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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 /src
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 'src')
-rw-r--r--src/osd/modules/lib/osdobj_common.cpp1
-rw-r--r--src/osd/modules/lib/osdobj_common.h2
-rw-r--r--src/osd/modules/render/bgfx/chainentryreader.cpp11
-rw-r--r--src/osd/modules/render/bgfx/shaders/chains/hlsl/fs_chroma.sc38
-rw-r--r--src/osd/modules/render/bgfx/shaders/chains/hlsl/fs_post.sc31
-rw-r--r--src/osd/modules/render/bgfx/shaders/chains/hlsl/vs_chroma.sc14
-rw-r--r--src/osd/modules/render/bgfx/shaders/chains/misc/fs_lut.sc29
-rw-r--r--src/osd/modules/render/bgfx/shaders/chains/misc/vs_lut.sc14
-rw-r--r--src/osd/modules/render/d3d/d3dhlsl.cpp177
-rw-r--r--src/osd/modules/render/d3d/d3dhlsl.h26
-rw-r--r--src/osd/windows/winmain.cpp11
-rw-r--r--src/osd/windows/winmain.h20
12 files changed, 342 insertions, 32 deletions
diff --git a/src/osd/modules/lib/osdobj_common.cpp b/src/osd/modules/lib/osdobj_common.cpp
index b937a66394c..5e6be57bde3 100644
--- a/src/osd/modules/lib/osdobj_common.cpp
+++ b/src/osd/modules/lib/osdobj_common.cpp
@@ -155,6 +155,7 @@ const options_entry osd_options::s_option_entries[] =
{ OSDOPTION_BGFX_DEBUG, "0", OPTION_BOOLEAN, "enable BGFX debugging statistics" },
{ OSDOPTION_BGFX_SCREEN_CHAINS, "default", OPTION_STRING, "comma-delimited list of screen chain JSON names, colon-delimited per-window" },
{ OSDOPTION_BGFX_SHADOW_MASK, "slot-mask.png", OPTION_STRING, "shadow mask texture name" },
+ { OSDOPTION_BGFX_LUT, "", OPTION_STRING, "LUT texture name" },
{ OSDOPTION_BGFX_AVI_NAME, OSDOPTVAL_AUTO, OPTION_STRING, "filename for BGFX output logging" },
// End of list
diff --git a/src/osd/modules/lib/osdobj_common.h b/src/osd/modules/lib/osdobj_common.h
index 7d6e303fd8e..8c275ebf48d 100644
--- a/src/osd/modules/lib/osdobj_common.h
+++ b/src/osd/modules/lib/osdobj_common.h
@@ -88,6 +88,7 @@
#define OSDOPTION_BGFX_DEBUG "bgfx_debug"
#define OSDOPTION_BGFX_SCREEN_CHAINS "bgfx_screen_chains"
#define OSDOPTION_BGFX_SHADOW_MASK "bgfx_shadow_mask"
+#define OSDOPTION_BGFX_LUT "bgfx_lut"
#define OSDOPTION_BGFX_AVI_NAME "bgfx_avi_name"
//============================================================
@@ -162,6 +163,7 @@ public:
bool bgfx_debug() const { return bool_value(OSDOPTION_BGFX_DEBUG); }
const char *bgfx_screen_chains() const { return value(OSDOPTION_BGFX_SCREEN_CHAINS); }
const char *bgfx_shadow_mask() const { return value(OSDOPTION_BGFX_SHADOW_MASK); }
+ const char *bgfx_lut() const { return value(OSDOPTION_BGFX_LUT); }
const char *bgfx_avi_name() const { return value(OSDOPTION_BGFX_AVI_NAME); }
// PortAudio options
diff --git a/src/osd/modules/render/bgfx/chainentryreader.cpp b/src/osd/modules/render/bgfx/chainentryreader.cpp
index 57ade646a44..156827b0a96 100644
--- a/src/osd/modules/render/bgfx/chainentryreader.cpp
+++ b/src/osd/modules/render/bgfx/chainentryreader.cpp
@@ -63,8 +63,10 @@ bgfx_chain_entry* chain_entry_reader::read_from_value(const Value& value, std::s
if (!READER_CHECK(!has_target || input["target"].IsString(), (prefix + "input[" + std::to_string(i) + ": Value 'target' must be a string\n").c_str())) return nullptr;
if (!READER_CHECK(!has_option || input["option"].IsString(), (prefix + "input[" + std::to_string(i) + ": Value 'option' must be a string\n").c_str())) return nullptr;
if (!READER_CHECK(has_target || !input.HasMember("bilinear") || input["bilinear"].IsBool(), (prefix + "input[" + std::to_string(i) + ": Value 'bilinear' must be a boolean\n").c_str())) return nullptr;
+ if (!READER_CHECK(has_target || !input.HasMember("clamp") || input["clamp"].IsBool(), (prefix + "input[" + std::to_string(i) + ": Value 'clamp' must be a boolean\n").c_str())) return nullptr;
if (!READER_CHECK(has_texture || has_option || !input.HasMember("selection") || input["selection"].IsString(), (prefix + "input[" + std::to_string(i) + ": Value 'selection' must be a string\n").c_str())) return nullptr;
bool bilinear = get_bool(input, "bilinear", true);
+ bool clamp = get_bool(input, "clamp", false);
std::string selection = get_string(input, "selection", "");
std::vector<std::string> texture_names;
@@ -87,7 +89,8 @@ bgfx_chain_entry* chain_entry_reader::read_from_value(const Value& value, std::s
if (selection == "")
{
// create texture for specified file name
- uint32_t flags = bilinear ? 0 : (BGFX_TEXTURE_MIN_POINT | BGFX_TEXTURE_MAG_POINT | BGFX_TEXTURE_MIP_POINT);
+ uint32_t flags = bilinear ? 0u : (BGFX_TEXTURE_MIN_POINT | BGFX_TEXTURE_MAG_POINT | BGFX_TEXTURE_MIP_POINT);
+ flags |= clamp ? (BGFX_TEXTURE_U_CLAMP | BGFX_TEXTURE_V_CLAMP | BGFX_TEXTURE_W_CLAMP) : 0u;
