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-rw-r--r--artwork/monochrome-chessboard.pngbin0 -> 23358 bytes
-rw-r--r--artwork/monochrome-matrix.pngbin31397 -> 33194 bytes
-rw-r--r--artwork/slot-mask-aligned.pngbin0 -> 26638 bytes
-rw-r--r--docs/hlsl.txt28
-rw-r--r--hlsl/artwork_support/post.fx30
-rw-r--r--hlsl/ntsc.fx (renamed from hlsl/yiq_decode.fx)142
-rw-r--r--hlsl/post.fx30
-rw-r--r--hlsl/yiq_encode.fx151
-rw-r--r--src/osd/modules/render/d3d/d3dhlsl.cpp218
-rw-r--r--src/osd/modules/render/d3d/d3dhlsl.h7
-rw-r--r--src/osd/windows/winmain.cpp10
-rw-r--r--src/osd/windows/winmain.h8
12 files changed, 320 insertions, 304 deletions
diff --git a/artwork/monochrome-chessboard.png b/artwork/monochrome-chessboard.png
new file mode 100644
index 00000000000..b10019847bf
--- /dev/null
+++ b/artwork/monochrome-chessboard.png
Binary files differ
diff --git a/artwork/monochrome-matrix.png b/artwork/monochrome-matrix.png
index c44d063c397..c1180363087 100644
--- a/artwork/monochrome-matrix.png
+++ b/artwork/monochrome-matrix.png
Binary files differ
diff --git a/artwork/slot-mask-aligned.png b/artwork/slot-mask-aligned.png
new file mode 100644
index 00000000000..764c5fcb5be
--- /dev/null
+++ b/artwork/slot-mask-aligned.png
Binary files differ
diff --git a/docs/hlsl.txt b/docs/hlsl.txt
index 5bde3f85ebb..d42f608c5c5 100644
--- a/docs/hlsl.txt
+++ b/docs/hlsl.txt
@@ -38,15 +38,16 @@ scanline_size 0.0 to 4.0 The overall height of each scanline.
scanline_height [height] Individual height scaling value for scanlines.
scanline_bright_scale 0.0 to 2.0 The overall brightness multiplier for each scanline.
scanline_bright_offset 0.0 to 1.0 The overall brightness additive value for each scanline.
-scanline_jitter 0.0 to 2.0 The relative scanline movement per field.
+scanline_jitter 0.0 to 1.0 The relative scanline movement per field.
+hum_bar_alpha 0.0 to 1.0 The maximum darkness of the hum bar gradient.
defocus [xval,yval] This defines the overall defocus radius for the three
- post-converged beams. Values allowed range from 0.0 to
- 32.0.
+ post-converged beams. Values allowed range from 0.0 to
+ 10.0.
converge_x [r,g,b] Convergence in screen-relative X direction.
converge_y [r,g,b] Convergence in screen-relative Y direction.
radial_converge_x [r,g,b] Radial convergence in screen-relative X direction.
radial_converge_y [r,g,b] Radial convergence in screen-relative Y direction.
- Allowed values for convergence: -150 to 150 for each color.
+ Allowed values for convergence: -10.0 to 10.0 for each color.
red_ratio [r,g,b] These parameters define a 3x3 matrix which is multiplied
grn_ratio [r,g,b] by the incoming RGB signal. This can be used for any
blu_ratio [r,g,b] standard matrix convolution, including H/S/V or simply
@@ -78,15 +79,16 @@ NTSC Processing Parameters
--------------------------
Name Default Values Description
-yiq_cc 3.59754545 Color Carrier frequency for NTSC signal processing.
-yiq_a 0.5 A value for NTSC signal processing.
-yiq_b 0.5 B value for NTSC signal processing.
-yiq_o 0.0 Outgoing Color Carrier phase offset for NTSC signal processing.
-yiq_p 1.0 Incoming Pixel Clock scaling value for NTSC signal processing.
-yiq_n 1.0 Y filter notch width for NTSC signal processing.
-yiq_y 6.0 Y filter cutoff frequency for NTSC signal processing.
-yiq_i 1.2 I filter cutoff frequency for NTSC signal processing.
-yiq_q 0.6 Q filter cutoff frequency for NTSC signal processing.
+yiq_jitter 0.0 Jitter for the NTSC signal processing. (0.0 to 1.0)
+yiq_cc 3.57954545 Color Carrier frequency for NTSC signal processing. (0.0 to 6.0)
+yiq_a 0.5 A value for NTSC signal processing. (-1.0 to 1.0)
+yiq_b 0.5 B value for NTSC signal processing. (-1.0 to 1.0)
+yiq_o 0.0 Outgoing Color Carrier phase offset for NTSC signal processing. (-3.0 to 3.0)
+yiq_p 1.0 Incoming Pixel Clock scaling value for NTSC signal processing. (-3.0 to 3.0)
+yiq_n 1.0 Y filter notch width for NTSC signal processing. (0.0 to 6.0)
+yiq_y 6.0 Y filter cutoff frequency for NTSC signal processing. (0.0 to 6.0)
+yiq_i 1.2 I filter cutoff frequency for NTSC signal processing. (0.0 to 6.0)
+yiq_q 0.6 Q filter cutoff frequency for NTSC signal processing. (0.0 to 6.0)
yiq_scan_time 52.6 Horizontal scanline duration for NTSC signal processing. (usec)
yiq_phase_count 2 Phase Count value for NTSC signal processing. (3 for NES, else 2)
diff --git a/hlsl/artwork_support/post.fx b/hlsl/artwork_support/post.fx
index 8da6dabf1ab..f0c883fa69e 100644
--- a/hlsl/artwork_support/post.fx
+++ b/hlsl/artwork_support/post.fx
@@ -151,6 +151,11 @@ VS_OUTPUT vs_main(VS_INPUT Input)
// Scanline, Shadowmask & Distortion Pixel Shader
//-----------------------------------------------------------------------------
