mirror of
https://github.com/holub/mame
synced 2025-04-20 23:42:22 +03:00
HLSL Updates [Ryan Holtz, Bat Country Entertainment]
- Re-worked render target handling to align pixels better, reducing unintentional blurring - Made major fixes to CVBS simulation, significantly increasing color saturation
This commit is contained in:
parent
3126517ab3
commit
fd7a110eba
10
hlsl/post.fx
10
hlsl/post.fx
@ -80,9 +80,11 @@ VS_OUTPUT vs_main(VS_INPUT Input)
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Output.Position.y -= 0.5f;
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Output.Position *= float4(2.0f, 2.0f, 1.0f, 1.0f);
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Output.Color = Input.Color;
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float2 InvTexSize = float2(1.0f / TargetWidth, 1.0f / TargetHeight);
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float2 TexCoord = (Input.Position.xy * InvTexSize) / float2(WidthRatio, HeightRatio);
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Output.TexCoord = TexCoord;//(Input.TexCoord - float2(0.5f, 0.5f)) / 8.0f + float2(0.25f, 0.25f);
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//float2 InvTexSize = float2(1.0f / TargetWidth, 1.0f / TargetHeight);
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//float2 TexCoord = (Input.Position.xy * InvTexSize) / float2(WidthRatio, HeightRatio);
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float2 Ratios = float2(WidthRatio, HeightRatio);
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float2 Offset = float2(0.5f / RawWidth, 0.5f / RawHeight);
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Output.TexCoord = Input.TexCoord;//(Input.TexCoord - float2(0.5f, 0.5f)) / 8.0f + float2(0.25f, 0.25f);
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Output.ExtraInfo = Input.ExtraInfo;
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return Output;
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@ -148,7 +150,7 @@ float4 ps_main(PS_INPUT Input) : COLOR
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float3 PincushionCurveX = PinUnitCoord.x * PincushionAmount * PincushionR2;
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float3 PincushionCurveY = PinUnitCoord.y * PincushionAmount * PincushionR2;
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float4 BaseTexel = tex2D(DiffuseSampler, BaseCoord * Ratios);
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float4 BaseTexel = tex2D(DiffuseSampler, Input.TexCoord);
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// -- Alpha Clipping (1px border in drawd3d does not work for some reason) --
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clip((ScreenClipCoord.x < 1.0f / TargetWidth) ? -1 : 1);
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@ -7,9 +7,9 @@ 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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MipFilter = POINT;
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MinFilter = POINT;
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MagFilter = POINT;
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AddressU = CLAMP;
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AddressV = CLAMP;
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AddressW = CLAMP;
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@ -70,20 +70,19 @@ VS_OUTPUT vs_main(VS_INPUT Input)
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Output.Position = float4(Input.Position.xyz, 1.0f);
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Output.Position.x /= TargetWidth;
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Output.Position.y /= TargetHeight;
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//Output.Position.x /= WidthRatio;
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//Output.Position.y /= HeightRatio;
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Output.Position.y = 1.0f - Output.Position.y;
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Output.Position.x -= 0.5f;
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Output.Position.y -= 0.5f;
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Output.Position *= float4(2.0f, 2.0f, 1.0f, 1.0f);
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Output.Color = Input.Color;
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float2 InvTexSize = float2(1.0f / TargetWidth, 1.0f / TargetHeight);
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float2 Ratios = float2(WidthRatio, HeightRatio);
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float2 TexCoord = (Input.Position.xy * InvTexSize) / Ratios;
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Output.Coord0 = TexCoord + float2(0.0f / RawWidth, 0.0f);
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Output.Coord1 = TexCoord + float2(0.25f / RawWidth, 0.0f);
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Output.Coord2 = TexCoord + float2(0.5f / RawWidth, 0.0f);
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Output.Coord3 = TexCoord + float2(0.75f / RawWidth, 0.0f);
