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-rw-r--r--hlsl/bloom.fx22
-rw-r--r--hlsl/downsample.fx21
-rw-r--r--hlsl/post.fx38
-rw-r--r--src/osd/modules/render/d3d/d3dcomm.h6
-rw-r--r--src/osd/modules/render/d3d/d3dhlsl.cpp41
-rw-r--r--src/osd/modules/render/d3d/d3dhlsl.h2
-rw-r--r--src/osd/modules/render/drawd3d.cpp30
7 files changed, 83 insertions, 77 deletions
diff --git a/hlsl/bloom.fx b/hlsl/bloom.fx
index 1ee152adfec..47cc04c47ed 100644
--- a/hlsl/bloom.fx
+++ b/hlsl/bloom.fx
@@ -202,8 +202,9 @@ float random(float2 seed)
uniform float2 ScreenDims;
uniform float2 TargetDims;
-uniform float2 SourceRect;
+uniform float2 SourceDims;
+// level dimensions not necessary anymore?
uniform float2 Level0Size;
uniform float4 Level12Size;
uniform float4 Level34Size;
@@ -211,6 +212,8 @@ uniform float4 Level56Size;
uniform float4 Level78Size;
uniform float4 Level9ASize;
+uniform bool VectorScreen = false;
+
VS_OUTPUT vs_main(VS_INPUT Input)
{
VS_OUTPUT Output = (VS_OUTPUT)0;
@@ -226,12 +229,17 @@ VS_OUTPUT vs_main(VS_INPUT Input)
float2 TexCoord = Input.Position.xy / ScreenDims;
TexCoord += 0.5f / TargetDims; // half texel offset correction (DX9)
- Output.TexCoord0 = TexCoord;
- Output.TexCoord12 = TexCoord.xyxy + (0.5f / Level12Size);
- Output.TexCoord34 = TexCoord.xyxy + (0.5f / Level34Size);
- Output.TexCoord56 = TexCoord.xyxy + (0.5f / Level56Size);
- Output.TexCoord78 = TexCoord.xyxy + (0.5f / Level78Size);
- Output.TexCoord9A = TexCoord.xyxy + (0.5f / Level9ASize);
+ Output.TexCoord0 = TexCoord.xy; // + (0.5f / Level0Size);
+
+ TexCoord += VectorScreen
+ ? 0.5f / TargetDims.xy
+ : 0.5f / SourceDims.xy;
+
+ Output.TexCoord12 = TexCoord.xyxy; // + (0.5f / Level12Size);
+ Output.TexCoord34 = TexCoord.xyxy; // + (0.5f / Level34Size);
+ Output.TexCoord56 = TexCoord.xyxy; // + (0.5f / Level56Size);
+ Output.TexCoord78 = TexCoord.xyxy; // + (0.5f / Level78Size);
+ Output.TexCoord9A = TexCoord.xyxy; // + (0.5f / Level9ASize);
return Output;
}
diff --git a/hlsl/downsample.fx b/hlsl/downsample.fx
index 3afcdc703dd..fad2ef8341f 100644
--- a/hlsl/downsample.fx
+++ b/hlsl/downsample.fx
@@ -57,6 +57,8 @@ uniform float2 SourceDims;
uniform float2 SourceRect;
uniform float2 QuadDims;
+uniform int BloomLevel;
+
uniform bool VectorScreen;
static const float2 Coord0Offset = float2(-0.5f, -0.5f);
@@ -68,9 +70,7 @@ VS_OUTPUT vs_main(VS_INPUT Input)
{
VS_OUTPUT Output = (VS_OUTPUT)0;
- float2 TargetTexelDims = 1.0f / TargetDims;
- float2 ScreenTexelDims = 1.0f / ScreenDims;
- float2 SourceTexelDims = 1.0f / SourceDims;
+ float2 HalfTargetTexelDims = 0.5f / TargetDims;
Output.Position = float4(Input.Position.xyz, 1.0f);
Output.Position.xy /= ScreenDims;
@@ -83,17 +83,10 @@ VS_OUTPUT vs_main(VS_INPUT Input)
float2 TexCoord = Input.Position.xy / ScreenDims;
TexCoord += 0.5f / TargetDims; // half texel offset correction (DX9)
- float2 VectorTexelOffset = ScreenTexelDims * -0.5;
- float2 RasterTexelOffset = SourceTexelDims * (0.5f * SourceRect) * (1.0f - (QuadDims / ScreenDims));
-
- TexCoord += VectorScreen
- ? VectorTexelOffset
- : RasterTexelOffset;
-
- Output.TexCoord01.xy = TexCoord + Coord0Offset * TargetTexelDims;
- Output.TexCoord01.zw = TexCoord + Coord1Offset * TargetTexelDims;
- Output.TexCoord23.xy = TexCoord + Coord2Offset * TargetTexelDims;
- Output.TexCoord23.zw = TexCoord + Coord3Offset * TargetTexelDims;
+ Output.TexCoord01.xy = TexCoord + Coord0Offset * HalfTargetTexelDims;
