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-rw-r--r--.gitattributes2
-rw-r--r--hlsl/color.fx90
-rw-r--r--hlsl/yiq_decode.fx173
-rw-r--r--hlsl/yiq_encode.fx169
-rw-r--r--src/osd/windows/drawd3d.c302
-rw-r--r--src/osd/windows/winmain.c28
-rw-r--r--src/osd/windows/winmain.h48
7 files changed, 591 insertions, 221 deletions
diff --git a/.gitattributes b/.gitattributes
index 29894327687..754c9fbb3b9 100644
--- a/.gitattributes
+++ b/.gitattributes
@@ -18,6 +18,8 @@ hlsl/phosphor.fx svneol=native#text/plain
hlsl/pincushion.fx svneol=native#text/plain
hlsl/post.fx svneol=native#text/plain
hlsl/primary.fx svneol=native#text/plain
+hlsl/yiq_decode.fx svneol=native#text/plain
+hlsl/yiq_encode.fx svneol=native#text/plain
/makefile svneol=native#text/plain
src/build/build.mak svneol=native#text/plain
src/build/file2str.c svneol=native#text/plain
diff --git a/hlsl/color.fx b/hlsl/color.fx
index f2f3b907a83..639066b2794 100644
--- a/hlsl/color.fx
+++ b/hlsl/color.fx
@@ -55,6 +55,8 @@ uniform float RawHeight;
uniform float WidthRatio;
uniform float HeightRatio;
+uniform float YIQEnable;
+
VS_OUTPUT vs_main(VS_INPUT Input)
{
VS_OUTPUT Output = (VS_OUTPUT)0;
@@ -67,7 +69,9 @@ VS_OUTPUT vs_main(VS_INPUT Input)
Output.Position.y -= 0.5f;
Output.Position *= float4(2.0f, 2.0f, 1.0f, 1.0f);
Output.Color = Input.Color;
- Output.TexCoord = Input.TexCoord;//(Input.TexCoord - float2(0.5f, 0.5f)) / 8.0f + float2(0.25f, 0.25f);
+ float2 InvTexSize = float2(1.0f / TargetWidth, 1.0f / TargetHeight);
+ float2 TexCoord = (Input.Position.xy * InvTexSize) / float2(WidthRatio, HeightRatio);
+ Output.TexCoord = lerp(Input.TexCoord, TexCoord, YIQEnable);
Output.ExtraInfo = Input.ExtraInfo;
return Output;
@@ -87,16 +91,6 @@ uniform float BluFromRed = 0.0f;
uniform float BluFromGrn = 0.0f;
uniform float BluFromBlu = 1.0f;
-uniform float YfromY = 1.0f;
-uniform float YfromI = 0.0f;
-uniform float YfromQ = 0.0f;
-uniform float IfromY = 0.0f;
-uniform float IfromI = 1.0f;
-uniform float IfromQ = 0.0f;
-uniform float QfromY = 0.0f;
-uniform float QfromI = 0.0f;
-uniform float QfromQ = 1.0f;
-
uniform float RedOffset = 0.0f;
uniform float GrnOffset = 0.0f;
uniform float BluOffset = 0.0f;
@@ -111,87 +105,35 @@ uniform float BluFloor = 0.0f;
uniform float Saturation = 1.0f;
-uniform float YScale = 1.0f;
-uniform float IScale = 1.0f;
-uniform float QScale = 1.0f;
-uniform float YOffset = 0.0f;
-uniform float IOffset = 0.0f;
-uniform float QOffset = 0.0f;
-
uniform float RedPower = 2.2f;
uniform float GrnPower = 2.2f;
uniform float BluPower = 2.2f;
-uniform float YSubsampleLength = 3.0f;
-uniform float ISubsampleLength = 3.0f;
-uniform float QSubsampleLength = 3.0f;
-
float4 ps_main(PS_INPUT Input) : COLOR
{
- // -- Bandwidth Subsampling --
- float3 SubsampleWidth = float3(YSubsampleLength, ISubsampleLength, QSubsampleLength);
- SubsampleWidth = (RawWidth * 2.0f) / SubsampleWidth;
- float3 SubsampleCoord = Input.TexCoord.x;
- float3 SubsampleFrac = frac(SubsampleCoord * SubsampleWidth); // Fraction is in subsample width units!
- SubsampleCoord = (SubsampleCoord * SubsampleWidth - SubsampleFrac) / SubsampleWidth;
-
float4 BaseTexel = tex2D(DiffuseSampler, Input.TexCoord);
- float3 YTexel = tex2D(DiffuseSampler, float2(SubsampleCoord.x, Input.TexCoord.y)).rgb;
- float3 ITexel = tex2D(DiffuseSampler, float2(SubsampleCoord.y, Input.TexCoord.y)).rgb;
- float3 QTexel = tex2D(DiffuseSampler, float2(SubsampleCoord.z, Input.TexCoord.y)).rgb;
-
- float3 LastYTexel = tex2D(DiffuseSampler, float2(SubsampleCoord.x + YSubsampleLength / (RawWidth * 2.0f), Input.TexCoord.y)).rgb;
- float3 LastITexel = tex2D(DiffuseSampler, float2(SubsampleCoord.y + ISubsampleLength / (RawWidth * 2.0f), Input.TexCoord.y)).rgb;
- float3 LastQTexel = tex2D(DiffuseSampler, float2(SubsampleCoord.z + QSubsampleLength / (RawWidth * 2.0f), Input.TexCoord.y)).rgb;
-
- YTexel = lerp(YTexel, LastYTexel, SubsampleFrac.x);
- ITexel = lerp(ITexel, LastITexel, SubsampleFrac.y);
- QTexel = lerp(QTexel, LastQTexel, SubsampleFrac.z);
+ float3 OutRGB = BaseTexel.rgb;
// -- RGB Tint & Shift --
- float ShiftedRedY = dot(YTexel, float3(RedFromRed, RedFromGrn, RedFromBlu));
- float ShiftedGrnY = dot(YTexel, float3(GrnFromRed, GrnFromGrn, GrnFromBlu));
- float ShiftedBluY = dot(YTexel, float3(BluFromRed, BluFromGrn, BluFromBlu));
- float ShiftedRedI = dot(ITexel, float3(RedFromRed, RedFromGrn, RedFromBlu));
- float ShiftedGrnI = dot(ITexel, float3(GrnFromRed, GrnFromGrn, GrnFromBlu));
- float ShiftedBluI = dot(ITexel, float3(BluFromRed, BluFromGrn, BluFromBlu));
- float ShiftedRedQ = dot(QTexel, float3(RedFromRed, RedFromGrn, RedFromBlu));
- float ShiftedGrnQ = dot(QTexel, float3(GrnFromRed, GrnFromGrn, GrnFromBlu));
- float ShiftedBluQ = dot(QTexel, float3(BluFromRed, BluFromGrn, BluFromBlu));
+ float ShiftedRed = dot(OutRGB, float3(RedFromRed, RedFromGrn, RedFromBlu));
+ float ShiftedGrn = dot(OutRGB, float3(GrnFromRed, GrnFromGrn, GrnFromBlu));
+ float ShiftedBlu = dot(OutRGB, float3(BluFromRed, BluFromGrn, BluFromBlu));
// -- RGB Offset & Scale --
float3 RGBScale = float3(RedScale, GrnScale, BluScale);
float3 RGBShift = float3(RedOffset, GrnOffset, BluOffset);
- float3 OutTexelY = float3(ShiftedRedY, ShiftedGrnY, ShiftedBluY) * RGBScale + RGBShift;
- float3 OutTexelI = float3(ShiftedRedI, ShiftedGrnI, ShiftedBluI) * RGBScale + RGBShift;
- float3 OutTexelQ = float3(ShiftedRedQ, ShiftedGrnQ, ShiftedBluQ) * RGBScale + RGBShift;
+ float3 OutTexel = float3(ShiftedRed, ShiftedGrn, ShiftedBlu) * RGBScale + RGBShift;
// -- Saturation --
float3 Gray = float3(0.3f, 0.59f, 0.11f);
- float OutLumaY = dot(OutTexelY, Gray);
- float OutLumaI = dot(OutTexelI, Gray);
- float OutLumaQ = dot(OutTexelQ, Gray);
- float3 OutChromaY = OutTexelY - OutLumaY;
- float3 OutChromaI = OutTexelI - OutLumaI;
- float3 OutChromaQ = OutTexelQ - OutLumaQ;
- float3 SaturatedY = OutLumaY + OutChromaY * Saturation;
- float3 SaturatedI = OutLumaI + OutChromaI * Saturation;
- float3 SaturatedQ = OutLumaQ + OutChromaQ * Saturation;
+ float OutLuma = dot(OutTexel, Gray);
+ float3 OutChroma = OutTexel - OutLuma;
+ float3 Saturated = OutLuma + OutChroma * Saturation;
- // -- YIQ Convolution --
- float Y = dot(SaturatedY, float3(0.299f, 0.587f, 0.114f));
- float I = dot(SaturatedI, float3(0.595716f, -0.274453f, -0.321263f));
- float Q = dot(SaturatedQ, float3(0.211456f, -0.522591f, 0.311135f));
- Y = dot(float3(Y, I, Q), float3(YfromY, YfromI, YfromQ));
- I = dot(float3(Y, I, Q), float3(IfromY, IfromI, IfromQ));
- Q = dot(float3(Y, I, Q), float3(QfromY, QfromI, QfromQ));
- float3 OutYIQ = float3(Y, I, Q) * float3(YScale, IScale, QScale) + float3(YOffset, IOffset, QOffset);
- float3 OutRGB = float3(dot(OutYIQ, float3(1.0f, 0.9563f, 0.6210f)), dot(OutYIQ, float3(1.0f, -0.2721f, -0.6474f)), dot(OutYIQ, float3(1.0f, -1.1070f, 1.7046f)));
-
- OutRGB.r = pow(OutRGB.r, RedPower);
- OutRGB.g = pow(OutRGB.g, GrnPower);
- OutRGB.b = pow(OutRGB.b, BluPower);
+ OutRGB.r = pow(Saturated.r, RedPower);
