mirror of
https://github.com/holub/mame
synced 2025-04-07 09:06:28 +03:00
HLSL Color Transforms and 3D LUT (#4043)
* Remove broken scanline uniform from post_pass * Add 3D LUT to HLSL * Allow individual LUTs for screen and UI * WIP: Port 3D LUT to BGFX * Finish porting LUT to BGFX * Add individual phosphor color conversion for HLSL new file: hlsl/chroma.fx Shader for converting xyY3 to sRGB modified: hlsl/phosphor.fx Minor changes to emphasize idea that phosphors are color agnostic modified: hlsl/post.fx Conversion from signal RGB to xyY3 modified: src/osd/modules/render/d3d/d3dhlsl.cpp modified: src/osd/modules/render/d3d/d3dhlsl.h modified: src/osd/windows/winmain.cpp modified: src/osd/windows/winmain.h * Add phosphor examples and update presets * Port phosphor color shaders to BGFX * Fix missing newlines at EOF
This commit is contained in:
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@ -21,13 +21,13 @@
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"sliders": [
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// type (required): The sliders's conceptual type. Is it a list of string selections? Is it a single floating-point value? Does it require RGB values, or XY values?
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// values: "intenum", "int", "float", "vec2", "color"
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//
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//
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// name (required): The internal name of the slider, used to attach it to entry uniforms.
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// value: Any valid ASCII string.
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//
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//
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// text (required): The description of the slider, to which "X" or "Y" is appended for the "vec2" type, and to which "Red", "Green" or "Blue" will be appended for the "color" type.
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// value: Any valid user-understandable ASCII string.
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//
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//
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// default (required): The value that this slider should have upon creation.
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// type: Either a single integer value or an array of integer values corresponding to the size of the slider type:
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// "intenum": Single integer value
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@ -35,23 +35,23 @@
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// "float": Single integer value
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// "vec2": Array of two integer values
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// "color": Array of three integer values
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//
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//
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// max (required): The upper limit to which the slider can be adjusted by a user.
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// type: See type for "default"
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//
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//
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// min (required): The lower limit to which the slider can be adjusted by a user.
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// type: See type for "default"
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//
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//
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// step (required): How much does a single left/right adjustment adjust the slider?
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// type: Integer value
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//
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//
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// format (required): A C-style formatting string to use when displaying the slider's value.
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// type: Any standard C-style formatting string (%s, %d, %1.2f, and so on)
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//
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//
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// screen (required): The type of screens for which we should populate this slider [NOT YET IMPLEMENTED]
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// values: "none", "raster", "vector", "crt", "vectorraster", "lcd", "nonvector", "lcdraster", "lcdvector", "any", "all"
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// "crt", "nonvector", and "all" are provided as aliases for "vectorraster", "lcdraster", and "any"
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//
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//
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// strings (optional): A list of strings to use with the "intenum" type, to select from a list of text options instead of simply numbers.
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// value: An array of 2 or more entries, with one entry per possible slider setting from "min" to "max" inclusive.
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@ -86,8 +86,6 @@
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{ "type": "vec2", "name": "defocus", "text": "Defocus, ", "default": [ 0.5, 0.5 ], "max": [ 2.0, 2.0 ], "min": [ 0.0, 0.0 ], "step": 0.1, "format": "%1.1f", "screen": "crt" },
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{ "type": "color", "name": "phosphor", "text": "Phosphor Persistence, ", "default": [ 0.45, 0.45, 0.45 ], "max": [ 1.00, 1.00, 1.00 ], "min": [ 0.00, 0.00, 0.00 ], "step": 0.01, "format": "%1.2f", "screen": "crt" },
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{ "type": "float", "name": "scanline_alpha", "text": "Scanline Amount", "default": 0.50, "max": 1.00, "min": 0.0, "step": 0.01, "format": "%1.2f", "screen": "crt" },
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{ "type": "float", "name": "scanline_scale", "text": "Overall Scanline Scale", "default": 1.00, "max": 4.00, "min": 0.0, "step": 0.01, "format": "%1.2f", "screen": "crt" },
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{ "type": "float", "name": "scanline_height", "text": "Individual Scanline Scale", "default": 1.00, "max": 4.00, "min": 0.0, "step": 0.01, "format": "%1.2f", "screen": "crt" },
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@ -96,7 +94,7 @@
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{ "type": "float", "name": "scanline_bright_offset", "text": "Scanline Brightness Offset", "default": 1.50, "max": 4.00, "min": 0.0, "step": 0.01, "format": "%1.2f", "screen": "crt" },
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{ "type": "float", "name": "scanline_jitter_amount", "text": "Scanline Jitter Amount", "default": 0.00, "max": 4.00, "min": 0.0, "step": 0.01, "format": "%1.2f", "screen": "crt" },
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{ "type": "float", "name": "scanline_variation", "text": "Scanline Variation", "default": 1.00, "max": 4.00, "min": 0.0, "step": 0.01, "format": "%1.2f", "screen": "crt" },
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{ "type": "intenum", "name": "shadow_tile_mode", "text": "Shadow Mask Tile Mode", "default": 0, "max": 1, "min": 0, "step": 1, "format": "%s", "screen": "any", "strings": [ "Screen", "Source" ] },
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{ "type": "float", "name": "shadow_alpha", "text": "Shadow Mask Amount", "default": 0.50, "max": 1.00, "min": 0.00, "step": 0.01, "format": "%1.2f", "screen": "crt" },
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{ "type": "vec2", "name": "shadow_uv_count", "text": "Shadow Mask Pixel Count ", "default": [ 12, 12 ], "max": [ 128, 128 ], "min": [ 1, 1 ], "step": 1, "format": "%3f", "screen": "crt" },
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@ -109,29 +107,40 @@
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{ "type": "color", "name": "floor", "text": "Signal Floor, ", "default": [ 0.05, 0.05, 0.05 ], "max": [ 1.00, 1.00, 1.00 ], "min": [ 0.00, 0.00, 0.00 ], "step": 0.01, "format": "%1.2f", "screen": "crt" },
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{ "type": "color", "name": "power", "text": "Signal Exponent, ", "default": [ 1.00, 1.00, 1.00 ], "max": [ 4.00, 4.00, 4.00 ], "min": [ 0.00, 0.00, 0.00 ], "step": 0.01, "format": "%1.2f", "screen": "crt" },
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{ "type": "intenum", "name": "chroma_mode", "text": "Color Mode", "default": 3, "max": 3, "min": 1, "step": 1, "format": "%s", "screen": "any", "strings": [ " ", "Monochrome", "Dichrome", "Trichrome" ] },
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{ "type": "color", "name": "chroma_conversion_gain", "text": "Chroma Conversion Gain, ", "default": [ 0.299, 0.587, 0.114 ], "max": [ 1.0, 1.0, 1.0 ], "min": [ 0.0, 0.0, 0.0 ], "step": 0.0001, "format": "%1.4f", "screen": "any" },
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{ "type": "vec2", "name": "chroma_a", "text": "Phosphor A Chromaticity ", "default": [ 0.630, 0.340 ], "max": [ 1.0, 1.0 ], "min": [ 0.0, 0.0 ], "step": 0.001, "format": "%1.3f", "screen": "any" },
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{ "type": "vec2", "name": "chroma_b", "text": "Phosphor B Chromaticity ", "default": [ 0.310, 0.595 ], "max": [ 1.0, 1.0 ], "min": [ 0.0, 0.0 ], "step": 0.001, "format": "%1.3f", "screen": "any" },
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{ "type": "vec2", "name": "chroma_c", "text": "Phosphor C Chromaticity ", "default": [ 0.155, 0.070 ], "max": [ 1.0, 1.0 ], "min": [ 0.0, 0.0 ], "step": 0.001, "format": "%1.3f", "screen": "any" },
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{ "type": "color", "name": "chroma_y_gain", "text": "Phosphor Gain, ", "default": [ 0.2124, 0.7011, 0.0866 ], "max": [ 1.0, 1.0, 1.0 ], "min": [ 0.0, 0.0, 0.0 ], "step": 0.0001, "format": "%1.4f", "screen": "any" },
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{ "type": "color", "name": "phosphor", "text": "Phosphor Persistence, ", "default": [ 0.45, 0.45, 0.45 ], "max": [ 1.00, 1.00, 1.00 ], "min": [ 0.00, 0.00, 0.00 ], "step": 0.01, "format": "%1.2f", "screen": "crt" },
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{ "type": "float", "name": "distortion", "text": "Quadric Distortion Amount", "default": 0.05, "max": 2.00, "min": -2.00, "step": 0.01, "format": "%1.2f", "screen": "crt" },
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{ "type": "float", "name": "cubic_distortion", "text": "Cubic Distortion Amount", "default": 0.00, "max": 2.00, "min": -2.00, "step": 0.01, "format": "%1.2f", "screen": "crt" },
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{ "type": "float", "name": "distort_corner", "text": "Distorted Corner Amount", "default": 0.05, "max": 2.00, "min": 0.00, "step": 0.01, "format": "%1.2f", "screen": "crt" },
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{ "type": "float", "name": "round_corner", "text": "Rounded Corner Amount", "default": 0.05, "max": 2.00, "min": 0.00, "step": 0.01, "format": "%1.2f", "screen": "crt" },
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{ "type": "float", "name": "smooth_border", "text": "Smooth Border Amount", "default": 0.03, "max": 2.00, "min": 0.00, "step": 0.01, "format": "%1.2f", "screen": "crt" },
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{ "type": "float", "name": "vignetting", "text": "Vignetting Amount", "default": 0.08, "max": 2.00, "min": 0.00, "step": 0.01, "format": "%1.2f", "screen": "crt" },
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{ "type": "float", "name": "reflection", "text": "Reflection Amount", "default": 0.05, "max": 2.00, "min": 0.00, "step": 0.01, "format": "%1.2f", "screen": "crt" }
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{ "type": "float", "name": "reflection", "text": "Reflection Amount", "default": 0.05, "max": 2.00, "min": 0.00, "step": 0.01, "format": "%1.2f", "screen": "crt" },
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{ "type": "intenum", "name": "lut_enable", "text": "3D LUT", "default": 0, "max": 1, "min": 0, "step": 1, "format": "%s", "screen": "any", "strings": [ "Off", "On" ] }
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],
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// parameters (optional): A list of procedurally-generated parameters that can be bound to entry uniforms.
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"parameters": [
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// name (required): The internal name of the parameter that will be used when binding to an entry uniform.
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// value: Any valid ASCII string.
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//
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//
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// type (required): The type of the parameter.
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// values:
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// "frame": Increment by 1 for each rendered frame. Limited to a given value range. Can be use for A/B field jitter and such.
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// "window": Contains the index of the window to which this screen belongs.
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// "time": The current time, in milliseconds. Can be limited to a given value range.
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//
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//
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// period (required by type "frame"): The range of frames across which to count. A value of 20 will make the value loop from 0-19.
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// value: Any integer value.
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//
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//
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// limit (required by type "time"): The range of time across which to loop. 0.0 means run indefinitely.
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// value: Any numeric value.
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@ -143,21 +152,21 @@
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"targets": [
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// name (required): The name of the target. Will be used to bind it as a texture and as an output in chain entries.
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// value: Any valid ASCII string.
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//
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//
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// mode (required): The mode of the target. Can be used for different implicit and explicit sizing options.
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// values:
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// "guest": Use the size of the emulated screen that is being processed (e.g. 256x256 when running "targ")
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// "native": Use the size of the displayed screen inside the window that is being displayed (the same size as the window size, for single-screen games with no artwork)
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// "custom": Use a custom size.
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//
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//
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// bilinear (optional): Whether or not to apply bilinear filtering to this render target.
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// values: true, false
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// default: true
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//
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//
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// doublebuffer (optional): Whether or not this render target will be needed as a source texture. If you don't know what this means, omit it or set it to true.
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// values: true, false
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// default: true
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//
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//
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// scale (optional): Multiply the internal size of this render target by this amount. Certain effects benefit from operating at a higher internal resolution. If you're not sure, omit it.
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// values: Any integer value
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// default: 1
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@ -225,19 +234,19 @@
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"disablewhen": [
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// type (optional): Reserved for future expansion. Currently only "slider" is supported.
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// value: "slider"
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//
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//
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// condition (optional): The disabler is active when the named slider is either equal or not equal to the reference value.
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// values: "equal", "notequal"
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// default: "equal"
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//
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//
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// combine (optional): All "and" conditions are ANDed together, all "or" conditions are OR'd together, then these two
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// values are OR'd together to finally determine whether this pass should run or not.
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// values: "or", "and"
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// default: "or"
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//
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//
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// name (required): The name of the slider to use for this condition.
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// value: Any valid ASCII string.
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//
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//
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// value (required): The value against which we are comparing to determine whether this disabler is active.
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// type: Either a single integer value or an array of integer values corresponding to the size of the slider's type:
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// "intenum": Single integer value
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@ -253,15 +262,15 @@
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"uniforms": [
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// uniform (required): The name of the uniform, as it is referenced in the shader source code itself.
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// value: Any valid ASCII string.
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//
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//
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// The remaining options can be one of either "slider", "parameter", or "value":
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//
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//
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// slider (optional): The name of the slider to bind to this uniform.
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// value: Any valid ASCII string that corresponds to the name of a slider.
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//
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// parameter (optional): The name of the dynamic parameter to bind to this uniform.
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// value: Any valid ASCII string that corresponds to the name of a parameter.
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//
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//
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// value (optional): An array of numeric values that should be loaded into this uniform.
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// values: Should be an array containing anywhere from 1-16 numeric values, corresponding to the size of the uniform's type.
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@ -278,28 +287,28 @@
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"input": [
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// sampler (required): The name of the sampler, as it is referenced in the shader source code itself.
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// value: Any valid ASCII string.
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//
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//
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// The remaining options can be one of either "texture", "target", or "option".
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//
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//
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// texture (optional): Either "screen" for the texture that MAME provided for this chain's screen, or the name of a texture file in the artwork directory.
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// value: Any valid ASCII string.
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//
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//
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// target (optioanl): Any target from the "targets" list, or "previous" or "output" for two native-sized automatically-generated targets.
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// value: Any valid ASCII string that names a target.
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//
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//
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// option (optional): The name of any MAME option, which will have its value fetched and used as the name of a PNG to load from the artwork directory.
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// value: Any valid MAME INI option name.
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//
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//
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// bilinear (optional, texture and target only): Whether to apply bilinear filtering to the sampler.
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// values: true, false
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// default: true
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//
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//
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// selection (optional, option and texture only): Determines the name of the selection and alowes to select other textures in the same directory as the specified texture file.
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// values: Any valid ASCII string.
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{ "sampler": "s_tex", "target": "ntsc" }
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],
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// output (required): The target to use as the output for this pass. Can be one of the named targets in "targets", or "output"
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// output (required): The target to use as the output for this pass. Can be one of the named targets in "targets", or "output"
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// or "previous" for one of two automatically-generated targets.
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// value: Any valid ASCII string that names a target.