bgfx_texture* texture = chains.textures().create_png_texture(chains.options().art_path(), texture_name, texture_name, flags, screen_index);
if (texture == nullptr)
{
@@ -97,7 +100,8 @@ bgfx_chain_entry* chain_entry_reader::read_from_value(const Value& value, std::s
else
{
// create texture for specified file name
- uint32_t flags = bilinear ? 0 : (BGFX_TEXTURE_MIN_POINT | BGFX_TEXTURE_MAG_POINT | BGFX_TEXTURE_MIP_POINT);
+ uint32_t flags = bilinear ? 0u : (BGFX_TEXTURE_MIN_POINT | BGFX_TEXTURE_MAG_POINT | BGFX_TEXTURE_MIP_POINT);
+ flags |= clamp ? (BGFX_TEXTURE_U_CLAMP | BGFX_TEXTURE_V_CLAMP | BGFX_TEXTURE_W_CLAMP) : 0u;
bgfx_texture* texture = chains.textures().create_png_texture(chains.options().art_path(), texture_name, texture_name, flags, screen_index);
if (texture == nullptr)
{
@@ -149,7 +153,8 @@ bgfx_chain_entry* chain_entry_reader::read_from_value(const Value& value, std::s
if (file_extension == extension)
{
// create textures for all files containd in the path of the specified file name
- uint32_t flags = bilinear ? 0 : (BGFX_TEXTURE_MIN_POINT | BGFX_TEXTURE_MAG_POINT | BGFX_TEXTURE_MIP_POINT);
+ uint32_t flags = bilinear ? 0u : (BGFX_TEXTURE_MIN_POINT | BGFX_TEXTURE_MAG_POINT | BGFX_TEXTURE_MIP_POINT);
+ flags |= clamp ? (BGFX_TEXTURE_U_CLAMP | BGFX_TEXTURE_V_CLAMP | BGFX_TEXTURE_W_CLAMP) : 0u;
bgfx_texture* texture = chains.textures().create_png_texture(chains.options().art_path(), file_path, file_path, flags, screen_index);
if (texture == nullptr)
{
diff --git a/src/osd/modules/render/bgfx/shaders/chains/hlsl/fs_chroma.sc b/src/osd/modules/render/bgfx/shaders/chains/hlsl/fs_chroma.sc
new file mode 100644
index 00000000000..b76370c0aa9
--- /dev/null
+++ b/src/osd/modules/render/bgfx/shaders/chains/hlsl/fs_chroma.sc
@@ -0,0 +1,38 @@
+$input v_color0, v_texcoord0
+
+// license: BSD-3-Clause
+// copyright-holders: W. M. Martinez
+//-----------------------------------------------------------------------------
+// Phosphor Chromaticity to sRGB Transform Effect
+//-----------------------------------------------------------------------------
+
+#include "common.sh"
+
+// User-supplied
+uniform vec4 u_y_gain;
+uniform vec4 u_chroma_a;
+uniform vec4 u_chroma_b;
+uniform vec4 u_chroma_c;
+
+// Samplers
+SAMPLER2D(s_tex, 0);
+
+void main()
+{
+ vec4 cin = texture2D(s_tex, v_texcoord0);
+ vec4 cout = vec4(0.0, 0.0, 0.0, cin.a);
+ mat3 xy = mat3(u_chroma_a.xyz, u_chroma_b.xyz, u_chroma_c.xyz);
+ const mat3 XYZ_TO_sRGB = mat3(
+ 3.2406, -1.5372, -0.4986,
+ -0.9689, 1.8758, 0.0415,
+ 0.0557, -0.2040, 1.0570
+ );
+
+ for (int i = 0; i < 3; ++i) {
+ float Y = u_y_gain[i] * cin[i];
+ float X = xy[i].x / xy[i].y * Y;
+ float Z = (1.0 - xy[i].x - xy[i].y) / xy[i].y * Y;
+ cout.rgb += mul(XYZ_TO_sRGB, vec3(X, Y, Z));
+ }
+ gl_FragColor = cout * v_color0;
+}
diff --git a/src/osd/modules/render/bgfx/shaders/chains/hlsl/fs_post.sc b/src/osd/modules/render/bgfx/shaders/chains/hlsl/fs_post.sc
index 4aa3719c0ab..10fb11dac8c 100644
--- a/src/osd/modules/render/bgfx/shaders/chains/hlsl/fs_post.sc
+++ b/src/osd/modules/render/bgfx/shaders/chains/hlsl/fs_post.sc
@@ -3,11 +3,15 @@ $input v_color0, v_texcoord0
// license:BSD-3-Clause
// copyright-holders:Ryan Holtz,ImJezze
//-----------------------------------------------------------------------------
-// Scanline & Shadowmask Effect
+// Shadowmask Effect
//-----------------------------------------------------------------------------
#include "common.sh"
+#define MONOCHROME 1.0
+#define DICHROME 2.0
+#define TRICHROME 3.0
+
// Autos
uniform vec4 u_swap_xy;
uniform vec4 u_source_dims; // size of the guest machine
@@ -27,6 +31,8 @@ uniform vec4 u_humbar_hertz_rate; // difference between the 59.94 Hz field rate
uniform vec4 u_humbar_alpha;
uniform vec4 u_power;
uniform vec4 u_floor;
+uniform vec4 u_chroma_mode;
+uniform vec4 u_conversion_gain;
// Parametric
uniform vec4 u_time; // milliseconds
@@ -112,6 +118,14 @@ void main()
}
else
{
+ // Hum Bar Simulation
+ if (u_humbar_alpha.x > 0.0f)
+ {
+ float HumTimeStep = fract(u_time.x * u_humbar_hertz_rate.x);
+ float HumBrightness = 1.0 - fract(BaseCoord.y + HumTimeStep) * u_humbar_alpha.x;
+ BaseColor.rgb *= HumBrightness;
+ }
+
// Mask Simulation
if (u_shadow_alpha.x > 0.0)
{
@@ -139,14 +153,15 @@ void main()
BaseColor.g = pow(BaseColor.g, u_power.g);
BaseColor.b = pow(BaseColor.b, u_power.b);
- // Hum Bar Simulation
- if (u_humbar_alpha.x > 0.0f)
- {
- float HumTimeStep = fract(u_time.x * u_humbar_hertz_rate.x);
- float HumBrightness = 1.0 - fract(BaseCoord.y + HumTimeStep) * u_humbar_alpha.x;
- BaseColor.rgb *= HumBrightness;
+ BaseColor.rgb *= v_color0.rgb;
