diff options
author | 2018-09-14 16:38:18 -0700 | |
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committer | 2018-09-14 16:38:18 -0700 | |
commit | e04d8520348ad845675539c08e10a1a628f6fb1a (patch) | |
tree | 9e4a8c33a4f5ac573a4e1229d5fa91c349bef24d | |
parent | e5268aa7216bdb86c4b62c4e3975b48f41c158ad (diff) |
HLSL: Move scanline to occur before defocus
On branch scanline
Changes to be committed:
modified: hlsl/post.fx
Remove scanline effect
new file: hlsl/scanline.fx
Separate scanline effect into its own shader
modified: src/osd/modules/render/d3d/d3dhlsl.cpp
Add scanline effect
modified: src/osd/modules/render/d3d/d3dhlsl.h
Add scanline effect
-rw-r--r-- | hlsl/post.fx | 44 | ||||
-rw-r--r-- | hlsl/scanline.fx | 172 | ||||
-rw-r--r-- | src/osd/modules/render/d3d/d3dhlsl.cpp | 120 | ||||
-rw-r--r-- | src/osd/modules/render/d3d/d3dhlsl.h | 2 |
4 files changed, 276 insertions, 62 deletions
diff --git a/hlsl/post.fx b/hlsl/post.fx index dcc4ee3b194..0d3bf244a16 100644 --- a/hlsl/post.fx +++ b/hlsl/post.fx @@ -1,7 +1,7 @@ // license:BSD-3-Clause // copyright-holders:Ryan Holtz,ImJezze //----------------------------------------------------------------------------- -// Scanline & Shadowmask Effect +// Shadowmask Effect //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- @@ -68,7 +68,7 @@ static const float PI = 3.1415927f; static const float HalfPI = PI * 0.5f; //----------------------------------------------------------------------------- -// Scanline & Shadowmask Vertex Shader +// Shadowmask Vertex Shader //----------------------------------------------------------------------------- uniform float2 ScreenDims; @@ -108,7 +108,7 @@ VS_OUTPUT vs_main(VS_INPUT Input) } //----------------------------------------------------------------------------- -// Scanline & Shadowmask Pixel Shader +// Shadowmask Pixel Shader //----------------------------------------------------------------------------- uniform float HumBarDesync = 60.0f / 59.94f - 1.0f; // difference between the 59.94 Hz field rate and 60 Hz line frequency (NTSC) @@ -119,14 +119,6 @@ uniform float TimeMilliseconds = 0.0f; uniform float2 ScreenScale = float2(1.0f, 1.0f); uniform float2 ScreenOffset = float2(0.0f, 0.0f); -uniform float ScanlineAlpha = 0.0f; -uniform float ScanlineScale = 1.0f; -uniform float ScanlineHeight = 1.0f; -uniform float ScanlineVariation = 1.0f; -uniform float ScanlineOffset = 1.0f; -uniform float ScanlineBrightScale = 1.0f; -uniform float ScanlineBrightOffset = 1.0f; - uniform float3 BackColor = float3(0.0f, 0.0f, 0.0f); uniform int ShadowTileMode = 0; // 0 based on screen (quad) dimension, 1 based on source dimension @@ -247,34 +239,6 @@ float4 ps_main(PS_INPUT Input) : COLOR // Scanline Simulation (may not affect bloom) if (!PrepareBloom) { - // Scanline Simulation (may not affect vector screen) - if (!VectorScreen && ScanlineAlpha > 0.0f) - { - float BrightnessOffset = (ScanlineBrightOffset * ScanlineAlpha); - float BrightnessScale = (ScanlineBrightScale * ScanlineAlpha) + (1.0f - ScanlineAlpha); - - float ColorBrightness = 0.299f * BaseColor.r + 0.587f * BaseColor.g + 0.114 * BaseColor.b; - - float ScanlineCoord = BaseCoord.y; - ScanlineCoord += SwapXY - ? QuadDims.x <= SourceDims.x * 2.0f - ? 