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"output": "ntsc"
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@ -427,6 +436,36 @@
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],
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"output": "internal"
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},
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{ "effect": "hlsl/post",
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"name": "Non-Bloom Post Pass",
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"disablewhen": [
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{ "type": "slider", "condition": "equal", "combine": "or", "name": "adjustments", "value": 0 },
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{ "type": "slider", "condition": "equal", "combine": "and", "name": "shadow_alpha", "value": 0.0 },
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{ "type": "slider", "condition": "equal", "combine": "and", "name": "humbar_alpha", "value": 0.0 },
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{ "type": "slider", "condition": "equal", "combine": "and", "name": "floor", "value": [ 0, 0, 0 ] },
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{ "type": "slider", "condition": "equal", "combine": "and", "name": "power", "value": [ 0, 0, 0 ] },
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{ "type": "slider", "condition": "equal", "combine": "and", "name": "chroma_mode", "value": 3 }
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],
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"uniforms": [
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{ "uniform": "u_shadow_tile_mode", "slider": "shadow_tile_mode" },
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{ "uniform": "u_shadow_alpha", "slider": "shadow_alpha" },
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{ "uniform": "u_shadow_count", "slider": "shadow_uv_count" },
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{ "uniform": "u_shadow_uv", "slider": "shadow_uv_size" },
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{ "uniform": "u_shadow_uv_offset", "slider": "shadow_uv_offset" },
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{ "uniform": "u_humbar_alpha", "slider": "humbar_alpha" },
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{ "uniform": "u_humbar_hertz_rate", "slider": "humbar_hertz_rate" },
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{ "uniform": "u_floor", "slider": "floor" },
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{ "uniform": "u_power", "slider": "power" },
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{ "uniform": "u_chroma_mode", "slider": "chroma_mode" },
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{ "uniform": "u_conversion_gain", "slider": "chroma_conversion_gain" },
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{ "uniform": "u_time", "parameter": "time" }
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],
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"input": [
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{ "sampler": "s_tex", "target": "internal" },
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{ "sampler": "s_shadow", "option": "bgfx_shadow_mask", "selection": "Shadow Mask" }
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],
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"output": "internal"
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},
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{ "effect": "hlsl/phosphor",
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"name": "Phosphor Decay",
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"disablewhen": [
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@ -459,32 +498,22 @@
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],
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"output": "previous"
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},
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{ "effect": "hlsl/post",
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"name": "Non-Bloom Post Pass",
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"disablewhen": [
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{ "type": "slider", "condition": "equal", "combine": "or", "name": "adjustments", "value": 0 },
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{ "type": "slider", "condition": "equal", "combine": "and", "name": "shadow_alpha", "value": 0.0 },
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{ "type": "slider", "condition": "equal", "combine": "and", "name": "humbar_alpha", "value": 0.0 },
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{ "type": "slider", "condition": "equal", "combine": "and", "name": "floor", "value": [ 0, 0, 0 ] },
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{ "type": "slider", "condition": "equal", "combine": "and", "name": "power", "value": [ 0, 0, 0 ] }
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],
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"uniforms": [
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{ "uniform": "u_shadow_tile_mode", "slider": "shadow_tile_mode" },
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{ "uniform": "u_shadow_alpha", "slider": "shadow_alpha" },
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{ "uniform": "u_shadow_count", "slider": "shadow_uv_count" },
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{ "uniform": "u_shadow_uv", "slider": "shadow_uv_size" },
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{ "uniform": "u_shadow_uv_offset", "slider": "shadow_uv_offset" },
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{ "uniform": "u_humbar_alpha", "slider": "humbar_alpha" },
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{ "uniform": "u_humbar_hertz_rate", "slider": "humbar_hertz_rate" },
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{ "uniform": "u_floor", "slider": "floor" },
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{ "uniform": "u_power", "slider": "power" },
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{ "uniform": "u_time", "parameter": "time" }
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],
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"input": [
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{ "sampler": "s_tex", "target": "internal" },
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{ "sampler": "s_shadow", "option": "bgfx_shadow_mask", "selection": "Shadow Mask" }
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],
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"output": "internal"
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{
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"effect": "hlsl/chroma",
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"name": "Phosphor Chromaticity Conversion",
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"disablewhen": [
|
||||
{ "type": "slider", "condition": "equal", "name": "adjustments", "value": 0 }
|
||||
],
|
||||
"uniforms": [
|
||||
{ "uniform": "u_y_gain", "slider": "chroma_y_gain" },
|
||||
{ "uniform": "u_chroma_a", "slider": "chroma_a" },
|
||||
{ "uniform": "u_chroma_b", "slider": "chroma_b" },
|
||||
{ "uniform": "u_chroma_c", "slider": "chroma_c" }
|
||||
],
|
||||
"input": [
|
||||
{ "sampler": "s_tex", "target": "internal" }
|
||||
],
|
||||
"output": "internal"
|
||||
},
|
||||
{ "effect": "hlsl/distortion",
|
||||
"name": "Distortion Pass",
|
||||
@ -512,6 +541,40 @@
|
||||
],
|
||||
"output": "internal"
|
||||
},
|
||||
{
|
||||
"effect": "misc/lut",
|
||||
"name": "Apply LUT",
|
||||
"disablewhen": [
|
||||
{
|
||||
"type": "slider",
|
||||
"condition": "equal",
|
||||
"combine": "or",
|
||||
"name": "adjustments",
|
||||
"value": 0
|
||||
},
|
||||
{
|
||||
"type": "slider",
|
||||
"condition": "equal",
|
||||
"combine": "or",
|
||||
"name": "lut_enable",
|
||||
"value": 0
|
||||
}
|
||||
],
|
||||
"input": [
|
||||
{
|
||||
"sampler": "s_tex",
|
||||
"target": "internal"
|
||||
},
|
||||
{
|
||||
"sampler": "s_3dlut",
|
||||
"option": "bgfx_lut",
|
||||
"bilinear": false,
|
||||
"clamp": true,
|
||||
"selection": "LUT Texture"
|
||||
}
|
||||
],
|
||||
"output": "internal"
|
||||
},
|
||||
{ "effect": "misc/blit",
|
||||
"name": "Final Blit",
|
||||
"input": [
|
||||
|
36
bgfx/chains/lut.json
Normal file
36
bgfx/chains/lut.json
Normal file
@ -0,0 +1,36 @@
|
||||
{
|
||||
"name": "3D LUT",
|
||||
"author": "W. M. Martinez",
|
||||
"targets": [
|
||||
{
|
||||
"name": "temp",
|
||||
"mode": "guest"
|
||||
}
|
||||
],
|
||||
"passes": [
|
||||
{
|
||||
"effect": "misc/blit",
|
||||
"name": "Copy To Filtered Texture",
|
||||
"input": [
|
||||
{ "sampler": "s_tex", "texture": "screen" }
|
||||
],
|
||||
"output": "temp"
|
||||
}, {
|
||||
"effect": "misc/lut",
|
||||
"name": "Apply LUT",
|
||||
"input": [
|
||||
{
|
||||
"sampler": "s_tex",
|
||||
"target": "temp"
|
||||
}, {
|
||||
"sampler": "s_3dlut",
|
||||
"option": "bgfx_lut",
|
||||
"bilinear": false,
|
||||
"clamp": true,
|
||||
"selection": "LUT Texture"
|
||||
}
|
||||
],
|
||||
"output": "output"
|
||||
}
|
||||
]
|
||||
}
|
33
bgfx/effects/hlsl/chroma.json
Normal file
33
bgfx/effects/hlsl/chroma.json
Normal file
@ -0,0 +1,33 @@
|
||||
// license:BSD-3-Clause
|
||||
// copyright-holders:W. M. Martinez
|
||||
//============================================================
|
||||
//
|
||||
// chroma.json: Phosphor chromaticity conversion
|
||||
//
|
||||
//============================================================
|
||||
{
|
||||
"blend": {
|
||||
"equation": "add",
|
||||
"srcColor": "srcalpha",
|
||||
"dstColor": "1-srcalpha",
|
||||
"srcAlpha": "srcalpha",
|
||||
"dstAlpha": "1-srcalpha"
|
||||
},
|
||||
"depth": {
|
||||
"function": "always"
|
||||
},
|
||||
"cull": { "mode": "none" },
|
||||
"write": {
|
||||
"rgb": true,
|
||||
"alpha": true
|
||||
},
|
||||
"vertex": "chains/hlsl/vs_chroma",
|
||||
"fragment": "chains/hlsl/fs_chroma",
|
||||
"uniforms": [
|
||||
{ "name": "s_tex", "type": "int", "values": [ 0.0 ] },
|
||||
{ "name": "u_y_gain", "type": "vec4", "values": [ 0.2124, 0.7011, 0.0866, 0.0 ] },
|
||||
{ "name": "u_chroma_a", "type": "vec4", "values": [ 0.630, 0.340, 0.0, 0.0 ] },
|
||||
{ "name": "u_chroma_b", "type": "vec4", "values": [ 0.310, 0.595, 0.0, 0.0 ] },
|
||||
{ "name": "u_chroma_c", "type": "vec4", "values": [ 0.155, 0.070, 0.0, 0.0 ] }
|
||||
]
|
||||
}
|
@ -42,6 +42,8 @@
|
||||
{ "name": "u_shadow_uv", "type": "vec4", "values": [ 0.25, 0.25, 0.0, 0.0 ] },
|
||||
{ "name": "u_shadow_uv_offset", "type": "vec4", "values": [ 0.0, 0.0, 0.0, 0.0 ] },
|
||||
{ "name": "u_power", "type": "vec4", "values": [ 1.0, 1.0, 1.0, 0.0 ] },
|
||||
{ "name": "u_floor", "type": "vec4", "values": [ 0.0, 0.0, 0.0, 0.0 ] }
|
||||
{ "name": "u_floor", "type": "vec4", "values": [ 0.0, 0.0, 0.0, 0.0 ] },
|
||||
{ "name": "u_chroma_mode", "type": "vec4", "values": [ 3.0, 0.0, 0.0, 0.0 ] },
|
||||
{ "name": "u_conversion_gain", "type": "vec4", "values": [ 0.299, 0.587, 0.114, 0.0 ] }
|
||||
]
|
||||
}
|
||||
}
|
||||
|
32
bgfx/effects/misc/lut.json
Normal file
32
bgfx/effects/misc/lut.json
Normal file
@ -0,0 +1,32 @@
|
||||
{
|
||||
"blend": {
|
||||
"equation": "add",
|
||||
"srcColor": "srcalpha",
|
||||
"dstColor": "1-srcalpha",
|
||||
"srcAlpha": "srcalpha",
|
||||
"dstAlpha": "1-srcalpha"
|
||||
},
|
||||
"depth": {
|
||||
"function": "always"
|
||||
},
|
||||
"cull": {
|
||||
"mode": "none"
|
||||
},
|
||||
"write": {
|
||||
"rgb": true,
|
||||
"alpha": true
|
||||
},
|
||||
"vertex": "chains/misc/vs_lut",
|
||||
"fragment": "chains/misc/fs_lut",
|
||||
"uniforms": [
|
||||
{
|
||||
"name": "s_tex",
|
||||
"type": "int",
|
||||
"values": [ 1.0 ]
|
||||
}, {
|
||||
"name": "s_3dlut",
|
||||
"type": "int",
|
||||
"values": [ 1.0 ]
|
||||
}
|
||||
]
|
||||
}
|
BIN
bgfx/shaders/dx11/chains/hlsl/fs_chroma.bin
Normal file
BIN
bgfx/shaders/dx11/chains/hlsl/fs_chroma.bin
Normal file
Binary file not shown.
Binary file not shown.
BIN
bgfx/shaders/dx11/chains/hlsl/vs_chroma.bin
Normal file
BIN
bgfx/shaders/dx11/chains/hlsl/vs_chroma.bin
Normal file
Binary file not shown.
BIN
bgfx/shaders/dx11/chains/misc/fs_lut.bin
Normal file
BIN
bgfx/shaders/dx11/chains/misc/fs_lut.bin
Normal file
Binary file not shown.
BIN
bgfx/shaders/dx11/chains/misc/vs_lut.bin
Normal file
BIN
bgfx/shaders/dx11/chains/misc/vs_lut.bin
Normal file
Binary file not shown.
BIN
bgfx/shaders/dx9/chains/hlsl/fs_chroma.bin
Normal file
BIN
bgfx/shaders/dx9/chains/hlsl/fs_chroma.bin
Normal file
Binary file not shown.
Binary file not shown.
BIN
bgfx/shaders/dx9/chains/hlsl/vs_chroma.bin
Normal file
BIN
bgfx/shaders/dx9/chains/hlsl/vs_chroma.bin
Normal file
Binary file not shown.
BIN
bgfx/shaders/dx9/chains/misc/fs_lut.bin
Normal file
BIN
bgfx/shaders/dx9/chains/misc/fs_lut.bin
Normal file
Binary file not shown.
BIN
bgfx/shaders/dx9/chains/misc/vs_lut.bin
Normal file
BIN
bgfx/shaders/dx9/chains/misc/vs_lut.bin
Normal file
Binary file not shown.
BIN
bgfx/shaders/essl/chains/hlsl/fs_chroma.bin
Normal file
BIN
bgfx/shaders/essl/chains/hlsl/fs_chroma.bin
Normal file
Binary file not shown.
Binary file not shown.
BIN
bgfx/shaders/essl/chains/hlsl/vs_chroma.bin
Normal file
BIN
bgfx/shaders/essl/chains/hlsl/vs_chroma.bin
Normal file
Binary file not shown.
BIN
bgfx/shaders/essl/chains/misc/fs_lut.bin
Normal file
BIN
bgfx/shaders/essl/chains/misc/fs_lut.bin
Normal file
Binary file not shown.
BIN
bgfx/shaders/essl/chains/misc/vs_lut.bin
Normal file
BIN
bgfx/shaders/essl/chains/misc/vs_lut.bin
Normal file
Binary file not shown.
BIN
bgfx/shaders/glsl/chains/hlsl/fs_chroma.bin
Normal file
BIN
bgfx/shaders/glsl/chains/hlsl/fs_chroma.bin
Normal file
Binary file not shown.
Binary file not shown.
BIN
bgfx/shaders/glsl/chains/hlsl/vs_chroma.bin
Normal file
BIN
bgfx/shaders/glsl/chains/hlsl/vs_chroma.bin
Normal file
Binary file not shown.
BIN
bgfx/shaders/glsl/chains/misc/fs_lut.bin
Normal file
BIN
bgfx/shaders/glsl/chains/misc/fs_lut.bin
Normal file
Binary file not shown.
BIN
bgfx/shaders/glsl/chains/misc/vs_lut.bin
Normal file
BIN
bgfx/shaders/glsl/chains/misc/vs_lut.bin
Normal file
Binary file not shown.
BIN
bgfx/shaders/metal/chains/hlsl/fs_chroma.bin
Normal file
BIN
bgfx/shaders/metal/chains/hlsl/fs_chroma.bin
Normal file
Binary file not shown.
Binary file not shown.
BIN
bgfx/shaders/metal/chains/hlsl/vs_chroma.bin
Normal file
BIN
bgfx/shaders/metal/chains/hlsl/vs_chroma.bin
Normal file
Binary file not shown.