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Output.Coord4 = TexCoord + float2(1.0f / RawWidth, 0.0f);
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Output.Coord5 = TexCoord + float2(1.25f / RawWidth, 0.0f);
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Output.Coord0 = Input.TexCoord + float2(0.00f / RawWidth, 0.0f);
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Output.Coord1 = Input.TexCoord + float2(0.25f / RawWidth, 0.0f);
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Output.Coord2 = Input.TexCoord + float2(0.50f / RawWidth, 0.0f);
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Output.Coord3 = Input.TexCoord + float2(0.75f / RawWidth, 0.0f);
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Output.Coord4 = Input.TexCoord + float2(1.00f / RawWidth, 0.0f);
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Output.Coord5 = Input.TexCoord + float2(1.25f / RawWidth, 0.0f);
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return Output;
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}
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@ -102,6 +101,7 @@ uniform float BValue;
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float4 ps_main(PS_INPUT Input) : COLOR
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{
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float2 RawDims = float2(RawWidth, RawHeight);
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float4 OrigC = tex2D(DiffuseSampler, Input.Coord0.xy);
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float4 OrigC2 = tex2D(DiffuseSampler, Input.Coord4.xy);
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float4 C = OrigC;
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@ -116,8 +116,7 @@ float4 ps_main(PS_INPUT Input) : COLOR
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float PI = 3.14159265f;
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float2 InvRatios = float2(1.0f / WidthRatio, 1.0f / HeightRatio);
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float2 Scaler = float2(RawWidth, RawHeight) * InvRatios;
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float2 Scaler = RawDims;
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float2 Coord0 = Input.Coord0.xy * Scaler;
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float2 Coord1 = Input.Coord1.xy * Scaler;
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float2 Coord2 = Input.Coord2.xy * Scaler;
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@ -125,8 +124,8 @@ float4 ps_main(PS_INPUT Input) : COLOR
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float2 Coord4 = Input.Coord4.xy * Scaler;
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float2 Coord5 = Input.Coord5.xy * Scaler;
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float W = WValue * 2.0f;
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float YRatio = 0.5333f;
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float W = WValue;
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float YRatio = 1.0f;
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float T0 = Coord0.x + AValue * YRatio * Coord0.y + BValue;
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float T1 = Coord1.x + AValue * YRatio * Coord1.y + BValue;
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float T2 = Coord2.x + AValue * YRatio * Coord2.y + BValue;
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@ -152,8 +151,6 @@ float4 ps_main(PS_INPUT Input) : COLOR
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float3 OutRGB = float3(dot(YIQ, float3(1.0f, 0.9563f, 0.6210f)), dot(YIQ, float3(1.0f, -0.2721f, -0.6474f)), dot(YIQ, float3(1.0f, -1.1070f, 1.7046f)));
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// Debugging: return sin(W * Tc) * 0.5f + 0.5f;
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// Debugging: return float4(0.5f + 0.5f * sin(W * float3(T0, T2, T4)), 1.0f);
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return float4(OutRGB, 1.0f);
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}
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@ -66,19 +66,16 @@ VS_OUTPUT vs_main(VS_INPUT Input)
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Output.Position = float4(Input.Position.xyz, 1.0f);
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Output.Position.x /= TargetWidth;
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Output.Position.y /= TargetHeight;
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Output.Position.y /= HeightRatio;
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Output.Position.y = 1.0f - Output.Position.y;
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Output.Position.x /= WidthRatio;
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Output.Position.x -= 0.5f;
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Output.Position.y -= 0.5f;
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Output.Position *= float4(2.0f, 2.0f, 1.0f, 1.0f);