0.5f / QuadDims.x // uncenter scanlines if the quad is less than twice the size of the source - : 0.0f - : QuadDims.y <= SourceDims.y * 2.0f - ? 0.5f / QuadDims.y // uncenter scanlines if the quad is less than twice the size of the source - : 0.0f; - - ScanlineCoord *= SourceDims.y * ScanlineScale * PI; - - float ScanlineCoordJitter = ScanlineOffset * HalfPI; - float ScanlineSine = sin(ScanlineCoord + ScanlineCoordJitter); - float ScanlineWide = ScanlineHeight + ScanlineVariation * max(1.0f, ScanlineHeight) * (1.0f - ColorBrightness); - float ScanlineAmount = pow(ScanlineSine * ScanlineSine, ScanlineWide); - float ScanlineBrightness = ScanlineAmount * BrightnessScale + BrightnessOffset * BrightnessScale; - - BaseColor.rgb *= lerp(1.0f, ScanlineBrightness, ScanlineAlpha); - } - // Hum Bar Simulation (may not affect vector screen) if (!VectorScreen && HumBarAlpha > 0.0f) { @@ -288,7 +252,7 @@ float4 ps_main(PS_INPUT Input) : COLOR } //----------------------------------------------------------------------------- -// Scanline & Shadowmask Technique +// Shadowmask Technique //----------------------------------------------------------------------------- technique DefaultTechnique diff --git a/hlsl/scanline.fx b/hlsl/scanline.fx new file mode 100644 index 00000000000..5dd4869fe1c --- /dev/null +++ b/hlsl/scanline.fx @@ -0,0 +1,172 @@ +// license:BSD-3-Clause +// copyright-holders:Ryan Holtz,ImJezze +//----------------------------------------------------------------------------- +// Scanline Effect +//----------------------------------------------------------------------------- + +//----------------------------------------------------------------------------- +// Sampler Definitions +//----------------------------------------------------------------------------- + +texture Diffuse; + +sampler DiffuseSampler = sampler_state +{ + Texture = <Diffuse>; + MipFilter = LINEAR; + MinFilter = LINEAR; + MagFilter = LINEAR; + AddressU = CLAMP; + AddressV = CLAMP; + AddressW = CLAMP; +}; + +//----------------------------------------------------------------------------- +// Vertex Definitions +//----------------------------------------------------------------------------- + +struct VS_INPUT +{ + float4 Position : POSITION; + float4 Color : COLOR0; + float2 TexCoord : TEXCOORD0; +}; + +struct VS_OUTPUT +{ + float4 Position : POSITION; + float4 Color : COLOR0; + float2 TexCoord : TEXCOORD0; +}; + +struct PS_INPUT +{ + float4 Color : COLOR0; + float2 TexCoord : TEXCOORD0; +}; + +//----------------------------------------------------------------------------- +// Constants +//----------------------------------------------------------------------------- + +static const float PI = 3.1415927f; +static const float HalfPI = PI * 0.5f; + +//----------------------------------------------------------------------------- +// Scanline Vertex Shader +//----------------------------------------------------------------------------- + +uniform float2 ScreenDims; +uniform float2 SourceDims; +uniform float2 TargetDims; +uniform float2 QuadDims; + +uniform bool SwapXY = false; + +VS_OUTPUT vs_main(VS_INPUT Input) +{ + VS_OUTPUT Output = (VS_OUTPUT)0; + + Output.Position = float4(Input.Position.xyz, 1.0f); + Output.Position.xy /= ScreenDims; + Output.Position.y = 1.0f - Output.Position.y; // flip y + Output.Position.xy -= 0.5f; // center + Output.Position.xy *= 