+ OutRGB.g = pow(Saturated.g, GrnPower);
+ OutRGB.b = pow(Saturated.b, BluPower);
// -- Color Compression (increasing the floor of the signal without affecting the ceiling) --
OutRGB = float3(RedFloor + (1.0f - RedFloor) * OutRGB.r, GrnFloor + (1.0f - GrnFloor) * OutRGB.g, BluFloor + (1.0f - BluFloor) * OutRGB.b);
diff --git a/hlsl/yiq_decode.fx b/hlsl/yiq_decode.fx
new file mode 100644
index 00000000000..ee5d37bfa36
--- /dev/null
+++ b/hlsl/yiq_decode.fx
@@ -0,0 +1,173 @@
+//-----------------------------------------------------------------------------
+// YIQ Decode Effect
+//-----------------------------------------------------------------------------
+
+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 Coord0 : TEXCOORD0;
+ float2 Coord1 : TEXCOORD1;
+ float2 Coord2 : TEXCOORD2;
+ float2 Coord3 : TEXCOORD3;
+ float2 Coord4 : TEXCOORD4;
+ float2 Coord5 : TEXCOORD5;
+};
+
+struct VS_INPUT
+{
+ float4 Position : POSITION;
+ float4 Color : COLOR0;
+ float2 TexCoord : TEXCOORD0;
+ float2 ExtraInfo : TEXCOORD1;
+};
+
+struct PS_INPUT
+{
+ float4 Color : COLOR0;
+ float2 Coord0 : TEXCOORD0;
+ float2 Coord1 : TEXCOORD1;
+ float2 Coord2 : TEXCOORD2;
+ float2 Coord3 : TEXCOORD3;
+ float2 Coord4 : TEXCOORD4;
+ float2 Coord5 : TEXCOORD5;
+};
+
+//-----------------------------------------------------------------------------
+// YIQ Decode Vertex Shader
+//-----------------------------------------------------------------------------
+
+uniform float TargetWidth;
+uniform float TargetHeight;
+
+uniform float RawWidth;
+uniform float RawHeight;
+
+uniform float WidthRatio;
+uniform float HeightRatio;
+
+VS_OUTPUT vs_main(VS_INPUT Input)
+{
+ VS_OUTPUT Output = (VS_OUTPUT)0;
+
+ Output.Position = float4(Input.Position.xyz, 1.0f);
+ Output.Position.x /= TargetWidth;
+ Output.Position.y /= TargetHeight;
+ Output.Position.y = 1.0f - Output.Position.y;
+ Output.Position.x -= 0.5f;
+ Output.Position.y -= 0.5f;
+ Output.Position *= float4(2.0f, 2.0f, 1.0f, 1.0f);
+ Output.Color = Input.Color;
+ float2 InvTexSize = float2(1.0f / TargetWidth, 1.0f / TargetHeight);
+ float2 Ratios = float2(WidthRatio, HeightRatio);
+ float2 TexCoord = (Input.Position.xy * InvTexSize) / Ratios;
+ Output.Coord0 = TexCoord + float2(0.0f / RawWidth, 0.0f);
+ Output.Coord1 = TexCoord + float2(0.25f / RawWidth, 0.0f);
+ Output.Coord2 = TexCoord + float2(0.5f / RawWidth, 0.0f);
+ Output.Coord3 = TexCoord + float2(0.75f / RawWidth, 0.0f);
+ Output.Coord4 = TexCoord + float2(1.0f / RawWidth, 0.0f);
+ Output.Coord5 = TexCoord + float2(1.25f / RawWidth, 0.0f);
+
+ return Output;
+}
+
+//-----------------------------------------------------------------------------
+// YIQ Decode Pixel Shader
+//-----------------------------------------------------------------------------
+
+uniform float YSubsampleLength = 3.0f;
+uniform float ISubsampleLength = 3.0f;
+uniform float QSubsampleLength = 3.0f;
+
+uniform float WValue;
+uniform float AValue;
+uniform float BValue;
+
+float4 ps_main(PS_INPUT Input) : COLOR
+{
+ float4 OrigC = tex2D(DiffuseSampler, Input.Coord0.xy);
+ float4 OrigC2 = tex2D(DiffuseSampler, Input.Coord4.xy);
+ float4 C = OrigC;
+ float4 C2 = OrigC2;
+
+ float MaxC = 2.1183f;
+ float MinC = -1.1183f;
+ float CRange = MaxC - MinC;
+
+ C = C * CRange + MinC;
+ C2 = C2 * CRange + MinC;
+
+ float PI = 3.14159265f;
+
+ float2 InvRatios = float2(1.0f / WidthRatio, 1.0f / HeightRatio);
+ float2 Scaler = float2(RawWidth, RawHeight) * InvRatios;
+ float2 Coord0 = Input.Coord0.xy * Scaler;
+ float2 Coord1 = Input.Coord1.xy * Scaler;
+ float2 Coord2 = Input.Coord2.xy * Scaler;
+ float2 Coord3 = Input.Coord3.xy * Scaler;
+ float2 Coord4 = Input.Coord4.xy * Scaler;
+ float2 Coord5 = Input.Coord5.xy * Scaler;
+
+ float W = WValue * 2.0f;
+ float YRatio = 0.5333f;
+ float T0 = Coord0.x + AValue * YRatio * Coord0.y + BValue;
+ float T1 = Coord1.x + AValue * YRatio * Coord1.y + BValue;
+ float T2 = Coord2.x + AValue * YRatio * Coord2.y + BValue;
+ float T3 = Coord3.x + AValue * YRatio * Coord3.y + BValue;
+ float T4 = Coord4.x + AValue * YRatio * Coord4.y + BValue;
+ float T5 = Coord5.x + AValue * YRatio * Coord5.y + BValue;
+ float4 Tc = float4(T0, T1, T2, T3);
+ float2 Tc2 = float2(T4, T5);
+
+ float Y = (C.r + C.g + C.b + C.a + C2.r + C2.g) / 6.0f;
+
+ float4 IQ = C;
+ float4 I = IQ * sin(W * Tc);
+ float4 Q = IQ * cos(W * Tc);
+ float2 IQ2 = C2;
+ float2 I2 = IQ2 * sin(W * Tc2);
+ float2 Q2 = IQ2 * cos(W * Tc2);
+
+ float Iavg = (I.r + I.g + I.b + I.a + I2.r + I2.g) / 3.0f;
+ float Qavg = (Q.r + Q.g + Q.b + Q.a + Q2.r + Q2.g) / 3.0f;
+
+ float3 YIQ = float3(Y, Iavg, Qavg);
+
+ float3 OutRGB = float3(dot(YIQ, float3(1.0f, 0.9563f, 0.6210f)), dot(YIQ, float3(1.0f, -0.2721f, -0.6474f)), dot(YIQ, float3(1.0f, -1.1070f, 1.7046f)));
+
+ // Debugging: return sin(W * Tc) * 0.5f + 0.5f;
+ // Debugging: return float4(0.5f + 0.5f * sin(W * float3(T0, T2, T4)), 1.0f);
+ return float4(OutRGB, 1.0f);
+}
+
+//-----------------------------------------------------------------------------
+// YIQ Decode Technique
+//-----------------------------------------------------------------------------
+
+technique DecodeTechnique
+{
+ pass Pass0
+ {
+ Lighting = FALSE;
+
+ VertexShader = compile vs_3_0 vs_main();
+ PixelShader = compile ps_3_0 ps_main();
+ }
+}
diff --git a/hlsl/yiq_encode.fx b/hlsl/yiq_encode.fx
new file mode 100644
index 00000000000..da7e095b257
--- /dev/null
+++ b/hlsl/yiq_encode.fx
@@ -0,0 +1,169 @@
+//-----------------------------------------------------------------------------
+// YIQ Encode Effect
+//-----------------------------------------------------------------------------
+
+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 Coord0 : TEXCOORD0;
+ float2 Coord1 : TEXCOORD1;
+ float2 Coord2 : TEXCOORD2;
+ float2 Coord3 : TEXCOORD3;
+};
+
+struct VS_INPUT
+{
+ float4 Position : POSITION;
+ float4 Color : COLOR0;
+ float2 TexCoord : TEXCOORD0;
+ float2 ExtraInfo : TEXCOORD1;
+};
+
+struct PS_INPUT
+{
+ float4 Color : COLOR0;
+ float2 Coord0 : TEXCOORD0;
+ float2 Coord1 : TEXCOORD1;
+ float2 Coord2 : TEXCOORD2;
+ float2 Coord3 : TEXCOORD3;
+};
+
+//-----------------------------------------------------------------------------
+// YIQ Encode Vertex Shader
+//-----------------------------------------------------------------------------
+
+uniform float TargetWidth;
+uniform float TargetHeight;
+
+uniform float RawWidth;
+uniform float RawHeight;
+
+uniform float WidthRatio;
+uniform float HeightRatio;
+
+VS_OUTPUT vs_main(VS_INPUT Input)
+{
+ VS_OUTPUT Output = (VS_OUTPUT)0;
+
+ Output.Position = float4(Input.Position.xyz, 1.0f);
+ Output.Position.x /= TargetWidth;
+ Output.Position.y /= TargetHeight;
+ Output.Position.y /= HeightRatio;
+ Output.Position.y = 1.0f - Output.Position.y;
+ Output.Position.x /= WidthRatio;
+ Output.Position.x -= 0.5f;
+ Output.Position.y -= 0.5f;
+ Output.Position *= float4(2.0f, 2.0f, 1.0f, 1.0f);
+ Output.Color = Input.Color;
