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HLSL: Move scanline to occur before defocus
On branch scanline Changes to be committed: modified: hlsl/post.fx Remove scanline effect new file: hlsl/scanline.fx Separate scanline effect into its own shader modified: src/osd/modules/render/d3d/d3dhlsl.cpp Add scanline effect modified: src/osd/modules/render/d3d/d3dhlsl.h Add scanline effect
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hlsl/post.fx
44
hlsl/post.fx
@ -1,7 +1,7 @@
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// license:BSD-3-Clause
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// copyright-holders:Ryan Holtz,ImJezze
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//-----------------------------------------------------------------------------
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// Scanline & Shadowmask Effect
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// Shadowmask Effect
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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@ -68,7 +68,7 @@ static const float PI = 3.1415927f;
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static const float HalfPI = PI * 0.5f;
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//-----------------------------------------------------------------------------
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// Scanline & Shadowmask Vertex Shader
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// Shadowmask Vertex Shader
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//-----------------------------------------------------------------------------
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uniform float2 ScreenDims;
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@ -108,7 +108,7 @@ VS_OUTPUT vs_main(VS_INPUT Input)
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}
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//-----------------------------------------------------------------------------
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// Scanline & Shadowmask Pixel Shader
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// Shadowmask Pixel Shader
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//-----------------------------------------------------------------------------
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uniform float HumBarDesync = 60.0f / 59.94f - 1.0f; // difference between the 59.94 Hz field rate and 60 Hz line frequency (NTSC)
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@ -119,14 +119,6 @@ uniform float TimeMilliseconds = 0.0f;
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uniform float2 ScreenScale = float2(1.0f, 1.0f);
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uniform float2 ScreenOffset = float2(0.0f, 0.0f);
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uniform float ScanlineAlpha = 0.0f;
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uniform float ScanlineScale = 1.0f;
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uniform float ScanlineHeight = 1.0f;
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uniform float ScanlineVariation = 1.0f;
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uniform float ScanlineOffset = 1.0f;
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uniform float ScanlineBrightScale = 1.0f;
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uniform float ScanlineBrightOffset = 1.0f;
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uniform float3 BackColor = float3(0.0f, 0.0f, 0.0f);
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uniform int ShadowTileMode = 0; // 0 based on screen (quad) dimension, 1 based on source dimension
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@ -247,34 +239,6 @@ float4 ps_main(PS_INPUT Input) : COLOR
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// Scanline Simulation (may not affect bloom)
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if (!PrepareBloom)
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{
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// Scanline Simulation (may not affect vector screen)
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if (!VectorScreen && ScanlineAlpha > 0.0f)
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{
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float BrightnessOffset = (ScanlineBrightOffset * ScanlineAlpha);
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float BrightnessScale = (ScanlineBrightScale * ScanlineAlpha) + (1.0f - ScanlineAlpha);
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float ColorBrightness = 0.299f * BaseColor.r + 0.587f * BaseColor.g + 0.114 * BaseColor.b;
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float ScanlineCoord = BaseCoord.y;
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ScanlineCoord += SwapXY
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? QuadDims.x <= SourceDims.x * 2.0f
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? 0.5f / QuadDims.x // uncenter scanlines if the quad is less than twice the size of the source
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: 0.0f
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: QuadDims.y <= SourceDims.y * 2.0f
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? 0.5f / QuadDims.y // uncenter scanlines if the quad is less than twice the size of the source
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: 0.0f;
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ScanlineCoord *= SourceDims.y * ScanlineScale * PI;
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float ScanlineCoordJitter = ScanlineOffset * HalfPI;
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float ScanlineSine = sin(ScanlineCoord + ScanlineCoordJitter);
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float ScanlineWide = ScanlineHeight + ScanlineVariation * max(1.0f, ScanlineHeight) * (1.0f - ColorBrightness);
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float ScanlineAmount = pow(ScanlineSine * ScanlineSine, ScanlineWide);
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float ScanlineBrightness = ScanlineAmount * BrightnessScale + BrightnessOffset * BrightnessScale;
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BaseColor.rgb *= lerp(1.0f, ScanlineBrightness, ScanlineAlpha);
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}
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// Hum Bar Simulation (may not affect vector screen)
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if (!VectorScreen && HumBarAlpha > 0.0f)
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{
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@ -288,7 +252,7 @@ float4 ps_main(PS_INPUT Input) : COLOR
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}
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//-----------------------------------------------------------------------------
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// Scanline & Shadowmask Technique
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// Shadowmask Technique
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//-----------------------------------------------------------------------------
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technique DefaultTechnique