+uniform float HumBarHertzRate = 60.0f / 59.94f - 1.0f; // difference between the 59.94 Hz field rate and 60 Hz line frequency (NTSC)
+uniform float HumBarAlpha = 0.0f;
+
+uniform float TimeMilliseconds = 0.0f;
+
uniform float2 ScreenScale = float2(1.0f, 1.0f);
uniform float2 ScreenOffset = float2(0.0f, 0.0f);
@@ -396,7 +401,7 @@ float4 ps_main(PS_INPUT Input) : COLOR
}
// Mask Simulation (may not affect bloom)
- if (!PrepareBloom)
+ if (!PrepareBloom && ShadowAlpha > 0.0f)
{
float2 shadowDims = ShadowDims;
shadowDims = SwapXY
@@ -455,15 +460,24 @@ float4 ps_main(PS_INPUT Input) : COLOR
// Scanline Simulation (may not affect bloom)
if (!PrepareBloom)
{
- // Scanline Simulation (disabled for vector)
- if (!PrepareVector)
+ // Scanline Simulation (may not affect vector screen)
+ if (!PrepareVector && ScanlineAlpha > 0.0f)
{
- float InnerSine = BaseCoord.y * ScanlineScale * SourceDims.y;
- float ScanJitter = ScanlineOffset * SourceDims.y;
- float ScanBrightMod = sin(InnerSine * PI + ScanJitter);
- float3 ScanColor = lerp(1.0f, (pow(ScanBrightMod * ScanBrightMod, ScanlineHeight) * ScanlineBrightScale + 1.0f + ScanlineBrightOffset) * 0.5f, ScanlineAlpha);
+ float ScanCoord = BaseCoord.y * SourceDims.y * ScanlineScale * PI;
+ float ScanCoordJitter = ScanlineOffset * PHI;
+ float ScanSine = sin(ScanCoord + ScanCoordJitter);
+ float ScanSineScaled = pow(ScanSine * ScanSine, ScanlineHeight);
+ float ScanBrightness = ScanSineScaled * ScanlineBrightScale + 1.0f + ScanlineBrightOffset;
- BaseColor.rgb *= ScanColor;
+ BaseColor.rgb *= lerp(1.0f, ScanBrightness * 0.5f, ScanlineAlpha);
+ }
+
+ // Hum Bar Simulation (may not affect vector screen)
+ if (!PrepareVector && HumBarAlpha > 0.0f)
+ {
+ float HumTimeStep = frac(TimeMilliseconds * HumBarHertzRate);
+ float HumBrightness = 1.0 - frac(BaseCoord.y / SourceRect.y + HumTimeStep) * HumBarAlpha;
+ BaseColor.rgb *= HumBrightness;
}
}
diff --git a/hlsl/yiq_decode.fx b/hlsl/ntsc.fx
index 288d00b2312..ed07e37a4cc 100644
--- a/hlsl/yiq_decode.fx
+++ b/hlsl/ntsc.fx
@@ -1,26 +1,13 @@
// license:BSD-3-Clause
// copyright-holders:Ryan Holtz,ImJezze
//-----------------------------------------------------------------------------
-// YIQ Decode Effect
+// NTSC Effect
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// Sampler Definitions
//-----------------------------------------------------------------------------
-texture Composite;
-
-sampler CompositeSampler = sampler_state
-{
- Texture = <Composite>;
- MipFilter = POINT;
- MinFilter = POINT;
- MagFilter = POINT;
- AddressU = CLAMP;
- AddressV = CLAMP;
- AddressW = CLAMP;
-};
-
texture Diffuse;
sampler DiffuseSampler = sampler_state
@@ -81,51 +68,90 @@ VS_OUTPUT vs_main(VS_INPUT Input)
}
//-----------------------------------------------------------------------------
-// YIQ Decode Pixel Shader
+// NTSC Pixel Shader
//-----------------------------------------------------------------------------
uniform float AValue = 0.5f;
uniform float BValue = 0.5f;
-uniform float CCValue = 3.5975454f;
+uniform float CCValue = 3.5795454f;
uniform float OValue = 0.0f;
-uniform float PValue = 1.0f; // unused
-
+uniform float PValue = 1.0f;
uniform float ScanTime = 52.6f;
-uniform float FrameOffset = 0.0f;
uniform float NotchHalfWidth = 1.0f;
uniform float YFreqResponse = 6.0f;
uniform float IFreqResponse = 1.2f;
uniform float QFreqResponse = 0.6f;
+uniform float SignalOffset = 0.0f;
+
//-----------------------------------------------------------------------------
// Constants
//-----------------------------------------------------------------------------
-static const float4 NotchOffset = float4(0.0f, 1.0f, 2.0f, 3.0f);
-
static const float PI = 3.1415927f;
-static const float PI2 = 6.2831855f;
+static const float PI2 = PI * 2.0f;
-static const float MaxC = 2.1183f;
-static const float MinC = -1.1183f;
-static const float CRange = 3.2366f;
+static const float4 YDot = float4(0.299f, 0.587f, 0.114f, 0.0f);
+static const float4 IDot = float4(0.595716f, -0.274453f, -0.321263f, 0.0f);
+static const float4 QDot = float4(0.211456f, -0.522591f, 0.311135f, 0.0f);
-float4 ps_main(PS_INPUT Input) : COLOR
+static const float3 RDot = float3(1.0f, 0.956f, 0.621f);
+static const float3 GDot = float3(1.0f, -0.272f, -0.647f);
+static const float3 BDot = float3(1.0f, -1.106f, 1.703f);
+
+static const float4 OffsetX = float4(0.0f, 0.25f, 0.50f, 0.75f);
+static const float4 NotchOffset = float4(0.0f, 1.0f, 2.0f, 3.0f);
+
+static const int SampleCount = 64;
+static const int HalfSampleCount = SampleCount / 2;
+
+float4 GetCompositeYIQ(float2 TexCoord)
{
- float4 BaseTexel = tex2D(DiffuseSampler, Input.TexCoord.xy);
+ float2 SourceTexelDims = 1.0f / SourceDims;
+ float2 SourceRes = SourceDims * SourceRect;
