From ff77b7897bcf0a967f7e275b289a1f8fd18ecd7e Mon Sep 17 00:00:00 2001 From: ImJezze Date: Sat, 26 Dec 2015 12:27:07 +0100 Subject: [PATCH] Cleanup (nw) - renamed shadow_mask_type to shadow_mask_tile_mode - renamed bloom_type to bloom_blend_mode - implemented "Source" shadow mask tile mode for artwork_support/post.fx --- docs/hlsl.txt | 4 +-- hlsl/artwork_support/post.fx | 28 +++++++++++-------- hlsl/bloom.fx | 4 +-- hlsl/deconverge.fx | 8 +++--- hlsl/distortion.fx | 6 ++-- hlsl/post.fx | 6 ++-- src/osd/modules/render/d3d/d3dhlsl.cpp | 38 +++++++++++++------------- src/osd/modules/render/d3d/d3dhlsl.h | 4 +-- src/osd/windows/winmain.cpp | 4 +-- src/osd/windows/winmain.h | 8 +++--- 10 files changed, 57 insertions(+), 53 deletions(-) diff --git a/docs/hlsl.txt b/docs/hlsl.txt index 8333c299042..5bde3f85ebb 100644 --- a/docs/hlsl.txt +++ b/docs/hlsl.txt @@ -19,7 +19,7 @@ Surface/Color Processing Parameters ----------------------------------- Name Values Description -shadow_mask_type 0 or 1 0 for screen tile mode or 1 for source tile mode. +shadow_mask_tile_mode 0 or 1 0 for screen based tile mode or 1 for source based tile mode. shadow_mask_alpha 0.0 to 1.0 The ovearll darkness of each shadow mask pixel. shadow_mask_texture [filename] A PNG that defines the shadow mask for each pixel. shadow_mask_x_count 1+ The number of pixels one shadow mask tile uses on screen. @@ -102,7 +102,7 @@ vector_length_ratio 500.0 Vector fade length (4.0 - vectors fade t Bloom Post-Processing Options ----------------------------- Name Default Values Description -bloom_type 0 or 1 0 for addition blend mode or 1 for darken blend mode. +bloom_blend_mode 0 or 1 0 for addition blend mode or 1 for darken blend mode. bloom_scale 0.500 Bloom intensity factor. (0.000-2.000) bloom_overdrive 0.00,0.00,0.00 Bloom overdrive factor to bright full saturated colors. (0.000-2.000) bloom_lvl0_weight 1.00 Bloom level 0 (full-size target) weight. (0.00-1.00) diff --git a/hlsl/artwork_support/post.fx b/hlsl/artwork_support/post.fx index 4e11cc9f2d7..e7618bafd0e 100644 --- a/hlsl/artwork_support/post.fx +++ b/hlsl/artwork_support/post.fx @@ -162,12 +162,15 @@ uniform float ScanlineBrightOffset = 1.0f; uniform float ScanlineOffset = 1.0f; uniform float ScanlineHeight = 1.0f; +uniform float3 BackColor = float3(0.0f, 0.0f, 0.0f); + uniform float CurvatureAmount = 1.0f; uniform float RoundCornerAmount = 0.0f; uniform float SmoothBorderAmount = 0.0f; uniform float VignettingAmount = 0.0f; uniform float ReflectionAmount = 0.0f; +uniform int ShadowTileMode = 0; // 0 based on screen dimension, 1 based on source dimension uniform float ShadowAlpha = 0.0f; uniform float2 ShadowCount = float2(6.0f, 6.0f); uniform float2 ShadowUV = float2(0.25f, 0.25f); @@ -248,7 +251,7 @@ float GetSpotAddend(float2 coord, float amount) float SpotRadius = amount * 0.75f; float Spot = smoothstep(SpotRadius, SpotRadius - SpotBlur, length(SpotCoord)); - float SigmoidSpot = normalizedSigmoid(Spot, 0.75) * amount; + float SigmoidSpot = amount * normalizedSigmoid(Spot, 0.75); // increase strength by 100% SigmoidSpot = SigmoidSpot * 2.0f; @@ -292,8 +295,6 @@ float GetRoundCornerFactor(float2 