative Y direction" }, + { WINOPTION_SCANLINE_AMOUNT";fs_scanam(0.0-4.0)", "1.0", OPTION_FLOAT, "overall alpha scaling value for scanlines" }, + { WINOPTION_SCANLINE_SCALE";fs_scansc(0.0-4.0)", "1.0", OPTION_FLOAT, "overall height scaling value for scanlines" }, + { WINOPTION_SCANLINE_HEIGHT";fs_scanh(0.0-4.0)", "1.0", OPTION_FLOAT, "individual height scaling value for scanlines" }, + { WINOPTION_SCANLINE_BRIGHT_SCALE";fs_scanbs(0.0-2.0)", "1.0", OPTION_FLOAT, "overall brightness scaling value for scanlines (multiplicative)" }, + { WINOPTION_SCANLINE_BRIGHT_OFFSET";fs_scanbo(0.0-1.0)", "0.0", OPTION_FLOAT, "overall brightness offset value for scanlines (additive)" }, + { WINOPTION_SCANLINE_OFFSET";fs_scanjt(0.0-4.0)", "0.0", OPTION_FLOAT, "overall interlace jitter scaling value for scanlines" }, + { WINOPTION_DEFOCUS";fs_focus", "1.0,0.0", OPTION_STRING, "overall defocus value in screen-relative coords" }, + { WINOPTION_CONVERGE_X";fs_convx", "0.25,0.00,-0.25", OPTION_STRING, "convergence in screen-relative X direction" }, + { WINOPTION_CONVERGE_Y";fs_convy", "0.0,0.25,-0.25", OPTION_STRING, "convergence in screen-relative Y direction" }, + { WINOPTION_RADIAL_CONVERGE_X";fs_rconvx", "0.0,0.0,0.0", OPTION_STRING, "radial convergence in screen-relative X direction" }, + { WINOPTION_RADIAL_CONVERGE_Y";fs_rconvy", "0.0,0.0,0.0", OPTION_STRING, "radial convergence in screen-relative Y direction" }, /* RGB colorspace convolution below this line */ - { WINOPTION_RED_RATIO";fs_redratio", "1.0,0.0,0.0",OPTION_STRING, "red output signal generated by input signal" }, - { WINOPTION_GRN_RATIO";fs_grnratio", "0.0,1.0,0.0",OPTION_STRING, "green output signal generated by input signal" }, - { WINOPTION_BLU_RATIO";fs_bluratio", "0.0,0.0,1.0",OPTION_STRING, "blue output signal generated by input signal" }, - { WINOPTION_SATURATION";fs_sat(0.0-4.0)", "1.4", OPTION_FLOAT, "saturation scaling value" }, - { WINOPTION_OFFSET";fs_offset", "0.0,0.0,0.0",OPTION_STRING, "signal offset value (additive)" }, - { WINOPTION_SCALE";fs_scale", "0.95,0.95,0.95",OPTION_STRING, "signal scaling value (multiplicative)" }, - { WINOPTION_POWER";fs_power", "0.8,0.8,0.8",OPTION_STRING, "signal power value (exponential)" }, - { WINOPTION_FLOOR";fs_floor", "0.05,0.05,0.05",OPTION_STRING, "signal floor level" }, - { WINOPTION_PHOSPHOR";fs_phosphor", "0.4,0.4,0.4",OPTION_STRING, "phosphorescence decay rate (0.0 is instant, 1.0 is forever)" }, + { WINOPTION_RED_RATIO";fs_redratio", "1.0,0.0,0.0", OPTION_STRING, "red output signal generated by input signal" }, + { WINOPTION_GRN_RATIO";fs_grnratio", "0.0,1.0,0.0", OPTION_STRING, "green output signal generated by input signal" }, + { WINOPTION_BLU_RATIO";fs_bluratio", "0.0,0.0,1.0", OPTION_STRING, "blue output signal generated by input signal" }, + { WINOPTION_SATURATION";fs_sat(0.0-4.0)", "1.4", OPTION_FLOAT, "saturation scaling value" }, + { WINOPTION_OFFSET";fs_offset", "0.0,0.0,0.0", OPTION_STRING, "signal offset value (additive)" }, + { WINOPTION_SCALE";fs_scale", "0.95,0.95,0.95", OPTION_STRING, "signal