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172
hlsl/scanline.fx
Normal file
172
hlsl/scanline.fx
Normal file
@ -0,0 +1,172 @@
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// license:BSD-3-Clause
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// copyright-holders:Ryan Holtz,ImJezze
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//-----------------------------------------------------------------------------
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// Scanline Effect
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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// Sampler Definitions
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//-----------------------------------------------------------------------------
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texture Diffuse;
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sampler DiffuseSampler = sampler_state
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{
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Texture = <Diffuse>;
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MipFilter = LINEAR;
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MinFilter = LINEAR;
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MagFilter = LINEAR;
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AddressU = CLAMP;
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AddressV = CLAMP;
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AddressW = CLAMP;
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};
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//-----------------------------------------------------------------------------
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// Vertex Definitions
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//-----------------------------------------------------------------------------
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struct VS_INPUT
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{
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float4 Position : POSITION;
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float4 Color : COLOR0;
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float2 TexCoord : TEXCOORD0;
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};
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struct VS_OUTPUT
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{
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float4 Position : POSITION;
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float4 Color : COLOR0;
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float2 TexCoord : TEXCOORD0;
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};
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struct PS_INPUT
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{
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float4 Color : COLOR0;
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float2 TexCoord : TEXCOORD0;
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};
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//-----------------------------------------------------------------------------
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// Constants
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//-----------------------------------------------------------------------------
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static const float PI = 3.1415927f;
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static const float HalfPI = PI * 0.5f;
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//-----------------------------------------------------------------------------
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// Scanline Vertex Shader
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//-----------------------------------------------------------------------------
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uniform float2 ScreenDims;
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uniform float2 SourceDims;
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uniform float2 TargetDims;
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uniform float2 QuadDims;
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uniform bool SwapXY = false;
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VS_OUTPUT vs_main(VS_INPUT Input)
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{
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VS_OUTPUT Output = (VS_OUTPUT)0;
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Output.Position = float4(Input.Position.xyz, 1.0f);
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Output.Position.xy /= ScreenDims;
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Output.Position.y = 1.0f - Output.Position.y; // flip y
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Output.Position.xy -= 0.5f; // center
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Output.Position.xy *= 2.0f; // zoom
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Output.TexCoord = Input.TexCoord;
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Output.TexCoord += 0.5f / TargetDims; // fix half texel offset (DX9)
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Output.Color = Input.Color;
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return Output;
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}
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//-----------------------------------------------------------------------------
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// Scanline Pixel Shader
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//-----------------------------------------------------------------------------
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uniform float2 ScreenScale = float2(1.0f, 1.0f);
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uniform float2 ScreenOffset = float2(0.0f, 0.0f);
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uniform float ScanlineAlpha = 0.0f;
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uniform float ScanlineScale = 1.0f;
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uniform float ScanlineHeight = 1.0f;
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uniform float ScanlineVariation = 1.0f;
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uniform float ScanlineOffset = 1.0f;
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uniform float ScanlineBrightScale = 1.0f;
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uniform float ScanlineBrightOffset = 1.0f;
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float2 GetAdjustedCoords(float2 coord)
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{
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// center coordinates
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coord -= 0.5f;
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// apply screen scale
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coord *= ScreenScale;
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// un-center coordinates
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coord += 0.5f;
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// apply screen offset
