From ded9493cb097ef7e19aa5eb3136fab819b360a24 Mon Sep 17 00:00:00 2001 From: ImJezze Date: Sat, 9 Jan 2016 16:41:53 +0100 Subject: [PATCH] Fixed YIQ passes - fixed half texel offset - readded usage of A value in encode/decode pass - readded jitter of B value in encode/decode pass - readded usage of P value in encode pass - fixed not set O value uniform for decode pass - removed duplicate YIQ option definition - changed default of O value back to 1.0 --- hlsl/yiq_decode.fx | 106 +++++++++++++++---------- hlsl/yiq_encode.fx | 87 ++++++++++++-------- src/osd/modules/render/d3d/d3dhlsl.cpp | 11 ++- src/osd/windows/winmain.cpp | 4 +- 4 files changed, 127 insertions(+), 81 deletions(-) diff --git a/hlsl/yiq_decode.fx b/hlsl/yiq_decode.fx index 10575a26bba..288d00b2312 100644 --- a/hlsl/yiq_decode.fx +++ b/hlsl/yiq_decode.fx @@ -1,5 +1,5 @@ // license:BSD-3-Clause -// copyright-holders:Ryan Holtz +// copyright-holders:Ryan Holtz,ImJezze //----------------------------------------------------------------------------- // YIQ Decode Effect //----------------------------------------------------------------------------- @@ -41,7 +41,7 @@ sampler DiffuseSampler = sampler_state struct VS_OUTPUT { float4 Position : POSITION; - float4 Coord0 : TEXCOORD0; + float4 TexCoord : TEXCOORD0; }; struct VS_INPUT @@ -49,12 +49,11 @@ struct VS_INPUT float4 Position : POSITION; float4 Color : COLOR0; float2 TexCoord : TEXCOORD0; - float2 Unused : TEXCOORD1; }; struct PS_INPUT { - float4 Coord0 : TEXCOORD0; + float2 TexCoord : TEXCOORD0; }; //----------------------------------------------------------------------------- @@ -71,11 +70,12 @@ VS_OUTPUT vs_main(VS_INPUT Input) Output.Position = float4(Input.Position.xyz, 1.0f); Output.Position.xy /= ScreenDims; - Output.Position.y = 1.0f - Output.Position.y; - Output.Position.xy -= 0.5f; - Output.Position *= float4(2.0f, 2.0f, 1.0f, 1.0f); - Output.Coord0.xy = Input.TexCoord; - Output.Coord0.zw = float2(1.0f / SourceDims.x, 0.0f); + Output.Position.y = 1.0f - Output.Position.y; // flip y + Output.Position.xy -= 0.5f; // center + Output.Position.xy *= 2.0f; // zoom + + Output.TexCoord.xy = Input.TexCoord; + Output.TexCoord.xy += 0.5f / SourceDims; // half texel offset correction (DX9) return Output; } @@ -84,38 +84,54 @@ VS_OUTPUT vs_main(VS_INPUT Input) // YIQ Decode Pixel Shader //----------------------------------------------------------------------------- -uniform float AValue = 0.0f; -uniform float BValue = 0.0f; -uniform float CCValue = 3.04183f; -uniform float PValue = 1.0f; +uniform float AValue = 0.5f; +uniform float BValue = 0.5f; +uniform float CCValue = 3.5975454f; uniform float OValue = 0.0f; +uniform float PValue = 1.0f; // unused + uniform float ScanTime = 52.6f; +uniform float FrameOffset = 0.0f; uniform float NotchHalfWidth = 1.0f; uniform float YFreqResponse = 6.0f; uniform float IFreqResponse = 1.2f; uniform float QFreqResponse = 0.6f; -uniform float PI = 3.141592653589; -uniform float PI2 = 6.283185307178; +//----------------------------------------------------------------------------- +// Constants +//----------------------------------------------------------------------------- + +static const float4 NotchOffset = float4(0.0f, 1.0f, 2.0f, 3.0f); + +static const