+ float2 InvTexSize = float2(1.0f / TargetWidth, 1.0f / TargetHeight);
+ Output.Coord0 = Input.TexCoord + float2(0.00f / RawWidth, 0.0f);
+ Output.Coord1 = Input.TexCoord + float2(0.25f / RawWidth, 0.0f);
+ Output.Coord2 = Input.TexCoord + float2(0.50f / RawWidth, 0.0f);
+ Output.Coord3 = Input.TexCoord + float2(0.75f / RawWidth, 0.0f);
+
+ return Output;
+}
+
+//-----------------------------------------------------------------------------
+// YIQ Encode Pixel Shader
+//-----------------------------------------------------------------------------
+
+uniform float YSubsampleLength = 3.0f;
+uniform float ISubsampleLength = 3.0f;
+uniform float QSubsampleLength = 3.0f;
+
+uniform float WValue;
+uniform float AValue;
+uniform float BValue;
+
+float4 ps_main(PS_INPUT Input) : COLOR
+{
+ float3 Texel0 = tex2D(DiffuseSampler, Input.Coord0).rgb;
+ float3 Texel1 = tex2D(DiffuseSampler, Input.Coord1).rgb;
+ float3 Texel2 = tex2D(DiffuseSampler, Input.Coord2).rgb;
+ float3 Texel3 = tex2D(DiffuseSampler, Input.Coord3).rgb;
+
+ // Cos goes from 1 to 0 to 1 over the course of 2PI
+ // Sin goes from 0 to 1 to 0 over the course of 2PI
+ // WValue is 4PI / 3
+ // That is, 3 cycles through WValue will reuslt in 4PI being traversed, or cos() to go from 1 to 0 to 1 to 0 to 1
+ // WValue appears to be the chroma carrier rate
+ // 1 Pixel -> 1 cycle
+ // WValue will cycle from 1 to 0 to 1 to 0 to 1 over 3 pixels
+
+
+ float PI = 3.14159265f;
+ float W = WValue;
+
+ float T0 = Input.Coord0.x * (RawWidth / WidthRatio) * 2.0f + AValue * 0.5333f * Input.Coord0.y * (RawHeight / HeightRatio) * 2.0f + BValue * 2.0f + 2.0f;
+ float T1 = Input.Coord1.x * (RawWidth / WidthRatio) * 2.0f + AValue * 0.5333f * Input.Coord1.y * (RawHeight / HeightRatio) * 2.0f + BValue * 2.0f + 2.0f;
+ float T2 = Input.Coord2.x * (RawWidth / WidthRatio) * 2.0f + AValue * 0.5333f * Input.Coord2.y * (RawHeight / HeightRatio) * 2.0f + BValue * 2.0f + 2.0f;
+ float T3 = Input.Coord3.x * (RawWidth / WidthRatio) * 2.0f + AValue * 0.5333f * Input.Coord3.y * (RawHeight / HeightRatio) * 2.0f + BValue * 2.0f + 2.0f;
+
+ float Y0 = dot(Texel0, float3(0.299f, 0.587f, 0.114f));
+ float I0 = dot(Texel0, float3(0.595716f, -0.274453f, -0.321263f));
+ float Q0 = dot(Texel0, float3(0.211456f, -0.522591f, 0.311135f));
+
+ float Y1 = dot(Texel1, float3(0.299f, 0.587f, 0.114f));
+ float I1 = dot(Texel1, float3(0.595716f, -0.274453f, -0.321263f));
+ float Q1 = dot(Texel1, float3(0.211456f, -0.522591f, 0.311135f));
+
+ float Y2 = dot(Texel2, float3(0.299f, 0.587f, 0.114f));
+ float I2 = dot(Texel2, float3(0.595716f, -0.274453f, -0.321263f));
+ float Q2 = dot(Texel2, float3(0.211456f, -0.522591f, 0.311135f));
+
+ float Y3 = dot(Texel3, float3(0.299f, 0.587f, 0.114f));
+ float I3 = dot(Texel3, float3(0.595716f, -0.274453f, -0.321263f));
+ float Q3 = dot(Texel3, float3(0.211456f, -0.522591f, 0.311135f));
+
+ //float MaxC = 1.5957f;
+ //float MinC = -0.5957f;
+ float MaxC = 2.1183f;
+ float MinC = -1.1183f;
+ float CRange = MaxC - MinC;
+
+ float C0 = Y0 + I0 * sin(T0 * W) + Q0 * cos(T0 * W);
+ float C1 = Y1 + I1 * sin(T1 * W) + Q1 * cos(T1 * W);
+ float C2 = Y2 + I2 * sin(T2 * W) + Q2 * cos(T2 * W);
+ float C3 = Y3 + I3 * sin(T3 * W) + Q3 * cos(T3 * W);
+ C0 = (C0 - MinC) / CRange;
+ C1 = (C1 - MinC) / CRange;
+ C2 = (C2 - MinC) / CRange;
+ C3 = (C3 - MinC) / CRange;
+
+ float4 Tc = float4(T0, T1, T2, T3);
+ return float4(C0, C1, C2, C3);
+}
+
+//-----------------------------------------------------------------------------
+// YIQ Encode Technique
+//-----------------------------------------------------------------------------
+
+technique EncodeTechnique
+{
+ pass Pass0
+ {
+ Lighting = FALSE;
+
+ VertexShader = compile vs_3_0 vs_main();
+ PixelShader = compile ps_3_0 ps_main();
+ }
+}
diff --git a/src/osd/windows/drawd3d.c b/src/osd/windows/drawd3d.c
index d336a2f3703..192b1baa6a3 100644
--- a/src/osd/windows/drawd3d.c
+++ b/src/osd/windows/drawd3d.c
@@ -132,13 +132,15 @@ struct _texture_info
d3d_surface * d3dtarget0; // Direct3D render target surface pointer (pass 0, if necessary)
d3d_surface * d3dtarget1; // Direct3D render target surface pointer (pass 1, if necessary)
d3d_surface * d3dtarget2; // Direct3D render target surface pointer (pass 2, if necessary)
+ d3d_surface * d3dtarget3; // Direct3D render target surface pointer (pass 3, if necessary)
+ d3d_surface * d3dtarget4; // Direct3D render target surface pointer (pass 4, if necessary)
d3d_surface * d3dsmalltarget0; // Direct3D render target surface pointer (small pass 0, if necessary)
- d3d_surface * d3dsmalltarget1; // Direct3D render target surface pointer (small pass 1, if necessary)
d3d_texture * d3dtexture0; // Direct3D render target texture pointer (pass 0, if necessary)
d3d_texture * d3dtexture1; // Direct3D render target texture pointer (pass 1, if necessary)
d3d_texture * d3dtexture2; // Direct3D render target texture pointer (pass 2, if necessary)
+ d3d_texture * d3dtexture3; // Direct3D render target texture pointer (pass 3, if necessary)
+ d3d_texture * d3dtexture4; // Direct3D render target texture pointer (pass 4, if necessary)
d3d_texture * d3dsmalltexture0; // Direct3D render target texture pointer (small pass 0, if necessary)
- d3d_texture * d3dsmalltexture1; // Direct3D render target texture pointer (small pass 1, if necessary)
d3d_texture * d3dfinaltex; // Direct3D final (post-scaled) texture
};
@@ -196,6 +198,8 @@ struct _d3d_info
d3d_effect * phosphor_effect; // pointer to the current phosphor-effect object
d3d_effect * deconverge_effect; // pointer to the current deconvergence-effect object
d3d_effect * color_effect; // pointer to the current color-effect object
+ d3d_effect * yiq_encode_effect; // pointer to the current YIQ encoder effect object
+ d3d_effect * yiq_decode_effect; // pointer to the current YIQ decoder effect object
poly_info poly[VERTEX_BUFFER_SIZE / 3];// array to hold polygons as they are created
int numpolys; // number of accumulated polygons
@@ -230,6 +234,7 @@ struct _d3d_info
texture_info * default_texture; // experimental: default texture
bool hlsl_enable; // experimental: HLSL enable flag
+ bool yiq_enable; // experimental: HLSL YIQ-convolution flag
d3d_surface * last_d3dtarget[9]; // Direct3D render target surface pointer for each screen's previous frame
d3d_texture * last_d3dtexture[9]; // Direct3D render target texture pointer for each screen's previous frame
float oversample_x; // experimental: render target oversampling factor (width) for shader prettification
@@ -363,7 +368,14 @@ INLINE void set_texture(d3d_info *d3d, texture_info *texture)
if(d3d->hlsl_enable && d3d->effect != NULL)
{
(*d3dintf->effect.set_texture)(d3d->effect, "Diffuse", (texture == NULL) ? NULL : texture->d3dfinaltex);
- (*d3dintf->effect.set_texture)(d3d->color_effect, "Diffuse", (texture == NULL) ? NULL : texture->d3dfinaltex);
+ if(d3d->yiq_enable)
+ {
+ (*d3dintf->effect.set_texture)(d3d->yiq_encode_effect, "Diffuse", (texture == NULL) ? NULL : texture->d3dfinaltex);