+ if (u_chroma_mode.x == MONOCHROME) {
+ BaseColor.r = dot(u_conversion_gain.rgb, BaseColor.rgb);
+ BaseColor.gb = vec2(BaseColor.r, BaseColor.r);
+ } else if (u_chroma_mode.x == DICHROME) {
+ BaseColor.r = dot(u_conversion_gain.rg, BaseColor.rg);
+ BaseColor.g = BaseColor.r;
}
- gl_FragColor = vec4(BaseColor.rgb * v_color0.rgb, BaseColor.a);
+ gl_FragColor = BaseColor;
}
}
diff --git a/src/osd/modules/render/bgfx/shaders/chains/hlsl/vs_chroma.sc b/src/osd/modules/render/bgfx/shaders/chains/hlsl/vs_chroma.sc
new file mode 100644
index 00000000000..405ef8feb3b
--- /dev/null
+++ b/src/osd/modules/render/bgfx/shaders/chains/hlsl/vs_chroma.sc
@@ -0,0 +1,14 @@
+$input a_position, a_texcoord0, a_color0
+$output v_texcoord0, v_color0
+
+// license:BSD-3-Clause
+// copyright-holders:Dario Manesku
+
+#include "common.sh"
+
+void main()
+{
+ gl_Position = mul(u_viewProj, vec4(a_position.xy, 0.0, 1.0));
+ v_texcoord0 = a_texcoord0;
+ v_color0 = a_color0;
+}
diff --git a/src/osd/modules/render/bgfx/shaders/chains/misc/fs_lut.sc b/src/osd/modules/render/bgfx/shaders/chains/misc/fs_lut.sc
new file mode 100644
index 00000000000..2c8cffab7e1
--- /dev/null
+++ b/src/osd/modules/render/bgfx/shaders/chains/misc/fs_lut.sc
@@ -0,0 +1,29 @@
+$input v_color0, v_texcoord0
+
+// license: BSD-3-Clause
+// copyright-holders: W. M. Martinez
+
+#include "common.sh"
+
+#define LUT_TEXTURE_WIDTH 4096.0f
+#define LUT_SIZE 64.0f
+#define LUT_SCALE vec2(1.0f / LUT_TEXTURE_WIDTH, 1.0f / LUT_SIZE)
+
+SAMPLER2D(s_tex, 0);
+SAMPLER2D(s_3dlut, 1);
+
+void main()
+{
+ vec4 bp = texture2D(s_tex, v_texcoord0);
+ vec3 color = bp.rgb;
+ // NOTE: Do not change the order of parameters here.
+ vec3 lutcoord = vec3(color.rg * ((LUT_SIZE - 1.0f) + 0.5f) *
+ LUT_SCALE, (LUT_SIZE - 1.0f) * color.b);
+ float shift = floor(lutcoord.z);
+
+ lutcoord.x += shift * LUT_SCALE.y;
+ color.rgb = mix(texture2D(s_3dlut, lutcoord.xy).rgb,
+ texture2D(s_3dlut, vec2(lutcoord.x + LUT_SCALE.y,
+ lutcoord.y)).rgb, lutcoord.z - shift);
+ gl_FragColor = vec4(color, bp.a) * v_color0;
+}
diff --git a/src/osd/modules/render/bgfx/shaders/chains/misc/vs_lut.sc b/src/osd/modules/render/bgfx/shaders/chains/misc/vs_lut.sc
new file mode 100644
index 00000000000..405ef8feb3b
--- /dev/null
+++ b/src/osd/modules/render/bgfx/shaders/chains/misc/vs_lut.sc
@@ -0,0 +1,14 @@
+$input a_position, a_texcoord0, a_color0
+$output v_texcoord0, v_color0
+
+// license:BSD-3-Clause
+// copyright-holders:Dario Manesku
+
+#include "common.sh"
+
+void main()
+{
+ gl_Position = mul(u_viewProj, vec4(a_position.xy, 0.0, 1.0));
+ v_texcoord0 = a_texcoord0;
+ v_color0 = a_color0;
+}
diff --git a/src/osd/modules/render/d3d/d3dhlsl.cpp b/src/osd/modules/render/d3d/d3dhlsl.cpp
index a368e363de6..e2a9bb4bc53 100644
--- a/src/osd/modules/render/d3d/d3dhlsl.cpp
+++ b/src/osd/modules/render/d3d/d3dhlsl.cpp
@@ -25,6 +25,7 @@
#include "strconv.h"
#include "d3dhlsl.h"
#include "../frontend/mame/ui/slider.h"
+#include <array>
#include <utility>
//============================================================
@@ -171,6 +172,8 @@ shaders::shaders() :
acc_t(0),
delta_t(0),
shadow_texture(nullptr),
+ lut_texture(nullptr),
+ ui_lut_texture(nullptr),
options(nullptr),
black_surface(nullptr),
black_texture(nullptr),
@@ -198,6 +201,7 @@ shaders::shaders() :
bloom_effect(nullptr),
downsample_effect(nullptr),
vector_effect(nullptr),
+ chroma_effect(nullptr),
curr_texture(nullptr),
curr_render_target(nullptr),
curr_poly(nullptr),
@@ -546,6 +550,12 @@ bool shaders::init(d3d_base *d3dintf, running_machine *machine, renderer_d3d9 *r
get_vector(winoptions.screen_floor(), 3, options->floor, true);
get_vector(winoptions.screen_phosphor(), 3, options->phosphor, true);
options->saturation = winoptions.screen_saturation();
+ options->chroma_mode = winoptions.screen_chroma_mode();
+ get_vector(winoptions.screen_chroma_a(), 2, options->chroma_a, true);
+ get_vector(winoptions.screen_chroma_b(), 2, options->chroma_b, true);
+ get_vector(winoptions.screen_chroma_c(), 2, options->chroma_c, true);
+ get_vector(winoptions.screen_chroma_conversion_gain(), 3, options->chroma_conversion_gain, true);
+ get_vector(winoptions.screen_chroma_y_gain(), 3, options->chroma_y_gain, true);
options->yiq_enable = winoptions.screen_yiq_enable();
options->yiq_jitter = winoptions.screen_yiq_jitter();
options->yiq_cc = winoptions.screen_yiq_cc();
@@ -574,6 +584,10 @@ bool shaders::init(d3d_base *d3dintf, running_machine *machine, renderer_d3d9 *r
options->bloom_level6_weight = winoptions.screen_bloom_lvl6_weight();
options->bloom_level7_weight = winoptions.screen_bloom_lvl7_weight();