+ Output.TexCoord01.zw = TexCoord + Coord1Offset * HalfTargetTexelDims;
+ Output.TexCoord23.xy = TexCoord + Coord2Offset * HalfTargetTexelDims;
+ Output.TexCoord23.zw = TexCoord + Coord3Offset * HalfTargetTexelDims;
return Output;
}
diff --git a/hlsl/post.fx b/hlsl/post.fx
index d972926f629..01d83d435ff 100644
--- a/hlsl/post.fx
+++ b/hlsl/post.fx
@@ -97,17 +97,14 @@ VS_OUTPUT vs_main(VS_INPUT Input)
Output.Position.xy *= 2.0f; // zoom
Output.TexCoord = Input.Position.xy / ScreenDims;
- Output.TexCoord += 0.5f / TargetDims; // half texel offset correction (DX9)
- Output.SourceCoord = Input.TexCoord;
+ Output.TexCoord += PrepareBloom
+ ? 0.0f / TargetDims // use half texel offset (DX9) to do the blur for first bloom layer
+ : 0.5f / TargetDims; // fix half texel offset correction (DX9)
- float2 ScreenCoordOffset = ShadowUVOffset;
- ScreenCoordOffset = SwapXY
- ? ShadowUVOffset.yx
- : ShadowUVOffset.xy;
+ Output.SourceCoord = Input.TexCoord;
Output.ScreenCoord = Input.Position.xy / ScreenDims;
- Output.ScreenCoord += ScreenCoordOffset / ScreenDims;
Output.Color = Input.Color;
@@ -173,22 +170,31 @@ float4 ps_main(PS_INPUT Input) : COLOR
float4 BaseColor = tex2D(DiffuseSampler, TexCoord);
BaseColor.a = 1.0f;
- clip(TexCoord < 0.0f || TexCoord > 1.0f ? -1 : 1);
+ // keep border
+ if (!PrepareBloom)
+ {
+ // clip border
+ clip(TexCoord < 0.0f || TexCoord > 1.0f ? -1 : 1);
+ }
// Mask Simulation (may not affect bloom)
if (!PrepareBloom && ShadowAlpha > 0.0f)
{
+ float2 shadowUVOffset = ShadowUVOffset;
+ shadowUVOffset = SwapXY
+ ? ShadowUVOffset.yx
+ : ShadowUVOffset.xy;
+
float2 shadowDims = ShadowDims;
shadowDims = SwapXY
? shadowDims.yx
: shadowDims.xy;
float2 shadowUV = ShadowUV;
- // shadowUV = SwapXY
- // ? shadowUV.yx
- // : shadowUV.xy;
- float2 screenCoord = ShadowTileMode == 0 ? ScreenCoord : SourceCoord;
+ float2 screenCoord = ShadowTileMode == 0
+ ? ScreenCoord + shadowUVOffset / ScreenDims
+ : SourceCoord + shadowUVOffset / SourceDims;
screenCoord = SwapXY
? screenCoord.yx
: screenCoord.xy;
@@ -198,17 +204,17 @@ float4 ps_main(PS_INPUT Input) : COLOR
? shadowCount.yx
: shadowCount.xy;
- float2 shadowTile = (ShadowTileMode == 0 ? ScreenTexelDims : SourceTexelDims) * shadowCount;
+ float2 shadowTile = ShadowTileMode == 0
+ ? ScreenTexelDims * shadowCount
+ : SourceTexelDims * shadowCount;
shadowTile = SwapXY
? shadowTile.yx
: shadowTile.xy;
float2 ShadowFrac = frac(screenCoord / shadowTile);
+
float2 ShadowCoord = (ShadowFrac * shadowUV);
ShadowCoord += 0.5f / shadowDims; // half texel offset
- // ShadowCoord = SwapXY
- // ? ShadowCoord.yx
- // : ShadowCoord.xy;
float4 ShadowColor = tex2D(ShadowSampler, ShadowCoord);
float3 ShadowMaskColor = lerp(1.0f, ShadowColor.rgb, ShadowAlpha);
diff --git a/src/osd/modules/render/d3d/d3dcomm.h b/src/osd/modules/render/d3d/d3dcomm.h
index 947dbba2362..9c444fd9cf0 100644
--- a/src/osd/modules/render/d3d/d3dcomm.h
+++ b/src/osd/modules/render/d3d/d3dcomm.h
@@ -292,8 +292,12 @@ public:
d3d_render_target *next;
d3d_render_target *prev;
- surface *bloom_target[11];
+ surface *bloom_surface[11];
texture *bloom_texture[11];
+
+ float bloom_dims[11][2];
+
+ int bloom_count;
};
#endif
diff --git a/src/osd/modules/render/d3d/d3dhlsl.cpp b/src/osd/modules/render/d3d/d3dhlsl.cpp
index d862fdcb6a8..5fc5e9a4899 100644
--- a/src/osd/modules/render/d3d/d3dhlsl.cpp
+++ b/src/osd/modules/render/d3d/d3dhlsl.cpp