+ }
+ else
+ {
+ (*d3dintf->effect.set_texture)(d3d->color_effect, "Diffuse", (texture == NULL) ? NULL : texture->d3dfinaltex);
+ }
(*d3dintf->effect.set_texture)(d3d->pincushion_effect, "Diffuse", (texture == NULL) ? NULL : texture->d3dfinaltex);
}
if (result != D3D_OK) mame_printf_verbose("Direct3D: Error %08X during device set_texture call\n", (int)result);
@@ -916,6 +928,8 @@ try_again:
char focus_name_cstr[1024];
char deconverge_name_cstr[1024];
char color_name_cstr[1024];
+ char yiq_encode_name_cstr[1024];
+ char yiq_decode_name_cstr[1024];
sprintf(primary_name_cstr, "%s\\primary.fx", fx_dir);
TCHAR *primary_name = tstring_from_utf8(primary_name_cstr);
@@ -938,6 +952,12 @@ try_again:
sprintf(color_name_cstr, "%s\\color.fx", fx_dir);
TCHAR *color_name = tstring_from_utf8(color_name_cstr);
+ sprintf(yiq_encode_name_cstr, "%s\\yiq_encode.fx", fx_dir);
+ TCHAR *yiq_encode_name = tstring_from_utf8(yiq_encode_name_cstr);
+
+ sprintf(yiq_decode_name_cstr, "%s\\yiq_decode.fx", fx_dir);
+ TCHAR *yiq_decode_name = tstring_from_utf8(yiq_decode_name_cstr);
+
// create the regular shader
result = (*d3dintf->device.create_effect)(d3d->device, primary_name, &d3d->effect);
@@ -959,6 +979,12 @@ try_again:
// create the color convolution shader
result = (*d3dintf->device.create_effect)(d3d->device, color_name, &d3d->color_effect);
+ // create the YIQ modulation shader
+ result = (*d3dintf->device.create_effect)(d3d->device, yiq_encode_name, &d3d->yiq_encode_effect);
+
+ // create the YIQ demodulation shader
+ result = (*d3dintf->device.create_effect)(d3d->device, yiq_decode_name, &d3d->yiq_decode_effect);
+
if (primary_name)
osd_free(primary_name);
if (post_name)
@@ -973,6 +999,10 @@ try_again:
osd_free(deconverge_name);
if (color_name)
osd_free(color_name);
+ if (yiq_encode_name)
+ osd_free(yiq_encode_name);
+ if (yiq_decode_name)
+ osd_free(yiq_decode_name);
}
return device_create_resources(d3d);
@@ -1144,20 +1174,24 @@ static void device_delete_resources(d3d_info *d3d)
(*d3dintf->texture.release)(tex->d3dtexture1);
if (tex->d3dtexture2 != NULL)
(*d3dintf->texture.release)(tex->d3dtexture2);
+ if (tex->d3dtexture3 != NULL)
+ (*d3dintf->texture.release)(tex->d3dtexture3);
+ if (tex->d3dtexture4 != NULL)
+ (*d3dintf->texture.release)(tex->d3dtexture4);
if (tex->d3dsmalltexture0 != NULL)
(*d3dintf->texture.release)(tex->d3dsmalltexture0);
- if (tex->d3dsmalltexture1 != NULL)
- (*d3dintf->texture.release)(tex->d3dsmalltexture1);
if (tex->d3dtarget0 != NULL)
(*d3dintf->surface.release)(tex->d3dtarget0);
if (tex->d3dtarget1 != NULL)
(*d3dintf->surface.release)(tex->d3dtarget1);
if (tex->d3dtarget2 != NULL)
(*d3dintf->surface.release)(tex->d3dtarget2);
+ if (tex->d3dtarget3 != NULL)
+ (*d3dintf->surface.release)(tex->d3dtarget3);
+ if (tex->d3dtarget4 != NULL)
+ (*d3dintf->surface.release)(tex->d3dtarget4);
if (tex->d3dsmalltarget0 != NULL)
(*d3dintf->surface.release)(tex->d3dsmalltarget0);
- if (tex->d3dsmalltarget1 != NULL)
- (*d3dintf->surface.release)(tex->d3dsmalltarget1);
global_free(tex);
}
@@ -1204,6 +1238,16 @@ static void device_delete_resources(d3d_info *d3d)
(*d3dintf->effect.release)(d3d->color_effect);
d3d->color_effect = NULL;
}
+ if(d3d->yiq_encode_effect != NULL)
+ {
+ (*d3dintf->effect.release)(d3d->yiq_encode_effect);
+ d3d->yiq_encode_effect = NULL;
+ }
+ if(d3d->yiq_decode_effect != NULL)
+ {
+ (*d3dintf->effect.release)(d3d->yiq_decode_effect);
+ d3d->yiq_decode_effect = NULL;
+ }
for(int index = 0; index < 9; index++)
{
@@ -1251,6 +1295,7 @@ static int device_verify_caps(d3d_info *d3d, win_window_info *window)
if (result != D3D_OK) mame_printf_verbose("Direct3D: Error %08X during get_caps_dword call\n", (int)result);
d3d->hlsl_enable = downcast<windows_options &>(window->machine().options()).d3d_hlsl_enable() && d3dintf->post_fx_available;
+ d3d->yiq_enable = downcast<windows_options &>(window->machine().options()).screen_yiq_enable();
result = (*d3dintf->d3d.get_caps_dword)(d3dintf, d3d->adapter, D3DDEVTYPE_HAL, CAPS_MAX_PS30_INSN_SLOTS, &tempcaps);
if (result != D3D_OK) mame_printf_verbose("Direct3D Error %08X during get_caps_dword call\n", (int)result);
if(tempcaps < 512 && d3d->hlsl_enable)
@@ -1994,6 +2039,8 @@ static void primitive_flush_pending(d3d_info *d3d)
(*d3dintf->effect.set_technique)(d3d->focus_effect, "TestTechnique");
(*d3dintf->effect.set_technique)(d3d->deconverge_effect, "DeconvergeTechnique");
(*d3dintf->effect.set_technique)(d3d->color_effect, "ColorTechnique");
+ (*d3dintf->effect.set_technique)(d3d->yiq_encode_effect, "EncodeTechnique");
+ (*d3dintf->effect.set_technique)(d3d->yiq_decode_effect, "DecodeTechnique");
}
d3d_surface *backbuffer;
@@ -2085,15 +2132,91 @@ static void primitive_flush_pending(d3d_info *d3d)
if(PRIMFLAG_GET_SCREENTEX(d3d->last_texture_flags) && poly->texture != NULL)
{
+ bool yiq_enable = options.screen_yiq_enable();
+ if(yiq_enable)
+ {
+ /* Convert our signal into YIQ */
+ curr_effect = d3d->yiq_encode_effect;
+
+ (*d3dintf->effect.set_float)(curr_effect, "RawWidth", poly->texture != NULL ? (float)poly->texture->rawwidth : 8.0f);
+ (*d3dintf->effect.set_float)(curr_effect, "RawHeight", poly->texture != NULL ? (float)poly->texture->rawheight : 8.0f);
+ (*d3dintf->effect.set_float)(curr_effect, "WidthRatio", poly->texture != NULL ? (1.0f / (poly->texture->ustop - poly->texture->ustart)) : 0.0f);
+ (*d3dintf->effect.set_float)(curr_effect, "HeightRatio", poly->texture != NULL ? (1.0f / (poly->texture->vstop - poly->texture->vstart)) : 0.0f);
+ (*d3dintf->effect.set_float)(curr_effect, "TargetWidth", (float)d3d->width);
+ (*d3dintf->effect.set_float)(curr_effect, "TargetHeight", (float)d3d->height);
+ (*d3dintf->effect.set_float)(curr_effect, "WValue", options.screen_yiq_w());
+ (*d3dintf->effect.set_float)(curr_effect, "AValue", options.screen_yiq_a());
+ (*d3dintf->effect.set_float)(curr_effect, "BValue", (float)poly->texture->cur_frame * options.screen_yiq_b());
+
+ result = (*d3dintf->device.set_render_target)(d3d->device, 0, poly->texture->d3dtarget4);
+
+ if (result != D3D_OK) mame_printf_verbose("Direct3D: Error %08X during device set_render_target call\n", (int)result);
+ result = (*d3dintf->device.clear)(d3d->device, 0, NULL, D3DCLEAR_TARGET, D3DCOLOR_ARGB(255,0,0,0), 0, 0);
+ if (result != D3D_OK) mame_printf_verbose("Direct3D: Error %08X during device clear call\n", (int)result);
+
+ (*d3dintf->effect.begin)(curr_effect, &num_passes, 0);
+
+ for (UINT pass = 0; pass < num_passes; pass++)
+ {
+ (*d3dintf->effect.begin_pass)(curr_effect, pass);
+ // add the primitives
+ result = (*d3dintf->device.draw_primitive)(d3d->device, poly->type, vertnum, poly->count);
+ if (result != D3D_OK) mame_printf_verbose("Direct3D: Error %08X during device draw_primitive call\n", (int)result);
+ (*d3dintf->effect.end_pass)(curr_effect);
+ }
+
+ (*d3dintf->effect.end)(curr_effect);
+
+ /* Convert our signal from YIQ */
+ curr_effect = d3d->yiq_decode_effect;
+