options->bloom_level8_weight = winoptions.screen_bloom_lvl8_weight();
+ strncpy(options->lut_texture, winoptions.screen_lut_texture(), sizeof(options->lut_texture));
+ options->lut_enable = winoptions.screen_lut_enable();
+ strncpy(options->ui_lut_texture, winoptions.ui_lut_texture(), sizeof(options->ui_lut_texture));
+ options->ui_lut_enable = winoptions.ui_lut_enable();
options->params_init = true;
@@ -728,6 +742,44 @@ int shaders::create_resources()
d3d->get_texture_manager()->m_texture_list.push_back(std::move(tex));
}
+ render_load_png(lut_bitmap, file, nullptr, options->lut_texture);
+ if (lut_bitmap.valid())
+ {
+ render_texinfo texture;
+
+ // fake in the basic data so it looks like it came from render.c
+ texture.base = lut_bitmap.raw_pixptr(0);
+ texture.rowpixels = lut_bitmap.rowpixels();
+ texture.width = lut_bitmap.width();
+ texture.height = lut_bitmap.height();
+ texture.palette = nullptr;
+ texture.seqid = 0;
+
+ // now create it (no prescale, no wrap)
+ auto tex = std::make_unique<texture_info>(d3d->get_texture_manager(), &texture, 1, PRIMFLAG_BLENDMODE(BLENDMODE_ALPHA) | PRIMFLAG_TEXFORMAT(TEXFORMAT_ARGB32));
+ lut_texture = tex.get();
+ d3d->get_texture_manager()->m_texture_list.push_back(std::move(tex));
+ }
+
+ render_load_png(ui_lut_bitmap, file, nullptr, options->ui_lut_texture);
+ if (ui_lut_bitmap.valid())
+ {
+ render_texinfo texture;
+
+ // fake in the basic data so it looks like it came from render.c
+ texture.base = ui_lut_bitmap.raw_pixptr(0);
+ texture.rowpixels = ui_lut_bitmap.rowpixels();
+ texture.width = ui_lut_bitmap.width();
+ texture.height = ui_lut_bitmap.height();
+ texture.palette = nullptr;
+ texture.seqid = 0;
+
+ // now create it (no prescale, no wrap)
+ auto tex = std::make_unique<texture_info>(d3d->get_texture_manager(), &texture, 1, PRIMFLAG_BLENDMODE(BLENDMODE_ALPHA) | PRIMFLAG_TEXFORMAT(TEXFORMAT_ARGB32));
+ ui_lut_texture = tex.get();
+ d3d->get_texture_manager()->m_texture_list.push_back(std::move(tex));
+ }
+
const char *fx_dir = downcast<windows_options &>(machine->options()).screen_post_fx_dir();
default_effect = new effect(this, d3d->get_device(), "primary.fx", fx_dir);
@@ -743,6 +795,7 @@ int shaders::create_resources()
bloom_effect = new effect(this, d3d->get_device(), "bloom.fx", fx_dir);
downsample_effect = new effect(this, d3d->get_device(), "downsample.fx", fx_dir);
vector_effect = new effect(this, d3d->get_device(), "vector.fx", fx_dir);
+ chroma_effect = new effect(this, d3d->get_device(), "chroma.fx", fx_dir);
if (!default_effect->is_valid() ||
!post_effect->is_valid() ||
@@ -756,14 +809,13 @@ int shaders::create_resources()
!ntsc_effect->is_valid() ||
!bloom_effect->is_valid() ||
!downsample_effect->is_valid() ||
- !vector_effect->is_valid())
+ !vector_effect->is_valid() ||
+ !chroma_effect->is_valid())
{
return 1;
}
- const int EFFECT_COUNT = 14;
-
- effect *effects[EFFECT_COUNT] = {
+ std::array<effect*, 15> effects = {
default_effect,
post_effect,
distortion_effect,
@@ -777,10 +829,11 @@ int shaders::create_resources()
color_effect,
bloom_effect,
downsample_effect,
- vector_effect
+ vector_effect,
+ chroma_effect
};
- for (int i = 0; i < EFFECT_COUNT; i++)
+ for (int i = 0; i < effects.size(); i++)
{
effects[i]->add_uniform("SourceDims", uniform::UT_VEC2, uniform::CU_SOURCE_DIMS);
effects[i]->add_uniform("TargetDims", uniform::UT_VEC2, uniform::CU_TARGET_DIMS);
@@ -824,15 +877,22 @@ int shaders::create_resources()
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("Power", uniform::UT_VEC3, uniform::CU_POST_POWER);
post_effect->add_uniform("Floor", uniform::UT_VEC3, uniform::CU_POST_FLOOR);
+ post_effect->add_uniform("ChomaMode", uniform::UT_INT, uniform::CU_CHROMA_MODE);
+ post_effect->add_uniform("ConversionGain", uniform::UT_VEC3, uniform::CU_CHROMA_CONVERSION_GAIN);
+
+ phosphor_effect->add_uniform("Phosphor", uniform::UT_VEC3, uniform::CU_PHOSPHOR_LIFE);
+
+ chroma_effect->add_uniform("YGain", uniform::UT_VEC3, uniform::CU_CHROMA_Y_GAIN);
+ chroma_effect->add_uniform("ChromaA", uniform::UT_VEC2, uniform::CU_CHROMA_A);
+ chroma_effect->add_uniform("ChromaB", uniform::UT_VEC2, uniform::CU_CHROMA_B);
+ chroma_effect->add_uniform("ChromaC", uniform::UT_VEC2, uniform::CU_CHROMA_C);
distortion_effect->add_uniform("VignettingAmount", uniform::UT_FLOAT, uniform::CU_POST_VIGNETTING);
distortion_effect->add_uniform("DistortionAmount", uniform::UT_FLOAT, uniform::CU_POST_DISTORTION);
@@ -842,6 +902,9 @@ int shaders::create_resources()
distortion_effect->add_uniform("SmoothBorderAmount", uniform::UT_FLOAT, uniform::CU_POST_SMOOTH_BORDER);
distortion_effect->add_uniform("ReflectionAmount", uniform::UT_FLOAT, uniform::CU_POST_REFLECTION);