@@ -60,7 +60,7 @@ static direct3dx9_loadeffect_ptr g_load_effect = NULL;
//============================================================
shaders::shaders() :
- d3dintf(NULL), machine(NULL), d3d(NULL), num_screens(0), curr_screen(0), curr_frame(0), bloom_count(0),
+ d3dintf(NULL), machine(NULL), d3d(NULL), num_screens(0), curr_screen(0), curr_frame(0),
vecbuf_type(), vecbuf_index(0), vecbuf_count(0), avi_output_file(NULL), avi_frame(0), avi_copy_surface(NULL), avi_copy_texture(NULL), avi_final_target(NULL), avi_final_texture(NULL),
black_surface(NULL), black_texture(NULL), render_snap(false), snap_rendered(false), snap_copy_target(NULL), snap_copy_texture(NULL), snap_target(NULL), snap_texture(NULL),
snap_width(0), snap_height(0), lines_pending(false), backbuffer(NULL), curr_effect(NULL), default_effect(NULL), prescale_effect(NULL), post_effect(NULL), distortion_effect(NULL),
@@ -1444,32 +1444,19 @@ int shaders::downsample_pass(d3d_render_target *rt, int source_index, poly_info
curr_effect = downsample_effect;
curr_effect->update_uniforms();
- int bloom_index = 0;
- float bloom_width = rt->target_width;
- float bloom_height = rt->target_height;
- float bloom_size = bloom_width < bloom_height ? bloom_width : bloom_height;
- for (; bloom_size >= 2.0f && bloom_index < 11; bloom_size *= 0.5f)
+ for (int bloom_index = 0; bloom_index < rt->bloom_count; bloom_index++)
{
- bloom_dims[bloom_index][0] = (float)(int)bloom_width;
- bloom_dims[bloom_index][1] = (float)(int)bloom_height;
-
- curr_effect->set_vector("TargetDims", 2, bloom_dims[bloom_index]);
+ curr_effect->set_vector("TargetDims", 2, rt->bloom_dims[bloom_index]);
+ curr_effect->set_int("BloomLevel", bloom_index + 1);
curr_effect->set_texture("DiffuseTexture",
bloom_index == 0
? rt->source_texture[next_index]
: rt->bloom_texture[bloom_index - 1]);
- // blit(rt->bloom_target[bloom_index], true, D3DPT_TRIANGLELIST, 0, 2);
- blit(rt->bloom_target[bloom_index], true, poly->get_type(), vertnum, poly->get_count());
-
- bloom_width *= 0.5f;
- bloom_height *= 0.5f;
-
- bloom_index++;
+ // blit(rt->bloom_surface[bloom_index], true, D3DPT_TRIANGLELIST, 0, 2);
+ blit(rt->bloom_surface[bloom_index], true, poly->get_type(), vertnum, poly->get_count());
}
- bloom_count = bloom_index;
-
return next_index;
}
@@ -1514,12 +1501,12 @@ int shaders::bloom_pass(d3d_render_target *rt, int source_index, poly_info *poly
curr_effect->set_vector("Level78Weight", 2, weight78);
curr_effect->set_vector("Level9AWeight", 2, weight9A);
- curr_effect->set_vector("Level0Size", 2, bloom_dims[0]);
- curr_effect->set_vector("Level12Size", 4, bloom_dims[1]);
- curr_effect->set_vector("Level34Size", 4, bloom_dims[3]);
- curr_effect->set_vector("Level56Size", 4, bloom_dims[5]);
- curr_effect->set_vector("Level78Size", 4, bloom_dims[7]);
- curr_effect->set_vector("Level9ASize", 4, bloom_dims[9]);
+ curr_effect->set_vector("Level0Size", 2, rt->bloom_dims[0]);
+ curr_effect->set_vector("Level12Size", 4, rt->bloom_dims[1]);
+ curr_effect->set_vector("Level34Size", 4, rt->bloom_dims[3]);
+ curr_effect->set_vector("Level56Size", 4, rt->bloom_dims[5]);
+ curr_effect->set_vector("Level78Size", 4, rt->bloom_dims[7]);
+ curr_effect->set_vector("Level9ASize", 4, rt->bloom_dims[9]);
curr_effect->set_int("BloomBlendMode", options->bloom_blend_mode);
curr_effect->set_float("BloomScale", options->bloom_scale);
@@ -1528,12 +1515,12 @@ int shaders::bloom_pass(d3d_render_target *rt, int source_index, poly_info *poly