coord, float radiusAmount, float smoothAmount) // www.francois-tarlier.com/blog/cubic-lens-distortion-shader/ float2 GetDistortedCoords(float2 centerCoord, float amount) { - amount *= 0.25f; // reduced amount - // lens distortion coefficient float k = amount; @@ -368,19 +369,20 @@ float2 GetAdjustedCoords(float2 coord, float2 centerOffset, float distortionAmou float4 ps_main(PS_INPUT Input) : COLOR { float2 ScreenTexelDims = 1.0f / ScreenDims; + float2 SourceTexelDims = 1.0f / SourceDims; float2 HalfSourceRect = PrepareVector ? float2(0.5f, 0.5f) : SourceRect * 0.5f; float2 ScreenCoord = Input.ScreenCoord / ScreenDims; - ScreenCoord = GetCoords(ScreenCoord, float2(0.5f, 0.5f), CurvatureAmount); + ScreenCoord = GetCoords(ScreenCoord, float2(0.5f, 0.5f), CurvatureAmount * 0.25f); // reduced amount float2 DistortionCoord = Input.TexCoord; - DistortionCoord = GetCoords(DistortionCoord, HalfSourceRect, CurvatureAmount); + DistortionCoord = GetCoords(DistortionCoord, HalfSourceRect, CurvatureAmount * 0.25f); // reduced amount float2 BaseCoord = Input.TexCoord; - BaseCoord = GetAdjustedCoords(BaseCoord, HalfSourceRect, CurvatureAmount); + BaseCoord = GetAdjustedCoords(BaseCoord, HalfSourceRect, CurvatureAmount * 0.25f); // reduced amount float2 DistortionCoordCentered = DistortionCoord; DistortionCoordCentered -= HalfSourceRect; @@ -409,7 +411,7 @@ float4 ps_main(PS_INPUT Input) : COLOR // ? shadowUV.yx // : shadowUV.xy; - float2 screenCoord = ScreenCoord; + float2 screenCoord = ShadowTileMode == 0 ? ScreenCoord : BaseCoord; screenCoord = xor(OrientationSwapXY, RotationSwapXY) ? screenCoord.yx : screenCoord.xy; @@ -419,7 +421,7 @@ float4 ps_main(PS_INPUT Input) : COLOR ? shadowCount.yx : shadowCount.xy; - float2 shadowTile = (ScreenTexelDims * shadowCount); + float2 shadowTile = ((ShadowTileMode == 0 ? ScreenTexelDims : SourceTexelDims) * shadowCount); shadowTile = xor(OrientationSwapXY, RotationSwapXY) ? shadowTile.yx : shadowTile.xy; @@ -431,10 +433,14 @@ float4 ps_main(PS_INPUT Input) : COLOR // ? ShadowCoord.yx // : ShadowCoord.xy; - float3 ShadowColor = tex2D(ShadowSampler, ShadowCoord).rgb; - ShadowColor = lerp(1.0f, ShadowColor, ShadowAlpha); + float4 ShadowColor = tex2D(ShadowSampler, ShadowCoord); + float3 ShadowMaskColor = lerp(1.0f, ShadowColor.rgb, ShadowAlpha); + float ShadowMaskClear = (1.0f - ShadowColor.a) * ShadowAlpha; - BaseColor.rgb *= ShadowColor; + // apply shadow mask color + BaseColor.rgb *= ShadowMaskColor; + // clear shadow mask by background color + BaseColor.rgb = lerp(BaseColor.rgb, BackColor, ShadowMaskClear); } // Color Compression (may not affect bloom) diff --git a/hlsl/bloom.fx b/hlsl/bloom.fx index 61ffa4091f8..f766bf9ee39 100644 --- a/hlsl/bloom.fx +++ b/hlsl/bloom.fx @@ -240,7 +240,7 @@ uniform float4 Level0123Weight; uniform float4 Level4567Weight; uniform float3 Level89AWeight; -uniform int BloomType = 1; // blend mode: 0 addition, 1 darken +uniform int BloomBlendMode = 1; // 0 addition, 1 darken uniform float BloomScale; uniform float3 BloomOverdrive; @@ -267,7 +267,7 @@ float4 ps_main(PS_INPUT Input) : COLOR float3 blend; // addition - if (BloomType == 