+ (*d3dintf->effect.set_texture)(curr_effect, "Diffuse", poly->texture->d3dtexture4);
+ (*d3dintf->effect.set_float)(curr_effect, "RawWidth", poly->texture != NULL ? (float)poly->texture->rawwidth : 8.0f);
+ (*d3dintf->effect.set_float)(curr_effect, "RawHeight", poly->texture != NULL ? (float)poly->texture->rawheight : 8.0f);
+ (*d3dintf->effect.set_float)(curr_effect, "WidthRatio", poly->texture != NULL ? (1.0f / (poly->texture->ustop - poly->texture->ustart)) : 0.0f);
+ (*d3dintf->effect.set_float)(curr_effect, "HeightRatio", poly->texture != NULL ? (1.0f / (poly->texture->vstop - poly->texture->vstart)) : 0.0f);
+ (*d3dintf->effect.set_float)(curr_effect, "TargetWidth", (float)d3d->width);
+ (*d3dintf->effect.set_float)(curr_effect, "TargetHeight", (float)d3d->height);
+ (*d3dintf->effect.set_float)(curr_effect, "TargetWidth", (float)d3d->width);
+ (*d3dintf->effect.set_float)(curr_effect, "TargetHeight", (float)d3d->height);
+ (*d3dintf->effect.set_float)(curr_effect, "WValue", options.screen_yiq_w());
+ (*d3dintf->effect.set_float)(curr_effect, "AValue", options.screen_yiq_a());
+ (*d3dintf->effect.set_float)(curr_effect, "BValue", (float)poly->texture->cur_frame * options.screen_yiq_b());
+
+ result = (*d3dintf->device.set_render_target)(d3d->device, 0, poly->texture->d3dtarget3);
+
+ if (result != D3D_OK) mame_printf_verbose("Direct3D: Error %08X during device set_render_target call\n", (int)result);
+ result = (*d3dintf->device.clear)(d3d->device, 0, NULL, D3DCLEAR_TARGET, D3DCOLOR_ARGB(255,0,0,0), 0, 0);
+ if (result != D3D_OK) mame_printf_verbose("Direct3D: Error %08X during device clear call\n", (int)result);
+
+ (*d3dintf->effect.begin)(curr_effect, &num_passes, 0);
+
+ for (UINT pass = 0; pass < num_passes; pass++)
+ {
+ (*d3dintf->effect.begin_pass)(curr_effect, pass);
+ // add the primitives
+ result = (*d3dintf->device.draw_primitive)(d3d->device, poly->type, vertnum, poly->count);
+ if (result != D3D_OK) mame_printf_verbose("Direct3D: Error %08X during device draw_primitive call\n", (int)result);
+ (*d3dintf->effect.end_pass)(curr_effect);
+ }
+
+ (*d3dintf->effect.end)(curr_effect);
+
+ curr_effect = d3d->color_effect;
+
+ (*d3dintf->effect.set_texture)(curr_effect, "Diffuse", poly->texture->d3dtexture3);
+ }
+
curr_effect = d3d->color_effect;
/* Render the initial color-convolution pass */
(*d3dintf->effect.set_float)(curr_effect, "RawWidth", poly->texture != NULL ? (float)poly->texture->rawwidth : 8.0f);
(*d3dintf->effect.set_float)(curr_effect, "RawHeight", poly->texture != NULL ? (float)poly->texture->rawheight : 8.0f);
- (*d3dintf->effect.set_float)(curr_effect, "WidthRatio", poly->texture != NULL ? (1.0f / (poly->texture->ustop - poly->texture->ustart)) : 0.0f);
- (*d3dintf->effect.set_float)(curr_effect, "HeightRatio", poly->texture != NULL ? (1.0f / (poly->texture->vstop - poly->texture->vstart)) : 0.0f);
+ (*d3dintf->effect.set_float)(curr_effect, "WidthRatio", yiq_enable ? 1.0f : (poly->texture != NULL ? (1.0f / (poly->texture->ustop - poly->texture->ustart)) : 0.0f));
+ (*d3dintf->effect.set_float)(curr_effect, "HeightRatio", yiq_enable ? 1.0f : (poly->texture != NULL ? (1.0f / (poly->texture->vstop - poly->texture->vstart)) : 0.0f));
(*d3dintf->effect.set_float)(curr_effect, "TargetWidth", (float)d3d->width);
(*d3dintf->effect.set_float)(curr_effect, "TargetHeight", (float)d3d->height);
+ (*d3dintf->effect.set_float)(curr_effect, "YIQEnable", yiq_enable ? 1.0f : 0.0f);
(*d3dintf->effect.set_float)(curr_effect, "RedFromRed", (float)options.screen_red_from_red());
(*d3dintf->effect.set_float)(curr_effect, "RedFromGrn", (float)options.screen_red_from_green());
(*d3dintf->effect.set_float)(curr_effect, "RedFromBlu", (float)options.screen_red_from_blue());
@@ -2103,15 +2226,6 @@ static void primitive_flush_pending(d3d_info *d3d)
(*d3dintf->effect.set_float)(curr_effect, "BluFromRed", (float)options.screen_blue_from_red());
(*d3dintf->effect.set_float)(curr_effect, "BluFromGrn", (float)options.screen_blue_from_green());
(*d3dintf->effect.set_float)(curr_effect, "BluFromBlu", (float)options.screen_blue_from_blue());
- (*d3dintf->effect.set_float)(curr_effect, "YfromY", (float)options.screen_y_from_y());
- (*d3dintf->effect.set_float)(curr_effect, "YfromI", (float)options.screen_y_from_i());
- (*d3dintf->effect.set_float)(curr_effect, "YfromQ", (float)options.screen_y_from_q());
- (*d3dintf->effect.set_float)(curr_effect, "IfromY", (float)options.screen_i_from_y());
- (*d3dintf->effect.set_float)(curr_effect, "IfromI", (float)options.screen_i_from_i());
- (*d3dintf->effect.set_float)(curr_effect, "IfromQ", (float)options.screen_i_from_q());
- (*d3dintf->effect.set_float)(curr_effect, "QfromY", (float)options.screen_q_from_y());
- (*d3dintf->effect.set_float)(curr_effect, "QfromI", (float)options.screen_q_from_i());
- (*d3dintf->effect.set_float)(curr_effect, "QfromQ", (float)options.screen_q_from_q());
(*d3dintf->effect.set_float)(curr_effect, "RedOffset", (float)options.screen_red_offset());
(*d3dintf->effect.set_float)(curr_effect, "GrnOffset", (float)options.screen_green_offset());
(*d3dintf->effect.set_float)(curr_effect, "BluOffset", (float)options.screen_blue_offset());
@@ -2125,15 +2239,6 @@ static void primitive_flush_pending(d3d_info *d3d)
(*d3dintf->effect.set_float)(curr_effect, "GrnFloor", (float)options.screen_green_floor());
(*d3dintf->effect.set_float)(curr_effect, "BluFloor", (float)options.screen_blue_floor());
(*d3dintf->effect.set_float)(curr_effect, "Saturation", (float)options.screen_saturation());
- (*d3dintf->effect.set_float)(curr_effect, "YScale", (float)options.screen_y_scale());
- (*d3dintf->effect.set_float)(curr_effect, "IScale", (float)options.screen_i_scale());
- (*d3dintf->effect.set_float)(curr_effect, "QScale", (float)options.screen_q_scale());
- (*d3dintf->effect.set_float)(curr_effect, "YOffset", (float)options.screen_y_offset());
- (*d3dintf->effect.set_float)(curr_effect, "IOffset", (float)options.screen_i_offset());
- (*d3dintf->effect.set_float)(curr_effect, "QOffset", (float)options.screen_q_offset());
- (*d3dintf->effect.set_float)(curr_effect, "YSubsampleLength", (float)options.screen_y_subsample_length());
- (*d3dintf->effect.set_float)(curr_effect, "ISubsampleLength", (float)options.screen_i_subsample_length());
- (*d3dintf->effect.set_float)(curr_effect, "QSubsampleLength", (float)options.screen_q_subsample_length());
result = (*d3dintf->device.set_render_target)(d3d->device, 0, poly->texture->d3dsmalltarget0);
@@ -2195,71 +2300,75 @@ static void primitive_flush_pending(d3d_info *d3d)
(*d3dintf->effect.end)(curr_effect);
- /* Defocus pass 1 */
- curr_effect = d3d->focus_effect;
-
- (*d3dintf->effect.set_texture)(curr_effect, "Diffuse", poly->texture->d3dtexture2);
-
float defocus_x = (float)options.screen_defocus_x();
float defocus_y = (float)options.screen_defocus_y();
- (*d3dintf->effect.set_float)(curr_effect, "TargetWidth", (float)d3d->width);
- (*d3dintf->effect.set_float)(curr_effect, "TargetHeight", (float)d3d->height);