curr_effect->set_texture("DiffuseA", rt->target_texture[next_index]);
char name[9] = "Diffuse*";
- for (int index = 1; index < bloom_count; index++)
+ for (int index = 1; index < rt->bloom_count; index++)
{
name[7] = 'A' + index;
curr_effect->set_texture(name, rt->bloom_texture[index - 1]);
}
- for (int index = bloom_count; index < 11; index++)
+ for (int index = rt->bloom_count; index < 11; index++)
{
name[7] = 'A' + index;
curr_effect->set_texture(name, black_texture);
diff --git a/src/osd/modules/render/d3d/d3dhlsl.h b/src/osd/modules/render/d3d/d3dhlsl.h
index 4f3a072cf41..5d59aabc6e2 100644
--- a/src/osd/modules/render/d3d/d3dhlsl.h
+++ b/src/osd/modules/render/d3d/d3dhlsl.h
@@ -380,8 +380,6 @@ private:
int curr_screen; // current screen for render target operations
int curr_frame; // current frame (0/1) of a screen for render target operations
int lastidx; // index of the last-encountered target
- float bloom_dims[11][2]; // bloom texture dimensions
- int bloom_count; // count of used bloom textures
bitmap_argb32 shadow_bitmap; // shadow mask bitmap for post-processing shader
texture_info * shadow_texture; // shadow mask texture for post-processing shader
hlsl_options * options; // current options
diff --git a/src/osd/modules/render/drawd3d.cpp b/src/osd/modules/render/drawd3d.cpp
index 144de46dfd6..edce723c475 100644
--- a/src/osd/modules/render/drawd3d.cpp
+++ b/src/osd/modules/render/drawd3d.cpp
@@ -2770,10 +2770,10 @@ d3d_render_target::~d3d_render_target()
(*d3dintf->texture.release)(bloom_texture[index]);
bloom_texture[index] = nullptr;
}
- if (bloom_target[index] != nullptr)
+ if (bloom_surface[index] != nullptr)
{
- (*d3dintf->surface.release)(bloom_target[index]);
- bloom_target[index] = nullptr;
+ (*d3dintf->surface.release)(bloom_surface[index]);
+ bloom_surface[index] = nullptr;
}
}
@@ -2836,23 +2836,33 @@ bool d3d_render_target::init(renderer_d3d9 *d3d, d3d_base *d3dintf, int width, i
(*d3dintf->texture.get_surface_level)(target_texture[index], 0, &target_surface[index]);
}
- int bloom_index = 0;
- float bloom_width = target_width;
- float bloom_height = target_height;
+ bool vector_screen =
+ d3d->window().machine().first_screen()->screen_type() == SCREEN_TYPE_VECTOR;
+
+ // larger blur width for vector screens than raster screens
+ float scale_factor = vector_screen ? 0.5f : 0.75f;
+
+ float bloom_width = (float)width;
+ float bloom_height = (float)height;
float bloom_size = bloom_width < bloom_height ? bloom_width : bloom_height;
- for (; bloom_size >= 2.0f && bloom_index < 11; bloom_size *= 0.5f)
+ for (int bloom_index = 0; bloom_index < 11 && bloom_size >= 2.0f; bloom_size *= scale_factor)
{
- bloom_width *= 0.5f;
- bloom_height *= 0.5f;
+ this->bloom_dims[bloom_index][0] = (int)bloom_width;
+ this->bloom_dims[bloom_index][1] = (int)bloom_height;
result = (*d3dintf->device.create_texture)(d3d->get_device(), (int)bloom_width, (int)bloom_height, 1, D3DUSAGE_RENDERTARGET, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &bloom_texture[bloom_index]);
if (result != D3D_OK)
{
return false;
}
- (*d3dintf->texture.get_surface_level)(bloom_texture[bloom_index], 0, &bloom_target[bloom_index]);
+ (*d3dintf->texture.get_surface_level)(bloom_texture[bloom_index], 0, &bloom_surface[bloom_index]);
+
+ bloom_width *= scale_factor;
+ bloom_height *= scale_factor;
bloom_index++;
+
+ this->bloom_count = bloom_index;
}
return true;