0) + if (BloomBlendMode == 0) { texel0 *= Level0123Weight.x; texel1 *= Level0123Weight.y; diff --git a/hlsl/deconverge.fx b/hlsl/deconverge.fx index 341d614873b..3de37764e4f 100644 --- a/hlsl/deconverge.fx +++ b/hlsl/deconverge.fx @@ -71,7 +71,7 @@ uniform float Prescale; VS_OUTPUT vs_main(VS_INPUT Input) { VS_OUTPUT Output = (VS_OUTPUT)0; - + float2 invDims = 1.0f / SourceDims; float2 Ratios = SourceRect; Output.Position = float4(Input.Position.xyz, 1.0f); @@ -92,7 +92,7 @@ VS_OUTPUT vs_main(VS_INPUT Input) Output.CoordX = ((((TexCoord.x / Ratios.x) - 0.5f)) * (1.0f + RadialConvergeX / SourceDims.x) + 0.5f) * Ratios.x + ConvergeX * invDims.x; Output.CoordY = ((((TexCoord.y / Ratios.y) - 0.5f)) * (1.0f + RadialConvergeY / SourceDims.y) + 0.5f) * Ratios.y + ConvergeY * invDims.y; - Output.TexCoord = TexCoord; + Output.TexCoord = TexCoord; return Output; } @@ -103,11 +103,11 @@ VS_OUTPUT vs_main(VS_INPUT Input) float4 ps_main(PS_INPUT Input) : COLOR { - float Alpha = tex2D(DiffuseSampler, Input.TexCoord).a; + float Alpha = tex2D(DiffuseSampler, Input.TexCoord).a; float RedTexel = tex2D(DiffuseSampler, float2(Input.CoordX.x, Input.CoordY.x)).r; float GrnTexel = tex2D(DiffuseSampler, float2(Input.CoordX.y, Input.CoordY.y)).g; float BluTexel = tex2D(DiffuseSampler, float2(Input.CoordX.z, Input.CoordY.z)).b; - + return float4(RedTexel, GrnTexel, BluTexel, Alpha); } diff --git a/hlsl/distortion.fx b/hlsl/distortion.fx index 1524f27757c..77c7ddcd3e1 100644 --- a/hlsl/distortion.fx +++ b/hlsl/distortion.fx @@ -181,7 +181,7 @@ float GetSpotAddend(float2 coord, float amount) float SpotRadius = amount * 0.75f; float Spot = smoothstep(SpotRadius, SpotRadius - SpotBlur, length(SpotCoord)); - float SigmoidSpot = normalizedSigmoid(Spot, 0.75) * amount; + float SigmoidSpot = amount * normalizedSigmoid(Spot, 0.75); // increase strength by 100% SigmoidSpot = SigmoidSpot * 2.0f; @@ -215,8 +215,6 @@ float GetRoundCornerFactor(float2 coord, float radiusAmount, float smoothAmount) // www.francois-tarlier.com/blog/cubic-lens-distortion-shader/ float2 GetDistortedCoords(float2 centerCoord, float amount) { - amount *= 0.25f; // reduced amount - // lens distortion coefficient float k = amount; @@ -266,7 +264,7 @@ float4 ps_main(PS_INPUT Input) : COLOR float2 BaseCoord = TexCoord; // Screen Curvature - BaseCoord = GetCoords(BaseCoord, CurvatureAmount); + BaseCoord = GetCoords(BaseCoord, CurvatureAmount * 0.25f); // reduced amount float2 BaseCoordCentered = BaseCoord; BaseCoordCentered -= 0.5f; diff --git a/hlsl/post.fx b/hlsl/post.fx index eed41168d33..39548bcf73a 100644 --- a/hlsl/post.fx +++ b/hlsl/post.fx @@ -136,7 +136,7 @@ uniform float ScanlineHeight = 1.0f; uniform float3 BackColor = float3(0.0f, 0.0f, 0.0f); -uniform int ShadowType = 0; // tile mode: 0 based on screen dimension, 1 based on source dimension +uniform int ShadowTileMode = 0; // 0 based on screen dimension, 1 based on source dimension uniform float ShadowAlpha = 0.0f; uniform float2 ShadowCount = float2(6.0f, 6.0f); uniform float2 ShadowUV = float2(0.25f, 0.25f); @@ -195,7 +195,7 @@ float4 ps_main(PS_INPUT Input) : COLOR // ? shadowUV.yx // : shadowUV.xy; - float2 