float PI = 3.1415927f; +static const float PI2 = 6.2831855f; + +static const float MaxC = 2.1183f; +static const float MinC = -1.1183f; +static const float CRange = 3.2366f; float4 ps_main(PS_INPUT Input) : COLOR { - float4 BaseTexel = tex2D(DiffuseSampler, Input.Coord0.xy + 0.5f / SourceDims); + float4 BaseTexel = tex2D(DiffuseSampler, Input.TexCoord.xy); + + float2 InvDims = 1.0f / SourceDims; // YIQ convolution: N coefficients each float4 YAccum = 0.0f; float4 IAccum = 0.0f; float4 QAccum = 0.0f; - float MaxC = 2.1183f; - float MinC = -1.1183f; - float CRange = MaxC - MinC; - float FrameWidthx4 = SourceDims.x * 4.0f * SourceRect.x; - float Fc_y1 = (CCValue - NotchHalfWidth) * ScanTime / FrameWidthx4; - float Fc_y2 = (CCValue + NotchHalfWidth) * ScanTime / FrameWidthx4; - float Fc_y3 = YFreqResponse * ScanTime / FrameWidthx4; - float Fc_i = IFreqResponse * ScanTime / FrameWidthx4; - float Fc_q = QFreqResponse * ScanTime / FrameWidthx4; + + float BValueFrameOffset = BValue * FrameOffset; + + float FrameWidthx4 = SourceDims.x * SourceRect.x * 4.0f; + float TimePerSample = ScanTime / FrameWidthx4; + + float Fc_y1 = (CCValue - NotchHalfWidth) * TimePerSample; + float Fc_y2 = (CCValue + NotchHalfWidth) * TimePerSample; + float Fc_y3 = YFreqResponse * TimePerSample; + float Fc_i = IFreqResponse * TimePerSample; + float Fc_q = QFreqResponse * TimePerSample; float Fc_i_2 = Fc_i * 2.0f; float Fc_q_2 = Fc_q * 2.0f; float Fc_y1_2 = Fc_y1 * 2.0f; @@ -127,18 +143,24 @@ float4 ps_main(PS_INPUT Input) : COLOR float Fc_y2_pi2 = Fc_y2 * PI2; float Fc_y3_pi2 = Fc_y3 * PI2; float PI2Length = PI2 / 82.0f; - float4 NOffset = float4(0.0f, 1.0f, 2.0f, 3.0f); + float W = PI2 * CCValue * ScanTime; - float4 CoordY = Input.Coord0.y; - float4 VPosition = (CoordY * SourceRect.y) * (SourceDims.x / SourceRect.x); + + float4 Cy = Input.TexCoord.y; + float4 VPosition = Cy * (SourceDims.y * SourceRect.y) * 2.0f; + for(float n = -41.0f; n < 42.0f; n += 4.0f) { - float4 n4 = n + NOffset; - float4 CoordX = Input.Coord0.x + Input.Coord0.z * n4 * 0.25f; - float2 TexCoord = float2(CoordX.r, CoordY.r); - float4 C = tex2D(CompositeSampler, TexCoord + float2(0.5f, 0.0f) / SourceDims) * CRange + MinC; - float4 T = (CoordX / SourceRect.x) + VPosition + BValue; + float4 n4 = n + NotchOffset; + + float4 Cx = Input.TexCoord.x + InvDims.x * n4 * 0.25f; + float4 HPosition = (Cx / SourceRect.x); + + float4 C = tex2D(CompositeSampler, float2(Cx.r, Cy.r)) * CRange + MinC; + + float4 T = HPosition + AValue * VPosition + BValueFrameOffset; float4 WT = W * T + OValue; + float4 SincKernel = 0.54f + 0.46f * cos(PI2Length * n4); float4 SincYIn1 = Fc_y1_pi2 * n4; @@ -147,13 +169,13 @@ float4 ps_main(PS_INPUT Input) : COLOR float4 SincIIn = Fc_i_pi2 * n4; float4 SincQIn = Fc_q_pi2 * n4; - float4 SincY1 = ((SincYIn1 != 0.0f) ? (sin(SincYIn1) / SincYIn1) : 1.0f); - float4 SincY2 = ((SincYIn2 != 0.0f) ? (sin(SincYIn2) / SincYIn2) : 1.0f); - float4 SincY3 = ((SincYIn3 != 0.0f) ? (sin(SincYIn3) / SincYIn3) : 1.0f); + float4 SincY1 = SincYIn1 != 0.0f ? sin(SincYIn1) / SincYIn1 : 1.0f; + float4 SincY2 = SincYIn2 != 0.0f ? sin(SincYIn2) / SincYIn2 : 1.0f; + float4 SincY3 = SincYIn3 != 0.0f ? sin(SincYIn3) / SincYIn3 : 1.0f; float4 IdealY = (Fc_y1_2 * SincY1 - Fc_y2_2 * SincY2) + Fc_y3_2 * SincY3; - float4 IdealI = Fc_i_2 * ((SincIIn != 0.0f) ? (sin(SincIIn) / SincIIn) : 1.0f); - float4 IdealQ = Fc_q_2 * ((SincQIn != 0.0f) ? (sin(SincQIn) / SincQIn) : 1.0f); + float4 IdealI = Fc_i_2 * (SincIIn != 0.0f ? sin(SincIIn) / SincIIn : 1.0f); + float4 IdealQ = Fc_q_2 * (SincQIn != 0.0f ? sin(SincQIn) / SincQIn : 1.0f); float4 FilterY = SincKernel * IdealY; float4 FilterI = SincKernel * IdealI; @@ -170,9 +192,11 @@ float4 ps_main(PS_INPUT Input) : COLOR float3 YIQ = float3(Y, I, Q); - float3 OutRGB = float3(dot(YIQ, float3(1.0f, 0.956f, 0.621f)), dot(YIQ, float3(1.0f, -0.272f, -0.647f)), dot(YIQ, float3(1.0f, -1.106f, 1.703f))); - - return float4(OutRGB, BaseTexel.a); + float3 Decode = float3( + dot(YIQ, float3(1.0f, 0.956f, 0.621f)), + dot(YIQ, float3(1.0f, -0.272f, -0.647f)), + dot(YIQ, float3(1.0f, -1.106f, 1.703f))); + return float4(Decode, BaseTexel.a); } //----------------------------------------------------------------------------- diff --git a/hlsl/yiq_encode.fx b/hlsl/yiq_encode.fx index 97470c10d1e..c0db1cf531d 100644 --- a/hlsl/yiq_encode.fx +++ b/hlsl/yiq_encode.fx @@ -1,5 +1,5 @@ // license:BSD-3-Clause -// copyright-holders:Ryan Holtz +// copyright-holders:Ryan Holtz,ImJezze //----------------------------------------------------------------------------- // YIQ Encode Effect //----------------------------------------------------------------------------- @@ -37,7 +37,6 @@ struct VS_INPUT float4 Position : POSITION; float4 Color : COLOR0; float2 TexCoord : TEXCOORD0; - float2 Unused : TEXCOORD1; }; struct PS_INPUT @@ -51,6 +50,8 @@ struct PS_INPUT //----------------------------------------------------------------------------- uniform float2 ScreenDims; +uniform float2 SourceDims; +uniform float2 SourceRect; VS_OUTPUT vs_main(VS_INPUT Input) { @@ -58,11 +59,14 @@ VS_OUTPUT vs_main(VS_INPUT Input) Output.Position = float4(Input.Position.xyz, 1.0f); Output.Position.xy /= ScreenDims; - Output.Position.y = 1.0f - Output.Position.y; - Output.Position.xy -= 0.5f; - Output.Position *= float4(2.0f, 2.0f, 1.0f, 1.0f); - Output.Color = Input.Color; + 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 / SourceDims; // half texel offset correction (DX9) + + Output.Color = Input.Color; return Output; } @@ -71,51 +75,64 @@ VS_OUTPUT vs_main(VS_INPUT Input) // YIQ Encode Pixel Shader //----------------------------------------------------------------------------- -uniform float AValue = 0.0f; -uniform float BValue = 0.0f; -uniform float CCValue = 3.04183f; +uniform float AValue = 0.5f; +uniform float BValue = 0.5f; +uniform float CCValue = 3.5975454f; +uniform float OValue = 0.0f; uniform float PValue = 1.0f; + uniform float ScanTime = 52.6f; - -uniform float2 SourceDims; -uniform float2 SourceRect; - -uniform float4 YDot = float4(0.299f, 0.587f, 0.114f, 0.0f); -uniform float4 IDot = float4(0.595716f, -0.274453f, -0.321263f, 0.0f); -uniform float4 QDot = float4(0.211456f, -0.522591f, 0.311135f, 0.0f); -uniform float4 OffsetX = float4(0.00f, 0.25f, 0.50f, 0.75f); - -uniform float PI = 3.1415926535f; -uniform float PI2 = 6.2831853072f; +uniform float FrameOffset = 0.0f; uniform float MaxC = 2.1183f; uniform float MinC = -1.1183f; uniform float CRange = 3.2366f; -float4 