BIN
bgfx/shaders/metal/chains/misc/fs_lut.bin
Normal file
BIN
bgfx/shaders/metal/chains/misc/fs_lut.bin
Normal file
Binary file not shown.
BIN
bgfx/shaders/metal/chains/misc/vs_lut.bin
Normal file
BIN
bgfx/shaders/metal/chains/misc/vs_lut.bin
Normal file
Binary file not shown.
122
hlsl/chroma.fx
Normal file
122
hlsl/chroma.fx
Normal file
@ -0,0 +1,122 @@
|
||||
// license:BSD-3-Clause
|
||||
// copyright-holders:W. M. Martinez
|
||||
//-----------------------------------------------------------------------------
|
||||
// Phosphor Chromaticity to sRGB Transform Effect
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Sampler Definitions
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
texture Diffuse;
|
||||
|
||||
sampler DiffuseSampler = sampler_state
|
||||
{
|
||||
Texture = <Diffuse>;
|
||||
MipFilter = LINEAR;
|
||||
MinFilter = LINEAR;
|
||||
MagFilter = LINEAR;
|
||||
AddressU = CLAMP;
|
||||
AddressV = CLAMP;
|
||||
AddressW = CLAMP;
|
||||
};
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Vertex Definitions
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
struct VS_OUTPUT
|
||||
{
|
||||
float4 Position : POSITION;
|
||||
float4 Color : COLOR0;
|
||||
float2 TexCoord : TEXCOORD0;
|
||||
float2 PrevCoord : TEXCOORD1;
|
||||
};
|
||||
|
||||
struct VS_INPUT
|
||||
{
|
||||
float3 Position : POSITION;
|
||||
float4 Color : COLOR0;
|
||||
float2 TexCoord : TEXCOORD0;
|
||||
};
|
||||
|
||||
struct PS_INPUT
|
||||
{
|
||||
float4 Color : COLOR0;
|
||||
float2 TexCoord : TEXCOORD0;
|
||||
float2 PrevCoord : TEXCOORD1;
|
||||
};
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Chroma Vertex Shader
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
uniform float2 ScreenDims;
|
||||
uniform float2 TargetDims;
|
||||
|
||||
uniform bool Passthrough;
|
||||
|
||||
VS_OUTPUT vs_main(VS_INPUT Input)
|
||||
{
|
||||
VS_OUTPUT Output = (VS_OUTPUT)0.0;
|
||||
|
||||
Output.Position = float4(Input.Position.xyz, 1.0);
|
||||
Output.Position.xy /= ScreenDims;
|
||||
Output.Position.y = 1.0 - Output.Position.y; // flip y
|
||||
Output.Position.xy -= 0.5; // center
|
||||
Output.Position.xy *= 2.0; // zoom
|
||||
|
||||
Output.TexCoord = Input.TexCoord;
|
||||
Output.TexCoord += 0.5 / TargetDims; // half texel offset correction (DX9)
|
||||
|
||||
Output.PrevCoord = Output.TexCoord;
|
||||
|
||||
Output.Color = Input.Color;
|
||||
|
||||
return Output;
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Chroma Pixel Shader
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
uniform float3 YGain = float3(0.2126, 0.7152, 0.0722);
|
||||
uniform float2 ChromaA = float2(0.630, 0.340);
|
||||
uniform float2 ChromaB = float2(0.310, 0.595);
|
||||
uniform float2 ChromaC = float2(0.155, 0.070);
|
||||
|
||||
static const float3x3 XYZ_TO_sRGB = {
|
||||
3.2406, -1.5372, -0.4986,
|
||||
-0.9689, 1.8758, 0.0415,
|
||||
0.0557, -0.2040, 1.0570
|
||||
};
|
||||
|
||||
float4 ps_main(PS_INPUT Input) : COLOR
|
||||
{
|
||||
const float4 cin = tex2D(DiffuseSampler, Input.TexCoord);
|
||||
float4 cout = float4(0.0, 0.0, 0.0, cin.a);
|
||||
const float3x2 xy = { ChromaA, ChromaB, ChromaC };
|
||||
|
||||
for (int i = 0; i < 3; ++i) {
|
||||
const float Y = YGain[i] * cin[i];
|
||||
const float X = xy[i].x * (Y / xy[i].y);
|
||||
const float Z = (1.0 - xy[i].x - xy[i].y) * (Y / xy[i].y);
|
||||
cout.rgb += mul(XYZ_TO_sRGB, float3(X, Y, Z));
|
||||
}
|
||||
return cout;
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Phosphor Technique
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
technique DefaultTechnique
|
||||
{
|
||||
pass Pass0
|
||||
{
|
||||
Lighting = FALSE;
|
||||
|
||||
VertexShader = compile vs_2_0 vs_main();
|
||||
PixelShader = compile ps_2_0 ps_main();
|
||||
}
|
||||
}
|
@ -71,16 +71,16 @@ uniform bool Passthrough;
|
||||
|
||||
VS_OUTPUT vs_main(VS_INPUT Input)
|
||||
{
|
||||
VS_OUTPUT Output = (VS_OUTPUT)0;
|
||||
VS_OUTPUT Output = (VS_OUTPUT)0.0;
|
||||
|
||||
Output.Position = float4(Input.Position.xyz, 1.0f);
|
||||
Output.Position = float4(Input.Position.xyz, 1.0);
|
||||
Output.Position.xy /= ScreenDims;
|
||||
Output.Position.y = 1.0f - Output.Position.y; // flip y
|
||||
Output.Position.xy -= 0.5f; // center
|
||||
Output.Position.xy *= 2.0f; // zoom
|
||||
Output.Position.y = 1.0 - Output.Position.y; // flip y
|
||||
Output.Position.xy -= 0.5; // center
|
||||
Output.Position.xy *= 2.0; // zoom
|
||||
|
||||
Output.TexCoord = Input.TexCoord;
|
||||
Output.TexCoord += 0.5f / TargetDims; // half texel offset correction (DX9)
|
||||
Output.TexCoord += 0.5 / TargetDims; // half texel offset correction (DX9)
|
||||
|
||||
Output.PrevCoord = Output.TexCoord;
|
||||
|
||||
@ -93,24 +93,23 @@ VS_OUTPUT vs_main(VS_INPUT Input)
|
||||
// Phosphor Pixel Shader
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
uniform float3 Phosphor = float3(0.0f, 0.0f, 0.0f);
|
||||
uniform float DeltaTime = 0.0f;
|
||||
static const float F = 30.0f;
|
||||
uniform float DeltaTime = 0.0;
|
||||
uniform float3 Phosphor = float3(0.0, 0.0, 0.0);
|
||||
|
||||
static const float F = 30.0;
|
||||
|
||||
float4 ps_main(PS_INPUT Input) : COLOR
|
||||
{
|
||||
float4 CurrPix = tex2D(DiffuseSampler, Input.TexCoord);
|
||||
float3 PrevPix = tex2D(PreviousSampler, Input.PrevCoord).rgb;
|
||||
float4 CurrY = tex2D(DiffuseSampler, Input.TexCoord);
|
||||
float3 PrevY = tex2D(PreviousSampler, Input.PrevCoord).rgb;
|
||||
|
||||
PrevPix.r *= Phosphor.r == 0 ? 0 : pow(Phosphor.r, F * DeltaTime);
|
||||
PrevPix.g *= Phosphor.g == 0 ? 0 : pow(Phosphor.g, F * DeltaTime);
|
||||
PrevPix.b *= Phosphor.b == 0 ? 0 : pow(Phosphor.b, F * DeltaTime);
|
||||
float RedMax = max(CurrPix.r, PrevPix.r);
|
||||
float GreenMax = max(CurrPix.g, PrevPix.g);
|
||||
float BlueMax = max(CurrPix.b, PrevPix.b);
|
||||
|
||||
return Passthrough ?
|
||||
CurrPix : float4(RedMax, GreenMax, BlueMax, CurrPix.a);
|
||||
PrevY[0] *= Phosphor[0] == 0.0 ? 0.0 : pow(Phosphor[0], F * DeltaTime);
|
||||
PrevY[1] *= Phosphor[1] == 0.0 ? 0.0 : pow(Phosphor[1], F * DeltaTime);
|
||||
PrevY[2] *= Phosphor[2] == 0.0 ? 0.0 : pow(Phosphor[2], F * DeltaTime);
|
||||
float a = max(PrevY[0], CurrY[0]);
|
||||
float b = max(PrevY[1], CurrY[1]);
|
||||
float c = max(PrevY[2], CurrY[2]);
|
||||
return Passthrough ? CurrY : float4(a, b, c, CurrY.a);
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
|
122
hlsl/post.fx
122
hlsl/post.fx
@ -4,6 +4,10 @@
|
||||
// Shadowmask Effect
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
#define MONOCHROME 1
|
||||
#define DICHROME 2
|
||||
#define TRICHROME 3
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Sampler Definitions
|
||||
//-----------------------------------------------------------------------------
|
||||
@ -64,8 +68,8 @@ struct PS_INPUT
|
||||
// Constants
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
static const float PI = 3.1415927f;
|
||||
static const float HalfPI = PI * 0.5f;
|
||||
static const float PI = 3.1415927;
|
||||
static const float HalfPI = PI * 0.5;
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Shadowmask Vertex Shader
|
||||
@ -77,8 +81,8 @@ uniform float2 TargetDims;
|
||||
uniform float2 TargetScale;
|
||||
uniform float2 QuadDims;
|
||||
|
||||
uniform float2 ShadowDims = float2(32.0f, 32.0f); // size of the shadow texture (extended to power-of-two size)
|
||||
uniform float2 ShadowUVOffset = float2(0.0f, 0.0f);
|
||||
uniform float2 ShadowDims = float2(32.0, 32.0); // size of the shadow texture (extended to power-of-two size)
|
||||
uniform float2 ShadowUVOffset = float2(0.0, 0.0);
|
||||
|
||||
uniform bool SwapXY = false;
|
||||
|
||||
@ -89,16 +93,16 @@ VS_OUTPUT vs_main(VS_INPUT Input)
|
||||
{
|
||||
VS_OUTPUT Output = (VS_OUTPUT)0;
|
||||
|
||||
Output.Position = float4(Input.Position.xyz, 1.0f);
|
||||
Output.Position = float4(Input.Position.xyz, 1.0);
|
||||
Output.Position.xy /= ScreenDims;
|
||||
Output.Position.y = 1.0f - Output.Position.y; // flip y
|
||||
Output.Position.xy -= 0.5f; // center
|
||||
Output.Position.xy *= 2.0f; // zoom
|
||||
Output.Position.y = 1.0 - Output.Position.y; // flip y
|
||||
Output.Position.xy -= 0.5; // center
|
||||
Output.Position.xy *= 2.0; // zoom
|
||||
|
||||
Output.TexCoord = Input.TexCoord;
|
||||
Output.TexCoord += PrepareBloom
|
||||
? 0.0f // use half texel offset (DX9) to do the blur for first bloom layer
|
||||
: 0.5f / TargetDims; // fix half texel offset (DX9)
|
||||
? 0.0 // use half texel offset (DX9) to do the blur for first bloom layer
|
||||
: 0.5 / TargetDims; // fix half texel offset (DX9)
|
||||
|
||||
Output.ScreenCoord = Input.Position.xy / ScreenDims;
|
||||
|
||||
@ -111,34 +115,37 @@ VS_OUTPUT vs_main(VS_INPUT Input)
|
||||
// Shadowmask Pixel Shader
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
uniform float HumBarDesync = 60.0f / 59.94f - 1.0f; // difference between the 59.94 Hz field rate and 60 Hz line frequency (NTSC)
|
||||
uniform float HumBarAlpha = 0.0f;
|
||||
uniform float HumBarDesync = 60.0 / 59.94 - 1.0; // difference between the 59.94 Hz field rate and 60 Hz line frequency (NTSC)
|
||||
uniform float HumBarAlpha = 0.0;
|
||||
|
||||
uniform float TimeMilliseconds = 0.0f;
|
||||
uniform float TimeMilliseconds = 0.0;
|
||||
|
||||
uniform float2 ScreenScale = float2(1.0f, 1.0f);
|
||||
uniform float2 ScreenOffset = float2(0.0f, 0.0f);
|
||||
uniform float2 ScreenScale = float2(1.0, 1.0);
|
||||
uniform float2 ScreenOffset = float2(0.0, 0.0);
|
||||
|
||||
uniform float3 BackColor = float3(0.0f, 0.0f, 0.0f);
|
||||
uniform float3 BackColor = float3(0.0, 0.0, 0.0);
|
||||
|
||||
uniform int ShadowTileMode = 0; // 0 based on screen (quad) dimension, 1 based on source dimension
|
||||
uniform float ShadowAlpha = 0.0f;
|
||||
uniform float2 ShadowCount = float2(6.0f, 6.0f);
|
||||
uniform float2 ShadowUV = float2(0.25f, 0.25f);
|
||||
uniform float ShadowAlpha = 0.0;
|
||||
uniform float2 ShadowCount = float2(6.0, 6.0);
|
||||
uniform float2 ShadowUV = float2(0.25, 0.25);
|
||||
|
||||
uniform float3 Power = float3(1.0f, 1.0f, 1.0f);
|
||||
uniform float3 Floor = float3(0.0f, 0.0f, 0.0f);
|
||||
uniform float3 Power = float3(1.0, 1.0, 1.0);
|
||||
uniform float3 Floor = float3(0.0, 0.0, 0.0);
|
||||
|
||||
uniform int ChromaMode = 3;
|
||||
uniform float3 ConversionGain = float3(0.0, 0.0, 0.0);
|
||||
|
||||
float2 GetAdjustedCoords(float2 coord)
|
||||
{
|
||||
// center coordinates
|
||||
coord -= 0.5f;
|
||||
coord -= 0.5;
|
||||
|
||||
// apply screen scale
|
||||
coord *= ScreenScale;
|
||||
|
||||
// un-center coordinates
|
||||
coord += 0.5f;
|
||||
coord += 0.5;
|
||||
|
||||
// apply screen offset
|
||||
coord += ScreenOffset;
|
||||
@ -158,8 +165,8 @@ float2 GetShadowCoord(float2 TargetCoord, float2 SourceCoord)
|
||||
? TargetCoord + ShadowUVOffset / BaseTargetDims
|
||||
: SourceCoord + ShadowUVOffset / SourceDims;
|
||||
float2 canvasTexelDims = ShadowTileMode == 0
|
||||
? 1.0f / BaseTargetDims
|
||||
: 1.0f / SourceDims;
|
||||
? 1.0 / BaseTargetDims
|
||||
: 1.0 / SourceDims;
|
||||
|
||||
float2 shadowDims = ShadowDims;
|
||||
float2 shadowUV = ShadowUV;
|
||||
@ -186,8 +193,8 @@ float2 GetShadowCoord(float2 TargetCoord, float2 SourceCoord)
|
||||
|
||||
float2 shadowCoord = (shadowFrac * shadowUV);
|
||||
shadowCoord += ShadowTileMode == 0
|
||||
? 0.5f / shadowDims // fix half texel offset (DX9)
|
||||
: 0.0f;
|
||||
? 0.5 / shadowDims // fix half texel offset (DX9)
|
||||
: 0.0;
|
||||
|
||||
return shadowCoord;
|
||||
}
|
||||
@ -199,29 +206,14 @@ float4 ps_main(PS_INPUT Input) : COLOR
|
||||
|
||||
// Color
|
||||
float4 BaseColor = tex2D(DiffuseSampler, BaseCoord);
|
||||
BaseColor.a = 1.0f;
|
||||
BaseColor.a = 1.0;
|
||||
|
||||
// clip border
|
||||
if (BaseCoord.x < 0.0f || BaseCoord.y < 0.0f ||
|
||||
BaseCoord.x > 1.0f || BaseCoord.y > 1.0f)
|
||||
if (BaseCoord.x < 0.0 || BaseCoord.y < 0.0 ||
|
||||
BaseCoord.x > 1.0 || BaseCoord.y > 1.0)
|
||||
{
|
||||
// we don't use the clip function, because we don't clear the render target before
|
||||
return float4(0.0f, 0.0f, 0.0f, 1.0f);
|
||||
}
|
||||
|
||||
// Mask Simulation (may not affect bloom)
|
||||
if (!PrepareBloom && ShadowAlpha > 0.0f)
|
||||
{
|
||||
float2 ShadowCoord = GetShadowCoord(ScreenCoord, BaseCoord);
|
||||
|
||||
float4 ShadowColor = tex2D(ShadowSampler, ShadowCoord);
|
||||
float3 ShadowMaskColor = lerp(1.0f, ShadowColor.rgb, ShadowAlpha);
|
||||
float ShadowMaskClear = (1.0f - ShadowColor.a) * ShadowAlpha;
|
||||
|
||||
// apply shadow mask color
|
||||
BaseColor.rgb *= ShadowMaskColor;
|
||||
// clear shadow mask by background color
|
||||
BaseColor.rgb = lerp(BaseColor.rgb, BackColor, ShadowMaskClear);
|
||||
return float4(0.0, 0.0, 0.0, 1.0);
|
||||
}
|
||||
|
||||
// Color Compression (may not affect bloom)
|
||||
@ -236,16 +228,36 @@ float4 ps_main(PS_INPUT Input) : COLOR
|
||||
BaseColor.g = pow(BaseColor.g, Power.g);
|
||||
BaseColor.b = pow(BaseColor.b, Power.b);
|
||||
|
||||
// Scanline Simulation (may not affect bloom)
|
||||
if (!PrepareBloom)
|
||||
// Hum Bar Simulation (may not affect vector screen)
|
||||
if (!PrepareBloom && !VectorScreen && HumBarAlpha > 0.0)
|
||||
{
|
||||
// Hum Bar Simulation (may not affect vector screen)
|
||||
if (!VectorScreen && HumBarAlpha > 0.0f)
|
||||
{
|
||||
float HumBarStep = frac(TimeMilliseconds * HumBarDesync);
|
||||
float HumBarBrightness = 1.0 - frac(BaseCoord.y + HumBarStep) * HumBarAlpha;
|
||||
BaseColor.rgb *= HumBarBrightness;
|
||||
}
|
||||
float HumBarStep = frac(TimeMilliseconds * HumBarDesync);
|
||||
float HumBarBrightness = 1.0 - frac(BaseCoord.y + HumBarStep) * HumBarAlpha;
|
||||
BaseColor.rgb *= HumBarBrightness;
|
||||
}
|
||||
|
||||
// Mask Simulation (may not affect bloom)
|
||||
if (!PrepareBloom && ShadowAlpha > 0.0)
|
||||
{
|
||||
float2 ShadowCoord = GetShadowCoord(ScreenCoord, BaseCoord);
|
||||
|
||||
float4 ShadowColor = tex2D(ShadowSampler, ShadowCoord);
|
||||
float3 ShadowMaskColor = lerp(1.0, ShadowColor.rgb, ShadowAlpha);
|
||||
float ShadowMaskClear = (1.0 - ShadowColor.a) * ShadowAlpha;
|
||||
|
||||
// apply shadow mask color
|
||||
BaseColor.rgb *= ShadowMaskColor;
|
||||
// clear shadow mask by background color
|
||||
BaseColor.rgb = lerp(BaseColor.rgb, BackColor, ShadowMaskClear);
|
||||
}
|
||||
|
||||
// Preparation for phosphor color conversion
|
||||
if (ChromaMode == MONOCHROME) {
|
||||
BaseColor.r = dot(ConversionGain, BaseColor.rgb);
|
||||
BaseColor.gb = float2(BaseColor.r, BaseColor.r);
|
||||
} else if (ChromaMode == DICHROME) {
|
||||
BaseColor.r = dot(ConversionGain.rg, BaseColor.rg);
|
||||
BaseColor.g = BaseColor.r;
|
||||
}
|
||||
|
||||
return BaseColor;
|
||||
|
@ -1,14 +1,23 @@
|
||||
// license:BSD-3-Clause
|
||||
// copyright-holders:Ryan Holtz
|
||||
// copyright-holders:Ryan Holtz, W. M. Martinez
|
||||
//-----------------------------------------------------------------------------
|
||||
// Primary Effect
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Macros
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
#define LUT_TEXTURE_WIDTH 4096.0f
|
||||
#define LUT_SIZE 64.0f
|
||||
#define LUT_SCALE float2(1.0f / LUT_TEXTURE_WIDTH, 1.0f / LUT_SIZE)
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Sampler Definitions
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
texture Diffuse;
|
||||
texture LutTexture;
|
||||
|
||||
sampler DiffuseSampler = sampler_state
|
||||
{
|
||||
@ -21,6 +30,35 @@ sampler DiffuseSampler = sampler_state
|
||||
AddressW = CLAMP;
|
||||
};
|
||||
|
||||
sampler2D LutSampler = sampler_state
|
||||
{
|
||||
Texture = <LutTexture>;
|
||||
MinFilter = LINEAR;
|
||||
MagFilter = LINEAR;
|
||||
MipFilter = LINEAR;
|
||||
AddressU = CLAMP;
|
||||
AddressV = CLAMP;
|
||||
AddressW = CLAMP;
|
||||
};
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Utilities
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
float3 apply_lut(float3 color)
|
||||
{
|
||||
// NOTE: Do not change the order of parameters here.
|
||||
float3 lutcoord = float3((color.rg * (LUT_SIZE - 1.0f) + 0.5f) *
|
||||
LUT_SCALE, color.b * (LUT_SIZE - 1.0f));
|
||||
float shift = floor(lutcoord.z);
|
||||
|
||||
lutcoord.x += shift * LUT_SCALE.y;
|
||||
color.rgb = lerp(tex2D(LutSampler, lutcoord.xy).rgb, tex2D(LutSampler,
|
||||
float2(lutcoord.x + LUT_SCALE.y, lutcoord.y)).rgb,
|
||||
lutcoord.z - shift);
|
||||
return color;
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Vertex Definitions
|
||||
//-----------------------------------------------------------------------------
|
||||
@ -49,7 +87,7 @@ struct PS_INPUT
|
||||
// Primary Vertex Shaders
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
static const float Epsilon = 1.0e-7f;
|
||||
//static const float Epsilon = 1.0e-7f;
|
||||
|
||||
uniform float2 ScreenDims;
|
||||
uniform float2 TargetDims;
|
||||
@ -112,10 +150,15 @@ VS_OUTPUT vs_ui_main(VS_INPUT Input)
|
||||
// Primary Pixel Shaders
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
uniform bool LutEnable;
|
||||
uniform bool UiLutEnable;
|
||||
|
||||
float4 ps_screen_main(PS_INPUT Input) : COLOR
|
||||
{
|
||||
float4 BaseTexel = tex2D(DiffuseSampler, Input.TexCoord);
|
||||
|
||||
if (LutEnable)
|
||||
BaseTexel.rgb = apply_lut(BaseTexel.rgb);
|
||||
return BaseTexel;
|
||||
}
|
||||
|
||||
@ -123,6 +166,8 @@ float4 ps_vector_buffer_main(PS_INPUT Input) : COLOR
|
||||
{
|
||||
float4 BaseTexel = tex2D(DiffuseSampler, Input.TexCoord);
|
||||
|
||||
if (LutEnable)
|
||||
BaseTexel.rgb = apply_lut(BaseTexel.rgb);
|
||||
return BaseTexel;
|
||||
}
|
||||
|
||||
@ -131,6 +176,8 @@ float4 ps_ui_main(PS_INPUT Input) : COLOR
|
||||
float4 BaseTexel = tex2D(DiffuseSampler, Input.TexCoord);
|
||||
BaseTexel *= Input.Color;
|
||||
|
||||
if (UiLutEnable)
|
||||
BaseTexel.rgb = apply_lut(BaseTexel.rgb);
|
||||
return BaseTexel;