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Output.Color = Input.Color;
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float2 InvTexSize = float2(1.0f / TargetWidth, 1.0f / TargetHeight);
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Output.Coord0 = Input.TexCoord + float2(0.00f / RawWidth, 0.0f);
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Output.Coord1 = Input.TexCoord + float2(0.25f / RawWidth, 0.0f);
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Output.Coord2 = Input.TexCoord + float2(0.50f / RawWidth, 0.0f);
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Output.Coord3 = Input.TexCoord + float2(0.75f / RawWidth, 0.0f);
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return Output;
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}
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@ -96,28 +93,26 @@ uniform float BValue;
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float4 ps_main(PS_INPUT Input) : COLOR
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{
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float3 Texel0 = tex2D(DiffuseSampler, Input.Coord0).rgb;
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float3 Texel1 = tex2D(DiffuseSampler, Input.Coord1).rgb;
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float3 Texel2 = tex2D(DiffuseSampler, Input.Coord2).rgb;
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float3 Texel3 = tex2D(DiffuseSampler, Input.Coord3).rgb;
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float2 InvRatios = float2(1.0f / WidthRatio, 1.0f / HeightRatio);
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float2 Offset = float2(0.5f / RawWidth, 0.5f / RawHeight);
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float3 Texel0 = tex2D(DiffuseSampler, Input.Coord0 - Offset).rgb;
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float3 Texel1 = tex2D(DiffuseSampler, Input.Coord1 - Offset).rgb;
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float3 Texel2 = tex2D(DiffuseSampler, Input.Coord2 - Offset).rgb;
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float3 Texel3 = tex2D(DiffuseSampler, Input.Coord3 - Offset).rgb;
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float2 Scaler = float2(RawWidth, RawHeight);
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float2 Coord0 = Input.Coord0.xy * Scaler;
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float2 Coord1 = Input.Coord1.xy * Scaler;
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float2 Coord2 = Input.Coord2.xy * Scaler;
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float2 Coord3 = Input.Coord3.xy * Scaler;
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// Cos goes from 1 to 0 to 1 over the course of 2PI
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// Sin goes from 0 to 1 to 0 over the course of 2PI
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// WValue is 4PI / 3
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// That is, 3 cycles through WValue will reuslt in 4PI being traversed, or cos() to go from 1 to 0 to 1 to 0 to 1
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// WValue appears to be the chroma carrier rate
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// 1 Pixel -> 1 cycle
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// WValue will cycle from 1 to 0 to 1 to 0 to 1 over 3 pixels
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float PI = 3.14159265f;
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float W = WValue;
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float T0 = Input.Coord0.x * (RawWidth / WidthRatio) * 2.0f + AValue * 0.5333f * Input.Coord0.y * (RawHeight / HeightRatio) * 2.0f + BValue * 2.0f + 2.0f;
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float T1 = Input.Coord1.x * (RawWidth / WidthRatio) * 2.0f + AValue * 0.5333f * Input.Coord1.y * (RawHeight / HeightRatio) * 2.0f + BValue * 2.0f + 2.0f;
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float T2 = Input.Coord2.x * (RawWidth / WidthRatio) * 2.0f + AValue * 0.5333f * Input.Coord2.y * (RawHeight / HeightRatio) * 2.0f + BValue * 2.0f + 2.0f;
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float T3 = Input.Coord3.x * (RawWidth / WidthRatio) * 2.0f + AValue * 0.5333f * Input.Coord3.y * (RawHeight / HeightRatio) * 2.0f + BValue * 2.0f + 2.0f;
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float YRatio = 1.0f;
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float T0 = Coord0.x + AValue * YRatio * Coord0.y + BValue;
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float T1 = Coord1.x + AValue * YRatio * Coord1.y + BValue;
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float T2 = Coord2.x + AValue * YRatio * Coord2.y + BValue;
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float T3 = Coord3.x + AValue * YRatio * Coord3.y + BValue;
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float Y0 = dot(Texel0, float3(0.299f, 0.587f, 0.114f));
