diff options
author | 2018-10-07 08:42:30 -0700 | |
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committer | 2018-10-07 11:42:30 -0400 | |
commit | b5a54b761c94c543ce950dee0bc4aa0610ba8cba (patch) | |
tree | 9593e366a3f3da82074dec2b431c3dc8ada08d1c /hlsl/chroma.fx | |
parent | 7b42e2f79950adc1dd6d3c07df5513eda87b507c (diff) |
HLSL Color Transforms and 3D LUT (#4043)
* Remove broken scanline uniform from post_pass
* Add 3D LUT to HLSL
* Allow individual LUTs for screen and UI
* WIP: Port 3D LUT to BGFX
* Finish porting LUT to BGFX
* Add individual phosphor color conversion for HLSL
new file: hlsl/chroma.fx
Shader for converting xyY3 to sRGB
modified: hlsl/phosphor.fx
Minor changes to emphasize idea that phosphors are color
agnostic
modified: hlsl/post.fx
Conversion from signal RGB to xyY3
modified: src/osd/modules/render/d3d/d3dhlsl.cpp
modified: src/osd/modules/render/d3d/d3dhlsl.h
modified: src/osd/windows/winmain.cpp
modified: src/osd/windows/winmain.h
* Add phosphor examples and update presets
* Port phosphor color shaders to BGFX
* Fix missing newlines at EOF
Diffstat (limited to 'hlsl/chroma.fx')
-rw-r--r-- | hlsl/chroma.fx | 122 |
1 files changed, 122 insertions, 0 deletions
diff --git a/hlsl/chroma.fx b/hlsl/chroma.fx new file mode 100644 index 00000000000..dbb05bfc043 --- /dev/null +++ b/hlsl/chroma.fx @@ -0,0 +1,122 @@ +// license:BSD-3-Clause +// copyright-holders:W. M. Martinez +//----------------------------------------------------------------------------- +// Phosphor Chromaticity to sRGB Transform 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_OUTPUT +{ + float4 Position : POSITION; + float4 Color : COLOR0; + float2 TexCoord : TEXCOORD0; + float2 PrevCoord : TEXCOORD1; +}; + +struct VS_INPUT +{ + float3 Position : POSITION; + float4 Color : COLOR0; + float2 TexCoord : TEXCOORD0; +}; + +struct PS_INPUT +{ + float4 Color : COLOR0; + float2 TexCoord : TEXCOORD0; + float2 PrevCoord : TEXCOORD1; +}; + +//----------------------------------------------------------------------------- +// Chroma Vertex Shader +//----------------------------------------------------------------------------- + +uniform float2 ScreenDims; +uniform float2 TargetDims; + +uniform bool Passthrough; + +VS_OUTPUT vs_main(VS_INPUT Input) +{ + VS_OUTPUT Output = (VS_OUTPUT)0.0; + + Output.Position = float4(Input.Position.xyz, 1.0); + Output.Position.xy /= ScreenDims; + Output.Position.y = 1.0 - Output.Position.y; // flip y + Output.Position.xy -= 0.5; // center + Output.Position.xy *= 2.0; // zoom + + Output.TexCoord = Input.TexCoord; + Output.TexCoord += 0.5 / TargetDims; // half texel offset correction (DX9) + + Output.PrevCoord = Output.TexCoord; + + Output.Color = Input.Color; + + return Output; +} + +//----------------------------------------------------------------------------- +// Chroma Pixel Shader +//----------------------------------------------------------------------------- + +uniform float3 YGain = float3(0.2126, 0.7152, 0.0722); +uniform float2 ChromaA = float2(0.630, 0.340); +uniform float2 ChromaB = float2(0.310, 0.595); +uniform float2 ChromaC = float2(0.155, 0.070); + +static const float3x3 XYZ_TO_sRGB = { + 3.2406, -1.5372, -0.4986, + -0.9689, 1.8758, 0.0415, + 0.0557, -0.2040, 1.0570 +}; + +float4 ps_main(PS_INPUT Input) : COLOR +{ + const float4 cin = tex2D(DiffuseSampler, Input.TexCoord); + float4 cout = float4(0.0, 0.0, 0.0, cin.a); + const float3x2 xy = { ChromaA, ChromaB, ChromaC }; + + for (int i = 0; i < 3; ++i) { + const float Y = YGain[i] * cin[i]; + const float X = xy[i].x * (Y / xy[i].y); + const float Z = (1.0 - xy[i].x - xy[i].y) * (Y / xy[i].y); + cout.rgb += mul(XYZ_TO_sRGB, float3(X, Y, Z)); + } + return cout; +} + +//----------------------------------------------------------------------------- +// Phosphor Technique +//----------------------------------------------------------------------------- + +technique DefaultTechnique +{ + pass Pass0 + { + Lighting = FALSE; + + VertexShader = compile vs_2_0 vs_main(); + PixelShader = compile ps_2_0 ps_main(); + } +} |