2.0f; // zoom + + Output.TexCoord = Input.TexCoord; + Output.TexCoord += 0.5f / TargetDims; // fix half texel offset (DX9) + + Output.Color = Input.Color; + + return Output; +} + +//----------------------------------------------------------------------------- +// Scanline Pixel Shader +//----------------------------------------------------------------------------- + + +uniform float2 ScreenScale = float2(1.0f, 1.0f); +uniform float2 ScreenOffset = float2(0.0f, 0.0f); + +uniform float ScanlineAlpha = 0.0f; +uniform float ScanlineScale = 1.0f; +uniform float ScanlineHeight = 1.0f; +uniform float ScanlineVariation = 1.0f; +uniform float ScanlineOffset = 1.0f; +uniform float ScanlineBrightScale = 1.0f; +uniform float ScanlineBrightOffset = 1.0f; + +float2 GetAdjustedCoords(float2 coord) +{ + // center coordinates + coord -= 0.5f; + + // apply screen scale + coord *= ScreenScale; + + // un-center coordinates + coord += 0.5f; + + // apply screen offset + coord += ScreenOffset; + + return coord; +} + +float4 ps_main(PS_INPUT Input) : COLOR +{ + float2 BaseCoord = GetAdjustedCoords(Input.TexCoord); + + // Color + float4 BaseColor = tex2D(DiffuseSampler, BaseCoord); + BaseColor.a = 1.0f; + + // clip border + if (BaseCoord.x < 0.0f || BaseCoord.y < 0.0f || + BaseCoord.x > 1.0f || BaseCoord.y > 1.0f) + { + // we don't use the clip function, because we don't clear the render target before + return float4(0.0f, 0.0f, 0.0f, 1.0f); + } + + float BrightnessOffset = (ScanlineBrightOffset * ScanlineAlpha); + float BrightnessScale = (ScanlineBrightScale * ScanlineAlpha) + (1.0f - ScanlineAlpha); + + float ColorBrightness = 0.299f * BaseColor.r + 0.587f * BaseColor.g + 0.114 * BaseColor.b; + + float ScanlineCoord = BaseCoord.y; + ScanlineCoord += SwapXY + ? QuadDims.x <= SourceDims.x * 2.0f + ? 0.5f / QuadDims.x // uncenter scanlines if the quad is less than twice the size of the source + : 0.0f + : QuadDims.y <= SourceDims.y * 2.0f + ? 0.5f / QuadDims.y // uncenter scanlines if the quad is less than twice the size of the source + : 0.0f; + ScanlineCoord *= SourceDims.y * ScanlineScale * PI; + + float ScanlineCoordJitter = ScanlineOffset * HalfPI; + float ScanlineSine = sin(ScanlineCoord + ScanlineCoordJitter); + float ScanlineWide = ScanlineHeight + ScanlineVariation * max(1.0f, ScanlineHeight) * (1.0f - ColorBrightness); + float ScanlineAmount = pow(ScanlineSine * ScanlineSine, ScanlineWide); + float ScanlineBrightness = ScanlineAmount * BrightnessScale + BrightnessOffset * BrightnessScale; + + BaseColor.rgb *= lerp(1.0f, ScanlineBrightness, ScanlineAlpha); + + return BaseColor; +} + +//----------------------------------------------------------------------------- +// Scanline & Shadowmask Technique +//----------------------------------------------------------------------------- + +technique DefaultTechnique +{ + pass Pass0 + { + Lighting = FALSE; + + VertexShader = compile vs_3_0 vs_main(); + PixelShader = compile ps_3_0 ps_main(); + } +} diff --git a/src/osd/modules/render/d3d/d3dhlsl.cpp b/src/osd/modules/render/d3d/d3dhlsl.cpp index 54f52625b6d..df5e2febea2 100644 --- a/src/osd/modules/render/d3d/d3dhlsl.cpp +++ b/src/osd/modules/render/d3d/d3dhlsl.cpp @@ -161,15 +161,46 @@ private: //============================================================ shaders::shaders() : - d3dintf(nullptr), machine(nullptr), d3d(nullptr), post_fx_enable(false), oversampling_enable(false), - num_screens(0), curr_screen(0), acc_t(0), delta_t(0), shadow_texture(nullptr), options(nullptr), - black_surface(nullptr), black_texture(nullptr), recording_movie(false), render_snap(false), - snap_copy_target(nullptr), snap_copy_texture(nullptr), snap_target(nullptr), snap_texture(nullptr), - snap_width(0), snap_height(0), initialized(false), backbuffer(nullptr), curr_effect(nullptr), - default_effect(nullptr), prescale_effect(nullptr), post_effect(nullptr), distortion_effect(nullptr), - focus_effect(nullptr), phosphor_effect(nullptr), deconverge_effect(nullptr), color_effect(nullptr), - ntsc_effect(nullptr), bloom_effect(nullptr), downsample_effect(nullptr), vector_effect(nullptr), - curr_texture(nullptr), curr_render_target(nullptr), curr_poly(nullptr), + d3dintf(nullptr), + machine(nullptr), + d3d(nullptr), + post_fx_enable(false), + oversampling_enable(false), + num_screens(0), + curr_screen(0), + acc_t(0), + delta_t(0), + shadow_texture(nullptr), + options(nullptr), + black_surface(nullptr), + black_texture(nullptr), + recording_movie(false), + render_snap(false), + snap_copy_target(nullptr), + snap_copy_texture(nullptr), + snap_target(nullptr), + snap_texture(nullptr), + snap_width(0), + snap_height(0), + initialized(false), + backbuffer(nullptr), + curr_effect(nullptr), + default_effect(nullptr), + prescale_effect(nullptr), + post_effect(nullptr), + distortion_effect(nullptr), + scanline_effect(nullptr), + focus_effect(nullptr), + phosphor_effect(nullptr), + deconverge_effect(nullptr), + color_effect(nullptr), + ntsc_effect(nullptr), + bloom_effect(nullptr), + downsample_effect(nullptr), + vector_effect(nullptr), + curr_texture(nullptr), + curr_render_target(nullptr), + curr_poly(nullptr), d3dx_create_effect_from_file_ptr(nullptr) { } @@ -705,6 +736,7 @@ int shaders::create_resources() prescale_effect = new effect(this, d3d->get_device(), "prescale.fx", fx_dir); phosphor_effect = new effect(this, d3d->get_device(), "phosphor.fx", fx_dir); focus_effect = new effect(this, d3d->get_device(), "focus.fx", fx_dir); + scanline_effect = new effect(this, d3d->get_device(), "scanline.fx", fx_dir); deconverge_effect = new effect(this, d3d->get_device(), "deconverge.fx", fx_dir); color_effect = new effect(this, d3d->get_device(), "color.fx", fx_dir); ntsc_effect = new effect(this, d3d->get_device(), "ntsc.fx", fx_dir); @@ -718,6 +750,7 @@ int shaders::create_resources() !prescale_effect->is_valid() || !phosphor_effect->is_valid() || !focus_effect->is_valid() || + !scanline_effect->is_valid() || !deconverge_effect->is_valid() || !color_effect->is_valid() || !ntsc_effect->is_valid() || @@ -728,13 +761,16 @@ int shaders::create_resources() return 1; } - effect *effects[13] = { + const int EFFECT_COUNT = 14; + + effect *effects[EFFECT_COUNT] = { default_effect, post_effect, distortion_effect, prescale_effect, phosphor_effect, focus_effect, + scanline_effect, deconverge_effect, color_effect, ntsc_effect, @@ -779,21 +815,22 @@ int