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coord += ScreenOffset;
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return coord;
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}
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float4 ps_main(PS_INPUT Input) : COLOR
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{
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float2 BaseCoord = GetAdjustedCoords(Input.TexCoord);
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// Color
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float4 BaseColor = tex2D(DiffuseSampler, BaseCoord);
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BaseColor.a = 1.0f;
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// clip border
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if (BaseCoord.x < 0.0f || BaseCoord.y < 0.0f ||
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BaseCoord.x > 1.0f || BaseCoord.y > 1.0f)
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{
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// we don't use the clip function, because we don't clear the render target before
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return float4(0.0f, 0.0f, 0.0f, 1.0f);
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}
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float BrightnessOffset = (ScanlineBrightOffset * ScanlineAlpha);
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float BrightnessScale = (ScanlineBrightScale * ScanlineAlpha) + (1.0f - ScanlineAlpha);
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float ColorBrightness = 0.299f * BaseColor.r + 0.587f * BaseColor.g + 0.114 * BaseColor.b;
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float ScanlineCoord = BaseCoord.y;
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ScanlineCoord += SwapXY
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? QuadDims.x <= SourceDims.x * 2.0f
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? 0.5f / QuadDims.x // uncenter scanlines if the quad is less than twice the size of the source
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: 0.0f
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: QuadDims.y <= SourceDims.y * 2.0f
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? 0.5f / QuadDims.y // uncenter scanlines if the quad is less than twice the size of the source
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: 0.0f;
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ScanlineCoord *= SourceDims.y * ScanlineScale * PI;
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float ScanlineCoordJitter = ScanlineOffset * HalfPI;
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float ScanlineSine = sin(ScanlineCoord + ScanlineCoordJitter);
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float ScanlineWide = ScanlineHeight + ScanlineVariation * max(1.0f, ScanlineHeight) * (1.0f - ColorBrightness);
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float ScanlineAmount = pow(ScanlineSine * ScanlineSine, ScanlineWide);
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float ScanlineBrightness = ScanlineAmount * BrightnessScale + BrightnessOffset * BrightnessScale;
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BaseColor.rgb *= lerp(1.0f, ScanlineBrightness, ScanlineAlpha);
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return BaseColor;
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}
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//-----------------------------------------------------------------------------
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// Scanline & Shadowmask Technique
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//-----------------------------------------------------------------------------
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technique DefaultTechnique
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{
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pass Pass0
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{
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Lighting = FALSE;
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VertexShader = compile vs_3_0 vs_main();
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PixelShader = compile ps_3_0 ps_main();
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}
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}
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@ -161,15 +161,46 @@ private:
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//============================================================
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shaders::shaders() :
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d3dintf(nullptr), machine(nullptr), d3d(nullptr), post_fx_enable(false), oversampling_enable(false),
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num_screens(0), curr_screen(0), acc_t(0), delta_t(0), shadow_texture(nullptr), options(nullptr),
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black_surface(nullptr), black_texture(nullptr), recording_movie(false), render_snap(false),
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snap_copy_target(nullptr), snap_copy_texture(nullptr), snap_target(nullptr), snap_texture(nullptr),
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snap_width(0), snap_height(0), initialized(false), backbuffer(nullptr), curr_effect(nullptr),
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default_effect(nullptr), prescale_effect(nullptr), post_effect(nullptr), distortion_effect(nullptr),
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focus_effect(nullptr), phosphor_effect(nullptr), deconverge_effect(nullptr), color_effect(nullptr),
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ntsc_effect(nullptr), bloom_effect(nullptr), downsample_effect(nullptr), vector_effect(nullptr),
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curr_texture(nullptr), curr_render_target(nullptr), curr_poly(nullptr),
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d3dintf(nullptr),
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machine(nullptr),
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d3d(nullptr),
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post_fx_enable(false),
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oversampling_enable(false),
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num_screens(0),
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curr_screen(0),
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acc_t(0),
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delta_t(0),
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shadow_texture(nullptr),
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options(nullptr),
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black_surface(nullptr),
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black_texture(nullptr),
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recording_movie(false),
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render_snap(false),
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snap_copy_target(nullptr),
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snap_copy_texture(nullptr),