scaling value (multiplicative)" }, + { WINOPTION_POWER";fs_power", "0.8,0.8,0.8", OPTION_STRING, "signal power value (exponential)" }, + { WINOPTION_FLOOR";fs_floor", "0.05,0.05,0.05", OPTION_STRING, "signal floor level" }, + { 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_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" }, - { WINOPTION_YIQ_OVALUE";yiqo", "1.570796325",OPTION_FLOAT, "Outgoing Color Carrier phase offset for NTSC signal processing" }, - { WINOPTION_YIQ_PVALUE";yiqp", "1.0", OPTION_FLOAT, "Incoming Pixel Clock scaling value for NTSC signal processing" }, - { WINOPTION_YIQ_NVALUE";yiqn", "1.0", OPTION_FLOAT, "Y filter notch width for NTSC signal processing" }, - { WINOPTION_YIQ_YVALUE";yiqy", "6.0", OPTION_FLOAT, "Y filter cutoff frequency for NTSC signal processing" }, - { WINOPTION_YIQ_IVALUE";yiqi", "1.2", OPTION_FLOAT, "I filter cutoff frequency for NTSC signal processing" }, - { WINOPTION_YIQ_QVALUE";yiqq", "0.6", OPTION_FLOAT, "Q filter cutoff frequency for NTSC signal processing" }, - { WINOPTION_YIQ_SCAN_TIME";yiqsc", "52.6", OPTION_FLOAT, "Horizontal scanline duration for NTSC signal processing (in usec)" }, - { WINOPTION_YIQ_PHASE_COUNT";yiqp", "2", OPTION_INTEGER, "Phase Count value for NTSC signal processing" }, - { WINOPTION_YIQ_SCAN_TIME";yiqsc", "52.6", OPTION_FLOAT, "Horizontal scanline duration for NTSC signal processing (in usec)" }, - { WINOPTION_YIQ_PHASE_COUNT";yiqp", "2", OPTION_INTEGER, "Phase Count value for NTSC signal processing" }, + { NULL, NULL, OPTION_HEADER, "NTSC POST-PROCESSING OPTIONS" }, + { 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" }, + { WINOPTION_YIQ_OVALUE";yiqo", "1.570796325", OPTION_FLOAT, "Outgoing Color Carrier phase offset for NTSC signal processing" }, + { WINOPTION_YIQ_PVALUE";yiqp", "1.0", OPTION_FLOAT, "Incoming Pixel Clock scaling value for NTSC signal processing" }, + { WINOPTION_YIQ_NVALUE";yiqn", "1.0", OPTION_FLOAT, "Y filter notch width for NTSC signal processing" }, + { WINOPTION_YIQ_YVALUE";yiqy", "6.0", OPTION_FLOAT, "Y filter cutoff frequency for NTSC signal processing" }, + { WINOPTION_YIQ_IVALUE";yiqi", "1.2", OPTION_FLOAT, "I filter cutoff frequency for NTSC signal processing" }, + { WINOPTION_YIQ_QVALUE";yiqq", "0.6", OPTION_FLOAT, "Q filter cutoff frequency for NTSC signal processing" }, + { WINOPTION_YIQ_SCAN_TIME";yiqsc", "52.6", OPTION_FLOAT, "Horizontal scanline duration for NTSC signal processing (in usec)" }, + { WINOPTION_YIQ_PHASE_COUNT";yiqp", "2", OPTION_INTEGER, "Phase Count value for NTSC signal processing" }, + { WINOPTION_YIQ_SCAN_TIME";yiqsc", "52.6", OPTION_FLOAT, "Horizontal scanline duration for NTSC signal processing (in usec)" }, + { WINOPTION_YIQ_PHASE_COUNT";yiqp", "2", OPTION_INTEGER, "Phase Count value for NTSC signal processing" }, /* Vector simulation below this line */ - { NULL, NULL, OPTION_HEADER, "VECTOR POST-PROCESSING OPTIONS" }, - { WINOPTION_VECTOR_LENGTH_SCALE";veclength", "0.8", OPTION_FLOAT, "How much length affects vector