- float2 InvDims = 1.0f / SourceDims;
+ float2 PValueSourceTexel = float2(PValue, 0.0f) * SourceTexelDims;
- // YIQ convolution: N coefficients each
- float4 YAccum = 0.0f;
- float4 IAccum = 0.0f;
- float4 QAccum = 0.0f;
+ float2 C0 = TexCoord + PValueSourceTexel * OffsetX.x;
+ float2 C1 = TexCoord + PValueSourceTexel * OffsetX.y;
+ float2 C2 = TexCoord + PValueSourceTexel * OffsetX.z;
+ float2 C3 = TexCoord + PValueSourceTexel * OffsetX.w;
+ float4 Cx = float4(C0.x, C1.x, C2.x, C3.x);
+ float4 Cy = float4(C0.y, C1.y, C2.y, C3.y);
+ float4 Texel0 = tex2D(DiffuseSampler, C0);
+ float4 Texel1 = tex2D(DiffuseSampler, C1);
+ float4 Texel2 = tex2D(DiffuseSampler, C2);
+ float4 Texel3 = tex2D(DiffuseSampler, C3);
+
+ float4 HPosition = Cx / SourceRect.x;
+ float4 VPosition = Cy / SourceRect.y;
+
+ float4 Y = float4(dot(Texel0, YDot), dot(Texel1, YDot), dot(Texel2, YDot), dot(Texel3, YDot));
+ float4 I = float4(dot(Texel0, IDot), dot(Texel1, IDot), dot(Texel2, IDot), dot(Texel3, IDot));
+ float4 Q = float4(dot(Texel0, QDot), dot(Texel1, QDot), dot(Texel2, QDot), dot(Texel3, QDot));
+
+ float4 W = PI2 * CCValue * ScanTime;
+
+ float4 T = HPosition
+ + (AValue / 360.0f * SourceRes.y) * VPosition
+ + (BValue / 360.0f)
+ + (SignalOffset / 360.0f);
+ float4 TW = T * W;
+
+ float4 CompositeYIQ = Y + I * cos(TW) + Q * sin(TW);
+
+ return CompositeYIQ;
+}
+
+float4 ps_main(PS_INPUT Input) : COLOR
+{
+ float4 BaseTexel = tex2D(DiffuseSampler, Input.TexCoord);
- float BValueFrameOffset = BValue * FrameOffset;
+ float2 SourceTexelDims = 1.0f / SourceDims;
+ float2 SourceRes = SourceDims * SourceRect;
- float FrameWidthx4 = SourceDims.x * SourceRect.x * 4.0f;
- float TimePerSample = ScanTime / FrameWidthx4;
+ float TimePerSample = ScanTime / (SourceRes.x * 4.0f);
float Fc_y1 = (CCValue - NotchHalfWidth) * TimePerSample;
float Fc_y2 = (CCValue + NotchHalfWidth) * TimePerSample;
@@ -142,24 +168,34 @@ float4 ps_main(PS_INPUT Input) : COLOR
float Fc_y1_pi2 = Fc_y1 * PI2;
float Fc_y2_pi2 = Fc_y2 * PI2;
float Fc_y3_pi2 = Fc_y3 * PI2;
- float PI2Length = PI2 / 82.0f;
+ float PI2Length = PI2 / SampleCount;
float W = PI2 * CCValue * ScanTime;
+
+ float4 YAccum = 0.0f;
+ float4 IAccum = 0.0f;
+ float4 QAccum = 0.0f;
float4 Cy = Input.TexCoord.y;
- float4 VPosition = Cy * (SourceDims.y * SourceRect.y) * 2.0f;
+ float4 VPosition = Cy / SourceRect.y;
- for(float n = -41.0f; n < 42.0f; n += 4.0f)
+ for (float i = 0; i < SampleCount; i += 4.0f)
{
+ float n = i - HalfSampleCount;
+
float4 n4 = n + NotchOffset;
- float4 Cx = Input.TexCoord.x + InvDims.x * n4 * 0.25f;
- float4 HPosition = (Cx / SourceRect.x);
+ float4 Cx = Input.TexCoord.x + SourceTexelDims.x * (n4 * 0.25f);
+ float4 HPosition = Cx / SourceRect.x;
- float4 C = tex2D(CompositeSampler, float2(Cx.r, Cy.r)) * CRange + MinC;
+ float4 C = GetCompositeYIQ(float2(Cx.r, Cy.r));
- float4 T = HPosition + AValue * VPosition + BValueFrameOffset;
- float4 WT = W * T + OValue;
+ float4 T = HPosition
+ + (AValue / 360.0f * SourceRes.y) * VPosition
+ + (BValue / 360.0f)
+ + (SignalOffset / 360.0f);
+ float4 WT = W * T
+ + OValue;
float4 SincKernel = 0.54f + 0.46f * cos(PI2Length * n4);
@@ -186,21 +222,21 @@ float4 ps_main(PS_INPUT Input) : COLOR
QAccum = QAccum + C * sin(WT) * FilterQ;
}
- float Y = YAccum.r + YAccum.g + YAccum.b + YAccum.a;
- float I = (IAccum.r + IAccum.g + IAccum.b + IAccum.a) * 2.0f;
- float Q = (QAccum.r + QAccum.g + QAccum.b + QAccum.a) * 2.0f;
+ float3 YIQ = float3(
+ (YAccum.r + YAccum.g + YAccum.b + YAccum.a),
+ (IAccum.r + IAccum.g + IAccum.b + IAccum.a) * 2.0f,
+ (QAccum.r + QAccum.g + QAccum.b + QAccum.a) * 2.0f);
- float3 YIQ = float3(Y, I, Q);
+ float3 RGB = float3(
+ dot(YIQ, RDot),
+ dot(YIQ, GDot),
+ dot(YIQ, BDot));
- float3 Decode = float3(
- dot(YIQ, float3(1.0f, 0.956f, 0.621f)),
- dot(YIQ, float3(1.0f, -0.272f, -0.647f)),
- dot(YIQ, float3(1.0f, -1.106f, 1.703f)));
- return float4(Decode, BaseTexel.a);
+ return float4(RGB, BaseTexel.a);
}
//-----------------------------------------------------------------------------
-// YIQ Decode Technique
+// NTSC Technique
//-----------------------------------------------------------------------------
technique DefaultTechnique
diff --git a/hlsl/post.fx b/hlsl/post.fx
index 4415298a2f8..deec349e2fc 100644
--- a/hlsl/post.fx
+++ b/hlsl/post.fx
@@ -65,6 +65,7 @@ struct PS_INPUT
//-----------------------------------------------------------------------------
static const float PI = 3.1415927f;
+static const float PHI = 1.618034f;
//-----------------------------------------------------------------------------
// Scanline & Shadowmask Vertex Shader
@@ -118,6 +119,11 @@ VS_OUTPUT vs_main(VS_INPUT Input)
// Scanline & Shadowmask Pixel Shader
