From d15d53c728b4848e3ed74d66b9ab446811e1acee Mon Sep 17 00:00:00 2001 From: ImJezze Date: Sun, 7 Feb 2016 13:40:24 +0100 Subject: [PATCH] Fixed Bloom Level Alignment - fixed target dimensions of bloom levels, which results in a much better alignment especially for game with very low resolution (therefore current bloom settings might look a little less intense than before) - small cleanups (nw) --- hlsl/downsample.fx | 17 ++++++++++------- hlsl/focus.fx | 18 +++++++++--------- hlsl/prescale.fx | 4 ++-- src/osd/modules/render/d3d/d3dhlsl.cpp | 12 ++++++------ src/osd/modules/render/drawd3d.h | 4 ++++ 5 files changed, 31 insertions(+), 24 deletions(-) diff --git a/hlsl/downsample.fx b/hlsl/downsample.fx index 122172350f9..6cb18f53935 100644 --- a/hlsl/downsample.fx +++ b/hlsl/downsample.fx @@ -57,6 +57,11 @@ uniform float2 SourceRect; uniform bool PrepareVector; +static const float2 Coord0Offset = float2(-0.5f, -0.5f); +static const float2 Coord1Offset = float2( 0.5f, -0.5f); +static const float2 Coord2Offset = float2(-0.5f, 0.5f); +static const float2 Coord3Offset = float2( 0.5f, 0.5f); + VS_OUTPUT vs_main(VS_INPUT Input) { VS_OUTPUT Output = (VS_OUTPUT)0; @@ -72,14 +77,12 @@ VS_OUTPUT vs_main(VS_INPUT Input) Output.Color = Input.Color; float2 TexCoord = Input.Position.xy / ScreenDims; - TexCoord += PrepareVector - ? 0.5f / TargetDims // half texel offset correction (DX9) - only for vector grpahics - : 0.0f; + TexCoord += 0.5f / TargetDims; // half texel offset correction (DX9) - Output.TexCoord01.xy = TexCoord + float2(-0.5f, -0.5f) * TargetTexelDims; - Output.TexCoord01.zw = TexCoord + float2( 0.5f, -0.5f) * TargetTexelDims; - Output.TexCoord23.xy = TexCoord + float2(-0.5f, 0.5f) * TargetTexelDims; - Output.TexCoord23.zw = TexCoord + float2( 0.5f, 0.5f) * TargetTexelDims; + Output.TexCoord01.xy = TexCoord + Coord0Offset * TargetTexelDims; + Output.TexCoord01.zw = TexCoord + Coord1Offset * TargetTexelDims; + Output.TexCoord23.xy = TexCoord + Coord2Offset * TargetTexelDims; + Output.TexCoord23.zw = TexCoord + Coord3Offset * TargetTexelDims; return Output; } diff --git a/hlsl/focus.fx b/hlsl/focus.fx index c5e5262fedd..5f329e9634e 100644 --- a/hlsl/focus.fx +++ b/hlsl/focus.fx @@ -78,19 +78,19 @@ VS_OUTPUT vs_main(VS_INPUT Input) // Defocus Pixel Shader //----------------------------------------------------------------------------- -float2 Coord1Offset = float2( 0.75f, 0.50f); -float2 Coord2Offset = float2( 0.25f, 1.00f); -float2 Coord3Offset = float2(-0.50f, 0.75f); -float2 Coord4Offset = float2(-1.00f, 0.25f); -float2 Coord5Offset = float2(-0.75f, -0.50f); -float2 Coord6Offset = float2(-0.25f, -1.00f); -float2 Coord7Offset = float2( 0.50f, -0.75f); -float2 Coord8Offset = float2( 1.00f, -0.25f); - uniform float2 Defocus = float2(0.0f, 0.0f); uniform bool SwapXY = false; +static const float2 Coord1Offset = float2( 0.75f, 0.50f); +static const float2 Coord2Offset = float2( 0.25f, 1.00f); +static const float2 Coord3Offset = float2(-0.50f, 0.75f); +static const float2 Coord4Offset = float2(-1.00f, 0.25f); +static const float2 Coord5Offset = float2(-0.75f, -0.50f); +static const float2 Coord6Offset = float2(-0.25f, -1.00f); +static const float2 Coord7Offset = float2( 0.50f, -0.75f); +static const float2 Coord8Offset = float2( 1.00f, -0.25f); + float4 ps_main(PS_INPUT Input) : COLOR { float2 QuadRatio = diff --git a/hlsl/prescale.fx b/hlsl/prescale.fx index 846c02577ce..6faa659e6d0 100644 --- a/hlsl/prescale.fx +++ b/hlsl/prescale.fx @@ -54,13 +54,13 @@ uniform float2 TargetDims; VS_OUTPUT vs_main(VS_INPUT Input) { VS_OUTPUT Output = (VS_OUTPUT)0; - + Output.Position = float4(Input.Position.xyz, 1.0f); Output.Position.xy /= ScreenDims; Output.Position.y = 1.0f - Output.Position.y; // flip y Output.Position.xy -= 0.5f; // center Output.Position.xy *= 2.0f; // zoom - + Output.TexCoord = Input.TexCoord; Output.TexCoord += 0.5f / TargetDims; // half texel offset correction (DX9) diff --git a/src/osd/modules/render/d3d/d3dhlsl.cpp b/src/osd/modules/render/d3d/d3dhlsl.cpp index 9374233569a..6b70952889b 100644 --- a/src/osd/modules/render/d3d/d3dhlsl.cpp +++ b/src/osd/modules/render/d3d/d3dhlsl.cpp @@ -1464,8 +1464,8 @@ int shaders::downsample_pass(render_target *rt, int source_index, poly_info *pol int bloom_index = 0; float bloom_size = (d3d->get_width() < d3d->get_height()) ? d3d->get_width() : d3d->get_height(); - float bloom_width = prepare_vector ? rt->target_width : rt->target_width / hlsl_prescale_x; - float bloom_height = prepare_vector ? rt->target_height : rt->target_height / hlsl_prescale_y; + float bloom_width = d3d->get_width(); + float bloom_height = d3d->get_height(); for (; bloom_size >= 2.0f && bloom_index < 11; bloom_size *= 0.5f) { bloom_dims[bloom_index][0] = (float)(int)bloom_width; @@ -2013,7 +2013,7 @@ bool shaders::register_texture(texture_info *texture) enumerate_screens(); // Find the nearest prescale factor that is over our screen size - if (hlsl_prescale_x == 0) + if (hlsl_prescale_x < 1) { hlsl_prescale_x = 1; while (width * xscale * hlsl_prescale_x <= d3d->get_width()) @@ -2023,7 +2023,7 @@ bool shaders::register_texture(texture_info *texture) hlsl_prescale_x--; } - if (hlsl_prescale_y == 0) + if (hlsl_prescale_y < 1) { hlsl_prescale_y = 1; while (height * yscale * hlsl_prescale_y <= d3d->get_height()) @@ -2033,8 +2033,8 @@ bool shaders::register_texture(texture_info *texture) hlsl_prescale_y--; } - hlsl_prescale_x = ((hlsl_prescale_x == 0) ? 1 : hlsl_prescale_x); - hlsl_prescale_y = ((hlsl_prescale_y == 0) ? 1 : hlsl_prescale_y); + hlsl_prescale_x = hlsl_prescale_x < 1 ? 1 : hlsl_prescale_x; + hlsl_prescale_y = hlsl_prescale_y < 1 ? 1 : hlsl_prescale_y; if (!add_render_target(d3d, texture, width, height, xscale * hlsl_prescale_x, yscale * hlsl_prescale_y)) { diff --git a/src/osd/modules/render/drawd3d.h b/src/osd/modules/render/drawd3d.h index 906bd7711b8..b5672be91ee 100644 --- a/src/osd/modules/render/drawd3d.h +++ b/src/osd/modules/render/drawd3d.h @@ -43,9 +43,11 @@ public: surface *last_target; texture *last_texture; + // real target dimension int target_width; int target_height; + // only used to identify/find the render target int width; int height; @@ -66,12 +68,14 @@ public: bool init(renderer *d3d, base *d3dintf, int width, int height, int prescale_x, int prescale_y); int next_index(int index) { return ++index > 1 ? 0 : index; } + // real target dimension int target_width; int target_height; int prescale_x; int prescale_y; + // only used to identify/find the render target int width; int height;