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float I0 = dot(Texel0, float3(0.595716f, -0.274453f, -0.321263f));
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float Q0 = dot(Texel0, float3(0.211456f, -0.522591f, 0.311135f));
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@ -134,8 +129,6 @@ float4 ps_main(PS_INPUT Input) : COLOR
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float I3 = dot(Texel3, float3(0.595716f, -0.274453f, -0.321263f));
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float Q3 = dot(Texel3, float3(0.211456f, -0.522591f, 0.311135f));
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//float MaxC = 1.5957f;
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//float MinC = -0.5957f;
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float MaxC = 2.1183f;
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float MinC = -1.1183f;
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float CRange = MaxC - MinC;
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@ -149,7 +142,6 @@ float4 ps_main(PS_INPUT Input) : COLOR
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C2 = (C2 - MinC) / CRange;
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C3 = (C3 - MinC) / CRange;
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float4 Tc = float4(T0, T1, T2, T3);
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return float4(C0, C1, C2, C3);
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}
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@ -87,7 +87,7 @@ extern void mtlog_add(const char *event);
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#define ENABLE_BORDER_PIX (1)
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#define VERTEX_BASE_FORMAT (D3DFVF_DIFFUSE | D3DFVF_TEX1 | D3DFVF_TEX2)
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#define VERTEX_BUFFER_SIZE (2048*4)
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#define VERTEX_BUFFER_SIZE (2048*6+6)
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enum
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{
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@ -200,6 +200,7 @@ struct _d3d_info
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d3d_effect * color_effect; // pointer to the current color-effect object
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d3d_effect * yiq_encode_effect; // pointer to the current YIQ encoder effect object
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d3d_effect * yiq_decode_effect; // pointer to the current YIQ decoder effect object
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d3d_vertex * fsfx_vertices; // pointer to our full-screen-quad object
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poly_info poly[VERTEX_BUFFER_SIZE / 3];// array to hold polygons as they are created
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int numpolys; // number of accumulated polygons
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@ -524,6 +525,7 @@ static int update_window_size(win_window_info *window);
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// drawing
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static void draw_line(d3d_info *d3d, const render_primitive *prim);
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static void draw_quad(d3d_info *d3d, const render_primitive *prim);
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static void init_fsfx_quad(d3d_info *d3d);
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// primitives
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static d3d_vertex *primitive_alloc(d3d_info *d3d, int numverts);
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@ -744,6 +746,11 @@ mtlog_add("drawd3d_window_draw: begin_scene");
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d3d->lockedbuf = NULL;
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// loop over primitives
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if(d3d->hlsl_enable && d3dintf->post_fx_available)
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{
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init_fsfx_quad(d3d);
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}
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mtlog_add("drawd3d_window_draw: primitive loop begin");
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for (prim = window->primlist->first(); prim != NULL; prim = prim->next())
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switch (prim->type)
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@ -1973,6 +1980,59 @@ static void draw_quad(d3d_info *d3d, const render_primitive *prim)
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//============================================================
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// init_fsfx_quad
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//============================================================
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static void init_fsfx_quad(d3d_info *d3d)
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{