|
||||
}
|
||||
|
||||
|
21
ini/examples/bt601-525.ini
Normal file
21
ini/examples/bt601-525.ini
Normal file
@ -0,0 +1,21 @@
|
||||
# Example for BT.601 525-line Color Space
|
||||
#
|
||||
# BT.601 is a standard for converting analog video into the digital domain,
|
||||
# and serves as a reference for the color space of analog video, but the color
|
||||
# spaces defined existed before the standard.
|
||||
#
|
||||
# Due to historical differences, there are two color spaces in BT.601: one for
|
||||
# 525-line television (developed in the U.S.), and one for 625-line television
|
||||
# (developed in Europe). The color spaces, along with NTSC-J, converged upon
|
||||
# the development of HD television with the BT.709 standard.
|
||||
#
|
||||
# This color space should be used for most 60 Hz arcade systems, consoles, and
|
||||
# computer systems.
|
||||
#
|
||||
# DIRECT3D POST-PROCESSING OPTIONS
|
||||
#
|
||||
chroma_mode 3
|
||||
chroma_a 0.630,0.340
|
||||
chroma_b 0.310,0.595
|
||||
chroma_c 0.155,0.070
|
||||
chroma_y_gain 0.2124,0.7011,0.0866
|
21
ini/examples/bt601-625.ini
Normal file
21
ini/examples/bt601-625.ini
Normal file
@ -0,0 +1,21 @@
|
||||
# Example for BT.601 625-line Color Space
|
||||
#
|
||||
# BT.601 is a standard for converting analog video into the digital domain,
|
||||
# and serves as a reference for the color space of analog video, but the color
|
||||
# spaces defined existed before the standard.
|
||||
#
|
||||
# Due to historical differences, there are two color spaces in BT.601: one for
|
||||
# 525-line television (developed in the U.S.), and one for 625-line television
|
||||
# (developed in Europe). The color spaces, along with NTSC-J, converged upon
|
||||
# the development of HD television with the BT.709 standard.
|
||||
#
|
||||
# This color space should be used for most 50 Hz arcade systems, consoles, and
|
||||
# computer systems.
|
||||
#
|
||||
# DIRECT3D POST-PROCESSING OPTIONS
|
||||
#
|
||||
chroma_mode 3
|
||||
chroma_a 0.64,0.33
|
||||
chroma_b 0.29,0.60
|
||||
chroma_c 0.15,0.06
|
||||
chroma_y_gain 0.2220,0.7067,0.0713
|
16
ini/examples/bt709.ini
Normal file
16
ini/examples/bt709.ini
Normal file
@ -0,0 +1,16 @@
|
||||
# Example for BT.709 Color Space
|
||||
#
|
||||
# BT.709 was standardized in 1990 for HD television. The color space for
|
||||
# BT.709 would later be used for sRGB, the color space used for modern
|
||||
# operating systems.
|
||||
#
|
||||
# This color space should be used for post-1995 computer systems and HD game
|
||||
# systems.
|
||||
#
|
||||
# DIRECT3D POST-PROCESSING OPTIONS
|
||||
#
|
||||
chroma_mode 3
|
||||
chroma_a 0.64,0.33
|
||||
chroma_b 0.30,0.60
|
||||
chroma_c 0.15,0.06
|
||||
chroma_y_gain 0.2126,0.7152,0.0722
|
16
ini/examples/ntscj.ini
Normal file
16
ini/examples/ntscj.ini
Normal file
@ -0,0 +1,16 @@
|
||||
# Example for NTSC-J Color Space
|
||||
#
|
||||
# NTSC-J has identical colorimetry to the BT.601 525-line standard, but uses a
|
||||
# 9300K white-point 'D93'. Note that this white point is not necessarily
|
||||
# definitive for all Japanese works.
|
||||
#
|
||||
# This color space may be used for 60 Hz arcade systems and consoles as an
|
||||
# alternative to BT.601 525-line.
|
||||
#
|
||||
# DIRECT3D POST-PROCESSING OPTIONS
|
||||
#
|
||||
chroma_mode 3
|
||||
chroma_a 0.630,0.340
|
||||
chroma_b 0.310,0.595
|
||||
chroma_c 0.155,0.070
|
||||
chroma_gain 0.1875,0.6940,0.1185
|
12
ini/examples/p1.ini
Normal file
12
ini/examples/p1.ini
Normal file
@ -0,0 +1,12 @@
|
||||
# P1 Phosphor
|
||||
#
|
||||
# Multipurpose green phosphor
|
||||
#
|
||||
# Perhaps the most well-known phosphor, it has medium persistence.
|
||||
#
|
||||
# DIRECT3D POST-PROCESSING OPTIONS
|
||||
#
|
||||
chroma_mode 1
|
||||
chroma_a 0.218,0.712
|
||||
chroma_conversion_gain 0.30,0.59,0.11
|
||||
chroma_y_gain 1.0,0.0,0.0
|
15
ini/examples/p14.ini
Normal file
15
ini/examples/p14.ini
Normal file
@ -0,0 +1,15 @@
|
||||
# P14 Phosphor
|
||||
#
|
||||
# Dual-color phosphor for military RADAR
|
||||
#
|
||||
# Red channel should be set to medium-short persistence. Green
|
||||
# channel should be set to medium.
|
||||
#
|
||||
# DIRECT3D POST-PROCESSING OPTIONS
|
||||
#
|
||||
phosphor_life 0.2,0.6,0.0
|
||||
chroma_mode 1
|
||||
chroma_a 0.150,0.093
|
||||
chroma_b 0.504,0.443
|
||||
chroma_conversion_gain 0.30,0.59,0.11
|
||||
chroma_y_gain 0.50,0.50,0.0
|
12
ini/examples/p2.ini
Normal file
12
ini/examples/p2.ini
Normal file
@ -0,0 +1,12 @@
|
||||
# P2 Phosphor
|
||||
#
|
||||
# Green phosphor for oscilloscopes
|
||||
#
|
||||
# This phosphor was developed as a fast response alternative to P1.
|
||||
#
|
||||
# DIRECT3D POST-PROCESSING OPTIONS
|
||||
#
|
||||
chroma_mode 1
|
||||
chroma_a 0.279,0.534
|
||||
chroma_conversion_gain 0.30,0.59,0.11
|
||||
chroma_y_gain 1.0,0.0,0.0
|
12
ini/examples/p3.ini
Normal file
12
ini/examples/p3.ini
Normal file
@ -0,0 +1,12 @@
|
||||
# P3 Phosphor
|
||||
#
|
||||
# Amber phosphor for monochrome monitors
|
||||
#
|
||||
# Medium persistence
|
||||
#
|
||||
# DIRECT3D POST-PROCESSING OPTIONS
|
||||
#
|
||||
chroma_mode 1
|
||||
chroma_a 0.523,0.469
|
||||
chroma_conversion_gain 0.30,0.59,0.11
|
||||
chroma_y_gain 1.0,0.0,0.0
|
12
ini/examples/p35.ini
Normal file
12
ini/examples/p35.ini
Normal file
@ -0,0 +1,12 @@
|
||||
# P35 Phosphor
|
||||
#
|
||||
# Blue-green phosphor used for oscilloscopes.
|
||||
#
|
||||
# Medium-short persistence.
|
||||
#
|
||||
# DIRECT3D POST-PROCESSING OPTIONS
|
||||
#
|
||||
chroma_mode 1
|
||||
chroma_a 0.200,0.245
|
||||
chroma_conversion_gain 0.30,0.59,0.11
|
||||
chroma_y_gain 1.0,0.0,0.0
|
19
ini/examples/p4.ini
Normal file
19
ini/examples/p4.ini
Normal file
@ -0,0 +1,19 @@
|
||||
# P4 Phosphor
|
||||
#
|
||||
# White phosphor for black & white televisions
|
||||
#
|
||||
# This phosphor presents a clear white appearance that is perceptually similar
|
||||
# to a black and white photograph on highly reflective paper when the viewing
|
||||
# environment is sufficiently dim, and makes D65 look fairly dull and yellowish
|
||||
# in comparison, that said, next to saturated colors the blueish tint becomes
|
||||
# more apparent. This might explain why this white point was abandoned in
|
||||
# favor of the more neutral Illuminant C (and later D65) for color television.
|
||||
#
|
||||
# Medium-short persistence
|
||||
#
|
||||
# DIRECT3D POST-PROCESSING OPTIONS
|
||||
#
|
||||
chroma_mode 1
|
||||
chroma_a 0.265,0.285
|
||||
chroma_conversion_gain 0.30,0.59,0.11
|
||||
chroma_y_gain 1.0,0.0,0.0
|
13
ini/examples/p55.ini
Normal file
13
ini/examples/p55.ini
Normal file
@ -0,0 +1,13 @@
|
||||
# P55 Phosphor
|
||||
#
|
||||
# Trichromatic phosphors for CRT projectors
|
||||
#
|
||||
# Red and green have medium persistence, blue has medium-short.
|
||||
#
|
||||
# DIRECT3D POST-PROCESSING OPTIONS
|
||||
#
|
||||
chroma_mode 3
|
||||
chroma_a 0.615,0.360
|
||||
chroma_b 0.300,0.600
|
||||
chroma_c 0.150,0.070
|
||||
chroma_y_gain 0.2555,0.6582,0.0863
|
15
ini/examples/p7.ini
Normal file
15
ini/examples/p7.ini
Normal file
@ -0,0 +1,15 @@
|
||||
# P7 Phosphor
|
||||
#
|
||||
# Dual-color phosphor for military RADAR
|
||||
#
|
||||
# Red channel should be set to medium-short persistence. Green
|
||||
# channel should be set to long.
|
||||
#
|
||||
# DIRECT3D POST-PROCESSING OPTIONS
|
||||
#
|
||||
phosphor_life 0.2,0.8,0.0
|
||||
chroma_mode 1
|
||||
chroma_a 0.151,0.032
|
||||
chroma_b 0.357,0.537
|
||||
chroma_conversion_gain 0.30,0.59,0.11
|
||||
chroma_y_gain 0.50,0.50,0.0
|
@ -38,6 +38,11 @@ scale 1.15,1.05,0.90
|
||||
power 0.90,0.90,1.15
|
||||
floor 0.025,0.025,0.025
|
||||
phosphor_life 0.25,0.25,0.25
|
||||
chroma_mode 3
|
||||
chroma_a 0.630,0.340
|
||||
chroma_b 0.310,0.595
|
||||
chroma_c 0.155,0.070
|
||||
chroma_y_gain 0.2124,0.7011,0.0866
|
||||
|
||||
#
|
||||
# NTSC POST-PROCESSING OPTIONS
|
||||
|
@ -38,6 +38,10 @@ scale 1.0,1.0,1.0
|
||||
power 1.0,1.0,1.0
|
||||
floor 0.0,0.0,0.0
|
||||
phosphor_life 0.5,0.5,0.5
|
||||
chroma_mode 1
|
||||
chroma_a 0.265,0.285
|
||||
chroma_conversion_gain 0.30,0.59,0.11
|
||||
chroma_y_gain 1.0,0.0,0.0
|
||||
|
||||
#
|
||||
# NTSC POST-PROCESSING OPTIONS
|
||||
|
@ -41,6 +41,11 @@ scale 1.0,1.0,1.0
|
||||
power 1.0,1.0,1.0
|
||||
floor 0.0,0.0,0.0
|
||||
phosphor_life 0.5,0.5,0.5
|
||||
chroma_mode 3
|
||||
chroma_a 0.630,0.340
|
||||
chroma_b 0.310,0.595
|
||||
chroma_c 0.155,0.070
|
||||
chroma_y_gain 0.2124,0.7011,0.0866
|
||||
|
||||
#
|
||||
# NTSC POST-PROCESSING OPTIONS
|
||||
|
@ -155,6 +155,7 @@ const options_entry osd_options::s_option_entries[] =
|
||||
{ OSDOPTION_BGFX_DEBUG, "0", OPTION_BOOLEAN, "enable BGFX debugging statistics" },
|
||||
{ OSDOPTION_BGFX_SCREEN_CHAINS, "default", OPTION_STRING, "comma-delimited list of screen chain JSON names, colon-delimited per-window" },
|
||||
{ OSDOPTION_BGFX_SHADOW_MASK, "slot-mask.png", OPTION_STRING, "shadow mask texture name" },
|
||||
{ OSDOPTION_BGFX_LUT, "", OPTION_STRING, "LUT texture name" },
|
||||
{ OSDOPTION_BGFX_AVI_NAME, OSDOPTVAL_AUTO, OPTION_STRING, "filename for BGFX output logging" },
|
||||
|
||||
// End of list
|
||||
|
@ -88,6 +88,7 @@
|
||||