screenCoord = ShadowType == 0 ? ScreenCoord : BaseCoord; + float2 screenCoord = ShadowTileMode == 0 ? ScreenCoord : BaseCoord; screenCoord = xor(OrientationSwapXY, RotationSwapXY) ? screenCoord.yx : screenCoord.xy; @@ -205,7 +205,7 @@ float4 ps_main(PS_INPUT Input) : COLOR ? shadowCount.yx : shadowCount.xy; - float2 shadowTile = ((ShadowType == 0 ? ScreenTexelDims : SourceTexelDims) * shadowCount); + float2 shadowTile = ((ShadowTileMode == 0 ? ScreenTexelDims : SourceTexelDims) * shadowCount); shadowTile = xor(OrientationSwapXY, RotationSwapXY) ? shadowTile.yx : shadowTile.xy; diff --git a/src/osd/modules/render/d3d/d3dhlsl.cpp b/src/osd/modules/render/d3d/d3dhlsl.cpp index ab2e2895d94..a37a0c8653b 100644 --- a/src/osd/modules/render/d3d/d3dhlsl.cpp +++ b/src/osd/modules/render/d3d/d3dhlsl.cpp @@ -688,7 +688,7 @@ void shaders::init(base *d3dintf, running_machine *machine, d3d::renderer *rende if (!options->params_init) { strncpy(options->shadow_mask_texture, winoptions.screen_shadow_mask_texture(), sizeof(options->shadow_mask_texture)); - options->shadow_mask_type = winoptions.screen_shadow_mask_type(); + options->shadow_mask_tile_mode = winoptions.screen_shadow_mask_tile_mode(); options->shadow_mask_alpha = winoptions.screen_shadow_mask_alpha(); options->shadow_mask_count_x = winoptions.screen_shadow_mask_count_x(); options->shadow_mask_count_y = winoptions.screen_shadow_mask_count_y(); @@ -735,7 +735,7 @@ void shaders::init(base *d3dintf, running_machine *machine, d3d::renderer *rende options->yiq_phase_count = winoptions.screen_yiq_phase_count(); options->vector_length_scale = winoptions.screen_vector_length_scale(); options->vector_length_ratio = winoptions.screen_vector_length_ratio(); - options->bloom_type = winoptions.screen_bloom_type(); + options->bloom_blend_mode = winoptions.screen_bloom_blend_mode(); options->bloom_scale = winoptions.screen_bloom_scale(); get_vector(winoptions.screen_bloom_overdrive(), 3, options->bloom_overdrive, TRUE); options->bloom_level0_weight = winoptions.screen_bloom_lvl0_weight(); @@ -1300,12 +1300,12 @@ rgb_t shaders::apply_color_convolution(rgb_t color) float rShifted = r * rRatio[0] + g * rRatio[1] + b * rRatio[2]; float gShifted = r * gRatio[0] + g * gRatio[1] + b * gRatio[2]; float bShifted = r * bRatio[0] + g * bRatio[1] + b * bRatio[2]; - + // RGB Scale & Offset r = rShifted * scale[0] + offset[0]; g = gShifted * scale[1] + offset[1]; b = bShifted * scale[2] + offset[2]; - + // Saturation float grayscale[3] = { 0.299f, 0.587f, 0.114f }; float luma = r * grayscale[0] + g * grayscale[1] + b * grayscale[2]; @@ -1440,7 +1440,7 @@ int shaders::post_pass(render_target *rt, int source_index, poly_info *poly, int rgb_t back_color_rgb = machine->first_screen()->palette() == NULL ? rgb_t(0, 0, 0) : machine->first_screen()->palette()->palette()->entry_color(0); - back_color_rgb = apply_color_convolution(back_color_rgb); + back_color_rgb = apply_color_convolution(back_color_rgb); float back_color[3] = { static_cast(back_color_rgb.r()) / 255.0f, static_cast(back_color_rgb.g()) / 255.0f, @@ -1449,7 +1449,7 @@ int shaders::post_pass(render_target *rt, int