shaders::create_resources() deconverge_effect->add_uniform("RadialConvergeX", uniform::UT_VEC3, uniform::CU_CONVERGE_RADIAL_X); deconverge_effect->add_uniform("RadialConvergeY", uniform::UT_VEC3, uniform::CU_CONVERGE_RADIAL_Y); + scanline_effect->add_uniform("ScanlineAlpha", uniform::UT_FLOAT, uniform::CU_POST_SCANLINE_ALPHA); + scanline_effect->add_uniform("ScanlineScale", uniform::UT_FLOAT, uniform::CU_POST_SCANLINE_SCALE); + scanline_effect->add_uniform("ScanlineHeight", uniform::UT_FLOAT, uniform::CU_POST_SCANLINE_HEIGHT); + scanline_effect->add_uniform("ScanlineVariation", uniform::UT_FLOAT, uniform::CU_POST_SCANLINE_VARIATION); + scanline_effect->add_uniform("ScanlineBrightScale", uniform::UT_FLOAT, uniform::CU_POST_SCANLINE_BRIGHT_SCALE); + scanline_effect->add_uniform("ScanlineBrightOffset", uniform::UT_FLOAT, uniform::CU_POST_SCANLINE_BRIGHT_OFFSET); + focus_effect->add_uniform("Defocus", uniform::UT_VEC2, uniform::CU_FOCUS_SIZE); phosphor_effect->add_uniform("Phosphor", uniform::UT_VEC3, uniform::CU_PHOSPHOR_LIFE); - post_effect->add_uniform("ShadowAlpha", uniform::UT_FLOAT, uniform::CU_POST_SHADOW_ALPHA); + post_effect->add_uniform("ShadowAlpha", uniform::UT_FLOAT, uniform::CU_POST_SHADOW_ALPHA); post_effect->add_uniform("ShadowCount", uniform::UT_VEC2, uniform::CU_POST_SHADOW_COUNT); post_effect->add_uniform("ShadowUV", uniform::UT_VEC2, uniform::CU_POST_SHADOW_UV); post_effect->add_uniform("ShadowUVOffset", uniform::UT_VEC2, uniform::CU_POST_SHADOW_UV_OFFSET); - post_effect->add_uniform("ShadowDims", uniform::UT_VEC2, uniform::CU_POST_SHADOW_DIMS); - post_effect->add_uniform("ScanlineAlpha", uniform::UT_FLOAT, uniform::CU_POST_SCANLINE_ALPHA); - post_effect->add_uniform("ScanlineScale", uniform::UT_FLOAT, uniform::CU_POST_SCANLINE_SCALE); - post_effect->add_uniform("ScanlineHeight", uniform::UT_FLOAT, uniform::CU_POST_SCANLINE_HEIGHT); - post_effect->add_uniform("ScanlineVariation", uniform::UT_FLOAT, uniform::CU_POST_SCANLINE_VARIATION); - post_effect->add_uniform("ScanlineBrightScale", uniform::UT_FLOAT, uniform::CU_POST_SCANLINE_BRIGHT_SCALE); - post_effect->add_uniform("ScanlineBrightOffset", uniform::UT_FLOAT, uniform::CU_POST_SCANLINE_BRIGHT_OFFSET); + post_effect->add_uniform("ShadowDims", uniform::UT_VEC2, uniform::CU_POST_SHADOW_DIMS); post_effect->add_uniform("Power", uniform::UT_VEC3, uniform::CU_POST_POWER); post_effect->add_uniform("Floor", uniform::UT_VEC3, uniform::CU_POST_FLOOR); @@ -835,6 +872,7 @@ void shaders::begin_draw() prescale_effect->set_technique("DefaultTechnique"); phosphor_effect->set_technique("DefaultTechnique"); focus_effect->set_technique("DefaultTechnique"); + scanline_effect->set_technique("DefaultTechnique"); deconverge_effect->set_technique("DefaultTechnique"); color_effect->set_technique("DefaultTechnique"); ntsc_effect->set_technique("DefaultTechnique"); @@ -1040,6 +1078,38 @@ int shaders::deconverge_pass(d3d_render_target *rt, int source_index, poly_info return next_index; } +int shaders::scanline_pass(d3d_render_target *rt, int source_index, poly_info *poly, int vertnum) +{ + int next_index = source_index; + + // skip scanline if alpha is 0 + if (options->scanline_alpha == 0.0f) + return next_index; + + auto win = d3d->assert_window(); + screen_device_iterator screen_iterator(machine->root_device()); + screen_device *screen = screen_iterator.byindex(curr_screen); + render_container &screen_container = screen->container(); + float xscale = 1.0f / screen_container.xscale(); + float yscale = 1.0f / screen_container.yscale(); + float