#define OSDOPTION_BGFX_DEBUG "bgfx_debug"
|
||||
#define OSDOPTION_BGFX_SCREEN_CHAINS "bgfx_screen_chains"
|
||||
#define OSDOPTION_BGFX_SHADOW_MASK "bgfx_shadow_mask"
|
||||
#define OSDOPTION_BGFX_LUT "bgfx_lut"
|
||||
#define OSDOPTION_BGFX_AVI_NAME "bgfx_avi_name"
|
||||
|
||||
//============================================================
|
||||
@ -162,6 +163,7 @@ public:
|
||||
bool bgfx_debug() const { return bool_value(OSDOPTION_BGFX_DEBUG); }
|
||||
const char *bgfx_screen_chains() const { return value(OSDOPTION_BGFX_SCREEN_CHAINS); }
|
||||
const char *bgfx_shadow_mask() const { return value(OSDOPTION_BGFX_SHADOW_MASK); }
|
||||
const char *bgfx_lut() const { return value(OSDOPTION_BGFX_LUT); }
|
||||
const char *bgfx_avi_name() const { return value(OSDOPTION_BGFX_AVI_NAME); }
|
||||
|
||||
// PortAudio options
|
||||
|
@ -63,8 +63,10 @@ bgfx_chain_entry* chain_entry_reader::read_from_value(const Value& value, std::s
|
||||
if (!READER_CHECK(!has_target || input["target"].IsString(), (prefix + "input[" + std::to_string(i) + ": Value 'target' must be a string\n").c_str())) return nullptr;
|
||||
if (!READER_CHECK(!has_option || input["option"].IsString(), (prefix + "input[" + std::to_string(i) + ": Value 'option' must be a string\n").c_str())) return nullptr;
|
||||
if (!READER_CHECK(has_target || !input.HasMember("bilinear") || input["bilinear"].IsBool(), (prefix + "input[" + std::to_string(i) + ": Value 'bilinear' must be a boolean\n").c_str())) return nullptr;
|
||||
if (!READER_CHECK(has_target || !input.HasMember("clamp") || input["clamp"].IsBool(), (prefix + "input[" + std::to_string(i) + ": Value 'clamp' must be a boolean\n").c_str())) return nullptr;
|
||||
if (!READER_CHECK(has_texture || has_option || !input.HasMember("selection") || input["selection"].IsString(), (prefix + "input[" + std::to_string(i) + ": Value 'selection' must be a string\n").c_str())) return nullptr;
|
||||
bool bilinear = get_bool(input, "bilinear", true);
|
||||
bool clamp = get_bool(input, "clamp", false);
|
||||
std::string selection = get_string(input, "selection", "");
|
||||
|
||||
std::vector<std::string> texture_names;
|
||||
@ -87,7 +89,8 @@ bgfx_chain_entry* chain_entry_reader::read_from_value(const Value& value, std::s
|
||||
if (selection == "")
|
||||
{
|
||||
// create texture for specified file name
|
||||
uint32_t flags = bilinear ? 0 : (BGFX_TEXTURE_MIN_POINT | BGFX_TEXTURE_MAG_POINT | BGFX_TEXTURE_MIP_POINT);
|
||||
uint32_t flags = bilinear ? 0u : (BGFX_TEXTURE_MIN_POINT | BGFX_TEXTURE_MAG_POINT | BGFX_TEXTURE_MIP_POINT);
|
||||
flags |= clamp ? (BGFX_TEXTURE_U_CLAMP | BGFX_TEXTURE_V_CLAMP | BGFX_TEXTURE_W_CLAMP) : 0u;
|
||||
bgfx_texture* texture = chains.textures().create_png_texture(chains.options().art_path(), texture_name, texture_name, flags, screen_index);
|
||||
if (texture == nullptr)
|
||||
{
|
||||
@ -97,7 +100,8 @@ bgfx_chain_entry* chain_entry_reader::read_from_value(const Value& value, std::s
|
||||
else
|
||||
{
|
||||
// create texture for specified file name
|
||||
uint32_t flags = bilinear ? 0 : (BGFX_TEXTURE_MIN_POINT | BGFX_TEXTURE_MAG_POINT | BGFX_TEXTURE_MIP_POINT);
|
||||
uint32_t flags = bilinear ? 0u : (BGFX_TEXTURE_MIN_POINT | BGFX_TEXTURE_MAG_POINT | BGFX_TEXTURE_MIP_POINT);
|
||||
flags |= clamp ? (BGFX_TEXTURE_U_CLAMP | BGFX_TEXTURE_V_CLAMP | BGFX_TEXTURE_W_CLAMP) : 0u;
|
||||
bgfx_texture* texture = chains.textures().create_png_texture(chains.options().art_path(), texture_name, texture_name, flags, screen_index);
|
||||
if (texture == nullptr)
|
||||
{
|
||||
@ -149,7 +153,8 @@ bgfx_chain_entry* chain_entry_reader::read_from_value(const Value& value, std::s
|
||||
if (file_extension == extension)
|
||||
{
|
||||
// create textures for all files containd in the path of the specified file name
|
||||
uint32_t flags = bilinear ? 0 : (BGFX_TEXTURE_MIN_POINT | BGFX_TEXTURE_MAG_POINT | BGFX_TEXTURE_MIP_POINT);
|
||||
uint32_t flags = bilinear ? 0u : (BGFX_TEXTURE_MIN_POINT | BGFX_TEXTURE_MAG_POINT | BGFX_TEXTURE_MIP_POINT);
|
||||
flags |= clamp ? (BGFX_TEXTURE_U_CLAMP | BGFX_TEXTURE_V_CLAMP | BGFX_TEXTURE_W_CLAMP) : 0u;
|
||||
bgfx_texture* texture = chains.textures().create_png_texture(chains.options().art_path(), file_path, file_path, flags, screen_index);
|
||||
if (texture == nullptr)
|
||||
{
|
||||
|
38
src/osd/modules/render/bgfx/shaders/chains/hlsl/fs_chroma.sc
Normal file
38
src/osd/modules/render/bgfx/shaders/chains/hlsl/fs_chroma.sc
Normal file
@ -0,0 +1,38 @@
|
||||
$input v_color0, v_texcoord0
|
||||
|
||||
// license: BSD-3-Clause
|
||||
// copyright-holders: W. M. Martinez
|
||||
//-----------------------------------------------------------------------------
|
||||
// Phosphor Chromaticity to sRGB Transform Effect
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
#include "common.sh"
|
||||
|
||||
// User-supplied
|
||||
uniform vec4 u_y_gain;
|
||||
uniform vec4 u_chroma_a;
|
||||
uniform vec4 u_chroma_b;
|
||||
uniform vec4 u_chroma_c;
|
||||
|
||||
// Samplers
|
||||
SAMPLER2D(s_tex, 0);
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 cin = texture2D(s_tex, v_texcoord0);
|
||||
vec4 cout = vec4(0.0, 0.0, 0.0, cin.a);
|
||||
mat3 xy = mat3(u_chroma_a.xyz, u_chroma_b.xyz, u_chroma_c.xyz);
|
||||
const mat3 XYZ_TO_sRGB = mat3(
|
||||
3.2406, -1.5372, -0.4986,
|
||||
-0.9689, 1.8758, 0.0415,
|
||||
0.0557, -0.2040, 1.0570
|
||||
);
|
||||
|
||||
for (int i = 0; i < 3; ++i) {
|
||||
float Y = u_y_gain[i] * cin[i];
|
||||
float X = xy[i].x / xy[i].y * Y;
|
||||
float Z = (1.0 - xy[i].x - xy[i].y) / xy[i].y * Y;
|
||||
cout.rgb += mul(XYZ_TO_sRGB, vec3(X, Y, Z));
|
||||
}
|
||||
gl_FragColor = cout * v_color0;
|
||||
}
|
@ -3,11 +3,15 @@ $input v_color0, v_texcoord0
|
||||
// license:BSD-3-Clause
|
||||
// copyright-holders:Ryan Holtz,ImJezze
|
||||
//-----------------------------------------------------------------------------
|
||||
// Scanline & Shadowmask Effect
|
||||
// Shadowmask Effect
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
#include "common.sh"
|
||||
|
||||
#define MONOCHROME 1.0
|
||||
#define DICHROME 2.0
|
||||
#define TRICHROME 3.0
|
||||
|
||||
// Autos
|
||||
uniform vec4 u_swap_xy;
|
||||
uniform vec4 u_source_dims; // size of the guest machine
|
||||
@ -27,6 +31,8 @@ uniform vec4 u_humbar_hertz_rate; // difference between the 59.94 Hz field rate
|
||||
uniform vec4 u_humbar_alpha;
|
||||
uniform vec4 u_power;
|
||||
uniform vec4 u_floor;
|
||||
uniform vec4 u_chroma_mode;
|
||||
uniform vec4 u_conversion_gain;
|
||||
|
||||
// Parametric
|
||||
uniform vec4 u_time; // milliseconds
|
||||
@ -112,6 +118,14 @@ void main()
|
||||
}
|
||||
else
|
||||
{
|
||||
// Hum Bar Simulation
|
||||
if (u_humbar_alpha.x > 0.0f)
|
||||
{
|
||||
float HumTimeStep = fract(u_time.x * u_humbar_hertz_rate.x);
|
||||
float HumBrightness = 1.0 - fract(BaseCoord.y + HumTimeStep) * u_humbar_alpha.x;
|
||||
BaseColor.rgb *= HumBrightness;
|
||||
}
|
||||
|
||||
// Mask Simulation
|
||||
if (u_shadow_alpha.x > 0.0)
|
||||
{
|
||||
@ -139,14 +153,15 @@ void main()
|
||||
BaseColor.g = pow(BaseColor.g, u_power.g);
|
||||
BaseColor.b = pow(BaseColor.b, u_power.b);
|
||||
|
||||
// Hum Bar Simulation
|
||||
if (u_humbar_alpha.x > 0.0f)
|
||||
{
|
||||
float HumTimeStep = fract(u_time.x * u_humbar_hertz_rate.x);
|
||||
float HumBrightness = 1.0 - fract(BaseCoord.y + HumTimeStep) * u_humbar_alpha.x;
|
||||
BaseColor.rgb *= HumBrightness;
|
||||
BaseColor.rgb *= v_color0.rgb;
|
||||
if (u_chroma_mode.x == MONOCHROME) {
|
||||
BaseColor.r = dot(u_conversion_gain.rgb, BaseColor.rgb);
|
||||
BaseColor.gb = vec2(BaseColor.r, BaseColor.r);
|
||||
} else if (u_chroma_mode.x == DICHROME) {
|
||||
BaseColor.r = dot(u_conversion_gain.rg, BaseColor.rg);
|
||||
BaseColor.g = BaseColor.r;
|
||||
}
|
||||
|
||||
gl_FragColor = vec4(BaseColor.rgb * v_color0.rgb, BaseColor.a);
|
||||
gl_FragColor = BaseColor;
|
||||
}
|
||||
}
|
||||
|
14
src/osd/modules/render/bgfx/shaders/chains/hlsl/vs_chroma.sc
Normal file
14
src/osd/modules/render/bgfx/shaders/chains/hlsl/vs_chroma.sc
Normal file
@ -0,0 +1,14 @@
|
||||
$input a_position, a_texcoord0, a_color0
|
||||
$output v_texcoord0, v_color0
|
||||
|
||||
// license:BSD-3-Clause
|
||||
// copyright-holders:Dario Manesku
|
||||
|
||||
#include "common.sh"
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = mul(u_viewProj, vec4(a_position.xy, 0.0, 1.0));
|
||||
v_texcoord0 = a_texcoord0;
|
||||
v_color0 = a_color0;
|
||||
}
|
29
src/osd/modules/render/bgfx/shaders/chains/misc/fs_lut.sc
Normal file
29
src/osd/modules/render/bgfx/shaders/chains/misc/fs_lut.sc
Normal file
@ -0,0 +1,29 @@
|
||||
$input v_color0, v_texcoord0
|
||||
|
||||
// license: BSD-3-Clause
|
||||
// copyright-holders: W. M. Martinez
|
||||
|
||||
#include "common.sh"
|
||||
|
||||
#define LUT_TEXTURE_WIDTH 4096.0f
|
||||
#define LUT_SIZE 64.0f
|
||||
#define LUT_SCALE vec2(1.0f / LUT_TEXTURE_WIDTH, 1.0f / LUT_SIZE)
|
||||
|
||||
SAMPLER2D(s_tex, 0);
|
||||
SAMPLER2D(s_3dlut, 1);
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 bp = texture2D(s_tex, v_texcoord0);
|
||||
vec3 color = bp.rgb;
|
||||
// NOTE: Do not change the order of parameters here.