- (*d3dintf->effect.set_float)(curr_effect, "RawWidth", (float)poly->texture->rawwidth);
- (*d3dintf->effect.set_float)(curr_effect, "RawHeight", (float)poly->texture->rawheight);
- (*d3dintf->effect.set_float)(curr_effect, "WidthRatio", poly->texture != NULL ? (1.0f / (poly->texture->ustop - poly->texture->ustart)) : 0.0f);
- (*d3dintf->effect.set_float)(curr_effect, "HeightRatio", poly->texture != NULL ? (1.0f / (poly->texture->vstop - poly->texture->vstart)) : 0.0f);
- (*d3dintf->effect.set_float)(curr_effect, "DefocusX", defocus_x);
- (*d3dintf->effect.set_float)(curr_effect, "DefocusY", defocus_y);
- (*d3dintf->effect.set_float)(curr_effect, "FocusEnable", (defocus_x == 0.0f && defocus_y == 0.0f) ? 0.0f : 1.0f);
+ bool focus_enable = defocus_x != 0.0f || defocus_y != 0.0f;
+ if(focus_enable)
+ {
+ /* Defocus pass 1 */
+ curr_effect = d3d->focus_effect;
- (*d3dintf->effect.begin)(curr_effect, &num_passes, 0);
+ (*d3dintf->effect.set_texture)(curr_effect, "Diffuse", poly->texture->d3dtexture2);
- result = (*d3dintf->device.set_render_target)(d3d->device, 0, poly->texture->d3dtarget0);
- if (result != D3D_OK) mame_printf_verbose("Direct3D: Error %08X during device set_render_target call 6\n", (int)result);
- result = (*d3dintf->device.clear)(d3d->device, 0, NULL, D3DCLEAR_TARGET, D3DCOLOR_ARGB(0,0,0,0), 0, 0);
- if (result != D3D_OK) mame_printf_verbose("Direct3D: Error %08X during device clear call\n", (int)result);
+ (*d3dintf->effect.set_float)(curr_effect, "TargetWidth", (float)d3d->width);
+ (*d3dintf->effect.set_float)(curr_effect, "TargetHeight", (float)d3d->height);
+ (*d3dintf->effect.set_float)(curr_effect, "RawWidth", (float)poly->texture->rawwidth);
+ (*d3dintf->effect.set_float)(curr_effect, "RawHeight", (float)poly->texture->rawheight);
+ (*d3dintf->effect.set_float)(curr_effect, "WidthRatio", poly->texture != NULL ? (1.0f / (poly->texture->ustop - poly->texture->ustart)) : 0.0f);
+ (*d3dintf->effect.set_float)(curr_effect, "HeightRatio", poly->texture != NULL ? (1.0f / (poly->texture->vstop - poly->texture->vstart)) : 0.0f);
+ (*d3dintf->effect.set_float)(curr_effect, "DefocusX", defocus_x);
+ (*d3dintf->effect.set_float)(curr_effect, "DefocusY", defocus_y);
+ (*d3dintf->effect.set_float)(curr_effect, "FocusEnable", (defocus_x == 0.0f && defocus_y == 0.0f) ? 0.0f : 1.0f);
- for (UINT pass = 0; pass < num_passes; pass++)
- {
- (*d3dintf->effect.begin_pass)(curr_effect, pass);
- // add the primitives
- result = (*d3dintf->device.draw_primitive)(d3d->device, poly->type, vertnum, poly->count);
- if (result != D3D_OK) mame_printf_verbose("Direct3D: Error %08X during device draw_primitive call\n", (int)result);
- (*d3dintf->effect.end_pass)(curr_effect);
- }
+ (*d3dintf->effect.begin)(curr_effect, &num_passes, 0);
- (*d3dintf->effect.end)(curr_effect);
+ result = (*d3dintf->device.set_render_target)(d3d->device, 0, poly->texture->d3dtarget0);
+ if (result != D3D_OK) mame_printf_verbose("Direct3D: Error %08X during device set_render_target call 6\n", (int)result);
+ result = (*d3dintf->device.clear)(d3d->device, 0, NULL, D3DCLEAR_TARGET, D3DCOLOR_ARGB(0,0,0,0), 0, 0);
+ if (result != D3D_OK) mame_printf_verbose("Direct3D: Error %08X during device clear call\n", (int)result);
- /* Defocus pass 2 */
+ for (UINT pass = 0; pass < num_passes; pass++)
+ {
+ (*d3dintf->effect.begin_pass)(curr_effect, pass);
+ // add the primitives
+ result = (*d3dintf->device.draw_primitive)(d3d->device, poly->type, vertnum, poly->count);
+ if (result != D3D_OK) mame_printf_verbose("Direct3D: Error %08X during device draw_primitive call\n", (int)result);
+ (*d3dintf->effect.end_pass)(curr_effect);
+ }
- (*d3dintf->effect.set_texture)(curr_effect, "Diffuse", poly->texture->d3dtexture0);
+ (*d3dintf->effect.end)(curr_effect);
- (*d3dintf->effect.set_float)(curr_effect, "TargetWidth", (float)d3d->width);
- (*d3dintf->effect.set_float)(curr_effect, "TargetHeight", (float)d3d->height);
- (*d3dintf->effect.set_float)(curr_effect, "RawWidth", (float)poly->texture->rawwidth);
- (*d3dintf->effect.set_float)(curr_effect, "RawHeight", (float)poly->texture->rawheight);
- (*d3dintf->effect.set_float)(curr_effect, "WidthRatio", 1.0f);
- (*d3dintf->effect.set_float)(curr_effect, "HeightRatio", 1.0f);
- (*d3dintf->effect.set_float)(curr_effect, "DefocusX", defocus_x);
- (*d3dintf->effect.set_float)(curr_effect, "DefocusY", defocus_y);
- (*d3dintf->effect.set_float)(curr_effect, "FocusEnable", (defocus_x == 0.0f && defocus_y == 0.0f) ? 0.0f : 1.0f);
+ /* Defocus pass 2 */
- (*d3dintf->effect.begin)(curr_effect, &num_passes, 0);
+ (*d3dintf->effect.set_texture)(curr_effect, "Diffuse", poly->texture->d3dtexture0);
- result = (*d3dintf->device.set_render_target)(d3d->device, 0, poly->texture->d3dtarget1);
- if (result != D3D_OK) mame_printf_verbose("Direct3D: Error %08X during device set_render_target call 7\n", (int)result);
-
- for (UINT pass = 0; pass < num_passes; pass++)
- {
- (*d3dintf->effect.begin_pass)(curr_effect, pass);
- // add the primitives
- result = (*d3dintf->device.draw_primitive)(d3d->device, poly->type, vertnum, poly->count);
- if (result != D3D_OK) mame_printf_verbose("Direct3D: Error %08X during device draw_primitive call\n", (int)result);
- (*d3dintf->effect.end_pass)(curr_effect);
+ (*d3dintf->effect.set_float)(curr_effect, "TargetWidth", (float)d3d->width);
+ (*d3dintf->effect.set_float)(curr_effect, "TargetHeight", (float)d3d->height);
+ (*d3dintf->effect.set_float)(curr_effect, "RawWidth", (float)poly->texture->rawwidth);
+ (*d3dintf->effect.set_float)(curr_effect, "RawHeight", (float)poly->texture->rawheight);
+ (*d3dintf->effect.set_float)(curr_effect, "WidthRatio", 1.0f);
+ (*d3dintf->effect.set_float)(curr_effect, "HeightRatio", 1.0f);
+ (*d3dintf->effect.set_float)(curr_effect, "DefocusX", defocus_x);
+ (*d3dintf->effect.set_float)(curr_effect, "DefocusY", defocus_y);
+ (*d3dintf->effect.set_float)(curr_effect, "FocusEnable", (defocus_x == 0.0f && defocus_y == 0.0f) ? 0.0f : 1.0f);
+
+ (*d3dintf->effect.begin)(curr_effect, &num_passes, 0);
+
+ result = (*d3dintf->device.set_render_target)(d3d->device, 0, poly->texture->d3dtarget1);
+ if (result != D3D_OK) mame_printf_verbose("Direct3D: Error %08X during device set_render_target call 7\n", (int)result);
+
+ for (UINT pass = 0; pass < num_passes; pass++)
+ {
+ (*d3dintf->effect.begin_pass)(curr_effect, pass);
+ // add the primitives
+ result = (*d3dintf->device.draw_primitive)(d3d->device, poly->type, vertnum, poly->count);
+ if (result != D3D_OK) mame_printf_verbose("Direct3D: Error %08X during device draw_primitive call\n", (int)result);
+ (*d3dintf->effect.end_pass)(curr_effect);
+ }
+
+ (*d3dintf->effect.end)(curr_effect);
}
- (*d3dintf->effect.end)(curr_effect);
-
// Simulate phosphorescence. This should happen after the shadow/scanline pass, but since
// the phosphors are a direct result of the incoming texture, might as well just change the
// input texture.