ps_main(PS_INPUT Input) : COLOR -{ - float2 InvDims = 1.0f / SourceDims; - float4 CoordX = float4(Input.TexCoord.x + OffsetX * InvDims.x); - float4 CoordY = Input.TexCoord.y; +//----------------------------------------------------------------------------- +// Constants +//----------------------------------------------------------------------------- - float2 TexelOffset = InvDims * 0.5f; - float4 Texel0 = tex2D(DiffuseSampler, float2(CoordX.x, CoordY.x) + TexelOffset); - float4 Texel1 = tex2D(DiffuseSampler, float2(CoordX.y, CoordY.y) + TexelOffset); - float4 Texel2 = tex2D(DiffuseSampler, float2(CoordX.z, CoordY.z) + TexelOffset); - float4 Texel3 = tex2D(DiffuseSampler, float2(CoordX.w, CoordY.w) + TexelOffset); +static const float4 YDot = float4(0.299f, 0.587f, 0.114f, 0.0f); +static const float4 IDot = float4(0.595716f, -0.274453f, -0.321263f, 0.0f); +static const float4 QDot = float4(0.211456f, -0.522591f, 0.311135f, 0.0f); +static const float4 OffsetX = float4(0.0f, 0.25f, 0.50f, 0.75f); + +static const float PI = 3.1415927f; +static const float PI2 = 6.2831855f; + +float4 ps_main(PS_INPUT Input) : COLOR +{ + float2 InvDims = 1.0f / SourceDims; + + float2 InvPValue = float2(PValue, 0.0f) * InvDims; + + float2 C0 = Input.TexCoord + InvPValue * OffsetX.x; + float2 C1 = Input.TexCoord + InvPValue * OffsetX.y; + float2 C2 = Input.TexCoord + InvPValue * OffsetX.z; + float2 C3 = Input.TexCoord + InvPValue * OffsetX.w; + float4 Cx = float4(C0.x, C1.x, C2.x, C3.x); + float4 Cy = float4(C0.y, C1.y, C2.y, C3.y); + float4 Texel0 = tex2D(DiffuseSampler, C0); + float4 Texel1 = tex2D(DiffuseSampler, C1); + float4 Texel2 = tex2D(DiffuseSampler, C2); + float4 Texel3 = tex2D(DiffuseSampler, C3); float4 Y = float4(dot(Texel0, YDot), dot(Texel1, YDot), dot(Texel2, YDot), dot(Texel3, YDot)); float4 I = float4(dot(Texel0, IDot), dot(Texel1, IDot), dot(Texel2, IDot), dot(Texel3, IDot)); float4 Q = float4(dot(Texel0, QDot), dot(Texel1, QDot), dot(Texel2, QDot), dot(Texel3, QDot)); + + float BValueFrameOffset = BValue * FrameOffset; + + float4 HPosition = Cx / SourceRect.x; + float4 VPosition = Cy * (SourceDims.y * SourceRect.y) * 2.0f; float4 W = PI2 * CCValue * ScanTime; - float4 VPosition = (CoordY * SourceRect.y) * (SourceDims.x / SourceRect.x); - float4 T = CoordX / SourceRect.x + VPosition + BValue; + float4 T = HPosition + AValue * VPosition + BValueFrameOffset; + float4 TW = T * W + OValue; - float4 C = Y + I * cos(T * W) + Q * sin(T * W); - C = (C - MinC) / CRange; + float4 Encoded = Y + I * cos(TW) + Q * sin(TW); - return C; + return (Encoded - MinC) / CRange;; } //----------------------------------------------------------------------------- diff --git a/src/osd/modules/render/d3d/d3dhlsl.cpp b/src/osd/modules/render/d3d/d3dhlsl.cpp index 61be7aad776..0280dd31e68 100644 --- a/src/osd/modules/render/d3d/d3dhlsl.cpp +++ b/src/osd/modules/render/d3d/d3dhlsl.cpp @@ -970,6 +970,7 @@ int shaders::create_resources(bool