|
||||
vec3 lutcoord = vec3(color.rg * ((LUT_SIZE - 1.0f) + 0.5f) *
|
||||
LUT_SCALE, (LUT_SIZE - 1.0f) * color.b);
|
||||
float shift = floor(lutcoord.z);
|
||||
|
||||
lutcoord.x += shift * LUT_SCALE.y;
|
||||
color.rgb = mix(texture2D(s_3dlut, lutcoord.xy).rgb,
|
||||
texture2D(s_3dlut, vec2(lutcoord.x + LUT_SCALE.y,
|
||||
lutcoord.y)).rgb, lutcoord.z - shift);
|
||||
gl_FragColor = vec4(color, bp.a) * v_color0;
|
||||
}
|
14
src/osd/modules/render/bgfx/shaders/chains/misc/vs_lut.sc
Normal file
14
src/osd/modules/render/bgfx/shaders/chains/misc/vs_lut.sc
Normal file
@ -0,0 +1,14 @@
|
||||
$input a_position, a_texcoord0, a_color0
|
||||
$output v_texcoord0, v_color0
|
||||
|
||||
// license:BSD-3-Clause
|
||||
// copyright-holders:Dario Manesku
|
||||
|
||||
#include "common.sh"
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = mul(u_viewProj, vec4(a_position.xy, 0.0, 1.0));
|
||||
v_texcoord0 = a_texcoord0;
|
||||
v_color0 = a_color0;
|
||||
}
|
@ -25,6 +25,7 @@
|
||||
#include "strconv.h"
|
||||
#include "d3dhlsl.h"
|
||||
#include "../frontend/mame/ui/slider.h"
|
||||
#include <array>
|
||||
#include <utility>
|
||||
|
||||
//============================================================
|
||||
@ -171,6 +172,8 @@ shaders::shaders() :
|
||||
acc_t(0),
|
||||
delta_t(0),
|
||||
shadow_texture(nullptr),
|
||||
lut_texture(nullptr),
|
||||
ui_lut_texture(nullptr),
|
||||
options(nullptr),
|
||||
black_surface(nullptr),
|
||||
black_texture(nullptr),
|
||||
@ -198,6 +201,7 @@ shaders::shaders() :
|
||||
bloom_effect(nullptr),
|
||||
downsample_effect(nullptr),
|
||||
vector_effect(nullptr),
|
||||
chroma_effect(nullptr),
|
||||
curr_texture(nullptr),
|
||||
curr_render_target(nullptr),
|
||||
curr_poly(nullptr),
|
||||
@ -546,6 +550,12 @@ bool shaders::init(d3d_base *d3dintf, running_machine *machine, renderer_d3d9 *r
|
||||
get_vector(winoptions.screen_floor(), 3, options->floor, true);
|
||||
get_vector(winoptions.screen_phosphor(), 3, options->phosphor, true);
|
||||
options->saturation = winoptions.screen_saturation();
|
||||
options->chroma_mode = winoptions.screen_chroma_mode();
|
||||
get_vector(winoptions.screen_chroma_a(), 2, options->chroma_a, true);
|
||||
get_vector(winoptions.screen_chroma_b(), 2, options->chroma_b, true);
|
||||
get_vector(winoptions.screen_chroma_c(), 2, options->chroma_c, true);
|
||||
get_vector(winoptions.screen_chroma_conversion_gain(), 3, options->chroma_conversion_gain, true);
|
||||
get_vector(winoptions.screen_chroma_y_gain(), 3, options->chroma_y_gain, true);
|
||||
options->yiq_enable = winoptions.screen_yiq_enable();
|
||||
options->yiq_jitter = winoptions.screen_yiq_jitter();
|
||||
options->yiq_cc = winoptions.screen_yiq_cc();
|
||||
@ -574,6 +584,10 @@ bool shaders::init(d3d_base *d3dintf, running_machine *machine, renderer_d3d9 *r
|
||||
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();
|
||||
strncpy(options->lut_texture, winoptions.screen_lut_texture(), sizeof(options->lut_texture));
|
||||
options->lut_enable = winoptions.screen_lut_enable();
|
||||
strncpy(options->ui_lut_texture, winoptions.ui_lut_texture(), sizeof(options->ui_lut_texture));
|
||||
options->ui_lut_enable = winoptions.ui_lut_enable();
|
||||
|
||||
options->params_init = true;
|
||||
|
||||
@ -728,6 +742,44 @@ int shaders::create_resources()
|
||||
d3d->get_texture_manager()->m_texture_list.push_back(std::move(tex));
|
||||
}
|
||||
|
||||
render_load_png(lut_bitmap, file, nullptr, options->lut_texture);
|
||||
if (lut_bitmap.valid())
|
||||
{
|
||||
render_texinfo texture;
|
||||
|
||||
// fake in the basic data so it looks like it came from render.c
|
||||
texture.base = lut_bitmap.raw_pixptr(0);
|
||||
texture.rowpixels = lut_bitmap.rowpixels();
|
||||
texture.width = lut_bitmap.width();
|
||||
texture.height = lut_bitmap.height();
|
||||
texture.palette = nullptr;
|
||||
texture.seqid = 0;
|
||||
|
||||
// now create it (no prescale, no wrap)
|
||||
auto tex = std::make_unique<texture_info>(d3d->get_texture_manager(), &texture, 1, PRIMFLAG_BLENDMODE(BLENDMODE_ALPHA) | PRIMFLAG_TEXFORMAT(TEXFORMAT_ARGB32));
|
||||
lut_texture = tex.get();
|
||||
d3d->get_texture_manager()->m_texture_list.push_back(std::move(tex));
|
||||
}
|
||||
|
||||
render_load_png(ui_lut_bitmap, file, nullptr, options->ui_lut_texture);
|
||||
if (ui_lut_bitmap.valid())
|
||||
{
|
||||
render_texinfo texture;
|
||||
|
||||
// fake in the basic data so it looks like it came from render.c
|
||||
texture.base = ui_lut_bitmap.raw_pixptr(0);
|
||||
texture.rowpixels = ui_lut_bitmap.rowpixels();
|
||||
texture.width = ui_lut_bitmap.width();
|
||||
texture.height = ui_lut_bitmap.height();
|
||||
texture.palette = nullptr;
|
||||
texture.seqid = 0;
|
||||
|
||||
// now create it (no prescale, no wrap)
|
||||
auto tex = std::make_unique<texture_info>(d3d->get_texture_manager(), &texture, 1, PRIMFLAG_BLENDMODE(BLENDMODE_ALPHA) | PRIMFLAG_TEXFORMAT(TEXFORMAT_ARGB32));
|
||||
ui_lut_texture = tex.get();
|
||||
d3d->get_texture_manager()->m_texture_list.push_back(std::move(tex));
|
||||
}
|
||||
|
||||
const char *fx_dir = downcast<windows_options &>(machine->options()).screen_post_fx_dir();
|
||||
|
||||
default_effect = new effect(this, d3d->get_device(), "primary.fx", fx_dir);
|
||||
@ -743,6 +795,7 @@ int shaders::create_resources()
|
||||
bloom_effect = new effect(this, d3d->get_device(), "bloom.fx", fx_dir);
|
||||
downsample_effect = new effect(this, d3d->get_device(), "downsample.fx", fx_dir);
|
||||
vector_effect = new effect(this, d3d->get_device(), "vector.fx", fx_dir);
|
||||
chroma_effect = new effect(this, d3d->get_device(), "chroma.fx", fx_dir);
|
||||
|
||||
if (!default_effect->is_valid() ||
|
||||
!post_effect->is_valid() ||
|
||||
@ -756,14 +809,13 @@ int shaders::create_resources()
|
||||
!ntsc_effect->is_valid() ||
|
||||
!bloom_effect->is_valid() ||
|
||||
!downsample_effect->is_valid() ||
|
||||
!vector_effect->is_valid())
|
||||
!vector_effect->is_valid() ||
|
||||
!chroma_effect->is_valid())
|
||||
{
|
||||
return 1;
|
||||
}
|
||||
|
||||
const int EFFECT_COUNT = 14;
|
||||
|
||||
effect *effects[EFFECT_COUNT] = {
|
||||
std::array<effect*, 15> effects = {
|
||||
default_effect,
|
||||
post_effect,
|
||||
distortion_effect,
|
||||
@ -777,10 +829,11 @@ int shaders::create_resources()
|
||||
color_effect,
|
||||
bloom_effect,
|
||||
downsample_effect,
|
||||
vector_effect
|
||||
vector_effect,
|
||||
chroma_effect
|
||||
};
|
||||
|
||||
for (int i = 0; i < EFFECT_COUNT; i++)
|
||||
for (int i = 0; i < effects.size(); i++)
|
||||
{
|
||||
effects[i]->add_uniform("SourceDims", uniform::UT_VEC2, uniform::CU_SOURCE_DIMS);
|
||||
effects[i]->add_uniform("TargetDims", uniform::UT_VEC2, uniform::CU_TARGET_DIMS);
|
||||
@ -824,15 +877,22 @@ int shaders::create_resources()
|
||||
|
||||
focus_effect->add_uniform("Defocus", uniform::UT_VEC2, uniform::CU_FOCUS_SIZE);
|
||||
|
||||
phosphor_effect->add_uniform("Phosphor", uniform::UT_VEC3, uniform::CU_PHOSPHOR_LIFE);
|
||||
|
||||
post_effect->add_uniform("ShadowAlpha", uniform::UT_FLOAT, uniform::CU_POST_SHADOW_ALPHA);
|
||||
post_effect->add_uniform("ShadowAlpha", uniform::UT_FLOAT, uniform::CU_POST_SHADOW_ALPHA);
|
||||
post_effect->add_uniform("ShadowCount", uniform::UT_VEC2, uniform::CU_POST_SHADOW_COUNT);
|
||||
post_effect->add_uniform("ShadowUV", uniform::UT_VEC2, uniform::CU_POST_SHADOW_UV);
|
||||
post_effect->add_uniform("ShadowUVOffset", uniform::UT_VEC2, uniform::CU_POST_SHADOW_UV_OFFSET);
|
||||
post_effect->add_uniform("ShadowDims", uniform::UT_VEC2, uniform::CU_POST_SHADOW_DIMS);
|
||||
post_effect->add_uniform("Power", uniform::UT_VEC3, uniform::CU_POST_POWER);
|
||||
post_effect->add_uniform("Floor", uniform::UT_VEC3, uniform::CU_POST_FLOOR);
|
||||
post_effect->add_uniform("ChomaMode", uniform::UT_INT, uniform::CU_CHROMA_MODE);
|
||||
post_effect->add_uniform("ConversionGain", uniform::UT_VEC3, uniform::CU_CHROMA_CONVERSION_GAIN);
|
||||
|
||||
phosphor_effect->add_uniform("Phosphor", uniform::UT_VEC3, uniform::CU_PHOSPHOR_LIFE);
|
||||
|
||||
chroma_effect->add_uniform("YGain", uniform::UT_VEC3, uniform::CU_CHROMA_Y_GAIN);
|
||||
chroma_effect->add_uniform("ChromaA", uniform::UT_VEC2, uniform::CU_CHROMA_A);
|
||||
chroma_effect->add_uniform("ChromaB", uniform::UT_VEC2, uniform::CU_CHROMA_B);
|
||||
chroma_effect->add_uniform("ChromaC", uniform::UT_VEC2, uniform::CU_CHROMA_C);
|
||||
|
||||
distortion_effect->add_uniform("VignettingAmount", uniform::UT_FLOAT, uniform::CU_POST_VIGNETTING);
|
||||
distortion_effect->add_uniform("DistortionAmount", uniform::UT_FLOAT, uniform::CU_POST_DISTORTION);
|
||||
@ -842,6 +902,9 @@ int shaders::create_resources()
|
||||
distortion_effect->add_uniform("SmoothBorderAmount", uniform::UT_FLOAT, uniform::CU_POST_SMOOTH_BORDER);
|
||||
distortion_effect->add_uniform("ReflectionAmount", uniform::UT_FLOAT, uniform::CU_POST_REFLECTION);
|
||||
|
||||
default_effect->add_uniform("LutEnable", uniform::UT_BOOL, uniform::CU_LUT_ENABLE);
|
||||
default_effect->add_uniform("UiLutEnable", uniform::UT_BOOL, uniform::CU_UI_LUT_ENABLE);
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
@ -880,6 +943,7 @@ void shaders::begin_draw()
|
||||
bloom_effect->set_technique("DefaultTechnique");
|
||||
downsample_effect->set_technique("DefaultTechnique");
|
||||
vector_effect->set_technique("DefaultTechnique");
|
||||
chroma_effect->set_technique("DefaultTechnique");
|
||||
|
||||
HRESULT result = d3d->get_device()->SetRenderTarget(0, backbuffer);
|
||||
if (FAILED(result))
|
||||
@ -1190,13 +1254,11 @@ int shaders::post_pass(d3d_render_target *rt, int source_index, poly_info *poly,
|
||||
|
||||
curr_effect = post_effect;
|
||||
curr_effect->update_uniforms();
|
||||
curr_effect->set_texture("ShadowTexture", shadow_texture == nullptr ? nullptr : shadow_texture->get_finaltex());
|
||||
curr_effect->set_int("ShadowTileMode", options->shadow_mask_tile_mode);