//-----------------------------------------------------------------------------
+uniform float HumBarHertzRate = 60.0f / 59.94f - 1.0f; // difference between the 59.94 Hz field rate and 60 Hz line frequency (NTSC)
+uniform float HumBarAlpha = 0.0f;
+
+uniform float TimeMilliseconds = 0.0f;
+
uniform float2 ScreenScale = float2(1.0f, 1.0f);
uniform float2 ScreenOffset = float2(0.0f, 0.0f);
@@ -159,6 +165,7 @@ float4 ps_main(PS_INPUT Input) : COLOR
{
float2 ScreenTexelDims = 1.0f / ScreenDims;
float2 SourceTexelDims = 1.0f / SourceDims;
+ float2 SourceRes = SourceDims * SourceRect;
float2 HalfSourceRect = SourceRect * 0.5f;
@@ -175,7 +182,7 @@ float4 ps_main(PS_INPUT Input) : COLOR
}
// Mask Simulation (may not affect bloom)
- if (!PrepareBloom)
+ if (!PrepareBloom && ShadowAlpha > 0.0f)
{
float2 shadowDims = ShadowDims;
shadowDims = SwapXY
@@ -235,14 +242,23 @@ float4 ps_main(PS_INPUT Input) : COLOR
if (!PrepareBloom)
{
// Scanline Simulation (may not affect vector screen)
- if (!PrepareVector)
+ if (!PrepareVector && ScanlineAlpha > 0.0f)
{
- float InnerSine = BaseCoord.y * ScanlineScale * SourceDims.y;
- float ScanJitter = ScanlineOffset * SourceDims.y;
- float ScanBrightMod = sin(InnerSine * PI + ScanJitter);
- float3 ScanColor = lerp(1.0f, (pow(ScanBrightMod * ScanBrightMod, ScanlineHeight) * ScanlineBrightScale + 1.0f + ScanlineBrightOffset) * 0.5f, ScanlineAlpha);
+ float ScanCoord = BaseCoord.y * SourceDims.y * ScanlineScale * PI;
+ float ScanCoordJitter = ScanlineOffset * PHI;
+ float ScanSine = sin(ScanCoord + ScanCoordJitter);
+ float ScanSineScaled = pow(ScanSine * ScanSine, ScanlineHeight);
+ float ScanBrightness = ScanSineScaled * ScanlineBrightScale + 1.0f + ScanlineBrightOffset;
- BaseColor.rgb *= ScanColor;
+ BaseColor.rgb *= lerp(1.0f, ScanBrightness * 0.5f, ScanlineAlpha);
+ }
+
+ // Hum Bar Simulation (may not affect vector screen)
+ if (!PrepareVector && HumBarAlpha > 0.0f)
+ {
+ float HumTimeStep = frac(TimeMilliseconds * HumBarHertzRate);
+ float HumBrightness = 1.0 - frac(BaseCoord.y / SourceRect.y + HumTimeStep) * HumBarAlpha;
+ BaseColor.rgb *= HumBrightness;
}
}
diff --git a/hlsl/yiq_encode.fx b/hlsl/yiq_encode.fx
deleted file mode 100644
index c0db1cf531d..00000000000
--- a/hlsl/yiq_encode.fx
+++ /dev/null
@@ -1,151 +0,0 @@
-// license:BSD-3-Clause
-// copyright-holders:Ryan Holtz,ImJezze
-//-----------------------------------------------------------------------------
-// YIQ Encode Effect
-//-----------------------------------------------------------------------------
-
-//-----------------------------------------------------------------------------
-// Sampler Definitions
-//-----------------------------------------------------------------------------
-
-texture Diffuse;
-
-sampler DiffuseSampler = sampler_state
-{
- Texture = <Diffuse>;
- MipFilter = LINEAR;
- MinFilter = LINEAR;
- MagFilter = LINEAR;
- AddressU = CLAMP;
- AddressV = CLAMP;
- AddressW = CLAMP;
-};
-
-//-----------------------------------------------------------------------------
-// Vertex Definitions
-//-----------------------------------------------------------------------------
-
-struct VS_OUTPUT
-{
- float4 Position : POSITION;
- float4 Color : COLOR0;
- float2 TexCoord : TEXCOORD0;
-};
-
-struct VS_INPUT
-{
- float4 Position : POSITION;
- float4 Color : COLOR0;
- float2 TexCoord : TEXCOORD0;
-};
-
-struct PS_INPUT
-{
- float4 Color : COLOR0;
- float2 TexCoord : TEXCOORD0;
-};
-
-//-----------------------------------------------------------------------------
-// YIQ Encode Vertex Shader
-//-----------------------------------------------------------------------------
-
-uniform float2 ScreenDims;
-uniform float2 SourceDims;
-uniform float2 SourceRect;
-
-VS_OUTPUT vs_main(VS_INPUT Input)
-{
- VS_OUTPUT Output = (VS_OUTPUT)0;
-
- Output.Position = float4(Input.Position.xyz, 1.0f);
- Output.Position.xy /= ScreenDims;
- Output.Position.y = 1.0f - Output.Position.y; // flip y
- Output.Position.xy -= 0.5f; // center
- Output.Position.xy *= 2.0f; // zoom
-
- Output.TexCoord = Input.TexCoord;
- Output.TexCoord += 0.5f / SourceDims; // half texel offset correction (DX9)
-
- Output.Color = Input.Color;
-
- return Output;
-}
-
-//-----------------------------------------------------------------------------
-// YIQ Encode Pixel Shader
-//-----------------------------------------------------------------------------
-
-uniform float AValue = 0.5f;
-uniform float BValue = 0.5f;
-uniform float CCValue = 3.5975454f;
-uniform float OValue = 0.0f;
-uniform float PValue = 1.0f;
-
-uniform float ScanTime = 52.6f;
-uniform float FrameOffset = 0.0f;
-
-uniform float MaxC = 2.1183f;
-uniform float MinC = -1.1183f;
-uniform float CRange = 3.2366f;
-
-//-----------------------------------------------------------------------------