@@ -2273,7 +2382,7 @@ static void primitive_flush_pending(d3d_info *d3d)
(*d3dintf->effect.set_float)(curr_effect, "GreenPhosphor", (float)options.screen_green_phosphor());
(*d3dintf->effect.set_float)(curr_effect, "BluePhosphor", (float)options.screen_blue_phosphor());
- (*d3dintf->effect.set_texture)(curr_effect, "Diffuse", poly->texture->d3dtexture1);
+ (*d3dintf->effect.set_texture)(curr_effect, "Diffuse", focus_enable ? poly->texture->d3dtexture1 : poly->texture->d3dtexture2);
(*d3dintf->effect.set_texture)(curr_effect, "LastPass", d3d->last_d3dtexture[cur_render_screen]);
result = (*d3dintf->device.set_render_target)(d3d->device, 0, poly->texture->d3dtarget0);
@@ -2299,8 +2408,8 @@ static void primitive_flush_pending(d3d_info *d3d)
(*d3dintf->effect.set_float)(curr_effect, "FixedAlpha", 1.0f);
- (*d3dintf->effect.set_texture)(curr_effect, "Diffuse", poly->texture->d3dtexture1);
- (*d3dintf->effect.set_texture)(curr_effect, "LastPass", poly->texture->d3dtexture1);
+ (*d3dintf->effect.set_texture)(curr_effect, "Diffuse", focus_enable ? poly->texture->d3dtexture1 : poly->texture->d3dtexture2);
+ (*d3dintf->effect.set_texture)(curr_effect, "LastPass", focus_enable ? poly->texture->d3dtexture1 : poly->texture->d3dtexture2);
result = (*d3dintf->device.set_render_target)(d3d->device, 0, d3d->last_d3dtarget[cur_render_screen++]);
if (result != D3D_OK) mame_printf_verbose("Direct3D: Error %08X during device set_render_target call 5\n", (int)result);
@@ -2344,7 +2453,7 @@ static void primitive_flush_pending(d3d_info *d3d)
(*d3dintf->effect.end)(curr_effect);
poly->texture->cur_frame++;
- poly->texture->cur_frame %= 2;
+ poly->texture->cur_frame %= options.screen_yiq_phase_count();
}
else
{
@@ -2496,15 +2605,20 @@ static texture_info *texture_create(d3d_info *d3d, const render_texinfo *texsour
goto error;
(*d3dintf->texture.get_surface_level)(texture->d3dtexture2, 0, &texture->d3dtarget2);
- result = (*d3dintf->device.create_texture)(d3d->device, texture->rawwidth, texture->rawheight, 1, D3DUSAGE_RENDERTARGET, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &texture->d3dsmalltexture0);
+ result = (*d3dintf->device.create_texture)(d3d->device, texture->rawwidth, texture->rawheight, 1, D3DUSAGE_RENDERTARGET, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &texture->d3dtexture3);
if (result != D3D_OK)
goto error;
- (*d3dintf->texture.get_surface_level)(texture->d3dsmalltexture0, 0, &texture->d3dsmalltarget0);
+ (*d3dintf->texture.get_surface_level)(texture->d3dtexture3, 0, &texture->d3dtarget3);
- result = (*d3dintf->device.create_texture)(d3d->device, texture->rawwidth, texture->rawheight, 1, D3DUSAGE_RENDERTARGET, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &texture->d3dsmalltexture1);
+ result = (*d3dintf->device.create_texture)(d3d->device, texture->rawwidth, texture->rawheight, 1, D3DUSAGE_RENDERTARGET, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &texture->d3dtexture4);
if (result != D3D_OK)
goto error;
- (*d3dintf->texture.get_surface_level)(texture->d3dsmalltexture1, 0, &texture->d3dsmalltarget1);
+ (*d3dintf->texture.get_surface_level)(texture->d3dtexture4, 0, &texture->d3dtarget4);
+
+ result = (*d3dintf->device.create_texture)(d3d->device, texture->rawwidth, texture->rawheight, 1, D3DUSAGE_RENDERTARGET, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &texture->d3dsmalltexture0);
+ if (result != D3D_OK)
+ goto error;
+ (*d3dintf->texture.get_surface_level)(texture->d3dsmalltexture0, 0, &texture->d3dsmalltarget0);
d3d->registered_targets++;
@@ -2567,15 +2681,21 @@ static texture_info *texture_create(d3d_info *d3d, const render_texinfo *texsour
goto error;
(*d3dintf->texture.get_surface_level)(texture->d3dtexture2, 0, &texture->d3dtarget2);
- result = (*d3dintf->device.create_texture)(d3d->device, scwidth, scheight, 1, D3DUSAGE_RENDERTARGET, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &texture->d3dsmalltexture0);
+ result = (*d3dintf->device.create_texture)(d3d->device, (int)(scwidth * d3d->oversample_x), (int)(scheight * d3d->oversample_y), 1, D3DUSAGE_RENDERTARGET, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &texture->d3dtexture3);
if (result != D3D_OK)
goto error;
- (*d3dintf->texture.get_surface_level)(texture->d3dsmalltexture0, 0, &texture->d3dsmalltarget0);
+ (*d3dintf->texture.get_surface_level)(texture->d3dtexture3, 0, &texture->d3dtarget3);
+
+ printf("Boo\n");
+ result = (*d3dintf->device.create_texture)(d3d->device, (int)(scwidth * d3d->oversample_x), (int)(scheight * d3d->oversample_y), 1, D3DUSAGE_RENDERTARGET, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &texture->d3dtexture4);
+ if (result != D3D_OK)
+ goto error;
+ (*d3dintf->texture.get_surface_level)(texture->d3dtexture4, 0, &texture->d3dtarget4);
- result = (*d3dintf->device.create_texture)(d3d->device, scwidth, scheight, 1, D3DUSAGE_RENDERTARGET, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &texture->d3dsmalltexture1);
+ result = (*d3dintf->device.create_texture)(d3d->device, scwidth, scheight, 1, D3DUSAGE_RENDERTARGET, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &texture->d3dsmalltexture0);
if (result != D3D_OK)
goto error;
- (*d3dintf->texture.get_surface_level)(texture->d3dsmalltexture0, 1, &texture->d3dsmalltarget1);
+ (*d3dintf->texture.get_surface_level)(texture->d3dsmalltexture0, 0, &texture->d3dsmalltarget0);
break;
}
diff --git a/src/osd/windows/winmain.c b/src/osd/windows/winmain.c
index b7d5b756a9e..71f46c8b3cd 100644
--- a/src/osd/windows/winmain.c
+++ b/src/osd/windows/winmain.c
@@ -395,24 +395,11 @@ const options_entry windows_options::s_option_entries[] =
{ WINOPTION_GREEN_PHOSPHOR";fs_grnpho(0.0-1.0)", "0.0", OPTION_FLOAT, "green phosphorescence decay rate (0.0 is instant, 1.0 is forever)" },
{ WINOPTION_BLUE_PHOSPHOR";fs_grnpho(0.0-1.0)", "0.0", OPTION_FLOAT, "blue phosphorescence decay rate (0.0 is instant, 1.0 is forever)" },
/* NTSC simulation below this line */
- { WINOPTION_Y_MATRIX_Y";fs_matyy(-2.0-2.0)", "1.0", OPTION_FLOAT, "Y output signal generated by Y input signal" },
- { WINOPTION_Y_MATRIX_I";fs_matyi(-2.0-2.0)", "0.0", OPTION_FLOAT, "Y output signal generated by I input signal" },
- { WINOPTION_Y_MATRIX_Q";fs_matyq(-2.0-2.0)", "0.0", OPTION_FLOAT, "Y output signal generated by Q input signal" },
- { WINOPTION_I_MATRIX_Y";fs_matiy(-2.0-2.0)", "0.0", OPTION_FLOAT, "I output signal generated by Y input signal" },
- { WINOPTION_I_MATRIX_I";fs_matii(-2.0-2.0)", "1.0", OPTION_FLOAT, "I output signal generated by I input signal" },
- { WINOPTION_I_MATRIX_Q";fs_matiq(-2.0-2.0)", "0.0", OPTION_FLOAT, "I output signal generated by Q input signal" },
- { WINOPTION_Q_MATRIX_Y";fs_matqy(-2.0-2.0)", "0.0", OPTION_FLOAT, "Q output signal generated by Y input signal" },
- { WINOPTION_Q_MATRIX_I";fs_matqi(-2.0-2.0)", "0.0", OPTION_FLOAT, "Q output signal generated by I input signal" },
- { WINOPTION_Q_MATRIX_Q";fs_matqq(-2.0-2.0)", "1.0", OPTION_FLOAT, "Q output signal generated by Q input signal" },