source_index, poly_info *poly, int curr_effect = post_effect; curr_effect->update_uniforms(); curr_effect->set_texture("ShadowTexture", shadow_texture == NULL ? NULL : shadow_texture->get_finaltex()); - curr_effect->set_int("ShadowType", options->shadow_mask_type); + curr_effect->set_int("ShadowTileMode", options->shadow_mask_tile_mode); curr_effect->set_texture("DiffuseTexture", rt->prescale_texture[next_index]); curr_effect->set_vector("BackColor", 3, back_color); curr_effect->set_vector("ScreenScale", 2, screen_scale); @@ -1552,7 +1552,7 @@ int shaders::bloom_pass(render_target *rt, int source_index, poly_info *poly, in curr_effect->set_vector("Level89Size", 4, bloom_dims[8]); curr_effect->set_vector("LevelASize", 2, bloom_dims[10]); - curr_effect->set_int("BloomType", options->bloom_type); + curr_effect->set_int("BloomBlendMode", options->bloom_blend_mode); curr_effect->set_float("BloomScale", bloom_rescale); curr_effect->set_vector("BloomOverdrive", 3, options->bloom_overdrive); @@ -2276,20 +2276,20 @@ static INT32 slider_set(float *option, float scale, const char *fmt, std::string return floor(*option / scale + 0.5f); } -static INT32 slider_shadow_mask_type(running_machine &machine, void *arg, std::string *str, INT32 newval) +static INT32 slider_shadow_mask_tile_mode(running_machine &machine, void *arg, std::string *str, INT32 newval) { hlsl_options *options = (hlsl_options*)arg; if (newval != SLIDER_NOCHANGE) { - options->shadow_mask_type = newval; + options->shadow_mask_tile_mode = newval; } if (str != NULL) { - strprintf(*str, "%s", options->shadow_mask_type == 0 ? "Screen" : "Source"); + strprintf(*str, "%s", options->shadow_mask_tile_mode == 0 ? "Screen" : "Source"); } options->params_dirty = true; - return options->shadow_mask_type; + return options->shadow_mask_tile_mode; } static INT32 slider_shadow_mask_alpha(running_machine &machine, void *arg, std::string *str, INT32 newval) @@ -2666,20 +2666,20 @@ static INT32 slider_vector_length_max(running_machine &machine, void *arg, std:: return slider_set(&(((hlsl_options*)arg)->vector_length_ratio), 1.0f, "%4f", str, newval); } -static INT32 slider_bloom_type(running_machine &machine, void *arg, std::string *str, INT32 newval) +static INT32 slider_bloom_blend_mode(running_machine &machine, void *arg, std::string *str, INT32 newval) { hlsl_options *options = (hlsl_options*)arg; if (newval != SLIDER_NOCHANGE) { - options->bloom_type = newval; + options->bloom_blend_mode = newval; } if (str != NULL) { - strprintf(*str, "%s", options->bloom_type == 0 ? "Addition" : "Darken"); + strprintf(*str, "%s", options->bloom_blend_mode == 0 ? "Addition" : "Darken"); } options->params_dirty = true; - return options->bloom_type; + return options->bloom_blend_mode; } static INT32 slider_bloom_scale(running_machine &machine, void *arg, std::string *str, INT32 newval) @@ -2778,7 +2778,7 @@ shaders::slider_desc shaders::s_sliders[] = { { "Vector Length Attenuation", 0, 50, 100, 1, 2, slider_vector_attenuation }, { "Vector Attenuation Length Limit", 1, 500, 1000, 1, 2, slider_vector_length_max }, - { "Shadow Mask Type", 0, 0, 1, 1, 7, slider_shadow_mask_type }, + { "Shadow