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author Westley M. Martinez <anikom15@gmail.com>2017-01-02 15:42:33 -0800
committer Westley M. Martinez <anikom15@gmail.com>2017-01-02 15:42:33 -0800
commit91172125deac5dd200225daa48039010be4e0eab (patch)
tree416a36818cc220fa7f2cc35f3f8dfc817215b4ee /hlsl
parentc7cc38199abb28e4983ecd940825f5bf930702ad (diff)
Add LCD ghosting shader for Direct3D
hlsl/ghosting.fx: Add LCD ghosting shader hlsl/phosphor.fx: Remove LCD logic ini/presets/gameboy.ini, ini/presets/gba.ini, ini/presets/lcd-matrix.ini, ini/presets/lcd.ini, ini/presets/raster.ini, ini/presets/vector.ini: Update presets src/osd/modules/render/d3d/d3dhlsl.cpp, src/osd/modules/render/d3d/d3dhlsl.h: Add LCD shader and sliders. Allow sliders to be adjusted for R, G, and B components. src/osd/windows/winmain.cpp, src/osd/windows/winmain.h: Add LCD ghosting options.# Please enter the commit message for your changes. Lines starting
Diffstat (limited to 'hlsl')
-rw-r--r--hlsl/ghosting.fx159
-rw-r--r--hlsl/phosphor.fx46
2 files changed, 180 insertions, 25 deletions
diff --git a/hlsl/ghosting.fx b/hlsl/ghosting.fx
new file mode 100644
index 00000000000..f09bab41fba
--- /dev/null
+++ b/hlsl/ghosting.fx
@@ -0,0 +1,159 @@
+// license:BSD-3-Clause
+// copyright-holders:Ryan Holtz, Westley M. Martinez
+//-----------------------------------------------------------------------------
+// Ghosting Effect
+//-----------------------------------------------------------------------------
+
+//-----------------------------------------------------------------------------
+// Sampler Definitions
+//-----------------------------------------------------------------------------
+
+texture Diffuse;
+
+sampler DiffuseSampler = sampler_state
+{
+ Texture = <Diffuse>;
+ SRGBTexture = TRUE;
+ MipFilter = LINEAR;
+ MinFilter = LINEAR;
+ MagFilter = LINEAR;
+ AddressU = CLAMP;
+ AddressV = CLAMP;
+ AddressW = CLAMP;
+};
+
+texture LastPass;
+
+sampler PreviousSampler = sampler_state
+{
+ Texture = <LastPass>;
+ SRGBTexture = TRUE;
+ 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;
+};
+
+//-----------------------------------------------------------------------------
+// Phosphor Vertex Shader
+//-----------------------------------------------------------------------------
+
+uniform float2 ScreenDims;
+uniform float2 TargetDims;
+
+uniform bool Passthrough;
+
+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; // half texel offset correction (DX9)
+
+ Output.PrevCoord = Output.TexCoord;
+
+ Output.Color = Input.Color;
+
+ return Output;
+}
+
+//-----------------------------------------------------------------------------
+// Phosphor Pixel Shader
+//-----------------------------------------------------------------------------
+
+uniform float DeltaTime = 0.0f;
+uniform float3 LCDRise = { 0.0f, 0.0f, 0.0f };
+uniform float3 LCDFall = { 0.0f, 0.0f, 0.0f };
+static const float TAU_FACTOR = 0.159154943;
+
+float4 ps_main(PS_INPUT Input) : COLOR
+{
+ float4 CurrPix = tex2D(DiffuseSampler, Input.TexCoord);
+ float3 PrevPix = tex2D(PreviousSampler, Input.PrevCoord).rgb;
+ float3 tau = { 0.0f, 0.0f, 0.0f };
+ float r = PrevPix.r;
+ float g = PrevPix.g;
+ float b = PrevPix.b;
+
+ if (CurrPix.r > r) {
+ tau.r = LCDRise.r * TAU_FACTOR;
+ r = tau.r == 0 ? CurrPix.r : (CurrPix.r - r) *
+ (1 - exp(-DeltaTime / tau.r)) + r;
+ }
+ else {
+ tau.r = LCDFall.r * TAU_FACTOR;
+ r = tau.r == 0 ? CurrPix.r : (r - CurrPix.r) *
+ exp(-DeltaTime / tau.r) + CurrPix.r;
+ }
+ if (CurrPix.g > g) {
+ tau.g = LCDRise.g * TAU_FACTOR;
+ g = tau.g == 0 ? CurrPix.g : (CurrPix.g - g) *
+ (1 - exp(-DeltaTime / tau.g)) + g;
+ }
+ else {
+ tau.g = LCDFall.g * TAU_FACTOR;
