mirror of
https://github.com/holub/mame
synced 2025-04-16 13:34:55 +03:00
Disabled clearing of render targets in several passes (HLSL)
- which was quite a performance overhead and not necessary because the shaders fill every texel of a target without blending
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fcba2195bf
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ef16086fea
@ -120,6 +120,7 @@ uniform float RoundCornerAmount = 0.0f;
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uniform float SmoothBorderAmount = 0.0f;
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uniform float VignettingAmount = 0.0f;
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uniform float ReflectionAmount = 0.0f;
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uniform float3 LightReflectionColor = float3(1.0f, 0.90f, 0.80f); // color temperature 5.000 Kelvin
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uniform bool SwapXY = false;
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@ -280,7 +281,12 @@ float4 ps_main(PS_INPUT Input) : COLOR
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float2 QuadCoord = GetQuadCoords(Input.TexCoord, BaseTargetQuadScale, distortCornerAmount, 0.0f);
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// clip border
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clip(BaseCoord < 0.0f - TexelDims || BaseCoord > 1.0f + TexelDims ? -1 : 1);
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if (BaseCoord.x < 0.0f - TexelDims.x || BaseCoord.y < 0.0f - TexelDims.y ||
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BaseCoord.x > 1.0f + TexelDims.x || BaseCoord.y > 1.0f + TexelDims.y)
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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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// Color
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float4 BaseColor = tex2D(DiffuseSampler, BaseCoord);
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@ -293,14 +299,10 @@ float4 ps_main(PS_INPUT Input) : COLOR
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BaseColor.rgb *= VignetteFactor;
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// Light Reflection Simulation
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float3 LightColor = float3(1.0f, 0.90f, 0.80f); // color temperature 5.000 Kelvin
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float2 SpotCoord = QuadCoord;
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float2 NoiseCoord = QuadCoord;
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float SpotAddend = GetSpotAddend(SpotCoord, ReflectionAmount);
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float NoiseFactor = GetNoiseFactor(SpotAddend, random(NoiseCoord));
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BaseColor.rgb += SpotAddend * NoiseFactor * LightColor;
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float SpotAddend = GetSpotAddend(SpotCoord, ReflectionAmount) * LightReflectionColor;
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BaseColor.rgb += SpotAddend * GetNoiseFactor(SpotAddend, random(SpotCoord));
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// Round Corners Simulation
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float2 RoundCornerCoord = QuadCoord;
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29
hlsl/post.fx
29
hlsl/post.fx
@ -49,17 +49,15 @@ 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 SourceCoord : TEXCOORD0;
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float2 TexCoord : TEXCOORD1;
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float2 ScreenCoord : TEXCOORD2;
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float2 TexCoord : TEXCOORD0;
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float2 ScreenCoord : TEXCOORD1;
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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 SourceCoord : TEXCOORD0;
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float2 TexCoord : TEXCOORD1;
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float2 ScreenCoord : TEXCOORD2;
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float2 TexCoord : TEXCOORD0;
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float2 ScreenCoord : TEXCOORD1;
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};
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//-----------------------------------------------------------------------------
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@ -104,9 +102,6 @@ VS_OUTPUT vs_main(VS_INPUT Input)
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Output.ScreenCoord = Input.Position.xy / ScreenDims;
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Output.SourceCoord = Input.TexCoord;
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Output.SourceCoord += 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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@ -209,19 +204,23 @@ float4 ps_main(PS_INPUT Input) : COLOR
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{
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float2 ScreenCoord = Input.ScreenCoord;
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float2 BaseCoord = GetAdjustedCoords(Input.TexCoord);
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float2 SourceCoord = GetAdjustedCoords(Input.SourceCoord);
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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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clip(BaseCoord < 0.0f || BaseCoord > 1.0f ? -1 : 1);
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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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// Mask Simulation (may not affect bloom)
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if (!PrepareBloom && ShadowAlpha > 0.0f)
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{
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float2 ShadowCoord = GetShadowCoord(ScreenCoord, SourceCoord);
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float2 ShadowCoord = GetShadowCoord(ScreenCoord, BaseCoord);
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float4 ShadowColor = tex2D(ShadowSampler, ShadowCoord);
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float3 ShadowMaskColor = lerp(1.0f, ShadowColor.rgb, ShadowAlpha);
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@ -256,7 +255,7 @@ float4 ps_main(PS_INPUT Input) : COLOR
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float ColorBrightness = 0.299f * BaseColor.r + 0.587f * BaseColor.g + 0.114 * BaseColor.b;
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float ScanlineCoord = SourceCoord.y;
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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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@ -280,7 +279,7 @@ float4 ps_main(PS_INPUT Input) : COLOR
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if (!VectorScreen && HumBarAlpha > 0.0f)
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{
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float HumBarStep = frac(TimeMilliseconds * HumBarDesync);