Mask Tile Mode", 0, 0, 1, 1, 7, slider_shadow_mask_tile_mode }, { "Shadow Mask Darkness", 0, 0, 100, 1, 7, slider_shadow_mask_alpha }, { "Shadow Mask X Count", 1, 1, 1024, 1, 7, slider_shadow_mask_x_count }, { "Shadow Mask Y Count", 1, 1, 1024, 1, 7, slider_shadow_mask_y_count }, @@ -2836,7 +2836,7 @@ shaders::slider_desc shaders::s_sliders[] = { "Red Phosphor Life", 0, 0, 100, 1, 7, slider_red_phosphor_life }, { "Green Phosphor Life", 0, 0, 100, 1, 7, slider_green_phosphor_life }, { "Blue Phosphor Life", 0, 0, 100, 1, 7, slider_blue_phosphor_life }, - { "Bloom Type", 0, 0, 1, 1, 7, slider_bloom_type }, + { "Bloom Blend Mode", 0, 0, 1, 1, 7, slider_bloom_blend_mode }, { "Bloom Scale", 0, 0, 2000, 5, 7, slider_bloom_scale }, { "Bloom Red Overdrive", 0, 0, 2000, 5, 7, slider_bloom_red_overdrive }, { "Bloom Green Overdrive", 0, 0, 2000, 5, 7, slider_bloom_green_overdrive }, @@ -2988,11 +2988,11 @@ void uniform::update() } case CU_ORIENTATION_SWAP: - { + { bool orientation_swap_xy = (d3d->window().machine().system().flags & ORIENTATION_SWAP_XY) == ORIENTATION_SWAP_XY; m_shader->set_bool("OrientationSwapXY", orientation_swap_xy); - + } case CU_ROTATION_SWAP: { diff --git a/src/osd/modules/render/d3d/d3dhlsl.h b/src/osd/modules/render/d3d/d3dhlsl.h index 75d34a7e57a..b8bb5ac6f89 100644 --- a/src/osd/modules/render/d3d/d3dhlsl.h +++ b/src/osd/modules/render/d3d/d3dhlsl.h @@ -195,7 +195,7 @@ struct hlsl_options { bool params_init; bool params_dirty; - int shadow_mask_type; + int shadow_mask_tile_mode; float shadow_mask_alpha; char shadow_mask_texture[1024]; int shadow_mask_count_x; @@ -249,7 +249,7 @@ struct hlsl_options float vector_length_ratio; // Bloom - int bloom_type; + int bloom_blend_mode; float bloom_scale; float bloom_overdrive[3]; float bloom_level0_weight; diff --git a/src/osd/windows/winmain.cpp b/src/osd/windows/winmain.cpp index 066cbb62eb6..3460f087e52 100644 --- a/src/osd/windows/winmain.cpp +++ b/src/osd/windows/winmain.cpp @@ -288,7 +288,7 @@ const options_entry windows_options::s_option_entries[] = { WINOPTION_HLSL_WRITE, NULL, OPTION_STRING, "enables HLSL AVI writing (huge disk bandwidth suggested)" }, { WINOPTION_HLSL_SNAP_WIDTH, "2048", OPTION_STRING, "HLSL upscaled-snapshot width" }, { WINOPTION_HLSL_SNAP_HEIGHT, "1536", OPTION_STRING, "HLSL upscaled-snapshot height" }, - { WINOPTION_SHADOW_MASK_TYPE";fs_shadwt", "0", OPTION_INTEGER, "shadow mask tile mode (0 for screen based, 1 for source based)" }, + { WINOPTION_SHADOW_MASK_TILE_MODE, "0", OPTION_INTEGER, "shadow mask tile mode (0 for screen based, 1 for source based)" }, { WINOPTION_SHADOW_MASK_ALPHA";fs_shadwa(0.0-1.0)", "0.0", OPTION_FLOAT, "shadow mask alpha-blend value (1.0 is fully blended, 0.0 is no mask)" }, { WINOPTION_SHADOW_MASK_TEXTURE";fs_shadwt(0.0-1.0)", "shadow-mask.png", OPTION_STRING, "shadow mask texture name" }, { WINOPTION_SHADOW_MASK_COUNT_X";fs_shadww", "6", OPTION_INTEGER, "shadow mask tile width, in screen dimensions" }, @@ -346,7 +346,7 @@ const options_entry windows_options::s_option_entries[] = { WINOPTION_VECTOR_LENGTH_RATIO";vecsize", "500.0", OPTION_FLOAT, "Vector fade length (4.0 - vectors fade