+ default_effect->add_uniform("LutEnable", uniform::UT_BOOL, uniform::CU_LUT_ENABLE);
+ default_effect->add_uniform("UiLutEnable", uniform::UT_BOOL, uniform::CU_UI_LUT_ENABLE);
+
return 0;
}
@@ -880,6 +943,7 @@ void shaders::begin_draw()
bloom_effect->set_technique("DefaultTechnique");
downsample_effect->set_technique("DefaultTechnique");
vector_effect->set_technique("DefaultTechnique");
+ chroma_effect->set_technique("DefaultTechnique");
HRESULT result = d3d->get_device()->SetRenderTarget(0, backbuffer);
if (FAILED(result))
@@ -1190,13 +1254,11 @@ int shaders::post_pass(d3d_render_target *rt, int source_index, poly_info *poly,
curr_effect = post_effect;
curr_effect->update_uniforms();
- curr_effect->set_texture("ShadowTexture", shadow_texture == nullptr ? nullptr : shadow_texture->get_finaltex());
- curr_effect->set_int("ShadowTileMode", options->shadow_mask_tile_mode);
+ curr_effect->set_texture("ShadowTexture", shadow_texture == nullptr ? nullptr : shadow_texture->get_finaltex()); curr_effect->set_int("ShadowTileMode", options->shadow_mask_tile_mode);
curr_effect->set_texture("DiffuseTexture", rt->target_texture[next_index]);
curr_effect->set_vector("BackColor", 3, back_color);
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);
curr_effect->set_float("TimeMilliseconds", (float)machine->time().as_double() * 1000.0f);
curr_effect->set_float("HumBarAlpha", options->hum_bar_alpha);
curr_effect->set_bool("PrepareBloom", prepare_bloom);
@@ -1207,6 +1269,18 @@ int shaders::post_pass(d3d_render_target *rt, int source_index, poly_info *poly,
return next_index;
}
+int shaders::chroma_pass(d3d_render_target *rt, int source_index, poly_info *poly, int vertnum)
+{
+ int next_index = source_index;
+
+ curr_effect = chroma_effect;
+ curr_effect->update_uniforms();
+ curr_effect->set_texture("Diffuse", rt->target_texture[next_index]);
+ next_index = rt->next_index(next_index);
+ blit(rt->target_surface[next_index], false, D3DPT_TRIANGLELIST, 0, 2);
+ return next_index;
+}
+
int shaders::downsample_pass(d3d_render_target *rt, int source_index, poly_info *poly, int vertnum)
{
int next_index = source_index;
@@ -1332,6 +1406,8 @@ int shaders::vector_buffer_pass(d3d_render_target *rt, int source_index, poly_in
curr_effect->set_technique("VectorBufferTechnique");
curr_effect->set_texture("Diffuse", rt->target_texture[next_index]);
+ curr_effect->set_texture("LutTexture", lut_texture == nullptr ? nullptr : lut_texture->get_finaltex());
+
// we need to clear the vector render target here
next_index = rt->next_index(next_index);
@@ -1351,6 +1427,7 @@ int shaders::screen_pass(d3d_render_target *rt, int source_index, poly_info *pol
curr_effect->set_technique("ScreenTechnique");
curr_effect->set_texture("Diffuse", rt->target_texture[next_index]);
+ curr_effect->set_texture("LutTexture", lut_texture == nullptr ? nullptr : lut_texture->get_finaltex());
blit(backbuffer, false, poly->type(), vertnum, poly->count());
@@ -1382,6 +1459,8 @@ void shaders::ui_pass(poly_info *poly, int vertnum)
curr_effect->update_uniforms();
curr_effect->set_technique("UiTechnique");
+ curr_effect->set_texture("LutTexture", lut_texture == nullptr ? nullptr : ui_lut_texture->get_finaltex());
+
blit(nullptr, false, poly->type(), vertnum, poly->count());
}
@@ -1429,17 +1508,19 @@ void shaders::render_quad(poly_info *poly, int 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);
+ //next_index = phosphor_pass(rt, next_index, poly, vertnum);
// create bloom textures
- int phosphor_index = next_index;
+ int old_index = next_index;
next_index = post_pass(rt, next_index, poly, vertnum, true);
next_index = downsample_pass(rt, next_index, poly, vertnum);
// apply bloom textures
- next_index = phosphor_index;
+ next_index = old_index;
next_index = post_pass(rt, next_index, poly, vertnum, false);
next_index = bloom_pass(rt, next_index, poly, vertnum);
+ next_index = phosphor_pass(rt, next_index, poly, vertnum);
+ next_index = chroma_pass(rt, next_index, poly, vertnum);
next_index = distortion_pass(rt, next_index, poly, vertnum);
@@ -1508,17 +1589,19 @@ void shaders::render_quad(poly_info *poly, int vertnum)
next_index = vector_buffer_pass(rt, next_index, poly, vertnum);
next_index = deconverge_pass(rt, next_index, poly, vertnum);
next_index = defocus_pass(rt, next_index, poly, vertnum);
- next_index = phosphor_pass(rt, next_index, poly, vertnum);
+ //next_index = phosphor_pass(rt, next_index, poly, vertnum);
// create bloom textures
- int phosphor_index = next_index;
+ int old_index = next_index;
next_index = post_pass(rt, next_index, poly, vertnum, true);