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// get a pointer to the vertex buffer
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d3d->fsfx_vertices = primitive_alloc(d3d, 6);
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if (d3d->fsfx_vertices == NULL)
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return;
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// fill in the vertexes clockwise
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windows_options &options = downcast<windows_options &>(d3d->window->machine().options());
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float scale_top = options.screen_scale_top();
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float scale_bottom = options.screen_scale_bottom();
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d3d->fsfx_vertices[0].x = (d3d->width * (scale_top * 0.5f - 0.5f));
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d3d->fsfx_vertices[0].y = 0.0f;
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d3d->fsfx_vertices[1].x = d3d->width - (d3d->width * (scale_top * 0.5f - 0.5f));
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d3d->fsfx_vertices[1].y = 0.0f;
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d3d->fsfx_vertices[2].x = (d3d->width * (scale_bottom * 0.5f - 0.5f));
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d3d->fsfx_vertices[2].y = d3d->height;
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d3d->fsfx_vertices[3].x = d3d->width - (d3d->width * (scale_top * 0.5f - 0.5f));
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d3d->fsfx_vertices[3].y = 0.0f;
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d3d->fsfx_vertices[4].x = (d3d->width * (scale_bottom * 0.5f - 0.5f));
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d3d->fsfx_vertices[4].y = d3d->height;
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d3d->fsfx_vertices[5].x = d3d->width - (d3d->width * (scale_bottom * 0.5f - 0.5f));
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d3d->fsfx_vertices[5].y = d3d->height;
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d3d->fsfx_vertices[0].u0 = 0.0f;
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d3d->fsfx_vertices[0].v0 = 0.0f;
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d3d->fsfx_vertices[1].u0 = 1.0f;
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d3d->fsfx_vertices[1].v0 = 0.0f;
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d3d->fsfx_vertices[2].u0 = 0.0f;
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d3d->fsfx_vertices[2].v0 = 1.0f;
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d3d->fsfx_vertices[3].u0 = 1.0f;
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d3d->fsfx_vertices[3].v0 = 0.0f;
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d3d->fsfx_vertices[4].u0 = 0.0f;
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d3d->fsfx_vertices[4].v0 = 1.0f;
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d3d->fsfx_vertices[5].u0 = 1.0f;
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d3d->fsfx_vertices[5].v0 = 1.0f;
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// set the color, Z parameters to standard values
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for (int i = 0; i < 6; i++)
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{
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d3d->fsfx_vertices[i].z = 0.0f;
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d3d->fsfx_vertices[i].rhw = 1.0f;
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d3d->fsfx_vertices[i].color = D3DCOLOR_ARGB(255, 255, 255, 255);
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}
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}
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//============================================================
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// primitive_alloc
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//============================================================
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@ -2050,13 +2110,18 @@ static void primitive_flush_pending(d3d_info *d3d)
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{
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result = (*d3dintf->device.get_render_target)(d3d->device, 0, &backbuffer);
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if (result != D3D_OK) mame_printf_verbose("Direct3D: Error %08X during device get_render_target call\n", (int)result);
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vertnum = 6;
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}
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else
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{
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vertnum = 0;
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}
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windows_options &options = downcast<windows_options &>(d3d->window->machine().options());