reset) yiq_encode_effect->add_uniform("CCValue", uniform::UT_FLOAT, uniform::CU_NTSC_CCFREQ); yiq_encode_effect->add_uniform("AValue", uniform::UT_FLOAT, uniform::CU_NTSC_A); yiq_encode_effect->add_uniform("BValue", uniform::UT_FLOAT, uniform::CU_NTSC_B); + yiq_decode_effect->add_uniform("OValue", uniform::UT_FLOAT, uniform::CU_NTSC_O); yiq_encode_effect->add_uniform("PValue", uniform::UT_FLOAT, uniform::CU_NTSC_P); yiq_encode_effect->add_uniform("NotchHalfWidth", uniform::UT_FLOAT, uniform::CU_NTSC_NOTCH); yiq_encode_effect->add_uniform("YFreqResponse", uniform::UT_FLOAT, uniform::CU_NTSC_YFREQ); @@ -1244,10 +1245,15 @@ int shaders::ntsc_pass(render_target *rt, int source_index, poly_info *poly, int return next_index; } + float frame_offset = curr_texture->get_cur_frame() == 0 + ? 0.0f + : (float)curr_texture->get_cur_frame(); + // Convert our signal into YIQ curr_effect = yiq_encode_effect; curr_effect->update_uniforms(); - + curr_effect->set_float("FrameOffset", frame_offset); + // initial "Diffuse" texture is set in shaders::set_texture() next_index = rt->next_index(next_index); @@ -1258,7 +1264,8 @@ int shaders::ntsc_pass(render_target *rt, int source_index, poly_info *poly, int curr_effect->update_uniforms(); curr_effect->set_texture("Composite", rt->native_texture[next_index]); curr_effect->set_texture("Diffuse", curr_texture->get_finaltex()); - + curr_effect->set_float("FrameOffset", frame_offset); + next_index = rt->next_index(next_index); blit(rt->native_target[next_index], true, D3DPT_TRIANGLELIST, 0, 2); diff --git a/src/osd/windows/winmain.cpp b/src/osd/windows/winmain.cpp index 3460f087e52..72682c177c4 100644 --- a/src/osd/windows/winmain.cpp +++ b/src/osd/windows/winmain.cpp @@ -330,7 +330,7 @@ const options_entry windows_options::s_option_entries[] = { WINOPTION_YIQ_CCVALUE";yiqcc", "3.59754545", OPTION_FLOAT, "Color Carrier frequency for NTSC signal processing" }, { WINOPTION_YIQ_AVALUE";yiqa", "0.5", OPTION_FLOAT, "A value for NTSC signal processing" }, { WINOPTION_YIQ_BVALUE";yiqb", "0.5", OPTION_FLOAT, "B value for NTSC signal processing" }, - { WINOPTION_YIQ_OVALUE";yiqo", "1.570796325", OPTION_FLOAT, "Outgoing Color Carrier phase offset for NTSC signal processing" }, + { WINOPTION_YIQ_OVALUE";yiqo", "1.0", OPTION_FLOAT, "Outgoing Color Carrier phase offset for NTSC signal processing" }, { WINOPTION_YIQ_PVALUE";yiqp", "1.0", OPTION_FLOAT, "Incoming Pixel Clock scaling value for NTSC signal processing" }, { WINOPTION_YIQ_NVALUE";yiqn", "1.0", OPTION_FLOAT, "Y filter notch width for NTSC signal processing" }, { WINOPTION_YIQ_YVALUE";yiqy", "6.0", OPTION_FLOAT, "Y filter cutoff frequency for NTSC signal processing" }, @@ -338,8 +338,6 @@ const options_entry windows_options::s_option_entries[] = { WINOPTION_YIQ_QVALUE";yiqq", "0.6", OPTION_FLOAT, "Q filter cutoff frequency for NTSC signal processing" }, { WINOPTION_YIQ_SCAN_TIME";yiqsc", "52.6", OPTION_FLOAT, "Horizontal scanline duration for NTSC signal processing (in usec)" }, { WINOPTION_YIQ_PHASE_COUNT";yiqp", "2", OPTION_INTEGER, "Phase Count value for NTSC signal processing" }, - { WINOPTION_YIQ_SCAN_TIME";yiqsc", "52.6", OPTION_FLOAT, "Horizontal scanline duration for NTSC signal processing (in usec)" }, - { WINOPTION_YIQ_PHASE_COUNT";yiqp", "2", OPTION_INTEGER, "Phase Count value for NTSC signal processing" }, /* Vector simulation below this line */ { NULL, NULL, OPTION_HEADER, "VECTOR POST-PROCESSING OPTIONS" }, { WINOPTION_VECTOR_LENGTH_SCALE";veclength", "0.5", OPTION_FLOAT, "How much length affects vector fade" },