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snap_target(nullptr),
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snap_texture(nullptr),
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snap_width(0),
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snap_height(0),
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initialized(false),
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backbuffer(nullptr),
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curr_effect(nullptr),
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default_effect(nullptr),
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prescale_effect(nullptr),
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post_effect(nullptr),
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distortion_effect(nullptr),
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scanline_effect(nullptr),
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focus_effect(nullptr),
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phosphor_effect(nullptr),
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deconverge_effect(nullptr),
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color_effect(nullptr),
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ntsc_effect(nullptr),
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bloom_effect(nullptr),
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downsample_effect(nullptr),
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vector_effect(nullptr),
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curr_texture(nullptr),
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curr_render_target(nullptr),
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curr_poly(nullptr),
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d3dx_create_effect_from_file_ptr(nullptr)
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{
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}
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@ -705,6 +736,7 @@ int shaders::create_resources()
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prescale_effect = new effect(this, d3d->get_device(), "prescale.fx", fx_dir);
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phosphor_effect = new effect(this, d3d->get_device(), "phosphor.fx", fx_dir);
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focus_effect = new effect(this, d3d->get_device(), "focus.fx", fx_dir);
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scanline_effect = new effect(this, d3d->get_device(), "scanline.fx", fx_dir);
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deconverge_effect = new effect(this, d3d->get_device(), "deconverge.fx", fx_dir);
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color_effect = new effect(this, d3d->get_device(), "color.fx", fx_dir);
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ntsc_effect = new effect(this, d3d->get_device(), "ntsc.fx", fx_dir);
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@ -718,6 +750,7 @@ int shaders::create_resources()
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!prescale_effect->is_valid() ||
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!phosphor_effect->is_valid() ||
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!focus_effect->is_valid() ||
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!scanline_effect->is_valid() ||
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!deconverge_effect->is_valid() ||
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!color_effect->is_valid() ||
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!ntsc_effect->is_valid() ||
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@ -728,13 +761,16 @@ int shaders::create_resources()
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return 1;
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}
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effect *effects[13] = {
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const int EFFECT_COUNT = 14;
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effect *effects[EFFECT_COUNT] = {
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default_effect,
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post_effect,
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distortion_effect,
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prescale_effect,
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phosphor_effect,
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focus_effect,
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scanline_effect,
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deconverge_effect,
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color_effect,
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ntsc_effect,
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@ -779,21 +815,22 @@ int shaders::create_resources()
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deconverge_effect->add_uniform("RadialConvergeX", uniform::UT_VEC3, uniform::CU_CONVERGE_RADIAL_X);
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deconverge_effect->add_uniform("RadialConvergeY", uniform::UT_VEC3, uniform::CU_CONVERGE_RADIAL_Y);
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scanline_effect->add_uniform("ScanlineAlpha", uniform::UT_FLOAT, uniform::CU_POST_SCANLINE_ALPHA);
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scanline_effect->add_uniform("ScanlineScale", uniform::UT_FLOAT, uniform::CU_POST_SCANLINE_SCALE);
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scanline_effect->add_uniform("ScanlineHeight", uniform::UT_FLOAT, uniform::CU_POST_SCANLINE_HEIGHT);
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scanline_effect->add_uniform("ScanlineVariation", uniform::UT_FLOAT, uniform::CU_POST_SCANLINE_VARIATION);
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scanline_effect->add_uniform("ScanlineBrightScale", uniform::UT_FLOAT, uniform::CU_POST_SCANLINE_BRIGHT_SCALE);
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scanline_effect->add_uniform("ScanlineBrightOffset", uniform::UT_FLOAT, uniform::CU_POST_SCANLINE_BRIGHT_OFFSET);
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focus_effect->add_uniform("Defocus", uniform::UT_VEC2, uniform::CU_FOCUS_SIZE);
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phosphor_effect->add_uniform("Phosphor", uniform::UT_VEC3, uniform::CU_PHOSPHOR_LIFE);
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post_effect->add_uniform("ShadowAlpha", uniform::UT_FLOAT, uniform::CU_POST_SHADOW_ALPHA);
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post_effect->add_uniform("ShadowAlpha", uniform::UT_FLOAT, uniform::CU_POST_SHADOW_ALPHA);
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post_effect->add_uniform("ShadowCount", uniform::UT_VEC2, uniform::CU_POST_SHADOW_COUNT);
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post_effect->add_uniform("ShadowUV", uniform::UT_VEC2, uniform::CU_POST_SHADOW_UV);
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post_effect->add_uniform("ShadowUVOffset", uniform::UT_VEC2, uniform::CU_POST_SHADOW_UV_OFFSET);
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post_effect->add_uniform("ShadowDims", uniform::UT_VEC2, uniform::CU_POST_SHADOW_DIMS);