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float HumBarBrightness = 1.0 - frac(SourceCoord.y + HumBarStep) * HumBarAlpha;
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float HumBarBrightness = 1.0 - frac(BaseCoord.y + HumBarStep) * HumBarAlpha;
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BaseColor.rgb *= HumBarBrightness;
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}
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}
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@ -301,4 +300,4 @@ technique DefaultTechnique
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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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}
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@ -841,10 +841,10 @@ void shaders::begin_draw()
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downsample_effect->set_technique("DefaultTechnique");
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vector_effect->set_technique("DefaultTechnique");
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HRESULT result = d3d->get_device()->GetRenderTarget(0, &backbuffer);
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HRESULT result = d3d->get_device()->SetRenderTarget(0, backbuffer);
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if (FAILED(result))
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{
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osd_printf_verbose("Direct3D: Error %08lX during device GetRenderTarget call\n", result);
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osd_printf_verbose("Direct3D: Error %08lX during device SetRenderTarget call\n", result);
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}
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}
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@ -940,7 +940,7 @@ int shaders::ntsc_pass(d3d_render_target *rt, int source_index, poly_info *poly,
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curr_effect->set_float("SignalOffset", signal_offset);
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next_index = rt->next_index(next_index);
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blit(rt->source_surface[next_index], true, D3DPT_TRIANGLELIST, 0, 2);
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blit(rt->source_surface[next_index], false, D3DPT_TRIANGLELIST, 0, 2);
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color_effect->set_texture("Diffuse", rt->source_texture[next_index]);
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@ -997,7 +997,7 @@ int shaders::color_convolution_pass(d3d_render_target *rt, int source_index, pol
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// initial "Diffuse" texture is set in shaders::set_texture() or the result of shaders::ntsc_pass()
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next_index = rt->next_index(next_index);
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blit(rt->source_surface[next_index], true, D3DPT_TRIANGLELIST, 0, 2);
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blit(rt->source_surface[next_index], false, D3DPT_TRIANGLELIST, 0, 2);
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return next_index;
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}
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@ -1011,7 +1011,7 @@ int shaders::prescale_pass(d3d_render_target *rt, int source_index, poly_info *p
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curr_effect->set_texture("Diffuse", rt->source_texture[next_index]);
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next_index = rt->next_index(next_index);
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blit(rt->target_surface[next_index], true, D3DPT_TRIANGLELIST, 0, 2);
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blit(rt->target_surface[next_index], false, D3DPT_TRIANGLELIST, 0, 2);
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return next_index;
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}
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@ -1034,7 +1034,7 @@ int shaders::deconverge_pass(d3d_render_target *rt, int source_index, poly_info
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curr_effect->set_texture("Diffuse", rt->target_texture[next_index]);
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next_index = rt->next_index(next_index);
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blit(rt->target_surface[next_index], true, D3DPT_TRIANGLELIST, 0, 2);
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blit(rt->target_surface[next_index], false, D3DPT_TRIANGLELIST, 0, 2);
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return next_index;
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}
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@ -1054,7 +1054,7 @@ int shaders::defocus_pass(d3d_render_target *rt, int source_index, poly_info *po
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curr_effect->set_texture("Diffuse", rt->target_texture[next_index]);
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next_index = rt->next_index(next_index);
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blit(rt->target_surface[next_index], true, D3DPT_TRIANGLELIST, 0, 2);
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blit(rt->target_surface[next_index], false, D3DPT_TRIANGLELIST, 0, 2);
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return next_index;
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}
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@ -1076,7 +1076,7 @@ int shaders::phosphor_pass(d3d_render_target *rt, int source_index, poly_info *p
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curr_effect->set_bool("Passthrough", false);
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next_index = rt->next_index(next_index);
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blit(rt->target_surface[next_index], true, D3DPT_TRIANGLELIST, 0, 2);
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blit(rt->target_surface[next_index], false, D3DPT_TRIANGLELIST, 0, 2);
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// Pass along our phosphor'd screen
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curr_effect->update_uniforms();
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@ -1084,8 +1084,7 @@ int shaders::phosphor_pass(d3d_render_target *rt, int source_index, poly_info *p
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curr_effect->set_texture("LastPass", rt->target_texture[next_index]);
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curr_effect->set_bool("Passthrough", true);
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// Avoid changing targets due to page flipping
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blit(rt->cache_surface, true, D3DPT_TRIANGLELIST, 0, 2);
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blit(rt->cache_surface, false, D3DPT_TRIANGLELIST, 0, 2);
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return next_index;
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}
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@ -1130,7 +1129,7 @@ int shaders::post_pass(d3d_render_target *rt, int source_index, poly_info *poly,
