diff --git a/hlsl/post.fx b/hlsl/post.fx index fa2082e6591..fba984dd01b 100644 --- a/hlsl/post.fx +++ b/hlsl/post.fx @@ -80,9 +80,11 @@ VS_OUTPUT vs_main(VS_INPUT Input) Output.Position.y -= 0.5f; Output.Position *= float4(2.0f, 2.0f, 1.0f, 1.0f); Output.Color = Input.Color; - float2 InvTexSize = float2(1.0f / TargetWidth, 1.0f / TargetHeight); - float2 TexCoord = (Input.Position.xy * InvTexSize) / float2(WidthRatio, HeightRatio); - Output.TexCoord = TexCoord;//(Input.TexCoord - float2(0.5f, 0.5f)) / 8.0f + float2(0.25f, 0.25f); + //float2 InvTexSize = float2(1.0f / TargetWidth, 1.0f / TargetHeight); + //float2 TexCoord = (Input.Position.xy * InvTexSize) / float2(WidthRatio, HeightRatio); + float2 Ratios = float2(WidthRatio, HeightRatio); + float2 Offset = float2(0.5f / RawWidth, 0.5f / RawHeight); + Output.TexCoord = Input.TexCoord;//(Input.TexCoord - float2(0.5f, 0.5f)) / 8.0f + float2(0.25f, 0.25f); Output.ExtraInfo = Input.ExtraInfo; return Output; @@ -148,7 +150,7 @@ float4 ps_main(PS_INPUT Input) : COLOR float3 PincushionCurveX = PinUnitCoord.x * PincushionAmount * PincushionR2; float3 PincushionCurveY = PinUnitCoord.y * PincushionAmount * PincushionR2; - float4 BaseTexel = tex2D(DiffuseSampler, BaseCoord * Ratios); + float4 BaseTexel = tex2D(DiffuseSampler, Input.TexCoord); // -- Alpha Clipping (1px border in drawd3d does not work for some reason) -- clip((ScreenClipCoord.x < 1.0f / TargetWidth) ? -1 : 1); diff --git a/hlsl/yiq_decode.fx b/hlsl/yiq_decode.fx index ee5d37bfa36..4fa190ed699 100644 --- a/hlsl/yiq_decode.fx +++ b/hlsl/yiq_decode.fx @@ -7,9 +7,9 @@ texture Diffuse; sampler DiffuseSampler = sampler_state { Texture = ; - MipFilter = LINEAR; - MinFilter = LINEAR; - MagFilter = LINEAR; + MipFilter = POINT; + MinFilter = POINT; + MagFilter = POINT; AddressU = CLAMP; AddressV = CLAMP; AddressW = CLAMP; @@ -70,20 +70,19 @@ VS_OUTPUT vs_main(VS_INPUT Input) Output.Position = float4(Input.Position.xyz, 1.0f); Output.Position.x /= TargetWidth; Output.Position.y /= TargetHeight; + //Output.Position.x /= WidthRatio; + //Output.Position.y /= HeightRatio; Output.Position.y = 1.0f - Output.Position.y; Output.Position.x -= 0.5f; Output.Position.y -= 0.5f; Output.Position *= float4(2.0f, 2.0f, 1.0f, 1.0f); Output.Color = Input.Color; - float2 InvTexSize = float2(1.0f / TargetWidth, 1.0f / TargetHeight); - float2 Ratios = float2(WidthRatio, HeightRatio); - float2 TexCoord = (Input.Position.xy * InvTexSize) / Ratios; - Output.Coord0 = TexCoord + float2(0.0f / RawWidth, 0.0f); - Output.Coord1 = TexCoord + float2(0.25f / RawWidth, 0.0f); - Output.Coord2 = TexCoord + float2(0.5f / RawWidth, 0.0f); - Output.Coord3 = TexCoord + float2(0.75f / RawWidth, 0.0f); - Output.Coord4 = TexCoord + float2(1.0f / RawWidth, 0.0f); - Output.Coord5 = TexCoord + float2(1.25f / RawWidth, 0.0f); + Output.Coord0 = Input.TexCoord + float2(0.00f / RawWidth, 0.0f); + Output.Coord1 = Input.TexCoord + float2(0.25f / RawWidth, 0.0f); + Output.Coord2 = Input.TexCoord + float2(0.50f / RawWidth, 0.0f); + Output.Coord3 = Input.TexCoord + float2(0.75f / RawWidth, 0.0f); + Output.Coord4 = Input.TexCoord + float2(1.00f / RawWidth, 0.0f); + Output.Coord5 = Input.TexCoord + float2(1.25f / RawWidth, 0.0f); return Output; } @@ -102,6 +101,7 @@ uniform float BValue; float4 ps_main(PS_INPUT Input) : COLOR { + float2 RawDims = float2(RawWidth, RawHeight); float4 OrigC = tex2D(DiffuseSampler, Input.Coord0.xy); float4 OrigC2 = tex2D(DiffuseSampler, Input.Coord4.xy); float4 C = OrigC; @@ -116,8 +116,7 @@ float4 ps_main(PS_INPUT