|
||||
curr_effect->set_texture("ShadowTexture", shadow_texture == nullptr ? nullptr : shadow_texture->get_finaltex()); curr_effect->set_int("ShadowTileMode", options->shadow_mask_tile_mode);
|
||||
curr_effect->set_texture("DiffuseTexture", rt->target_texture[next_index]);
|
||||
curr_effect->set_vector("BackColor", 3, back_color);
|
||||
curr_effect->set_vector("ScreenScale", 2, screen_scale);
|
||||
curr_effect->set_vector("ScreenOffset", 2, screen_offset);
|
||||
curr_effect->set_float("ScanlineOffset", curr_texture->get_cur_frame() == 0 ? 0.0f : options->scanline_jitter);
|
||||
curr_effect->set_float("TimeMilliseconds", (float)machine->time().as_double() * 1000.0f);
|
||||
curr_effect->set_float("HumBarAlpha", options->hum_bar_alpha);
|
||||
curr_effect->set_bool("PrepareBloom", prepare_bloom);
|
||||
@ -1207,6 +1269,18 @@ int shaders::post_pass(d3d_render_target *rt, int source_index, poly_info *poly,
|
||||
return next_index;
|
||||
}
|
||||
|
||||
int shaders::chroma_pass(d3d_render_target *rt, int source_index, poly_info *poly, int vertnum)
|
||||
{
|
||||
int next_index = source_index;
|
||||
|
||||
curr_effect = chroma_effect;
|
||||
curr_effect->update_uniforms();
|
||||
curr_effect->set_texture("Diffuse", rt->target_texture[next_index]);
|
||||
next_index = rt->next_index(next_index);
|
||||
blit(rt->target_surface[next_index], false, D3DPT_TRIANGLELIST, 0, 2);
|
||||
return next_index;
|
||||
}
|
||||
|
||||
int shaders::downsample_pass(d3d_render_target *rt, int source_index, poly_info *poly, int vertnum)
|
||||
{
|
||||
int next_index = source_index;
|
||||
@ -1332,6 +1406,8 @@ int shaders::vector_buffer_pass(d3d_render_target *rt, int source_index, poly_in
|
||||
curr_effect->set_technique("VectorBufferTechnique");
|
||||
|
||||
curr_effect->set_texture("Diffuse", rt->target_texture[next_index]);
|
||||
curr_effect->set_texture("LutTexture", lut_texture == nullptr ? nullptr : lut_texture->get_finaltex());
|
||||
|
||||
|
||||
// we need to clear the vector render target here
|
||||
next_index = rt->next_index(next_index);
|
||||
@ -1351,6 +1427,7 @@ int shaders::screen_pass(d3d_render_target *rt, int source_index, poly_info *pol
|
||||
curr_effect->set_technique("ScreenTechnique");
|
||||
|
||||
curr_effect->set_texture("Diffuse", rt->target_texture[next_index]);
|
||||
curr_effect->set_texture("LutTexture", lut_texture == nullptr ? nullptr : lut_texture->get_finaltex());
|
||||
|
||||
blit(backbuffer, false, poly->type(), vertnum, poly->count());
|
||||
|
||||
@ -1382,6 +1459,8 @@ void shaders::ui_pass(poly_info *poly, int vertnum)
|
||||
curr_effect->update_uniforms();
|
||||
curr_effect->set_technique("UiTechnique");
|
||||
|
||||
curr_effect->set_texture("LutTexture", lut_texture == nullptr ? nullptr : ui_lut_texture->get_finaltex());
|
||||
|
||||
blit(nullptr, false, poly->type(), vertnum, poly->count());
|
||||
}
|
||||
|
||||
@ -1429,17 +1508,19 @@ void shaders::render_quad(poly_info *poly, int vertnum)
|
||||
next_index = deconverge_pass(rt, next_index, poly, vertnum);
|
||||
next_index = scanline_pass(rt, next_index, poly, vertnum);
|
||||
next_index = defocus_pass(rt, next_index, poly, vertnum);
|
||||
next_index = phosphor_pass(rt, next_index, poly, vertnum);
|
||||
//next_index = phosphor_pass(rt, next_index, poly, vertnum);
|
||||
|
||||
// create bloom textures
|
||||
int phosphor_index = next_index;
|
||||
int old_index = next_index;
|
||||
next_index = post_pass(rt, next_index, poly, vertnum, true);
|
||||
next_index = downsample_pass(rt, next_index, poly, vertnum);
|
||||
|
||||
// apply bloom textures
|
||||
next_index = phosphor_index;
|
||||
next_index = old_index;
|
||||
next_index = post_pass(rt, next_index, poly, vertnum, false);
|
||||
next_index = bloom_pass(rt, next_index, poly, vertnum);
|
||||
next_index = phosphor_pass(rt, next_index, poly, vertnum);
|
||||
next_index = chroma_pass(rt, next_index, poly, vertnum);
|
||||
|
||||
next_index = distortion_pass(rt, next_index, poly, vertnum);
|
||||
|
||||
@ -1508,17 +1589,19 @@ void shaders::render_quad(poly_info *poly, int vertnum)
|
||||
next_index = vector_buffer_pass(rt, next_index, poly, vertnum);
|
||||
next_index = deconverge_pass(rt, next_index, poly, vertnum);
|
||||
next_index = defocus_pass(rt, next_index, poly, vertnum);
|
||||
next_index = phosphor_pass(rt, next_index, poly, vertnum);
|
||||
//next_index = phosphor_pass(rt, next_index, poly, vertnum);
|
||||
|
||||
// create bloom textures
|
||||
int phosphor_index = next_index;
|
||||
int old_index = next_index;
|
||||
next_index = post_pass(rt, next_index, poly, vertnum, true);
|
||||
next_index = downsample_pass(rt, next_index, poly, vertnum);
|
||||
|
||||
// apply bloom textures
|
||||
next_index = phosphor_index;
|
||||
next_index = old_index;
|
||||
next_index = post_pass(rt, next_index, poly, vertnum, false);
|
||||
next_index = bloom_pass(rt, next_index, poly, vertnum);
|
||||
next_index = phosphor_pass(rt, next_index, poly, vertnum);
|
||||
next_index = chroma_pass(rt, next_index, poly, vertnum);
|
||||
|
||||
next_index = distortion_pass(rt, next_index, poly, vertnum);
|
||||
|
||||
@ -1826,6 +1909,11 @@ void shaders::delete_resources()
|
||||
delete ntsc_effect;
|
||||
ntsc_effect = nullptr;
|
||||
}
|
||||
if (chroma_effect != nullptr)
|
||||
{
|
||||
delete chroma_effect;
|
||||
chroma_effect = nullptr;
|
||||
}
|
||||
|
||||
if (backbuffer != nullptr)
|
||||
{
|
||||
@ -1845,6 +1933,8 @@ void shaders::delete_resources()
|
||||
}
|
||||
|
||||
shadow_bitmap.reset();
|
||||
lut_bitmap.reset();
|
||||
ui_lut_bitmap.reset();
|
||||
}
|
||||
|
||||
|
||||
@ -1980,7 +2070,8 @@ hlsl_options shaders::last_options = { false };
|
||||
|
||||
enum slider_option
|
||||
{
|
||||
SLIDER_VECTOR_BEAM_SMOOTH = 0,
|
||||
SLIDER_UI_LUT_ENABLE = 0,
|
||||
SLIDER_VECTOR_BEAM_SMOOTH,
|
||||
SLIDER_VECTOR_ATT_MAX,
|
||||
SLIDER_VECTOR_ATT_LEN_MIN,
|
||||
SLIDER_SHADOW_MASK_TILE_MODE,
|
||||
@ -2019,6 +2110,12 @@ enum slider_option
|
||||
SLIDER_SCALE,
|
||||
SLIDER_POWER,
|
||||
SLIDER_FLOOR,
|
||||
SLIDER_CHROMA_MODE,
|
||||
SLIDER_CHROMA_A,
|
||||
SLIDER_CHROMA_B,
|
||||
SLIDER_CHROMA_C,
|
||||
SLIDER_CHROMA_CONVERSION_GAIN,
|
||||
SLIDER_Y_GAIN,
|
||||
SLIDER_PHOSPHOR,
|
||||
SLIDER_BLOOM_BLEND_MODE,
|
||||
SLIDER_BLOOM_SCALE,
|
||||
@ -2043,7 +2140,8 @@ enum slider_option
|
||||
SLIDER_NTSC_Y_VALUE,
|
||||
SLIDER_NTSC_I_VALUE,
|
||||
SLIDER_NTSC_Q_VALUE,
|
||||
SLIDER_NTSC_SCAN_TIME
|
||||
SLIDER_NTSC_SCAN_TIME,
|
||||
SLIDER_LUT_ENABLE,
|
||||
};
|
||||
|
||||
enum slider_screen_type
|
||||
@ -2058,6 +2156,7 @@ enum slider_screen_type
|
||||
|
||||
slider_desc shaders::s_sliders[] =
|
||||
{
|
||||
{ "3D LUT (UI/Artwork)", 0, 0, 1, 1, SLIDER_INT_ENUM, SLIDER_SCREEN_TYPE_ANY, SLIDER_UI_LUT_ENABLE, 0, "%s", { "Off", "On" } },
|
||||
{ "Vector Beam Smooth Amount", 0, 0, 100, 1, SLIDER_FLOAT, SLIDER_SCREEN_TYPE_VECTOR, SLIDER_VECTOR_BEAM_SMOOTH, 0.01f, "%1.2f", {} },
|
||||
{ "Vector Attenuation Maximum", 0, 50, 100, 1, SLIDER_FLOAT, SLIDER_SCREEN_TYPE_VECTOR, SLIDER_VECTOR_ATT_MAX, 0.01f, "%1.2f", {} },
|
||||
{ "Vector Attenuation Length Minimum", 1, 500, 1000, 1, SLIDER_FLOAT, SLIDER_SCREEN_TYPE_VECTOR, SLIDER_VECTOR_ATT_LEN_MIN, 0.001f, "%1.3f", {} },
|
||||
@ -2097,6 +2196,12 @@ slider_desc shaders::s_sliders[] =
|
||||
{ "Signal Scale,", -200, 100, 200, 1, SLIDER_COLOR, SLIDER_SCREEN_TYPE_ANY, SLIDER_SCALE, 0.01f, "%2.2f", {} },
|
||||
{ "Signal Exponent,", -800, 0, 800, 1, SLIDER_COLOR, SLIDER_SCREEN_TYPE_ANY, SLIDER_POWER, 0.01f, "%2.2f", {} },
|
||||
{ "Signal Floor,", 0, 0, 100, 1, SLIDER_COLOR, SLIDER_SCREEN_TYPE_ANY, SLIDER_FLOOR, 0.01f, "%2.2f", {} },
|
||||
{ "Color Mode,", 1, 3, 3, 1, SLIDER_INT_ENUM, SLIDER_SCREEN_TYPE_ANY, SLIDER_CHROMA_MODE, 0, "%s", { "", "Monochrome", "Dichrome", "Trichrome" } },
|
||||
{ "Chroma Conversion Gain,", 0, 0, 10000,10, SLIDER_COLOR, SLIDER_SCREEN_TYPE_ANY, SLIDER_CHROMA_CONVERSION_GAIN, 0.0001f, "%1.4f", {} },
|
||||
{ "Phosphor A Chromaticity,", 0, 0, 1000,10, SLIDER_VEC2, SLIDER_SCREEN_TYPE_ANY, SLIDER_CHROMA_A, 0.001f, "%1.3f", {} },
|
||||
{ "Phosphor B Chromaticity,", 0, 0, 1000,10, SLIDER_VEC2, SLIDER_SCREEN_TYPE_ANY, SLIDER_CHROMA_B, 0.001f, "%1.3f", {} },
|
||||
{ "Phosphor C Chromaticity,", 0, 0, 1000,10, SLIDER_VEC2, SLIDER_SCREEN_TYPE_ANY, SLIDER_CHROMA_C, 0.001f, "%1.3f", {} },
|
||||
{ "Phosphor Gain,", 0, 0, 10000,10, SLIDER_COLOR, SLIDER_SCREEN_TYPE_ANY, SLIDER_Y_GAIN, 0.0001f, "%1.4f", {} },
|
||||
{ "Phosphor Persistence,", 0, 0, 100, 1, SLIDER_COLOR, SLIDER_SCREEN_TYPE_ANY, SLIDER_PHOSPHOR, 0.01f, "%2.2f", {} },
|
||||
{ "Bloom Blend Mode", 0, 0, 1, 1, SLIDER_INT_ENUM, SLIDER_SCREEN_TYPE_ANY, SLIDER_BLOOM_BLEND_MODE, 0, "%s", { "Brighten", "Darken" } },
|
||||
{ "Bloom Scale", 0, 0, 2000, 5, SLIDER_FLOAT, SLIDER_SCREEN_TYPE_ANY, SLIDER_BLOOM_SCALE, 0.001f, "%1.3f", {} },
|
||||
@ -2122,6 +2227,7 @@ slider_desc shaders::s_sliders[] =
|
||||
{ "NTSC I Signal Bandwidth (Hz)", 0, 120, 600, 5, SLIDER_FLOAT, SLIDER_SCREEN_TYPE_LCD_OR_RASTER, SLIDER_NTSC_I_VALUE, 0.01f, "%1.4f", {} },
|
||||
{ "NTSC Q Signal Bandwidth (Hz)", 0, 60, 600, 5, SLIDER_FLOAT, SLIDER_SCREEN_TYPE_LCD_OR_RASTER, SLIDER_NTSC_Q_VALUE, 0.01f, "%1.4f", {} },
|
||||
{ "NTSC Scanline Duration (uSec)", 0, 5260, 10000, 1, SLIDER_FLOAT, SLIDER_SCREEN_TYPE_LCD_OR_RASTER, SLIDER_NTSC_SCAN_TIME, 0.01f, "%1.2f", {} },
|
||||
{ "3D LUT (Screen)", 0, 0, 1, 1, SLIDER_INT_ENUM, SLIDER_SCREEN_TYPE_ANY, SLIDER_LUT_ENABLE, 0, "%s", { "Off", "On" } },
|
||||
{ nullptr, 0, 0, 0, 0, 0, 0, -1, 0, nullptr, {} }
|
||||
};
|
||||
|
||||
@ -2169,6 +2275,12 @@ void *shaders::get_slider_option(int id, int index)
|
||||
case SLIDER_SCALE: return &(options->scale[index]);
|
||||
case SLIDER_POWER: return &(options->power[index]);
|
||||
case SLIDER_FLOOR: return &(options->floor[index]);
|
||||
case SLIDER_CHROMA_MODE: return &(options->chroma_mode);
|
||||