-// Constants
-//-----------------------------------------------------------------------------
-
-static const float4 YDot = float4(0.299f, 0.587f, 0.114f, 0.0f);
-static const float4 IDot = float4(0.595716f, -0.274453f, -0.321263f, 0.0f);
-static const float4 QDot = float4(0.211456f, -0.522591f, 0.311135f, 0.0f);
-static const float4 OffsetX = float4(0.0f, 0.25f, 0.50f, 0.75f);
-
-static const float PI = 3.1415927f;
-static const float PI2 = 6.2831855f;
-
-float4 ps_main(PS_INPUT Input) : COLOR
-{
- float2 InvDims = 1.0f / SourceDims;
-
- float2 InvPValue = float2(PValue, 0.0f) * InvDims;
-
- float2 C0 = Input.TexCoord + InvPValue * OffsetX.x;
- float2 C1 = Input.TexCoord + InvPValue * OffsetX.y;
- float2 C2 = Input.TexCoord + InvPValue * OffsetX.z;
- float2 C3 = Input.TexCoord + InvPValue * OffsetX.w;
- float4 Cx = float4(C0.x, C1.x, C2.x, C3.x);
- float4 Cy = float4(C0.y, C1.y, C2.y, C3.y);
- float4 Texel0 = tex2D(DiffuseSampler, C0);
- float4 Texel1 = tex2D(DiffuseSampler, C1);
- float4 Texel2 = tex2D(DiffuseSampler, C2);
- float4 Texel3 = tex2D(DiffuseSampler, C3);
-
- float4 Y = float4(dot(Texel0, YDot), dot(Texel1, YDot), dot(Texel2, YDot), dot(Texel3, YDot));
- float4 I = float4(dot(Texel0, IDot), dot(Texel1, IDot), dot(Texel2, IDot), dot(Texel3, IDot));
- float4 Q = float4(dot(Texel0, QDot), dot(Texel1, QDot), dot(Texel2, QDot), dot(Texel3, QDot));
-
- float BValueFrameOffset = BValue * FrameOffset;
-
- float4 HPosition = Cx / SourceRect.x;
- float4 VPosition = Cy * (SourceDims.y * SourceRect.y) * 2.0f;
-
- float4 W = PI2 * CCValue * ScanTime;
- float4 T = HPosition + AValue * VPosition + BValueFrameOffset;
- float4 TW = T * W + OValue;
-
- float4 Encoded = Y + I * cos(TW) + Q * sin(TW);
-
- return (Encoded - MinC) / CRange;;
-}
-
-//-----------------------------------------------------------------------------
-// YIQ Encode Technique
-//-----------------------------------------------------------------------------
-
-technique DefaultTechnique
-{
- pass Pass0
- {
- Lighting = FALSE;
-
- VertexShader = compile vs_3_0 vs_main();
- PixelShader = compile ps_3_0 ps_main();
- }
-}
diff --git a/src/osd/modules/render/d3d/d3dhlsl.cpp b/src/osd/modules/render/d3d/d3dhlsl.cpp
index 0280dd31e68..8a60eaa5190 100644
--- a/src/osd/modules/render/d3d/d3dhlsl.cpp
+++ b/src/osd/modules/render/d3d/d3dhlsl.cpp
@@ -76,7 +76,7 @@ shaders::shaders() :
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),
- focus_effect(NULL), phosphor_effect(NULL), deconverge_effect(NULL), color_effect(NULL), yiq_encode_effect(NULL), yiq_decode_effect(NULL), bloom_effect(NULL),
+ focus_effect(NULL), phosphor_effect(NULL), deconverge_effect(NULL), color_effect(NULL), ntsc_effect(NULL), bloom_effect(NULL),
downsample_effect(NULL), vector_effect(NULL), fsfx_vertices(NULL), curr_texture(NULL), curr_render_target(NULL), curr_poly(NULL)
{
master_enable = false;
@@ -632,7 +632,7 @@ void shaders::set_texture(texture_info *texture)
default_effect->set_texture("Diffuse", (texture == NULL) ? default_texture->get_finaltex() : texture->get_finaltex());
if (options->yiq_enable)
{
- yiq_encode_effect->set_texture("Diffuse", (texture == NULL) ? default_texture->get_finaltex() : texture->get_finaltex());
+ ntsc_effect->set_texture("Diffuse", (texture == NULL) ? default_texture->get_finaltex() : texture->get_finaltex());
}
else
{
@@ -706,7 +706,8 @@ void shaders::init(base *d3dintf, running_machine *machine, d3d::renderer *rende
options->scanline_height = winoptions.screen_scanline_height();
options->scanline_bright_scale = winoptions.screen_scanline_bright_scale();
options->scanline_bright_offset = winoptions.screen_scanline_bright_offset();
- options->scanline_offset = winoptions.screen_scanline_offset();
+ options->scanline_jitter = winoptions.screen_scanline_jitter();
+ options->hum_bar_alpha = winoptions.screen_hum_bar_alpha();
get_vector(winoptions.screen_defocus(), 2, options->defocus, TRUE);
get_vector(winoptions.screen_converge_x(), 3, options->converge_x, TRUE);
get_vector(winoptions.screen_converge_y(), 3, options->converge_y, TRUE);
@@ -722,6 +723,7 @@ void shaders::init(base *d3dintf, running_machine *machine, d3d::renderer *rende
get_vector(winoptions.screen_phosphor(), 3, options->phosphor, TRUE);
options->saturation = winoptions.screen_saturation();
options->yiq_enable = winoptions.screen_yiq_enable();
+ options->yiq_jitter = winoptions.screen_yiq_jitter();
options->yiq_cc = winoptions.screen_yiq_cc();
options->yiq_a = winoptions.screen_yiq_a();
options->yiq_b = winoptions.screen_yiq_b();
@@ -917,8 +919,7 @@ int shaders::create_resources(bool reset)
focus_effect = new effect(this, d3d->get_device(), "focus.fx", fx_dir);