next_index = downsample_pass(rt, next_index, poly, vertnum);
// apply bloom textures
- next_index = phosphor_index;
+ next_index = old_index;
next_index = post_pass(rt, next_index, poly, vertnum, false);
next_index = bloom_pass(rt, next_index, poly, vertnum);
+ next_index = phosphor_pass(rt, next_index, poly, vertnum);
+ next_index = chroma_pass(rt, next_index, poly, vertnum);
next_index = distortion_pass(rt, next_index, poly, vertnum);
@@ -1826,6 +1909,11 @@ void shaders::delete_resources()
delete ntsc_effect;
ntsc_effect = nullptr;
}
+ if (chroma_effect != nullptr)
+ {
+ delete chroma_effect;
+ chroma_effect = nullptr;
+ }
if (backbuffer != nullptr)
{
@@ -1845,6 +1933,8 @@ void shaders::delete_resources()
}
shadow_bitmap.reset();
+ lut_bitmap.reset();
+ ui_lut_bitmap.reset();
}
@@ -1980,7 +2070,8 @@ hlsl_options shaders::last_options = { false };
enum slider_option
{
- SLIDER_VECTOR_BEAM_SMOOTH = 0,
+ SLIDER_UI_LUT_ENABLE = 0,
+ SLIDER_VECTOR_BEAM_SMOOTH,
SLIDER_VECTOR_ATT_MAX,
SLIDER_VECTOR_ATT_LEN_MIN,
SLIDER_SHADOW_MASK_TILE_MODE,
@@ -2019,6 +2110,12 @@ enum slider_option
SLIDER_SCALE,
SLIDER_POWER,
SLIDER_FLOOR,
+ SLIDER_CHROMA_MODE,
+ SLIDER_CHROMA_A,
+ SLIDER_CHROMA_B,
+ SLIDER_CHROMA_C,
+ SLIDER_CHROMA_CONVERSION_GAIN,
+ SLIDER_Y_GAIN,
SLIDER_PHOSPHOR,
SLIDER_BLOOM_BLEND_MODE,
SLIDER_BLOOM_SCALE,
@@ -2043,7 +2140,8 @@ enum slider_option
SLIDER_NTSC_Y_VALUE,
SLIDER_NTSC_I_VALUE,
SLIDER_NTSC_Q_VALUE,
- SLIDER_NTSC_SCAN_TIME
+ SLIDER_NTSC_SCAN_TIME,
+ SLIDER_LUT_ENABLE,
};
enum slider_screen_type
@@ -2058,6 +2156,7 @@ enum slider_screen_type
slider_desc shaders::s_sliders[] =
{
+ { "3D LUT (UI/Artwork)", 0, 0, 1, 1, SLIDER_INT_ENUM, SLIDER_SCREEN_TYPE_ANY, SLIDER_UI_LUT_ENABLE, 0, "%s", { "Off", "On" } },
{ "Vector Beam Smooth Amount", 0, 0, 100, 1, SLIDER_FLOAT, SLIDER_SCREEN_TYPE_VECTOR, SLIDER_VECTOR_BEAM_SMOOTH, 0.01f, "%1.2f", {} },
{ "Vector Attenuation Maximum", 0, 50, 100, 1, SLIDER_FLOAT, SLIDER_SCREEN_TYPE_VECTOR, SLIDER_VECTOR_ATT_MAX, 0.01f, "%1.2f", {} },
{ "Vector Attenuation Length Minimum", 1, 500, 1000, 1, SLIDER_FLOAT, SLIDER_SCREEN_TYPE_VECTOR, SLIDER_VECTOR_ATT_LEN_MIN, 0.001f, "%1.3f", {} },
@@ -2097,6 +2196,12 @@ slider_desc shaders::s_sliders[] =
{ "Signal Scale,", -200, 100, 200, 1, SLIDER_COLOR, SLIDER_SCREEN_TYPE_ANY, SLIDER_SCALE, 0.01f, "%2.2f", {} },
{ "Signal Exponent,", -800, 0, 800, 1, SLIDER_COLOR, SLIDER_SCREEN_TYPE_ANY, SLIDER_POWER, 0.01f, "%2.2f", {} },
{ "Signal Floor,", 0, 0, 100, 1, SLIDER_COLOR, SLIDER_SCREEN_TYPE_ANY, SLIDER_FLOOR, 0.01f, "%2.2f", {} },
+ { "Color Mode,", 1, 3, 3, 1, SLIDER_INT_ENUM, SLIDER_SCREEN_TYPE_ANY, SLIDER_CHROMA_MODE, 0, "%s", { "", "Monochrome", "Dichrome", "Trichrome" } },
+ { "Chroma Conversion Gain,", 0, 0, 10000,10, SLIDER_COLOR, SLIDER_SCREEN_TYPE_ANY, SLIDER_CHROMA_CONVERSION_GAIN, 0.0001f, "%1.4f", {} },
+ { "Phosphor A Chromaticity,", 0, 0, 1000,10, SLIDER_VEC2, SLIDER_SCREEN_TYPE_ANY, SLIDER_CHROMA_A, 0.001f, "%1.3f", {} },
+ { "Phosphor B Chromaticity,", 0, 0, 1000,10, SLIDER_VEC2, SLIDER_SCREEN_TYPE_ANY, SLIDER_CHROMA_B, 0.001f, "%1.3f", {} },
+ { "Phosphor C Chromaticity,", 0, 0, 1000,10, SLIDER_VEC2, SLIDER_SCREEN_TYPE_ANY, SLIDER_CHROMA_C, 0.001f, "%1.3f", {} },
+ { "Phosphor Gain,", 0, 0, 10000,10, SLIDER_COLOR, SLIDER_SCREEN_TYPE_ANY, SLIDER_Y_GAIN, 0.0001f, "%1.4f", {} },
{ "Phosphor Persistence,", 0, 0, 100, 1, SLIDER_COLOR, SLIDER_SCREEN_TYPE_ANY, SLIDER_PHOSPHOR, 0.01f, "%2.2f", {} },
{ "Bloom Blend Mode", 0, 0, 1, 1, SLIDER_INT_ENUM, SLIDER_SCREEN_TYPE_ANY, SLIDER_BLOOM_BLEND_MODE, 0, "%s", { "Brighten", "Darken" } },
{ "Bloom Scale", 0, 0, 2000, 5, SLIDER_FLOAT, SLIDER_SCREEN_TYPE_ANY, SLIDER_BLOOM_SCALE, 0.001f, "%1.3f", {} },
@@ -2122,6 +2227,7 @@ slider_desc shaders::s_sliders[] =
{ "NTSC I Signal Bandwidth (Hz)", 0, 120, 600, 5, SLIDER_FLOAT, SLIDER_SCREEN_TYPE_LCD_OR_RASTER, SLIDER_NTSC_I_VALUE, 0.01f, "%1.4f", {} },
{ "NTSC Q Signal Bandwidth (Hz)", 0, 60, 600, 5, SLIDER_FLOAT, SLIDER_SCREEN_TYPE_LCD_OR_RASTER, SLIDER_NTSC_Q_VALUE, 0.01f, "%1.4f", {} },
{ "NTSC Scanline Duration (uSec)", 0, 5260, 10000, 1, SLIDER_FLOAT, SLIDER_SCREEN_TYPE_LCD_OR_RASTER, SLIDER_NTSC_SCAN_TIME, 0.01f, "%1.2f", {} },
+ { "3D LUT (Screen)", 0, 0, 1, 1, SLIDER_INT_ENUM, SLIDER_SCREEN_TYPE_ANY, SLIDER_LUT_ENABLE, 0, "%s", { "Off", "On" } },
{ nullptr, 0, 0, 0, 0, 0, 0, -1, 0, nullptr, {} }
};
@@ -2169,6 +2275,12 @@ void *shaders::get_slider_option(int id, int index)
case SLIDER_SCALE: return &(options->scale[index]);
case SLIDER_POWER: return &(options->power[index]);
case SLIDER_FLOOR: return &(options->floor[index]);
+ case SLIDER_CHROMA_MODE: return &(options->chroma_mode);