+ g = tau.g == 0 ? CurrPix.g : (g - CurrPix.g) *
+ exp(-DeltaTime / tau.g) + CurrPix.g;
+ }
+ if (CurrPix.b > b) {
+ tau.b = LCDRise.b * TAU_FACTOR;
+ b = tau.b == 0 ? CurrPix.b : (CurrPix.b - b) *
+ (1 - exp(-DeltaTime / tau.b)) + b;
+ }
+ else {
+ tau.b = LCDFall.b * TAU_FACTOR;
+ b = tau.b == 0 ? CurrPix.b : (b - CurrPix.b) *
+ exp(-DeltaTime / tau.b) + CurrPix.b;
+ }
+ return Passthrough ? CurrPix : float4(r, g, b, CurrPix.a);
+}
+
+//-----------------------------------------------------------------------------
+// Phosphor Technique
+//-----------------------------------------------------------------------------
+
+technique DefaultTechnique
+{
+ pass Pass0
+ {
+ SRGBWriteEnable = TRUE;
+ Lighting = FALSE;
+
+ VertexShader = compile vs_2_0 vs_main();
+ PixelShader = compile ps_2_0 ps_main();
+ }
+}
diff --git a/hlsl/phosphor.fx b/hlsl/phosphor.fx
index 579a110eb6d..2505b27e17f 100644
--- a/hlsl/phosphor.fx
+++ b/hlsl/phosphor.fx
@@ -1,5 +1,5 @@
// license:BSD-3-Clause
-// copyright-holders:Ryan Holtz
+// copyright-holders:Ryan Holtz, Westley M. Martinez
//-----------------------------------------------------------------------------
// Phosphor Effect
//-----------------------------------------------------------------------------
@@ -95,12 +95,14 @@ VS_OUTPUT vs_main(VS_INPUT Input)
// Phosphor Pixel Shader
//-----------------------------------------------------------------------------
-uniform bool LCD = false;
uniform int Mode = 0;
uniform float DeltaTime = 0.0f;
-uniform float LCDTau = 0.0f;
uniform float3 TimeConstant = { 0.0f, 0.0f, 0.0f };
uniform float3 Beta = { 0.0f, 0.0f, 0.0f };
+static const float TAU_FACTOR = 0.4342944819;
+static const float GAMMA_INV_FACTOR = TAU_FACTOR / 100;
+// sRGB half-step for small intensities
+float THRESHOLD = 0.5f / 255.0f / 12.92f;
float4 ps_main(PS_INPUT Input) : COLOR
{
@@ -110,47 +112,41 @@ float4 ps_main(PS_INPUT Input) : COLOR
float g = PrevPix.g;
float b = PrevPix.b;
- if (LCD) {
- r *= LCDTau == 0 ? 0 : exp(-DeltaTime / LCDTau);
- g *= LCDTau == 0 ? 0 : exp(-DeltaTime / LCDTau);
- b *= LCDTau == 0 ? 0 : exp(-DeltaTime / LCDTau);
- }
- else if (Mode == 0) {
+ if (Mode == 0) {
r = 0;
g = 0;
b = 0;
}
else if (Mode == 1) {
- float3 tau = TimeConstant * 0.4342944819;
+ float3 tau = TimeConstant * TAU_FACTOR;
r *= tau.r == 0 ? 0 : exp(-DeltaTime / tau.r);
g *= tau.g == 0 ? 0 : exp(-DeltaTime / tau.g);
b *= tau.b == 0 ? 0 : exp(-DeltaTime / tau.b);
}
else {
- float3 gamma = 1 / (TimeConstant * 0.004342944819);
+ float3 gamma = 1 / (TimeConstant * GAMMA_INV_FACTOR);
if (r != 0.0f)
- r = pow(gamma.r * DeltaTime + pow(1 / r, 1 / Beta.r), -Beta.r);
+ r = pow(gamma.r * DeltaTime + pow(1 / r, 1 / Beta.r),
+ -Beta.r);
if (g != 0.0f)
- g = pow(gamma.g * DeltaTime + pow(1 / g, 1 / Beta.g), -Beta.g);
+ g = pow(gamma.g * DeltaTime + pow(1 / g, 1 / Beta.g),
+ -Beta.g);
if (b != 0.0f)
- b = pow(gamma.b * DeltaTime + pow(1 / b, 1 / Beta.b), -Beta.b);
+ b = pow(gamma.b * DeltaTime + pow(1 / b, 1 / Beta.b),
+ -Beta.b);
}
// Prevent burn-in
if (DeltaTime > 0.0f) {
- float threshold = 0.5f / 255.0f / 12.92; // Half-color increment
- r = max(0.0f, r - threshold);
- g = max(0.0f, g - threshold);
- b = max(0.0f, b - threshold);
+ r = max(0.0f, r - THRESHOLD);
+ g = max(0.0f, g - THRESHOLD);
+ b = max(0.0f, b - THRESHOLD);
}
-
- float RedMax = max(CurrPix.r, r);
- float GreenMax = max(CurrPix.g, g);
- float BlueMax = max(CurrPix.b, b);
-
- return Passthrough ?
- CurrPix : float4(RedMax, GreenMax, BlueMax, CurrPix.a);
+ r = max(CurrPix.r, r);
+ g = max(CurrPix.g, g);
+ b = max(CurrPix.b, b);
+ return Passthrough ? CurrPix : float4(r, g, b, CurrPix.a);
}
//-----------------------------------------------------------------------------