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post_effect->add_uniform("ScanlineAlpha", uniform::UT_FLOAT, uniform::CU_POST_SCANLINE_ALPHA);
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post_effect->add_uniform("ScanlineScale", uniform::UT_FLOAT, uniform::CU_POST_SCANLINE_SCALE);
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post_effect->add_uniform("ScanlineHeight", uniform::UT_FLOAT, uniform::CU_POST_SCANLINE_HEIGHT);
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post_effect->add_uniform("ScanlineVariation", uniform::UT_FLOAT, uniform::CU_POST_SCANLINE_VARIATION);
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post_effect->add_uniform("ScanlineBrightScale", uniform::UT_FLOAT, uniform::CU_POST_SCANLINE_BRIGHT_SCALE);
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post_effect->add_uniform("ScanlineBrightOffset", uniform::UT_FLOAT, uniform::CU_POST_SCANLINE_BRIGHT_OFFSET);
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post_effect->add_uniform("ShadowDims", uniform::UT_VEC2, uniform::CU_POST_SHADOW_DIMS);
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post_effect->add_uniform("Power", uniform::UT_VEC3, uniform::CU_POST_POWER);
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post_effect->add_uniform("Floor", uniform::UT_VEC3, uniform::CU_POST_FLOOR);
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@ -835,6 +872,7 @@ void shaders::begin_draw()
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prescale_effect->set_technique("DefaultTechnique");
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phosphor_effect->set_technique("DefaultTechnique");
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focus_effect->set_technique("DefaultTechnique");
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scanline_effect->set_technique("DefaultTechnique");
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deconverge_effect->set_technique("DefaultTechnique");
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color_effect->set_technique("DefaultTechnique");
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ntsc_effect->set_technique("DefaultTechnique");
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@ -1040,6 +1078,38 @@ int shaders::deconverge_pass(d3d_render_target *rt, int source_index, poly_info
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return next_index;
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}
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int shaders::scanline_pass(d3d_render_target *rt, int source_index, poly_info *poly, int vertnum)
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{
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int next_index = source_index;
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// skip scanline if alpha is 0
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if (options->scanline_alpha == 0.0f)
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return next_index;
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auto win = d3d->assert_window();
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screen_device_iterator screen_iterator(machine->root_device());
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screen_device *screen = screen_iterator.byindex(curr_screen);
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render_container &screen_container = screen->container();
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float xscale = 1.0f / screen_container.xscale();
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float yscale = 1.0f / screen_container.yscale();
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float xoffset = -screen_container.xoffset();
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float yoffset = -screen_container.yoffset();
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float screen_scale[] = { xscale, yscale };
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float screen_offset[] = { xoffset, yoffset };
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curr_effect = scanline_effect;
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curr_effect->update_uniforms();
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curr_effect->set_texture("Diffuse", rt->target_texture[next_index]);
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curr_effect->set_vector("ScreenScale", 2, screen_scale);
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curr_effect->set_vector("ScreenOffset", 2, screen_offset);
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||||
curr_effect->set_float("ScanlineOffset",
|
||||
curr_texture->get_cur_frame() == 0 ?
|
||||
0.0f : options->scanline_jitter);
|
||||
next_index = rt->next_index(next_index);
|
||||
blit(rt->target_surface[next_index], false, D3DPT_TRIANGLELIST, 0, 2);
|
||||
return next_index;
|
||||
}
|
||||
|
||||
int shaders::defocus_pass(d3d_render_target *rt, int source_index, poly_info *poly, int vertnum)
|
||||
{
|
||||
int next_index = source_index;
|
||||
@ -1353,10 +1423,11 @@ void shaders::render_quad(poly_info *poly, int vertnum)
|
||||
|
||||
int next_index = 0;
|
||||
|
||||
next_index = ntsc_pass(rt, next_index, poly, vertnum); // handled in bgfx
|
||||
next_index = color_convolution_pass(rt, next_index, poly, vertnum); // handled in bgfx
|
||||
next_index = prescale_pass(rt, next_index, poly, vertnum); // handled in bgfx
|
||||
next_index = deconverge_pass(rt, next_index, poly, vertnum); // handled in bgfx
|
||||
next_index = ntsc_pass(rt, next_index, poly, vertnum);
|
||||
next_index = color_convolution_pass(rt, next_index, poly, vertnum);
|
||||
next_index = prescale_pass(rt, next_index, poly, 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);
|
||||
|
||||
@ -1735,6 +1806,11 @@ void shaders::delete_resources()
|
||||
delete focus_effect;
|
||||
focus_effect = nullptr;
|
||||
}
|
||||
if (scanline_effect != nullptr)
|
||||
{
|
||||
delete scanline_effect;
|
||||
scanline_effect = nullptr;
|
||||
}
|
||||
if (deconverge_effect != nullptr)
|
||||
{
|
||||
delete deconverge_effect;
|
||||
|
@ -332,6 +332,7 @@ private:
|
||||
int color_convolution_pass(d3d_render_target *rt, int source_index, poly_info *poly, int vertnum);
|
||||
int prescale_pass(d3d_render_target *rt, int source_index, poly_info *poly, int vertnum);
|
||||
int deconverge_pass(d3d_render_target *rt, int source_index, poly_info *poly, int vertnum);
|
||||
int scanline_pass(d3d_render_target *rt, int source_index, poly_info *poly, int vertnum);
|
||||
int defocus_pass(d3d_render_target *rt, int source_index, poly_info *poly, int vertnum);
|
||||
int phosphor_pass(d3d_render_target *rt, int source_index, poly_info *poly, int vertnum);
|
||||
int post_pass(d3d_render_target *rt, int source_index, poly_info *poly, int vertnum, bool prepare_bloom);
|
||||
@ -381,6 +382,7 @@ private:
|
||||
effect * prescale_effect; // pointer to the prescale-effect object
|
||||
effect * post_effect; // pointer to the post-effect object
|
||||
effect * distortion_effect; // pointer to the distortion-effect object
|
||||
effect * scanline_effect;
|
||||
effect * focus_effect; // pointer to the focus-effect object
|
||||
effect * phosphor_effect; // pointer to the phosphor-effect object
|
||||
effect * deconverge_effect; // pointer to the deconvergence-effect object
|
||||
|
Loading…
Reference in New Issue
Block a user