+ case SLIDER_CHROMA_A: return &(options->chroma_a[index]);
+ case SLIDER_CHROMA_B: return &(options->chroma_b[index]);
+ case SLIDER_CHROMA_C: return &(options->chroma_c[index]);
+ case SLIDER_CHROMA_CONVERSION_GAIN: return &(options->chroma_conversion_gain[index]);
+ case SLIDER_Y_GAIN: return &(options->chroma_y_gain[index]);
case SLIDER_PHOSPHOR: return &(options->phosphor[index]);
case SLIDER_BLOOM_BLEND_MODE: return &(options->bloom_blend_mode);
case SLIDER_BLOOM_SCALE: return &(options->bloom_scale);
@@ -2194,6 +2306,8 @@ void *shaders::get_slider_option(int id, int index)
case SLIDER_NTSC_I_VALUE: return &(options->yiq_i);
case SLIDER_NTSC_Q_VALUE: return &(options->yiq_q);
case SLIDER_NTSC_SCAN_TIME: return &(options->yiq_scan_time);
+ case SLIDER_LUT_ENABLE: return &(options->lut_enable);
+ case SLIDER_UI_LUT_ENABLE: return &(options->ui_lut_enable);
}
return nullptr;
}
@@ -2458,6 +2572,24 @@ void uniform::update()
m_shader->set_vector("Defocus", 2, &options->defocus[0]);
break;
+ case CU_CHROMA_MODE:
+ m_shader->set_int("ChromaMode", options->chroma_mode);
+ break;
+ case CU_CHROMA_A:
+ m_shader->set_vector("ChromaA", 2, &options->chroma_a[0]);
+ break;
+ case CU_CHROMA_B:
+ m_shader->set_vector("ChromaB", 2, &options->chroma_b[0]);
+ break;
+ case CU_CHROMA_C:
+ m_shader->set_vector("ChromaC", 2, &options->chroma_c[0]);
+ break;
+ case CU_CHROMA_CONVERSION_GAIN:
+ m_shader->set_vector("ConversionGain", 3, &options->chroma_conversion_gain[0]);
+ case CU_CHROMA_Y_GAIN:
+ m_shader->set_vector("YGain", 3, &options->chroma_y_gain[0]);
+ break;
+
case CU_PHOSPHOR_LIFE:
m_shader->set_vector("Phosphor", 3, options->phosphor);
break;
@@ -2545,6 +2677,11 @@ void uniform::update()
case CU_POST_FLOOR:
m_shader->set_vector("Floor", 3, options->floor);
break;
+ case CU_LUT_ENABLE:
+ m_shader->set_bool("LutEnable", options->lut_enable ? true : false);
+ break;
+ case CU_UI_LUT_ENABLE:
+ m_shader->set_bool("UiLutEnable", options->ui_lut_enable ? true : false);
}
}
diff --git a/src/osd/modules/render/d3d/d3dhlsl.h b/src/osd/modules/render/d3d/d3dhlsl.h
index eae92ee5b3d..7f7dacc4538 100644
--- a/src/osd/modules/render/d3d/d3dhlsl.h
+++ b/src/osd/modules/render/d3d/d3dhlsl.h
@@ -101,6 +101,14 @@ public:
CU_POST_SCANLINE_BRIGHT_OFFSET,
CU_POST_POWER,
CU_POST_FLOOR,
+ CU_CHROMA_MODE,
+ CU_CHROMA_A,
+ CU_CHROMA_B,
+ CU_CHROMA_C,
+ CU_CHROMA_CONVERSION_GAIN,
+ CU_CHROMA_Y_GAIN,
+ CU_LUT_ENABLE,
+ CU_UI_LUT_ENABLE,
CU_COUNT
};
@@ -207,6 +215,12 @@ struct hlsl_options
float floor[3];
float phosphor[3];
float saturation;
+ int chroma_mode;
+ float chroma_a[2];
+ float chroma_b[2];
+ float chroma_c[2];
+ float chroma_conversion_gain[3];
+ float chroma_y_gain[3];
// NTSC
int yiq_enable;
@@ -241,6 +255,12 @@ struct hlsl_options
float bloom_level6_weight;
float bloom_level7_weight;
float bloom_level8_weight;
+
+ // Final
+ char lut_texture[1024];
+ int lut_enable;
+ char ui_lut_texture[1024];
+ int ui_lut_enable;
};
struct slider_desc
@@ -338,6 +358,7 @@ private:
int post_pass(d3d_render_target *rt, int source_index, poly_info *poly, int vertnum, bool prepare_bloom);
int downsample_pass(d3d_render_target *rt, int source_index, poly_info *poly, int vertnum);
int bloom_pass(d3d_render_target *rt, int source_index, poly_info *poly, int vertnum);
+ int chroma_pass(d3d_render_target *rt, int source_index, poly_info *poly, int vertnum);
int distortion_pass(d3d_render_target *rt, int source_index, poly_info *poly, int vertnum);
int vector_pass(d3d_render_target *rt, int source_index, poly_info *poly, int vertnum);
int vector_buffer_pass(d3d_render_target *rt, int source_index, poly_info *poly, int vertnum);
@@ -357,6 +378,10 @@ private:
double delta_t; // data for delta_time
bitmap_argb32 shadow_bitmap; // shadow mask bitmap for post-processing shader
texture_info * shadow_texture; // shadow mask texture for post-processing shader
+ bitmap_argb32 lut_bitmap;
+ texture_info * lut_texture;
+ bitmap_argb32 ui_lut_bitmap;
+ texture_info * ui_lut_texture;
hlsl_options * options; // current options
IDirect3DSurface9 * black_surface; // black dummy surface
@@ -391,6 +416,7 @@ private:
effect * bloom_effect; // pointer to the bloom composite effect
effect * downsample_effect; // pointer to the bloom downsample effect
effect * vector_effect; // pointer to the vector-effect object
+ effect * chroma_effect;
texture_info * curr_texture;
d3d_render_target * curr_render_target;
diff --git a/src/osd/windows/winmain.cpp b/src/osd/windows/winmain.cpp
index f33b018f1bf..cb512948b26 100644
--- a/src/osd/windows/winmain.cpp
+++ b/src/osd/windows/winmain.cpp
@@ -216,6 +216,12 @@ const options_entry windows_options::s_option_entries[] =