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int cur_render_screen = 0;
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// now do the polys
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for (polynum = vertnum = 0; polynum < d3d->numpolys; polynum++)
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for (polynum = 0; polynum < d3d->numpolys; polynum++)
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{
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poly_info *poly = &d3d->poly[polynum];
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int newfilter;
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@ -2160,7 +2225,7 @@ static void primitive_flush_pending(d3d_info *d3d)
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{
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(*d3dintf->effect.begin_pass)(curr_effect, pass);
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// add the primitives
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result = (*d3dintf->device.draw_primitive)(d3d->device, poly->type, vertnum, poly->count);
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result = (*d3dintf->device.draw_primitive)(d3d->device, poly->type, 0, poly->count);
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if (result != D3D_OK) mame_printf_verbose("Direct3D: Error %08X during device draw_primitive call\n", (int)result);
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(*d3dintf->effect.end_pass)(curr_effect);
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}
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@ -2177,8 +2242,6 @@ static void primitive_flush_pending(d3d_info *d3d)
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(*d3dintf->effect.set_float)(curr_effect, "HeightRatio", poly->texture != NULL ? (1.0f / (poly->texture->vstop - poly->texture->vstart)) : 0.0f);
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(*d3dintf->effect.set_float)(curr_effect, "TargetWidth", (float)d3d->width);
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(*d3dintf->effect.set_float)(curr_effect, "TargetHeight", (float)d3d->height);
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(*d3dintf->effect.set_float)(curr_effect, "TargetWidth", (float)d3d->width);
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(*d3dintf->effect.set_float)(curr_effect, "TargetHeight", (float)d3d->height);
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(*d3dintf->effect.set_float)(curr_effect, "WValue", options.screen_yiq_w());
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(*d3dintf->effect.set_float)(curr_effect, "AValue", options.screen_yiq_a());
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(*d3dintf->effect.set_float)(curr_effect, "BValue", (float)poly->texture->cur_frame * options.screen_yiq_b());
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@ -2195,7 +2258,7 @@ static void primitive_flush_pending(d3d_info *d3d)
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{
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(*d3dintf->effect.begin_pass)(curr_effect, pass);
|
||||
// add the primitives
|
||||
result = (*d3dintf->device.draw_primitive)(d3d->device, poly->type, vertnum, poly->count);
|
||||
result = (*d3dintf->device.draw_primitive)(d3d->device, poly->type, 0, poly->count);
|
||||
if (result != D3D_OK) mame_printf_verbose("Direct3D: Error %08X during device draw_primitive call\n", (int)result);
|
||||
(*d3dintf->effect.end_pass)(curr_effect);
|
||||
}
|
||||
@ -2252,7 +2315,7 @@ static void primitive_flush_pending(d3d_info *d3d)
|
||||
{
|
||||
(*d3dintf->effect.begin_pass)(curr_effect, pass);
|
||||
// add the primitives
|
||||
result = (*d3dintf->device.draw_primitive)(d3d->device, poly->type, vertnum, poly->count);
|
||||
result = (*d3dintf->device.draw_primitive)(d3d->device, poly->type, 0, poly->count);
|
||||
if (result != D3D_OK) mame_printf_verbose("Direct3D: Error %08X during device draw_primitive call\n", (int)result);
|
||||
(*d3dintf->effect.end_pass)(curr_effect);
|
||||
}
|
||||
@ -2293,7 +2356,7 @@ static void primitive_flush_pending(d3d_info *d3d)
|
||||
{
|
||||
(*d3dintf->effect.begin_pass)(curr_effect, pass);
|
||||
// add the primitives
|
||||
result = (*d3dintf->device.draw_primitive)(d3d->device, poly->type, vertnum, poly->count);
|
||||
result = (*d3dintf->device.draw_primitive)(d3d->device, poly->type, 0, poly->count);
|
||||
if (result != D3D_OK) mame_printf_verbose("Direct3D: Error %08X during device draw_primitive call\n", (int)result);
|
||||
(*d3dintf->effect.end_pass)(curr_effect);
|
||||
}
|
||||
@ -2331,7 +2394,7 @@ static void primitive_flush_pending(d3d_info *d3d)
|
||||
{
|
||||
(*d3dintf->effect.begin_pass)(curr_effect, pass);
|
||||
// add the primitives
|
||||
result = (*d3dintf->device.draw_primitive)(d3d->device, poly->type, vertnum, poly->count);
|
||||
result = (*d3dintf->device.draw_primitive)(d3d->device, poly->type, 0, poly->count);
|
||||
if (result != D3D_OK) mame_printf_verbose("Direct3D: Error %08X during device draw_primitive call\n", (int)result);