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curr_effect->set_bool("PrepareBloom", prepare_bloom);
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next_index = rt->next_index(next_index);
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blit(prepare_bloom ? rt->source_surface[next_index] : rt->target_surface[next_index], true, D3DPT_TRIANGLELIST, 0, 2);
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blit(prepare_bloom ? rt->source_surface[next_index] : rt->target_surface[next_index], false, D3DPT_TRIANGLELIST, 0, 2);
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return next_index;
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}
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@ -1156,7 +1155,7 @@ int shaders::downsample_pass(d3d_render_target *rt, int source_index, poly_info
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? rt->source_texture[next_index]
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: rt->bloom_texture[bloom_index - 1]);
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blit(rt->bloom_surface[bloom_index], true, D3DPT_TRIANGLELIST, 0, 2);
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blit(rt->bloom_surface[bloom_index], false, D3DPT_TRIANGLELIST, 0, 2);
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}
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return next_index;
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@ -1204,7 +1203,7 @@ int shaders::bloom_pass(d3d_render_target *rt, int source_index, poly_info *poly
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}
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next_index = rt->next_index(next_index);
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blit(rt->target_surface[next_index], true, D3DPT_TRIANGLELIST, 0, 2);
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blit(rt->target_surface[next_index], false, D3DPT_TRIANGLELIST, 0, 2);
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return next_index;
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}
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@ -1230,7 +1229,7 @@ int shaders::distortion_pass(d3d_render_target *rt, int source_index, poly_info
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curr_effect->set_texture("DiffuseTexture", rt->target_texture[next_index]);
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next_index = rt->next_index(next_index);
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blit(rt->target_surface[next_index], true, D3DPT_TRIANGLELIST, 0, 2);
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blit(rt->target_surface[next_index], false, D3DPT_TRIANGLELIST, 0, 2);
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return next_index;
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}
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@ -1245,6 +1244,7 @@ int shaders::vector_pass(d3d_render_target *rt, int source_index, poly_info *pol
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curr_effect->set_float("LengthScale", options->vector_length_scale);
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curr_effect->set_float("BeamSmooth", options->vector_beam_smooth);
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// we need to clear the vector render target here
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blit(rt->target_surface[next_index], true, poly->type(), vertnum, poly->count());
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return next_index;
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@ -1260,6 +1260,7 @@ int shaders::vector_buffer_pass(d3d_render_target *rt, int source_index, poly_in
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curr_effect->set_texture("Diffuse", rt->target_texture[next_index]);
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// we need to clear the vector render target here
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next_index = rt->next_index(next_index);
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blit(rt->target_surface[next_index], true, D3DPT_TRIANGLELIST, 0, 2);
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@ -1276,27 +1277,19 @@ int shaders::screen_pass(d3d_render_target *rt, int source_index, poly_info *pol
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curr_effect->set_texture("Diffuse", rt->target_texture[next_index]);
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// we do not clear the backbuffer here because multiple screens might be rendered into
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blit(backbuffer, false, poly->type(), vertnum, poly->count());
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if (recording_movie)
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{
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blit(recorder->target_surface(), false, poly->type(), vertnum, poly->count());
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HRESULT result = d3d->get_device()->SetRenderTarget(0, backbuffer);
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if (FAILED(result))
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osd_printf_verbose("Direct3D: Error %08lX during device SetRenderTarget call\n", result);
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recorder->save_frame();
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}
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if (render_snap)
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{
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blit(snap_target, false, poly->type(), vertnum, poly->count());
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HRESULT result = d3d->get_device()->SetRenderTarget(0, backbuffer);
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if (FAILED(result))
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osd_printf_verbose("Direct3D: Error %08lX during device SetRenderTarget call\n", result);
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// we need to clear the snap render target here
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blit(snap_target, true, poly->type(), vertnum, poly->count());
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render_snapshot(snap_target);
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@ -1458,12 +1451,6 @@ void shaders::render_quad(poly_info *poly, int vertnum)
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next_index = screen_pass(rt, next_index, poly, vertnum);
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d3d->set_wrap(PRIMFLAG_GET_TEXWRAP(curr_texture->get_flags()) ? D3DTADDRESS_WRAP : D3DTADDRESS_CLAMP);
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HRESULT result = d3d->get_device()->SetRenderTarget(0, backbuffer);
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if (FAILED(result))
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{
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osd_printf_verbose("Direct3D: Error %08lX during device SetRenderTarget call\n", result);
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}
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curr_screen++;
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}
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else
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