{ WINOPTION_POWER";fs_power", "1.0,1.0,1.0", OPTION_STRING, "signal power value (exponential)" },
{ WINOPTION_FLOOR";fs_floor", "0.0,0.0,0.0", OPTION_STRING, "signal floor level" },
{ WINOPTION_PHOSPHOR";fs_phosphor", "0.0,0.0,0.0", OPTION_STRING, "phosphorescence decay rate (0.0 is instant, 1.0 is forever)" },
+ { WINOPTION_CHROMA_MODE, "3", OPTION_INTEGER, "Number of phosphors to use: 1 - monochrome, 2 - dichrome, 3 - trichrome (color)" },
+ { WINOPTION_CHROMA_CONVERSION_GAIN, "0.299,0.587,0.114", OPTION_STRING, "Gain to be applied when summing RGB signal for monochrome and dichrome modes" },
+ { WINOPTION_CHROMA_A, "0.64,0.33", OPTION_STRING, "Chromaticity coordinate for first phosphor" },
+ { WINOPTION_CHROMA_B, "0.30,0.60", OPTION_STRING, "Chromaticity coordinate for second phosphor" },
+ { WINOPTION_CHROMA_C, "0.15,0.06", OPTION_STRING, "Chromaticity coordinate for third phosphor" },
+ { WINOPTION_CHROMA_Y_GAIN, "0.2126,0.7152,0.0722", OPTION_STRING, "Gain to be applied for each phosphor" },
/* NTSC simulation below this line */
{ nullptr, nullptr, OPTION_HEADER, "NTSC POST-PROCESSING OPTIONS" },
{ WINOPTION_YIQ_ENABLE";yiq", "0", OPTION_BOOLEAN, "enables YIQ-space HLSL post-processing" },
@@ -250,6 +256,10 @@ const options_entry windows_options::s_option_entries[] =
{ WINOPTION_BLOOM_LEVEL6_WEIGHT, "0.04", OPTION_FLOAT, "Bloom level 6 weight (1/4 smaller that level 5 target)" },
{ WINOPTION_BLOOM_LEVEL7_WEIGHT, "0.02", OPTION_FLOAT, "Bloom level 7 weight (1/4 smaller that level 6 target)" },
{ WINOPTION_BLOOM_LEVEL8_WEIGHT, "0.01", OPTION_FLOAT, "Bloom level 8 weight (1/4 smaller that level 7 target)" },
+ { WINOPTION_LUT_TEXTURE, "", OPTION_STRING, "3D LUT texture filename for screen, PNG format" },
+ { WINOPTION_LUT_ENABLE, "0", OPTION_BOOLEAN, "Enables 3D LUT to be applied to screen after post-processing" },
+ { WINOPTION_UI_LUT_TEXTURE, "", OPTION_STRING, "3D LUT texture filename of UI, PNG format" },
+ { WINOPTION_UI_LUT_ENABLE, "0", OPTION_BOOLEAN, "Enables 3D LUT to be applied to UI and artwork after post-processing" },
// full screen options
{ nullptr, nullptr, OPTION_HEADER, "FULL SCREEN OPTIONS" },
@@ -648,4 +658,3 @@ static int is_double_click_start(int argc)
}
#endif // WINAPI_FAMILY_PARTITION(WINAPI_PARTITION_DESKTOP)
-
diff --git a/src/osd/windows/winmain.h b/src/osd/windows/winmain.h
index 6a0d3421306..79e3b023b64 100644
--- a/src/osd/windows/winmain.h
+++ b/src/osd/windows/winmain.h
@@ -70,6 +70,12 @@
#define WINOPTION_FLOOR "floor"
#define WINOPTION_PHOSPHOR "phosphor_life"
#define WINOPTION_SATURATION "saturation"
+#define WINOPTION_CHROMA_MODE "chroma_mode"
+#define WINOPTION_CHROMA_CONVERSION_GAIN "chroma_conversion_gain"
+#define WINOPTION_CHROMA_A "chroma_a"
+#define WINOPTION_CHROMA_B "chroma_b"
+#define WINOPTION_CHROMA_C "chroma_c"
+#define WINOPTION_CHROMA_Y_GAIN "chroma_y_gain"
#define WINOPTION_YIQ_ENABLE "yiq_enable"
#define WINOPTION_YIQ_JITTER "yiq_jitter"
#define WINOPTION_YIQ_CCVALUE "yiq_cc"
@@ -98,6 +104,10 @@
#define WINOPTION_BLOOM_LEVEL6_WEIGHT "bloom_lvl6_weight"
#define WINOPTION_BLOOM_LEVEL7_WEIGHT "bloom_lvl7_weight"
#define WINOPTION_BLOOM_LEVEL8_WEIGHT "bloom_lvl8_weight"
+#define WINOPTION_LUT_TEXTURE "lut_texture"
+#define WINOPTION_LUT_ENABLE "lut_enable"
+#define WINOPTION_UI_LUT_TEXTURE "ui_lut_texture"
+#define WINOPTION_UI_LUT_ENABLE "ui_lut_enable"
// full screen options
#define WINOPTION_TRIPLEBUFFER "triplebuffer"
@@ -199,6 +209,16 @@ public:
const char *screen_floor() const { return value(WINOPTION_FLOOR); }
const char *screen_phosphor() const { return value(WINOPTION_PHOSPHOR); }
float screen_saturation() const { return float_value(WINOPTION_SATURATION); }
+ int screen_chroma_mode() const { return int_value(WINOPTION_CHROMA_MODE); }
+ const char *screen_chroma_a() const { return value(WINOPTION_CHROMA_A); }
+ const char *screen_chroma_b() const { return value(WINOPTION_CHROMA_B); }
+ const char *screen_chroma_c() const { return value(WINOPTION_CHROMA_C); }
+ const char *screen_chroma_conversion_gain() const { return value(WINOPTION_CHROMA_CONVERSION_GAIN); }
+ const char *screen_chroma_y_gain() const { return value(WINOPTION_CHROMA_Y_GAIN); }
+ const char *screen_lut_texture() const { return value(WINOPTION_LUT_TEXTURE); }
+ bool screen_lut_enable() const { return bool_value(WINOPTION_LUT_ENABLE); }
+ const char *ui_lut_texture() const { return value(WINOPTION_UI_LUT_TEXTURE); }
+ bool ui_lut_enable() const { return bool_value(WINOPTION_UI_LUT_ENABLE); }
// full screen options
bool triple_buffer() const { return bool_value(WINOPTION_TRIPLEBUFFER); }