deconverge_effect = new effect(this, d3d->get_device(), "deconverge.fx", fx_dir);
color_effect = new effect(this, d3d->get_device(), "color.fx", fx_dir);
- yiq_encode_effect = new effect(this, d3d->get_device(), "yiq_encode.fx", fx_dir);
- yiq_decode_effect = new effect(this, d3d->get_device(), "yiq_decode.fx", fx_dir);
+ ntsc_effect = new effect(this, d3d->get_device(), "ntsc.fx", fx_dir);
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);
@@ -931,8 +932,7 @@ int shaders::create_resources(bool reset)
!focus_effect->is_valid() ||
!deconverge_effect->is_valid() ||
!color_effect->is_valid() ||
- !yiq_encode_effect->is_valid() ||
- !yiq_decode_effect->is_valid() ||
+ !ntsc_effect->is_valid() ||
!bloom_effect->is_valid() ||
!downsample_effect->is_valid() ||
!vector_effect->is_valid())
@@ -940,7 +940,7 @@ int shaders::create_resources(bool reset)
return 1;
}
- effect *effects[14] = {
+ effect *effects[13] = {
default_effect,
post_effect,
distortion_effect,
@@ -949,15 +949,14 @@ int shaders::create_resources(bool reset)
focus_effect,
deconverge_effect,
color_effect,
- yiq_encode_effect,
- yiq_decode_effect,
+ ntsc_effect,
color_effect,
bloom_effect,
downsample_effect,
vector_effect
};
- for (int i = 0; i < 14; i++)
+ for (int i = 0; i < 13; i++)
{
effects[i]->add_uniform("SourceDims", uniform::UT_VEC2, uniform::CU_SOURCE_DIMS);
effects[i]->add_uniform("SourceRect", uniform::UT_VEC2, uniform::CU_SOURCE_RECT);
@@ -967,27 +966,16 @@ int shaders::create_resources(bool reset)
effects[i]->add_uniform("SwapXY", uniform::UT_BOOL, uniform::CU_SWAP_XY);
}
- yiq_encode_effect->add_uniform("CCValue", uniform::UT_FLOAT, uniform::CU_NTSC_CCFREQ);
- yiq_encode_effect->add_uniform("AValue", uniform::UT_FLOAT, uniform::CU_NTSC_A);
- yiq_encode_effect->add_uniform("BValue", uniform::UT_FLOAT, uniform::CU_NTSC_B);
- yiq_decode_effect->add_uniform("OValue", uniform::UT_FLOAT, uniform::CU_NTSC_O);
- yiq_encode_effect->add_uniform("PValue", uniform::UT_FLOAT, uniform::CU_NTSC_P);
- yiq_encode_effect->add_uniform("NotchHalfWidth", uniform::UT_FLOAT, uniform::CU_NTSC_NOTCH);
- yiq_encode_effect->add_uniform("YFreqResponse", uniform::UT_FLOAT, uniform::CU_NTSC_YFREQ);
- yiq_encode_effect->add_uniform("IFreqResponse", uniform::UT_FLOAT, uniform::CU_NTSC_IFREQ);
- yiq_encode_effect->add_uniform("QFreqResponse", uniform::UT_FLOAT, uniform::CU_NTSC_QFREQ);
- yiq_encode_effect->add_uniform("ScanTime", uniform::UT_FLOAT, uniform::CU_NTSC_HTIME);
-
- yiq_decode_effect->add_uniform("CCValue", uniform::UT_FLOAT, uniform::CU_NTSC_CCFREQ);
- yiq_decode_effect->add_uniform("AValue", uniform::UT_FLOAT, uniform::CU_NTSC_A);
- yiq_decode_effect->add_uniform("BValue", uniform::UT_FLOAT, uniform::CU_NTSC_B);
- yiq_decode_effect->add_uniform("OValue", uniform::UT_FLOAT, uniform::CU_NTSC_O);
- yiq_decode_effect->add_uniform("PValue", uniform::UT_FLOAT, uniform::CU_NTSC_P);
- yiq_decode_effect->add_uniform("NotchHalfWidth", uniform::UT_FLOAT, uniform::CU_NTSC_NOTCH);
- yiq_decode_effect->add_uniform("YFreqResponse", uniform::UT_FLOAT, uniform::CU_NTSC_YFREQ);
- yiq_decode_effect->add_uniform("IFreqResponse", uniform::UT_FLOAT, uniform::CU_NTSC_IFREQ);
- yiq_decode_effect->add_uniform("QFreqResponse", uniform::UT_FLOAT, uniform::CU_NTSC_QFREQ);
- yiq_decode_effect->add_uniform("ScanTime", uniform::UT_FLOAT, uniform::CU_NTSC_HTIME);
+ ntsc_effect->add_uniform("CCValue", uniform::UT_FLOAT, uniform::CU_NTSC_CCFREQ);
+ ntsc_effect->add_uniform("AValue", uniform::UT_FLOAT, uniform::CU_NTSC_A);
+ ntsc_effect->add_uniform("BValue", uniform::UT_FLOAT, uniform::CU_NTSC_B);
+ ntsc_effect->add_uniform("OValue", uniform::UT_FLOAT, uniform::CU_NTSC_O);
+ ntsc_effect->add_uniform("PValue", uniform::UT_FLOAT, uniform::CU_NTSC_P);
+ ntsc_effect->add_uniform("NotchHalfWidth", uniform::UT_FLOAT, uniform::CU_NTSC_NOTCH);
+ ntsc_effect->add_uniform("YFreqResponse", uniform::UT_FLOAT, uniform::CU_NTSC_YFREQ);
+ ntsc_effect->add_uniform("IFreqResponse", uniform::UT_FLOAT, uniform::CU_NTSC_IFREQ);
+ ntsc_effect->add_uniform("QFreqResponse", uniform::UT_FLOAT, uniform::CU_NTSC_QFREQ);
+ ntsc_effect->add_uniform("ScanTime", uniform::UT_FLOAT, uniform::CU_NTSC_HTIME);
color_effect->add_uniform("RedRatios", uniform::UT_VEC3, uniform::CU_COLOR_RED_RATIOS);
color_effect->add_uniform("GrnRatios", uniform::UT_VEC3, uniform::CU_COLOR_GRN_RATIOS);
@@ -1062,8 +1050,7 @@ void shaders::begin_draw()
focus_effect->set_technique("DefaultTechnique");
deconverge_effect->set_technique("DefaultTechnique");
color_effect->set_technique("DefaultTechnique");
- yiq_encode_effect->set_technique("DefaultTechnique");
- yiq_decode_effect->set_technique("DefaultTechnique");
+ ntsc_effect->set_technique("DefaultTechnique");
color_effect->set_technique("DefaultTechnique");