|
||||
(*d3dintf->effect.end_pass)(curr_effect);
|
||||
}
|
||||
@ -2361,7 +2424,7 @@ static void primitive_flush_pending(d3d_info *d3d)
|
||||
{
|
||||
(*d3dintf->effect.begin_pass)(curr_effect, pass);
|
||||
// add the primitives
|
||||
result = (*d3dintf->device.draw_primitive)(d3d->device, poly->type, vertnum, poly->count);
|
||||
result = (*d3dintf->device.draw_primitive)(d3d->device, poly->type, 0, poly->count);
|
||||
if (result != D3D_OK) mame_printf_verbose("Direct3D: Error %08X during device draw_primitive call\n", (int)result);
|
||||
(*d3dintf->effect.end_pass)(curr_effect);
|
||||
}
|
||||
@ -2396,7 +2459,7 @@ static void primitive_flush_pending(d3d_info *d3d)
|
||||
{
|
||||
(*d3dintf->effect.begin_pass)(curr_effect, pass);
|
||||
// add the primitives
|
||||
result = (*d3dintf->device.draw_primitive)(d3d->device, poly->type, vertnum, poly->count);
|
||||
result = (*d3dintf->device.draw_primitive)(d3d->device, poly->type, 0, poly->count);
|
||||
if (result != D3D_OK) mame_printf_verbose("Direct3D: Error %08X during device draw_primitive call\n", (int)result);
|
||||
(*d3dintf->effect.end_pass)(curr_effect);
|
||||
}
|
||||
@ -2422,7 +2485,7 @@ static void primitive_flush_pending(d3d_info *d3d)
|
||||
{
|
||||
(*d3dintf->effect.begin_pass)(curr_effect, pass);
|
||||
// add the primitives
|
||||
result = (*d3dintf->device.draw_primitive)(d3d->device, poly->type, vertnum, poly->count);
|
||||
result = (*d3dintf->device.draw_primitive)(d3d->device, poly->type, 0, poly->count);
|
||||
if (result != D3D_OK) mame_printf_verbose("Direct3D: Error %08X during device draw_primitive call\n", (int)result);
|
||||
(*d3dintf->effect.end_pass)(curr_effect);
|
||||
}
|
||||
@ -2432,7 +2495,7 @@ static void primitive_flush_pending(d3d_info *d3d)
|
||||
/* Scanlines and shadow mask */
|
||||
curr_effect = d3d->post_effect;
|
||||
|
||||
(*d3dintf->effect.set_texture)(curr_effect, "Diffuse", poly->texture->d3dtexture0);
|
||||
(*d3dintf->effect.set_texture)(curr_effect, "Diffuse", poly->texture->d3dtexture3);
|
||||
|
||||
result = (*d3dintf->device.set_render_target)(d3d->device, 0, backbuffer);
|
||||
if (result != D3D_OK) mame_printf_verbose("Direct3D: Error %08X during device set_render_target call 5\n", (int)result);
|
||||
@ -2686,7 +2749,6 @@ static texture_info *texture_create(d3d_info *d3d, const render_texinfo *texsour
|
||||
goto error;
|
||||
(*d3dintf->texture.get_surface_level)(texture->d3dtexture3, 0, &texture->d3dtarget3);
|
||||
|
||||
printf("Boo\n");
|
||||
result = (*d3dintf->device.create_texture)(d3d->device, (int)(scwidth * d3d->oversample_x), (int)(scheight * d3d->oversample_y), 1, D3DUSAGE_RENDERTARGET, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &texture->d3dtexture4);
|
||||
if (result != D3D_OK)
|
||||
goto error;
|
||||
|
@ -341,6 +341,8 @@ const options_entry windows_options::s_option_entries[] =
|
||||
{ WINOPTION_OVERSAMPLE_X";fs_overx(0.1-9.0)", "1.0", OPTION_FLOAT, "oversample amount in screen-relative X direction, multiple" },
|
||||
{ WINOPTION_OVERSAMPLE_Y";fs_overy(0.1-9.0)", "1.0", OPTION_FLOAT, "oversample amount in screen-relative Y direction, multiple" },
|
||||
{ WINOPTION_CURVATURE";fs_curv(0.0-4.0)", "0.0", OPTION_FLOAT, "screen curvature amount" },
|
||||
{ WINOPTION_SCREEN_SCALE_TOP";fs_scalex(0.0-2.0)", "1.0", OPTION_FLOAT, "screen scale, top" },
|
||||
{ WINOPTION_SCREEN_SCALE_BOTTOM";fs_scaley(0.0-2.0)", "1.0", OPTION_FLOAT, "screen scale, bottom" },
|
||||
/* Beam-related values below this line*/
|
||||
{ WINOPTION_PINCUSHION";fs_pin(0.0-4.0)", "0.0", OPTION_FLOAT, "pincushion amount" },
|
||||
{ WINOPTION_SCANLINE_AMOUNT";fs_scanam(0.0-4.0)", "0.0", OPTION_FLOAT, "overall alpha scaling value for scanlines" },
|
||||
|
@ -90,6 +90,8 @@
|
||||
#define WINOPTION_SHADOW_MASK_USIZE "shadow_mask_usize"
|
||||
#define WINOPTION_SHADOW_MASK_VSIZE "shadow_mask_vsize"
|
||||
#define WINOPTION_PINCUSHION "pincushion"
|
||||
#define WINOPTION_SCREEN_SCALE_TOP "screen_scale_top"
|
||||
#define WINOPTION_SCREEN_SCALE_BOTTOM "screen_scale_bottom"
|
||||
#define WINOPTION_CURVATURE "curvature"
|
||||
#define WINOPTION_OVERSAMPLE_X "oversample_x"
|
||||
#define WINOPTION_OVERSAMPLE_Y "oversample_y"
|
||||
@ -224,6 +226,8 @@ public:
|
||||
float screen_scanline_bright_offset() const { return float_value(WINOPTION_SCANLINE_BRIGHT_OFFSET); }
|
||||
float screen_scanline_offset() const { return float_value(WINOPTION_SCANLINE_OFFSET); }
|
||||
float screen_pincushion() const { return float_value(WINOPTION_PINCUSHION); }
|
||||
float screen_scale_top() const { return float_value(WINOPTION_SCREEN_SCALE_TOP); }
|
||||
float screen_scale_bottom() const { return float_value(WINOPTION_SCREEN_SCALE_BOTTOM); }
|
||||
float screen_curvature() const { return float_value(WINOPTION_CURVATURE); }
|
||||
float screen_defocus_x() const { return float_value(WINOPTION_DEFOCUS_X); }
|
||||
float screen_defocus_y() const { return float_value(WINOPTION_DEFOCUS_Y); }
|
||||
|
Loading…
Reference in New Issue
Block a user