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author Westley M. Martinez <anikom15@gmail.com>2018-10-07 08:42:30 -0700
committer R. Belmont <rb6502@users.noreply.github.com>2018-10-07 11:42:30 -0400
commitb5a54b761c94c543ce950dee0bc4aa0610ba8cba (patch)
tree9593e366a3f3da82074dec2b431c3dc8ada08d1c /hlsl/chroma.fx
parent7b42e2f79950adc1dd6d3c07df5513eda87b507c (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')
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1 files changed, 122 insertions, 0 deletions
diff --git a/hlsl/chroma.fx b/hlsl/chroma.fx
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+// 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();
+ }
+}