bloom_effect->set_technique("DefaultTechnique");
downsample_effect->set_technique("DefaultTechnique");
@@ -1244,27 +1231,16 @@ int shaders::ntsc_pass(render_target *rt, int source_index, poly_info *poly, int
{
return next_index;
}
-
- float frame_offset = curr_texture->get_cur_frame() == 0
- ? 0.0f
- : (float)curr_texture->get_cur_frame();
-
- // Convert our signal into YIQ
- curr_effect = yiq_encode_effect;
- curr_effect->update_uniforms();
- curr_effect->set_float("FrameOffset", frame_offset);
- // initial "Diffuse" texture is set in shaders::set_texture()
+ float signal_offset = curr_texture->get_cur_frame() == 0
+ ? 0.0f
+ : options->yiq_jitter;
- next_index = rt->next_index(next_index);
- blit(rt->native_target[next_index], true, D3DPT_TRIANGLELIST, 0, 2);
+ // initial "Diffuse" texture is set in shaders::set_texture()
- // Convert our signal from YIQ
- curr_effect = yiq_decode_effect;
+ curr_effect = ntsc_effect;
curr_effect->update_uniforms();
- curr_effect->set_texture("Composite", rt->native_texture[next_index]);
- curr_effect->set_texture("Diffuse", curr_texture->get_finaltex());
- curr_effect->set_float("FrameOffset", frame_offset);
+ curr_effect->set_float("SignalOffset", signal_offset);
next_index = rt->next_index(next_index);
blit(rt->native_target[next_index], true, D3DPT_TRIANGLELIST, 0, 2);
@@ -1457,7 +1433,9 @@ int shaders::post_pass(render_target *rt, int source_index, poly_info *poly, int
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_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);
curr_effect->set_bool("PrepareVector", prepare_vector);
@@ -2159,15 +2137,10 @@ void shaders::delete_resources(bool reset)
delete color_effect;
color_effect = NULL;
}
- if (yiq_encode_effect != NULL)
- {
- delete yiq_encode_effect;
- yiq_encode_effect = NULL;
- }
- if (yiq_decode_effect != NULL)
+ if (ntsc_effect != NULL)
{
- delete yiq_decode_effect;
- yiq_decode_effect = NULL;
+ delete ntsc_effect;
+ ntsc_effect = NULL;
}
if (backbuffer != NULL)
@@ -2423,10 +2396,16 @@ static INT32 slider_scanline_bright_offset(running_machine &machine, void *arg,
return slider_set(&(((hlsl_options*)arg)->scanline_bright_offset), 0.05f, "%2.2f", str, newval);
}
-static INT32 slider_scanline_offset(running_machine &machine, void *arg, std::string *str, INT32 newval)
+static INT32 slider_scanline_jitter(running_machine &machine, void *arg, std::string *str, INT32 newval)
{
((hlsl_options*)arg)->params_dirty = true;
- return slider_set(&(((hlsl_options*)arg)->scanline_offset), 0.05f, "%2.2f", str, newval);
+ return slider_set(&(((hlsl_options*)arg)->scanline_jitter), 0.01f, "%1.2f", str, newval);
+}
+
+static INT32 slider_hum_bar_alpha(running_machine &machine, void *arg, std::string *str, INT32 newval)
+{
+ ((hlsl_options*)arg)->params_dirty = true;
+ return slider_set(&(((hlsl_options*)arg)->hum_bar_alpha), 0.01f, "%1.2f", str, newval);
}
static INT32 slider_defocus_x(running_machine &machine, void *arg, std::string *str, INT32 newval)
@@ -2781,6 +2760,105 @@ static INT32 slider_bloom_lvl10_scale(running_machine &machine, void *arg, std::
return slider_set(&(((hlsl_options*)arg)->bloom_level10_weight), 0.01f, "%1.2f", str, newval);
}
+
+static INT32 slider_ntsc_enable(running_machine &machine, void *arg, std::string *str, INT32 newval)
+{
+ hlsl_options *options = (hlsl_options*)arg;
+ if (newval != SLIDER_NOCHANGE)
+ {
+ options->yiq_enable = newval;
+ }
+ if (str != NULL)
+ {
+ strprintf(*str, "%s", options->yiq_enable == 0 ? "Off" : "On");
+ }
+ options->params_dirty = true;
+
+ return options->yiq_enable;
+}
+
+// static INT32 slider_ntsc_phase_count(running_machine &machine, void *arg, std::string *str, INT32 newval)
+// {
+// hlsl_options *options = (hlsl_options*)arg;
+// if (newval != SLIDER_NOCHANGE)
+// {
+// options->yiq_phase_count = newval;
+// }
+// if (str != NULL)
+// {
+// strprintf(*str, "%d", options->yiq_phase_count);
+// }
+// options->params_dirty = true;
+
+// return options->yiq_phase_count;
+// }
+
+static INT32 slider_ntsc_jitter(running_machine &machine, void *arg, std::string *str, INT32 newval)
+{
+ ((hlsl_options*)arg)->params_dirty = true;
+ return slider_set(&(((hlsl_options*)arg)->yiq_jitter), 0.01f, "%1.2f", str, newval);
+}
+
+static INT32 slider_ntsc_a_value(running_machine &machine, void *arg, std::string *str, INT32 newval)
+{
+ ((hlsl_options*)arg)->params_dirty = true;
+ return slider_set(&(((hlsl_options*)arg)->yiq_a), 0.01f, "%1.2f", str, newval);
+}
+
+static INT32 slider_ntsc_b_value(running_machine &machine, void *arg, std::string *str, INT32 newval)
+{
+ ((hlsl_options*)arg)->params_dirty = true;
+ return slider_set(&(((hlsl_options*)arg)->yiq_b), 0.01f, "%1.2f", str, newval);
+}
+