xoffset = -screen_container.xoffset(); + float yoffset = -screen_container.yoffset(); + float screen_scale[] = { xscale, yscale }; + float screen_offset[] = { xoffset, yoffset }; + + curr_effect = scanline_effect; + curr_effect->update_uniforms(); + curr_effect->set_texture("Diffuse", rt->target_texture[next_index]); + curr_effect->set_vector("ScreenScale", 2, screen_scale); + curr_effect->set_vector("ScreenOffset", 2, screen_offset); + curr_effect->set_float("ScanlineOffset", + curr_texture->get_cur_frame() == 0 ? + 0.0f : options->scanline_jitter); + next_index = rt->next_index(next_index); + blit(rt->target_surface[next_index], false, D3DPT_TRIANGLELIST, 0, 2); + return next_index; +} + int shaders::defocus_pass(d3d_render_target *rt, int source_index, poly_info *poly, int vertnum) { int next_index = source_index; @@ -1353,10 +1423,11 @@ void shaders::render_quad(poly_info *poly, int vertnum) int next_index = 0; - next_index = ntsc_pass(rt, next_index, poly, vertnum); // handled in bgfx - next_index = color_convolution_pass(rt, next_index, poly, vertnum); // handled in bgfx - next_index = prescale_pass(rt, next_index, poly, vertnum); // handled in bgfx - next_index = deconverge_pass(rt, next_index, poly, vertnum); // handled in bgfx + next_index = ntsc_pass(rt, next_index, poly, vertnum); + next_index = color_convolution_pass(rt, next_index, poly, vertnum); + next_index = prescale_pass(rt, next_index, poly, vertnum); + next_index = deconverge_pass(rt, next_index, poly, vertnum); + next_index = scanline_pass(rt, next_index, poly, vertnum); next_index = defocus_pass(rt, next_index, poly, vertnum); next_index = phosphor_pass(rt, next_index, poly, vertnum); @@ -1735,6 +1806,11 @@ void shaders::delete_resources() delete focus_effect; focus_effect = nullptr; } + if (scanline_effect != nullptr) + { + delete scanline_effect; + scanline_effect = nullptr; + } if (deconverge_effect != nullptr) { delete deconverge_effect; diff --git a/src/osd/modules/render/d3d/d3dhlsl.h b/src/osd/modules/render/d3d/d3dhlsl.h index ff4c7527a52..eae92ee5b3d 100644 --- a/src/osd/modules/render/d3d/d3dhlsl.h +++ b/src/osd/modules/render/d3d/d3dhlsl.h @@ -332,6 +332,7 @@ private: int color_convolution_pass(d3d_render_target *rt, int source_index, poly_info *poly, int vertnum); int prescale_pass(d3d_render_target *rt, int source_index, poly_info *poly, int vertnum); int deconverge_pass(d3d_render_target *rt, int source_index, poly_info *poly, int vertnum); + int scanline_pass(d3d_render_target *rt, int source_index, poly_info *poly, int vertnum); int defocus_pass(d3d_render_target *rt, int source_index, poly_info *poly, int vertnum); int phosphor_pass(d3d_render_target *rt, int source_index, poly_info *poly, int vertnum); int post_pass(d3d_render_target *rt, int source_index, poly_info *poly, int vertnum, bool prepare_bloom); @@ -381,6 +382,7 @@ private: effect * prescale_effect; // pointer to the prescale-effect object effect * post_effect; // pointer to the post-effect object effect * distortion_effect; // pointer to the distortion-effect object + effect * scanline_effect; effect * focus_effect; // pointer to the focus-effect object effect * phosphor_effect; // pointer to the phosphor-effect object effect * deconverge_effect; // pointer to the deconvergence-effect object |