fade" }, - { WINOPTION_VECTOR_LENGTH_RATIO";vecsize", "500.0", OPTION_FLOAT, "Vector fade length (4.0 - vectors fade the most at and above 4 pixels, etc.)" }, + { NULL, NULL, OPTION_HEADER, "VECTOR POST-PROCESSING OPTIONS" }, + { WINOPTION_VECTOR_LENGTH_SCALE";veclength", "0.5", OPTION_FLOAT, "How much length affects vector fade" }, + { WINOPTION_VECTOR_LENGTH_RATIO";vecsize", "500.0", OPTION_FLOAT, "Vector fade length (4.0 - vectors fade the most at and above 4 pixels, etc.)" }, /* Bloom below this line */ - { NULL, NULL, OPTION_HEADER, "BLOOM POST-PROCESSING OPTIONS" }, - { WINOPTION_BLOOM_SCALE, "0.25", OPTION_FLOAT, "Intensity factor for bloom" }, - { WINOPTION_BLOOM_OVERDRIVE, "0.0,0.0,0.0",OPTION_STRING, "Overdrive factor for bloom" }, - { WINOPTION_BLOOM_LEVEL0_WEIGHT, "1.0", OPTION_FLOAT, "Bloom level 0 (full-size target) weight" }, - { WINOPTION_BLOOM_LEVEL1_WEIGHT, "0.21", OPTION_FLOAT, "Bloom level 1 (half-size target) weight" }, - { WINOPTION_BLOOM_LEVEL2_WEIGHT, "0.19", OPTION_FLOAT, "Bloom level 2 (quarter-size target) weight" }, - { WINOPTION_BLOOM_LEVEL3_WEIGHT, "0.17", OPTION_FLOAT, "Bloom level 3 (.) weight" }, - { WINOPTION_BLOOM_LEVEL4_WEIGHT, "0.15", OPTION_FLOAT, "Bloom level 4 (.) weight" }, - { WINOPTION_BLOOM_LEVEL5_WEIGHT, "0.14", OPTION_FLOAT, "Bloom level 5 (.) weight" }, - { WINOPTION_BLOOM_LEVEL6_WEIGHT, "0.13", OPTION_FLOAT, "Bloom level 6 (.) weight" }, - { WINOPTION_BLOOM_LEVEL7_WEIGHT, "0.12", OPTION_FLOAT, "Bloom level 7 (.) weight" }, - { WINOPTION_BLOOM_LEVEL8_WEIGHT, "0.11", OPTION_FLOAT, "Bloom level 8 (.) weight" }, - { WINOPTION_BLOOM_LEVEL9_WEIGHT, "0.10", OPTION_FLOAT, "Bloom level 9 (.) weight" }, - { WINOPTION_BLOOM_LEVEL10_WEIGHT, "0.09", OPTION_FLOAT, "Bloom level 10 (1x1 target) weight" }, + { NULL, NULL, OPTION_HEADER, "BLOOM POST-PROCESSING OPTIONS" }, + { WINOPTION_BLOOM_SCALE, "0.25", OPTION_FLOAT, "Intensity factor for bloom" }, + { WINOPTION_BLOOM_OVERDRIVE, "1.0,1.0,1.0", OPTION_STRING, "Overdrive factor for bloom" }, + { WINOPTION_BLOOM_LEVEL0_WEIGHT, "1.0", OPTION_FLOAT, "Bloom level 0 (full-size target) weight" }, + { WINOPTION_BLOOM_LEVEL1_WEIGHT, "0.64", OPTION_FLOAT, "Bloom level 1 (half-size target) weight" }, + { WINOPTION_BLOOM_LEVEL2_WEIGHT, "0.32", OPTION_FLOAT, "Bloom level 2 (quarter-size target) weight" }, + { WINOPTION_BLOOM_LEVEL3_WEIGHT, "0.16", OPTION_FLOAT, "Bloom level 3 (.) weight" }, + { WINOPTION_BLOOM_LEVEL4_WEIGHT, "0.08", OPTION_FLOAT, "Bloom level 4 (.) weight" }, + { WINOPTION_BLOOM_LEVEL5_WEIGHT, "0.04", OPTION_FLOAT, "Bloom level 5 (.) weight" }, + { WINOPTION_BLOOM_LEVEL6_WEIGHT, "0.04", OPTION_FLOAT, "Bloom level 6 (.) weight" }, + { WINOPTION_BLOOM_LEVEL7_WEIGHT, "0.02", OPTION_FLOAT, "Bloom level 7 (.) weight" }, + { WINOPTION_BLOOM_LEVEL8_WEIGHT, "0.02", OPTION_FLOAT, "Bloom level 8 (.) weight" }, + { WINOPTION_BLOOM_LEVEL9_WEIGHT, "0.01", OPTION_FLOAT, "Bloom level 9 (.) weight" }, + { WINOPTION_BLOOM_LEVEL10_WEIGHT, "0.01", OPTION_FLOAT, "Bloom level 10 (1x1 target) weight" }, // 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); }