case SLIDER_CHROMA_A: return &(options->chroma_a[index]);
|
||||
case SLIDER_CHROMA_B: return &(options->chroma_b[index]);
|
||||
case SLIDER_CHROMA_C: return &(options->chroma_c[index]);
|
||||
case SLIDER_CHROMA_CONVERSION_GAIN: return &(options->chroma_conversion_gain[index]);
|
||||
case SLIDER_Y_GAIN: return &(options->chroma_y_gain[index]);
|
||||
case SLIDER_PHOSPHOR: return &(options->phosphor[index]);
|
||||
case SLIDER_BLOOM_BLEND_MODE: return &(options->bloom_blend_mode);
|
||||
case SLIDER_BLOOM_SCALE: return &(options->bloom_scale);
|
||||
@ -2194,6 +2306,8 @@ void *shaders::get_slider_option(int id, int index)
|
||||
case SLIDER_NTSC_I_VALUE: return &(options->yiq_i);
|
||||
case SLIDER_NTSC_Q_VALUE: return &(options->yiq_q);
|
||||
case SLIDER_NTSC_SCAN_TIME: return &(options->yiq_scan_time);
|
||||
case SLIDER_LUT_ENABLE: return &(options->lut_enable);
|
||||
case SLIDER_UI_LUT_ENABLE: return &(options->ui_lut_enable);
|
||||
}
|
||||
return nullptr;
|
||||
}
|
||||
@ -2458,6 +2572,24 @@ void uniform::update()
|
||||
m_shader->set_vector("Defocus", 2, &options->defocus[0]);
|
||||
break;
|
||||
|
||||
case CU_CHROMA_MODE:
|
||||
m_shader->set_int("ChromaMode", options->chroma_mode);
|
||||
break;
|
||||
case CU_CHROMA_A:
|
||||
m_shader->set_vector("ChromaA", 2, &options->chroma_a[0]);
|
||||
break;
|
||||
case CU_CHROMA_B:
|
||||
m_shader->set_vector("ChromaB", 2, &options->chroma_b[0]);
|
||||
break;
|
||||
case CU_CHROMA_C:
|
||||
m_shader->set_vector("ChromaC", 2, &options->chroma_c[0]);
|
||||
break;
|
||||
case CU_CHROMA_CONVERSION_GAIN:
|
||||
m_shader->set_vector("ConversionGain", 3, &options->chroma_conversion_gain[0]);
|
||||
case CU_CHROMA_Y_GAIN:
|
||||
m_shader->set_vector("YGain", 3, &options->chroma_y_gain[0]);
|
||||
break;
|
||||
|
||||
case CU_PHOSPHOR_LIFE:
|
||||
m_shader->set_vector("Phosphor", 3, options->phosphor);
|
||||
break;
|
||||
@ -2545,6 +2677,11 @@ void uniform::update()
|
||||
case CU_POST_FLOOR:
|
||||
m_shader->set_vector("Floor", 3, options->floor);
|
||||
break;
|
||||
case CU_LUT_ENABLE:
|
||||
m_shader->set_bool("LutEnable", options->lut_enable ? true : false);
|
||||
break;
|
||||
case CU_UI_LUT_ENABLE:
|
||||
m_shader->set_bool("UiLutEnable", options->ui_lut_enable ? true : false);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -101,6 +101,14 @@ public:
|
||||
CU_POST_SCANLINE_BRIGHT_OFFSET,
|
||||
CU_POST_POWER,
|
||||
CU_POST_FLOOR,
|
||||
CU_CHROMA_MODE,
|
||||
CU_CHROMA_A,
|
||||
CU_CHROMA_B,
|
||||
CU_CHROMA_C,
|
||||
CU_CHROMA_CONVERSION_GAIN,
|
||||
CU_CHROMA_Y_GAIN,
|
||||
CU_LUT_ENABLE,
|
||||
CU_UI_LUT_ENABLE,
|
||||
|
||||
CU_COUNT
|
||||
};
|
||||
@ -207,6 +215,12 @@ struct hlsl_options
|
||||
float floor[3];
|
||||
float phosphor[3];
|
||||
float saturation;
|
||||
int chroma_mode;
|
||||
float chroma_a[2];
|
||||
float chroma_b[2];
|
||||
float chroma_c[2];
|
||||
float chroma_conversion_gain[3];
|
||||
float chroma_y_gain[3];
|
||||
|
||||
// NTSC
|
||||
int yiq_enable;
|
||||
@ -241,6 +255,12 @@ struct hlsl_options
|
||||
float bloom_level6_weight;
|
||||
float bloom_level7_weight;
|
||||
float bloom_level8_weight;
|
||||
|
||||
// Final
|
||||
char lut_texture[1024];
|
||||
int lut_enable;
|
||||
char ui_lut_texture[1024];
|
||||
int ui_lut_enable;
|
||||
};
|
||||
|
||||
struct slider_desc
|
||||
@ -338,6 +358,7 @@ private:
|
||||
int post_pass(d3d_render_target *rt, int source_index, poly_info *poly, int vertnum, bool prepare_bloom);
|
||||
int downsample_pass(d3d_render_target *rt, int source_index, poly_info *poly, int vertnum);
|
||||
int bloom_pass(d3d_render_target *rt, int source_index, poly_info *poly, int vertnum);
|
||||
int chroma_pass(d3d_render_target *rt, int source_index, poly_info *poly, int vertnum);
|
||||
int distortion_pass(d3d_render_target *rt, int source_index, poly_info *poly, int vertnum);
|
||||
int vector_pass(d3d_render_target *rt, int source_index, poly_info *poly, int vertnum);
|
||||
int vector_buffer_pass(d3d_render_target *rt, int source_index, poly_info *poly, int vertnum);
|
||||
@ -357,6 +378,10 @@ private:
|
||||
double delta_t; // data for delta_time
|
||||
bitmap_argb32 shadow_bitmap; // shadow mask bitmap for post-processing shader
|
||||
texture_info * shadow_texture; // shadow mask texture for post-processing shader
|
||||
bitmap_argb32 lut_bitmap;
|
||||
texture_info * lut_texture;
|
||||
bitmap_argb32 ui_lut_bitmap;
|
||||
texture_info * ui_lut_texture;
|
||||
hlsl_options * options; // current options
|
||||
|
||||
IDirect3DSurface9 * black_surface; // black dummy surface
|
||||
@ -391,6 +416,7 @@ private:
|
||||
effect * bloom_effect; // pointer to the bloom composite effect
|
||||
effect * downsample_effect; // pointer to the bloom downsample effect
|
||||
effect * vector_effect; // pointer to the vector-effect object
|
||||
effect * chroma_effect;
|
||||
|
||||
texture_info * curr_texture;
|
||||
d3d_render_target * curr_render_target;
|
||||
|
@ -216,6 +216,12 @@ const options_entry windows_options::s_option_entries[] =
|
||||
{ WINOPTION_POWER";fs_power", "1.0,1.0,1.0", OPTION_STRING, "signal power value (exponential)" },
|
||||
{ WINOPTION_FLOOR";fs_floor", "0.0,0.0,0.0", OPTION_STRING, "signal floor level" },
|
||||
{ WINOPTION_PHOSPHOR";fs_phosphor", "0.0,0.0,0.0", OPTION_STRING, "phosphorescence decay rate (0.0 is instant, 1.0 is forever)" },
|
||||
{ WINOPTION_CHROMA_MODE, "3", OPTION_INTEGER, "Number of phosphors to use: 1 - monochrome, 2 - dichrome, 3 - trichrome (color)" },
|
||||
{ WINOPTION_CHROMA_CONVERSION_GAIN, "0.299,0.587,0.114", OPTION_STRING, "Gain to be applied when summing RGB signal for monochrome and dichrome modes" },
|
||||
{ WINOPTION_CHROMA_A, "0.64,0.33", OPTION_STRING, "Chromaticity coordinate for first phosphor" },
|
||||
{ WINOPTION_CHROMA_B, "0.30,0.60", OPTION_STRING, "Chromaticity coordinate for second phosphor" },
|
||||
{ WINOPTION_CHROMA_C, "0.15,0.06", OPTION_STRING, "Chromaticity coordinate for third phosphor" },
|
||||
{ WINOPTION_CHROMA_Y_GAIN, "0.2126,0.7152,0.0722", OPTION_STRING, "Gain to be applied for each phosphor" },
|
||||
/* NTSC simulation below this line */
|
||||
{ nullptr, nullptr, OPTION_HEADER, "NTSC POST-PROCESSING OPTIONS" },
|
||||
{ WINOPTION_YIQ_ENABLE";yiq", "0", OPTION_BOOLEAN, "enables YIQ-space HLSL post-processing" },
|
||||
@ -250,6 +256,10 @@ const options_entry windows_options::s_option_entries[] =
|
||||
{ WINOPTION_BLOOM_LEVEL6_WEIGHT, "0.04", OPTION_FLOAT, "Bloom level 6 weight (1/4 smaller that level 5 target)" },
|
||||
{ WINOPTION_BLOOM_LEVEL7_WEIGHT, "0.02", OPTION_FLOAT, "Bloom level 7 weight (1/4 smaller that level 6 target)" },
|
||||
{ WINOPTION_BLOOM_LEVEL8_WEIGHT, "0.01", OPTION_FLOAT, "Bloom level 8 weight (1/4 smaller that level 7 target)" },
|
||||
{ WINOPTION_LUT_TEXTURE, "", OPTION_STRING, "3D LUT texture filename for screen, PNG format" },
|
||||
{ WINOPTION_LUT_ENABLE, "0", OPTION_BOOLEAN, "Enables 3D LUT to be applied to screen after post-processing" },
|
||||
{ WINOPTION_UI_LUT_TEXTURE, "", OPTION_STRING, "3D LUT texture filename of UI, PNG format" },
|
||||
{ WINOPTION_UI_LUT_ENABLE, "0", OPTION_BOOLEAN, "Enables 3D LUT to be applied to UI and artwork after post-processing" },
|
||||
|
||||
// full screen options
|
||||
{ nullptr, nullptr, OPTION_HEADER, "FULL SCREEN OPTIONS" },
|
||||
@ -648,4 +658,3 @@ static int is_double_click_start(int argc)
|
||||
}
|
||||
|
||||
#endif // WINAPI_FAMILY_PARTITION(WINAPI_PARTITION_DESKTOP)
|
||||
|
||||
|
@ -70,6 +70,12 @@
|
||||
#define WINOPTION_FLOOR "floor"
|
||||
#define WINOPTION_PHOSPHOR "phosphor_life"
|
||||
#define WINOPTION_SATURATION "saturation"
|
||||
#define WINOPTION_CHROMA_MODE "chroma_mode"
|
||||
#define WINOPTION_CHROMA_CONVERSION_GAIN "chroma_conversion_gain"
|
||||
#define WINOPTION_CHROMA_A "chroma_a"
|
||||
#define WINOPTION_CHROMA_B "chroma_b"
|
||||
#define WINOPTION_CHROMA_C "chroma_c"
|
||||
#define WINOPTION_CHROMA_Y_GAIN "chroma_y_gain"
|
||||
#define WINOPTION_YIQ_ENABLE "yiq_enable"
|
||||
#define WINOPTION_YIQ_JITTER "yiq_jitter"
|
||||
#define WINOPTION_YIQ_CCVALUE "yiq_cc"
|
||||
@ -98,6 +104,10 @@
|
||||
#define WINOPTION_BLOOM_LEVEL6_WEIGHT "bloom_lvl6_weight"
|
||||
#define WINOPTION_BLOOM_LEVEL7_WEIGHT "bloom_lvl7_weight"
|
||||
#define WINOPTION_BLOOM_LEVEL8_WEIGHT "bloom_lvl8_weight"
|
||||
#define WINOPTION_LUT_TEXTURE "lut_texture"
|
||||
#define WINOPTION_LUT_ENABLE "lut_enable"
|
||||
#define WINOPTION_UI_LUT_TEXTURE "ui_lut_texture"
|
||||
#define WINOPTION_UI_LUT_ENABLE "ui_lut_enable"
|
||||
|
||||
// full screen options
|
||||
#define WINOPTION_TRIPLEBUFFER "triplebuffer"
|
||||
@ -199,6 +209,16 @@ public:
|
||||
const char *screen_floor() const { return value(WINOPTION_FLOOR); }
|
||||
const char *screen_phosphor() const { return value(WINOPTION_PHOSPHOR); }
|
||||
float screen_saturation() const { return float_value(WINOPTION_SATURATION); }
|
||||
int screen_chroma_mode() const { return int_value(WINOPTION_CHROMA_MODE); }
|
||||
const char *screen_chroma_a() const { return value(WINOPTION_CHROMA_A); }
|
||||
const char *screen_chroma_b() const { return value(WINOPTION_CHROMA_B); }
|
||||
const char *screen_chroma_c() const { return value(WINOPTION_CHROMA_C); }
|
||||
const char *screen_chroma_conversion_gain() const { return value(WINOPTION_CHROMA_CONVERSION_GAIN); }
|
||||
const char *screen_chroma_y_gain() const { return value(WINOPTION_CHROMA_Y_GAIN); }
|
||||
const char *screen_lut_texture() const { return value(WINOPTION_LUT_TEXTURE); }
|
||||
bool screen_lut_enable() const { return bool_value(WINOPTION_LUT_ENABLE); }
|
||||
const char *ui_lut_texture() const { return value(WINOPTION_UI_LUT_TEXTURE); }
|
||||
bool ui_lut_enable() const { return bool_value(WINOPTION_UI_LUT_ENABLE); }
|
||||
|
||||
// full screen options
|
||||
bool triple_buffer() const { return bool_value(WINOPTION_TRIPLEBUFFER); }
|
||||
|
Loading…
Reference in New Issue
Block a user