Input) : COLOR float PI = 3.14159265f; - float2 InvRatios = float2(1.0f / WidthRatio, 1.0f / HeightRatio); - float2 Scaler = float2(RawWidth, RawHeight) * InvRatios; + float2 Scaler = RawDims; float2 Coord0 = Input.Coord0.xy * Scaler; float2 Coord1 = Input.Coord1.xy * Scaler; float2 Coord2 = Input.Coord2.xy * Scaler; @@ -125,8 +124,8 @@ float4 ps_main(PS_INPUT Input) : COLOR float2 Coord4 = Input.Coord4.xy * Scaler; float2 Coord5 = Input.Coord5.xy * Scaler; - float W = WValue * 2.0f; - float YRatio = 0.5333f; + float W = WValue; + float YRatio = 1.0f; float T0 = Coord0.x + AValue * YRatio * Coord0.y + BValue; float T1 = Coord1.x + AValue * YRatio * Coord1.y + BValue; float T2 = Coord2.x + AValue * YRatio * Coord2.y + BValue; @@ -152,8 +151,6 @@ float4 ps_main(PS_INPUT Input) : COLOR 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))); - // Debugging: return sin(W * Tc) * 0.5f + 0.5f; - // Debugging: return float4(0.5f + 0.5f * sin(W * float3(T0, T2, T4)), 1.0f); return float4(OutRGB, 1.0f); } diff --git a/hlsl/yiq_encode.fx b/hlsl/yiq_encode.fx index da7e095b257..24fe25c895a 100644 --- a/hlsl/yiq_encode.fx +++ b/hlsl/yiq_encode.fx @@ -66,19 +66,16 @@ VS_OUTPUT vs_main(VS_INPUT Input) Output.Position = float4(Input.Position.xyz, 1.0f); Output.Position.x /= TargetWidth; Output.Position.y /= TargetHeight; - Output.Position.y /= HeightRatio; Output.Position.y = 1.0f - Output.Position.y; - Output.Position.x /= WidthRatio; Output.Position.x -= 0.5f; Output.Position.y -= 0.5f; Output.Position *= float4(2.0f, 2.0f, 1.0f, 1.0f); Output.Color = Input.Color; - float2 InvTexSize = float2(1.0f / TargetWidth, 1.0f / TargetHeight); Output.Coord0 = Input.TexCoord + float2(0.00f / RawWidth, 0.0f); Output.Coord1 = Input.TexCoord + float2(0.25f / RawWidth, 0.0f); Output.Coord2 = Input.TexCoord + float2(0.50f / RawWidth, 0.0f); Output.Coord3 = Input.TexCoord + float2(0.75f / RawWidth, 0.0f); - + return Output; } @@ -96,28 +93,26 @@ uniform float BValue; float4 ps_main(PS_INPUT Input) : COLOR { - float3 Texel0 = tex2D(DiffuseSampler, Input.Coord0).rgb; - float3 Texel1 = tex2D(DiffuseSampler, Input.Coord1).rgb; - float3 Texel2 = tex2D(DiffuseSampler, Input.Coord2).rgb; - float3 Texel3 = tex2D(DiffuseSampler, Input.Coord3).rgb; + float2 InvRatios = float2(1.0f / WidthRatio, 1.0f / HeightRatio); + float2 Offset = float2(0.5f / RawWidth, 0.5f / RawHeight); + float3 Texel0 = tex2D(DiffuseSampler, Input.Coord0 - Offset).rgb; + float3 Texel1 = tex2D(DiffuseSampler, Input.Coord1 - Offset).rgb; + float3 Texel2 = tex2D(DiffuseSampler, Input.Coord2 - Offset).rgb; + float3 Texel3 = tex2D(DiffuseSampler, Input.Coord3 - Offset).rgb; + + float2 Scaler = float2(RawWidth, RawHeight); + float2 Coord0 = Input.Coord0.xy * Scaler; + float2 Coord1 = Input.Coord1.xy * Scaler; + float2 Coord2 = Input.Coord2.xy * Scaler; + float2 Coord3 = Input.Coord3.xy * Scaler; - // Cos goes from 1 to 0 to 1 over the course of 2PI - // Sin goes from 0 to 1 to 0 over the course of 2PI - // WValue is 4PI / 3 - // 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 - // WValue appears to be the chroma carrier rate - // 1 Pixel -> 1 cycle - // WValue will cycle from 1 to 0 to 1 to 0 to 1 over 3 pixels - - - float PI = 3.14159265f; float W = WValue; - - float T0 = Input.Coord0.x * (RawWidth / WidthRatio) * 2.0f + AValue * 0.5333f * Input.Coord0.y * (RawHeight / HeightRatio) * 2.0f + BValue * 2.0f + 2.0f; - float T1 = Input.Coord1.x * (RawWidth / WidthRatio) * 2.0f + AValue * 0.5333f * Input.Coord1.y * (RawHeight / HeightRatio) * 2.0f + BValue * 2.0f + 2.0f; - float T2 = Input.Coord2.x * (RawWidth / WidthRatio) * 2.0f + AValue * 0.5333f * Input.Coord2.y * (RawHeight / HeightRatio) * 2.0f + BValue * 2.0f + 2.0f; - float T3 = Input.Coord3.x * (RawWidth / WidthRatio) * 2.0f + AValue * 0.5333f * Input.Coord3.y * (RawHeight / HeightRatio) * 2.0f + BValue * 2.0f + 2.0f; - + float YRatio = 1.0f; + float T0 = Coord0.x + AValue * YRatio * Coord0.y + BValue; + float T1 = Coord1.x + AValue * YRatio * Coord1.y + BValue; + float T2 = Coord2.x + AValue * YRatio * Coord2.y + BValue; + float T3 = Coord3.x + AValue * YRatio * Coord3.y + BValue; + float Y0 = dot(Texel0, float3(0.299f, 0.587f, 0.114f)); float I0 = dot(Texel0, float3(0.595716f, -0.274453f, -0.321263f)); float Q0 = dot(Texel0, float3(0.211456f, -0.522591f, 0.311135f)); @@ -134,8 +129,6 @@ float4 ps_main(PS_INPUT Input) : COLOR float I3 = dot(Texel3, float3(0.595716f, -0.274453f, -0.321263f)); float Q3 = dot(Texel3, float3(0.211456f, -0.522591f, 0.311135f)); - //float MaxC = 1.5957f; - //float MinC = -0.5957f; float MaxC = 2.1183f; float MinC = -1.1183f; float CRange = MaxC - MinC; @@ -149,7 +142,6 @@ float4 ps_main(PS_INPUT Input) : COLOR C2 = (C2 - MinC) / CRange; C3 = (C3 - MinC) / CRange; - float4 Tc = float4(T0, T1, T2, T3); return float4(C0, C1, C2, C3); } diff --git a/src/osd/windows/drawd3d.c b/src/osd/windows/drawd3d.c index 192b1baa6a3..520d4baba87 100644 --- a/src/osd/windows/drawd3d.c +++ b/src/osd/windows/drawd3d.c @@ -87,7 +87,7 @@ extern void mtlog_add(const char *event); #define ENABLE_BORDER_PIX (1) #define VERTEX_BASE_FORMAT (D3DFVF_DIFFUSE | D3DFVF_TEX1 | D3DFVF_TEX2) -#define VERTEX_BUFFER_SIZE (2048*4) +#define VERTEX_BUFFER_SIZE (2048*6+6) enum { @@ -200,6 +200,7 @@ struct _d3d_info d3d_effect * color_effect; // pointer to the current color-effect object d3d_effect * yiq_encode_effect; // pointer to the current YIQ encoder effect object d3d_effect * yiq_decode_effect; // pointer to the current YIQ decoder effect object + d3d_vertex * fsfx_vertices; // pointer to our full-screen-quad object poly_info poly[VERTEX_BUFFER_SIZE / 3];// array to hold polygons as they are created int numpolys; // number of accumulated polygons @@ -524,6 +525,7 @@ static int update_window_size(win_window_info *window); // drawing static void draw_line(d3d_info *d3d, const render_primitive *prim); static void draw_quad(d3d_info *d3d, const render_primitive *prim); +static void init_fsfx_quad(d3d_info *d3d); // primitives static d3d_vertex *primitive_alloc(d3d_info *d3d, int numverts); @@ -744,6 +746,11 @@ mtlog_add("drawd3d_window_draw: begin_scene"); d3d->lockedbuf = NULL; // loop over primitives + if(d3d->hlsl_enable && d3dintf->post_fx_available) + { + init_fsfx_quad(d3d); + } + mtlog_add("drawd3d_window_draw: primitive loop begin"); for (prim = window->primlist->first(); prim != NULL; prim = prim->next()) switch (prim->type) @@ -1973,6 +1980,59 @@ static void draw_quad(d3d_info *d3d, const render_primitive *prim) +//============================================================ +// init_fsfx_quad +//============================================================ + +static void init_fsfx_quad(d3d_info *d3d) +{ + // get a pointer to the vertex buffer + d3d->fsfx_vertices = primitive_alloc(d3d, 6); + if (d3d->fsfx_vertices == NULL) + return; + + // fill in the vertexes clockwise + windows_options &options = downcast(d3d->window->machine().options()); + float scale_top = options.screen_scale_top(); + float scale_bottom = options.screen_scale_bottom(); + + d3d->fsfx_vertices[0].x = (d3d->width * (scale_top * 0.5f - 0.5f)); + d3d->fsfx_vertices[0].y = 0.0f; + d3d->fsfx_vertices[1].x = d3d->width - (d3d->width * (scale_top * 0.5f - 0.5f)); + d3d->fsfx_vertices[1].y = 0.0f; + d3d->fsfx_vertices[2].x = (d3d->width * (scale_bottom * 0.5f - 0.5f)); + d3d->fsfx_vertices[2].y = d3d->height; + d3d->fsfx_vertices[3].x = d3d->width - (d3d->width * (scale_top * 0.5f - 0.5f)); + d3d->fsfx_vertices[3].y = 0.0f; + d3d->fsfx_vertices[4].x = (d3d->width * (scale_bottom * 0.5f - 0.5f)); + d3d->fsfx_vertices[4].y = d3d->height; + d3d->fsfx_vertices[5].x = d3d->width - (d3d->width * (scale_bottom * 0.5f - 0.5f)); + d3d->fsfx_vertices[5].y = d3d->height; + + d3d->fsfx_vertices[0].u0 = 0.0f; + d3d->fsfx_vertices[0].v0 = 0.0f; + d3d->fsfx_vertices[1].u0 = 1.0f; + d3d->fsfx_vertices[1].v0 = 0.0f; + d3d->fsfx_vertices[2].u0 = 0.0f; + d3d->fsfx_vertices[2].v0 = 1.0f; + d3d->fsfx_vertices[3].u0 = 1.0f; + d3d->fsfx_vertices[3].v0 = 0.0f; + d3d->fsfx_vertices[4].u0 = 0.0f; + d3d->fsfx_vertices[4].v0 = 1.0f; + d3d->fsfx_vertices[5].u0 = 1.0f; + d3d->fsfx_vertices[5].v0 = 1.0f; + + // set the color, Z parameters to standard values + for (int i = 0; i < 6; i++) + { + d3d->fsfx_vertices[i].z = 0.0f; + d3d->fsfx_vertices[i].rhw = 1.0f; + d3d->fsfx_vertices[i].color = D3DCOLOR_ARGB(255, 255, 255, 255); + } +} + + + //============================================================ // primitive_alloc //============================================================ @@ -2050,13 +2110,18 @@ static void primitive_flush_pending(d3d_info *d3d) { result = (*d3dintf->device.get_render_target)(d3d->device, 0, &backbuffer); if (result != D3D_OK) mame_printf_verbose("Direct3D: Error %08X during device get_render_target call\n", (int)result); + vertnum = 6; + } + else + { + vertnum = 0; } windows_options &options = downcast(d3d->window->machine().options()); int cur_render_screen = 0; // now do the polys - for (polynum = vertnum = 0; polynum < d3d->numpolys; polynum++) + for (polynum = 0; polynum < d3d->numpolys; polynum++) { poly_info *poly = &d3d->poly[polynum]; int newfilter; @@ -2160,7 +2225,7 @@ 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); } @@ -2177,8 +2242,6 @@ static void primitive_flush_pending(d3d_info *d3d) (*d3dintf->effect.set_float)(curr_effect, "HeightRatio", poly->texture != NULL ? (1.0f / (poly->texture->vstop - poly->texture->vstart)) : 0.0f); (*d3dintf->effect.set_float)(curr_effect, "TargetWidth", (float)d3d->width); (*d3dintf->effect.set_float)(curr_effect, "TargetHeight", (float)d3d->height); - (*d3dintf->effect.set_float)(curr_effect, "TargetWidth", (float)d3d->width); - (*d3dintf->effect.set_float)(curr_effect, "TargetHeight", (float)d3d->height); (*d3dintf->effect.set_float)(curr_effect, "WValue", options.screen_yiq_w()); (*d3dintf->effect.set_float)(curr_effect, "AValue", options.screen_yiq_a()); (*d3dintf->effect.set_float)(curr_effect, "BValue", (float)poly->texture->cur_frame * options.screen_yiq_b()); @@ -2195,7 +2258,7 @@ 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); } @@ -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; diff --git a/src/osd/windows/winmain.c b/src/osd/windows/winmain.c index 71f46c8b3cd..3e98b91e1ac 100644 --- a/src/osd/windows/winmain.c +++ b/src/osd/windows/winmain.c @@ -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" }, diff --git a/src/osd/windows/winmain.h b/src/osd/windows/winmain.h index a255ce86772..c9e1e438966 100644 --- a/src/osd/windows/winmain.h +++ b/src/osd/windows/winmain.h @@ -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); }