the most at and above 4 pixels, etc.)" }, /* Bloom below this line */ { NULL, NULL, OPTION_HEADER, "BLOOM POST-PROCESSING OPTIONS" }, - { WINOPTION_BLOOM_TYPE, "0", OPTION_INTEGER, "bloom blend mode (0 for addition, 1 for darken)" }, + { WINOPTION_BLOOM_BLEND_MODE, "0", OPTION_INTEGER, "bloom blend mode (0 for addition, 1 for darken)" }, { WINOPTION_BLOOM_SCALE, "0.25", OPTION_FLOAT, "Intensity factor for bloom" }, { WINOPTION_BLOOM_OVERDRIVE, "1.0,1.0,1.0", OPTION_STRING, "Overdrive factor for bloom" }, { WINOPTION_BLOOM_LEVEL0_WEIGHT, "1.0", OPTION_FLOAT, "Bloom level 0 (full-size target) weight" }, diff --git a/src/osd/windows/winmain.h b/src/osd/windows/winmain.h index 1e060a2b6f1..53f9e137604 100644 --- a/src/osd/windows/winmain.h +++ b/src/osd/windows/winmain.h @@ -36,7 +36,7 @@ #define WINOPTION_HLSL_WRITE "hlsl_write" #define WINOPTION_HLSL_SNAP_WIDTH "hlsl_snap_width" #define WINOPTION_HLSL_SNAP_HEIGHT "hlsl_snap_height" -#define WINOPTION_SHADOW_MASK_TYPE "shadow_mask_type" +#define WINOPTION_SHADOW_MASK_TILE_MODE "shadow_mask_tile_mode" #define WINOPTION_SHADOW_MASK_ALPHA "shadow_mask_alpha" #define WINOPTION_SHADOW_MASK_TEXTURE "shadow_mask_texture" #define WINOPTION_SHADOW_MASK_COUNT_X "shadow_mask_x_count" @@ -85,7 +85,7 @@ #define WINOPTION_VECTOR_LENGTH_SCALE "vector_length_scale" #define WINOPTION_VECTOR_LENGTH_RATIO "vector_length_ratio" #define WINOPTION_VECTOR_TIME_PERIOD "vector_time_period" -#define WINOPTION_BLOOM_TYPE "bloom_type" +#define WINOPTION_BLOOM_BLEND_MODE "bloom_blend_mode" #define WINOPTION_BLOOM_SCALE "bloom_scale" #define WINOPTION_BLOOM_OVERDRIVE "bloom_overdrive" #define WINOPTION_BLOOM_LEVEL0_WEIGHT "bloom_lvl0_weight" @@ -140,7 +140,7 @@ public: int d3d_hlsl_prescale_y() const { return int_value(WINOPTION_HLSL_PRESCALE_Y); } int d3d_snap_width() const { return int_value(WINOPTION_HLSL_SNAP_WIDTH); } int d3d_snap_height() const { return int_value(WINOPTION_HLSL_SNAP_HEIGHT); } - int screen_shadow_mask_type() const { return int_value(WINOPTION_SHADOW_MASK_TYPE); } + int screen_shadow_mask_tile_mode() const { return int_value(WINOPTION_SHADOW_MASK_TILE_MODE); } float screen_shadow_mask_alpha() const { return float_value(WINOPTION_SHADOW_MASK_ALPHA); } const char *screen_shadow_mask_texture() const { return value(WINOPTION_SHADOW_MASK_TEXTURE); } int screen_shadow_mask_count_x() const { return int_value(WINOPTION_SHADOW_MASK_COUNT_X); } @@ -183,7 +183,7 @@ public: float screen_vector_length_scale() const { return float_value(WINOPTION_VECTOR_LENGTH_SCALE); } float screen_vector_length_ratio() const { return float_value(WINOPTION_VECTOR_LENGTH_RATIO); } float screen_vector_time_period() const { return float_value(WINOPTION_VECTOR_TIME_PERIOD); } - int screen_bloom_type() const { return int_value(WINOPTION_BLOOM_TYPE); } + int screen_bloom_blend_mode() const { return int_value(WINOPTION_BLOOM_BLEND_MODE); } float screen_bloom_scale() const { return float_value(WINOPTION_BLOOM_SCALE); } const char *screen_bloom_overdrive() const { return value(WINOPTION_BLOOM_OVERDRIVE); } float screen_bloom_lvl0_weight() const { return float_value(WINOPTION_BLOOM_LEVEL0_WEIGHT); }