- { WINOPTION_Y_SCALE";fs_yscale(-2.0-2.0)", "1.0", OPTION_FLOAT, "Y signal scaling value for NTSC colorspace convolution (multiplicative)" },
- { WINOPTION_I_SCALE";fs_iscale(-2.0-2.0)", "1.0", OPTION_FLOAT, "I signal scaling value for NTSC colorspace convolution (multiplicative)" },
- { WINOPTION_Q_SCALE";fs_qscale(-2.0-2.0)", "1.0", OPTION_FLOAT, "Q signal scaling value for NTSC colorspace convolution (multiplicative)" },
- { WINOPTION_Y_OFFSET";fs_yoffs(-1.0-1.0)", "0.0", OPTION_FLOAT, "Y signal offset value for NTSC colorspace convolution (additive)" },
- { WINOPTION_I_OFFSET";fs_ioffs(-1.0-1.0)", "0.0", OPTION_FLOAT, "I signal offset value for NTSC colorspace convolution (additive)" },
- { WINOPTION_Q_OFFSET";fs_qoffs(-1.0-1.0)", "0.0", OPTION_FLOAT, "Q signal offset value for NTSC colorspace convolution (additive)" },
- { WINOPTION_Y_SUBSAMPLE_LENGTH";fs_ysub(0.5+)", "0.5", OPTION_FLOAT, "Y signal subsampling value, in pixels" },
- { WINOPTION_I_SUBSAMPLE_LENGTH";fs_isub(0.5+)", "0.5", OPTION_FLOAT, "I signal subsampling value, in pixels" },
- { WINOPTION_Q_SUBSAMPLE_LENGTH";fs_qsub(0.5+)", "0.5", OPTION_FLOAT, "Q signal subsampling value, in pixels" },
+ { WINOPTION_YIQ_ENABLE";yiq", "0", OPTION_BOOLEAN, "enable YIQ-space HLSL post-processing" },
+ { WINOPTION_YIQ_WVALUE";yiqw", "4.1187867", OPTION_FLOAT, "W value for YIQ signal processing" },
+ { WINOPTION_YIQ_AVALUE";yiqa", "0.5", OPTION_FLOAT, "A value for YIQ signal processing (usually 0.5)" },
+ { WINOPTION_YIQ_BVALUE";yiqb", "0.5", OPTION_FLOAT, "B value for YIQ signal processing (usually 0.5)" },
+ { WINOPTION_YIQ_PHASE_COUNT";yiqp", "3", OPTION_INTEGER, "Phase Count value for YIQ signal processing (usually 2)" },
// per-window options
{ NULL, NULL, OPTION_HEADER, "PER-WINDOW VIDEO OPTIONS" },
@@ -1171,7 +1158,10 @@ static LONG WINAPI exception_filter(struct _EXCEPTION_POINTERS *info)
// walk the stack
while (walker.unwind())
fprintf(stderr, " %p: %p%s\n", (void *)walker.frame(), (void *)walker.ip(), (symbols == NULL) ? "" : symbols->symbol_for_address(walker.ip()));
-
+
+ // flush stderr, so the data is actually written when output is being redirected
+ fflush(stderr);
+
// flush stderr, so the data is actually written when output is being redirected
fflush(stderr);
diff --git a/src/osd/windows/winmain.h b/src/osd/windows/winmain.h
index 96e71a468d5..a255ce86772 100644
--- a/src/osd/windows/winmain.h
+++ b/src/osd/windows/winmain.h
@@ -121,15 +121,6 @@
#define WINOPTION_BLUE_MATRIX_R "blue_from_r"
#define WINOPTION_BLUE_MATRIX_G "blue_from_g"
#define WINOPTION_BLUE_MATRIX_B "blue_from_b"
-#define WINOPTION_Y_MATRIX_Y "y_from_y"
-#define WINOPTION_Y_MATRIX_I "y_from_i"
-#define WINOPTION_Y_MATRIX_Q "y_from_q"
-#define WINOPTION_I_MATRIX_Y "i_from_y"
-#define WINOPTION_I_MATRIX_I "i_from_i"
-#define WINOPTION_I_MATRIX_Q "i_from_q"
-#define WINOPTION_Q_MATRIX_Y "q_from_y"
-#define WINOPTION_Q_MATRIX_I "q_from_i"
-#define WINOPTION_Q_MATRIX_Q "q_from_q"
#define WINOPTION_RED_OFFSET "red_offset"
#define WINOPTION_GREEN_OFFSET "green_offset"
#define WINOPTION_BLUE_OFFSET "blue_offset"
@@ -142,19 +133,15 @@
#define WINOPTION_RED_FLOOR "red_floor"
#define WINOPTION_GREEN_FLOOR "green_floor"
#define WINOPTION_BLUE_FLOOR "blue_floor"
-#define WINOPTION_SATURATION "saturation"
-#define WINOPTION_Y_SCALE "y_scale"
-#define WINOPTION_I_SCALE "i_scale"
-#define WINOPTION_Q_SCALE "q_scale"
-#define WINOPTION_Y_OFFSET "y_offset"
-#define WINOPTION_I_OFFSET "i_offset"
-#define WINOPTION_Q_OFFSET "q_offset"
-#define WINOPTION_Y_SUBSAMPLE_LENGTH "y_subsample_length"
-#define WINOPTION_I_SUBSAMPLE_LENGTH "i_subsample_length"
-#define WINOPTION_Q_SUBSAMPLE_LENGTH "q_subsample_length"
#define WINOPTION_RED_PHOSPHOR "red_phosphor_life"
#define WINOPTION_GREEN_PHOSPHOR "green_phosphor_life"
#define WINOPTION_BLUE_PHOSPHOR "blue_phosphor_life"
+#define WINOPTION_SATURATION "saturation"
+#define WINOPTION_YIQ_ENABLE "yiq_enable"
+#define WINOPTION_YIQ_WVALUE "yiq_w"
+#define WINOPTION_YIQ_AVALUE "yiq_a"
+#define WINOPTION_YIQ_BVALUE "yiq_b"
+#define WINOPTION_YIQ_PHASE_COUNT "yiq_phase_count"
// per-window options
#define WINOPTION_SCREEN "screen"
@@ -261,15 +248,11 @@ public:
float screen_blue_from_red() const { return float_value(WINOPTION_BLUE_MATRIX_R); }
float screen_blue_from_green() const { return float_value(WINOPTION_BLUE_MATRIX_G); }
float screen_blue_from_blue() const { return float_value(WINOPTION_BLUE_MATRIX_B); }
- float screen_y_from_y() const { return float_value(WINOPTION_Y_MATRIX_Y); }
- float screen_y_from_i() const { return float_value(WINOPTION_Y_MATRIX_I); }
- float screen_y_from_q() const { return float_value(WINOPTION_Y_MATRIX_Q); }
- float screen_i_from_y() const { return float_value(WINOPTION_I_MATRIX_Y); }
- float screen_i_from_i() const { return float_value(WINOPTION_I_MATRIX_I); }
- float screen_i_from_q() const { return float_value(WINOPTION_I_MATRIX_Q); }
- float screen_q_from_y() const { return float_value(WINOPTION_Q_MATRIX_Y); }
- float screen_q_from_i() const { return float_value(WINOPTION_Q_MATRIX_I); }
- float screen_q_from_q() const { return float_value(WINOPTION_Q_MATRIX_Q); }
+ bool screen_yiq_enable() const { return bool_value(WINOPTION_YIQ_ENABLE); }
+ float screen_yiq_w() const { return float_value(WINOPTION_YIQ_WVALUE); }
+ float screen_yiq_a() const { return float_value(WINOPTION_YIQ_AVALUE); }
+ float screen_yiq_b() const { return float_value(WINOPTION_YIQ_BVALUE); }
+ int screen_yiq_phase_count() const { return int_value(WINOPTION_YIQ_PHASE_COUNT); }
float screen_red_offset() const { return float_value(WINOPTION_RED_OFFSET); }
float screen_green_offset() const { return float_value(WINOPTION_GREEN_OFFSET); }
float screen_blue_offset() const { return float_value(WINOPTION_BLUE_OFFSET); }
@@ -283,15 +266,6 @@ public:
float screen_green_floor() const { return float_value(WINOPTION_GREEN_FLOOR); }
float screen_blue_floor() const { return float_value(WINOPTION_BLUE_FLOOR); }
float screen_saturation() const { return float_value(WINOPTION_SATURATION); }
- float screen_y_scale() const { return float_value(WINOPTION_Y_SCALE); }
- float screen_i_scale() const { return float_value(WINOPTION_I_SCALE); }
- float screen_q_scale() const { return float_value(WINOPTION_Q_SCALE); }
- float screen_y_offset() const { return float_value(WINOPTION_Y_OFFSET); }
- float screen_i_offset() const { return float_value(WINOPTION_I_OFFSET); }
- float screen_q_offset() const { return float_value(WINOPTION_Q_OFFSET); }
- float screen_y_subsample_length() const { return float_value(WINOPTION_Y_SUBSAMPLE_LENGTH); }
- float screen_i_subsample_length() const { return float_value(WINOPTION_I_SUBSAMPLE_LENGTH); }
- float screen_q_subsample_length() const { return float_value(WINOPTION_Q_SUBSAMPLE_LENGTH); }
float screen_red_phosphor() const { return float_value(WINOPTION_RED_PHOSPHOR); }
float screen_green_phosphor() const { return float_value(WINOPTION_GREEN_PHOSPHOR); }
float screen_blue_phosphor() const { return float_value(WINOPTION_BLUE_PHOSPHOR); }