+static INT32 slider_ntsc_p_value(running_machine &machine, void *arg, std::string *str, INT32 newval)
+{
+ ((hlsl_options*)arg)->params_dirty = true;
+ return slider_set(&(((hlsl_options*)arg)->yiq_p), 0.01f, "%1.2f", str, newval);
+}
+
+static INT32 slider_ntsc_o_value(running_machine &machine, void *arg, std::string *str, INT32 newval)
+{
+ ((hlsl_options*)arg)->params_dirty = true;
+ return slider_set(&(((hlsl_options*)arg)->yiq_o), 0.01f, "%1.2f", str, newval);
+}
+
+static INT32 slider_ntsc_cc_value(running_machine &machine, void *arg, std::string *str, INT32 newval)
+{
+ ((hlsl_options*)arg)->params_dirty = true;
+ return slider_set(&(((hlsl_options*)arg)->yiq_cc), 0.0001f, "%1.4f", str, newval);
+}
+
+static INT32 slider_ntsc_n_value(running_machine &machine, void *arg, std::string *str, INT32 newval)
+{
+ ((hlsl_options*)arg)->params_dirty = true;
+ return slider_set(&(((hlsl_options*)arg)->yiq_n), 0.01f, "%1.4f", str, newval);
+}
+
+static INT32 slider_ntsc_y_value(running_machine &machine, void *arg, std::string *str, INT32 newval)
+{
+ ((hlsl_options*)arg)->params_dirty = true;
+ return slider_set(&(((hlsl_options*)arg)->yiq_y), 0.01f, "%1.4f", str, newval);
+}
+
+static INT32 slider_ntsc_i_value(running_machine &machine, void *arg, std::string *str, INT32 newval)
+{
+ ((hlsl_options*)arg)->params_dirty = true;
+ return slider_set(&(((hlsl_options*)arg)->yiq_i), 0.01f, "%1.4f", str, newval);
+}
+
+static INT32 slider_ntsc_q_value(running_machine &machine, void *arg, std::string *str, INT32 newval)
+{
+ ((hlsl_options*)arg)->params_dirty = true;
+ return slider_set(&(((hlsl_options*)arg)->yiq_q), 0.01f, "%1.4f", str, newval);
+}
+
+static INT32 slider_ntsc_scan_time(running_machine &machine, void *arg, std::string *str, INT32 newval)
+{
+ ((hlsl_options*)arg)->params_dirty = true;
+ return slider_set(&(((hlsl_options*)arg)->yiq_scan_time), 0.01f, "%1.2f", str, newval);
+}
+
hlsl_options shaders::last_options = { false };
shaders::slider_desc shaders::s_sliders[] =
@@ -2805,7 +2883,8 @@ shaders::slider_desc shaders::s_sliders[] =
{ "Scanline Indiv. Height", 1, 20, 80, 1, 5, slider_scanline_height },
{ "Scanline Brightness", 0, 20, 40, 1, 5, slider_scanline_bright_scale },
{ "Scanline Brightness Overdrive", 0, 0, 20, 1, 5, slider_scanline_bright_offset },
- { "Scanline Jitter", 0, 0, 40, 1, 5, slider_scanline_offset },
+ { "Scanline Jitter", 0, 0, 100, 1, 5, slider_scanline_jitter },
+ { "Hum Bar Darkness", 0, 0, 100, 1, 5, slider_hum_bar_alpha },
{ "Defocus X", 0, 0, 100, 1, 7, slider_defocus_x },
{ "Defocus Y", 0, 0, 100, 1, 7, slider_defocus_y },
{ "Red Position Offset X", -100, 0, 100, 1, 7, slider_red_converge_x },
@@ -2861,6 +2940,19 @@ shaders::slider_desc shaders::s_sliders[] =
{ "Bloom Level 8 Scale", 0, 0, 100, 1, 7, slider_bloom_lvl8_scale },
{ "Bloom Level 9 Scale", 0, 0, 100, 1, 7, slider_bloom_lvl9_scale },
{ "Bloom Level 10 Scale", 0, 0, 100, 1, 7, slider_bloom_lvl10_scale },
+ { "NTSC processing", 0, 0, 1, 1, 5, slider_ntsc_enable },
+ { "Signal Jitter", 0, 0, 100, 1, 5, slider_ntsc_jitter },
+ { "A Value", -100, 50, 100, 1, 5, slider_ntsc_a_value },
+ { "B Value", -100, 50, 100, 1, 5, slider_ntsc_b_value },
+ { "Incoming Pixel Clock Scaling", -300, 100, 300, 1, 5, slider_ntsc_p_value },
+ { "Outgoing Color Carrier Phase", -300, 0, 300, 1, 5, slider_ntsc_o_value },
+ { "Color Carrier Frequency", 0, 35795, 60000, 5, 5, slider_ntsc_cc_value },
+ { "Y Notch", 0, 100, 600, 5, 5, slider_ntsc_n_value },
+ { "Y Frequency", 0, 600, 600, 5, 5, slider_ntsc_y_value },
+ { "I Frequency", 0, 120, 600, 5, 5, slider_ntsc_i_value },
+ { "Q Frequency", 0, 60, 600, 5, 5, slider_ntsc_q_value },
+ { "Scanline Duration", 0, 5260, 10000, 1, 5, slider_ntsc_scan_time },
+ // { "Phase Count", 1, 2, 3, 1, 5, slider_ntsc_phase_count },
{ NULL, 0, 0, 0, 0, 0, NULL },
};
diff --git a/src/osd/modules/render/d3d/d3dhlsl.h b/src/osd/modules/render/d3d/d3dhlsl.h
index a6d71f27d37..d949c1417c8 100644
--- a/src/osd/modules/render/d3d/d3dhlsl.h
+++ b/src/osd/modules/render/d3d/d3dhlsl.h
@@ -210,7 +210,8 @@ struct hlsl_options
float scanline_height;
float scanline_bright_scale;
float scanline_bright_offset;
- float scanline_offset;
+ float scanline_jitter;
+ float hum_bar_alpha;
float defocus[2];
float converge_x[3];
float converge_y[3];
@@ -228,6 +229,7 @@ struct hlsl_options
// NTSC
bool yiq_enable;
+ float yiq_jitter;
float yiq_cc;
float yiq_a;
float yiq_b;
@@ -427,8 +429,7 @@ private:
effect * phosphor_effect; // pointer to the phosphor-effect object
effect * deconverge_effect; // pointer to the deconvergence-effect object
effect * color_effect; // pointer to the color-effect object
- effect * yiq_encode_effect; // pointer to the YIQ encoder effect object
- effect * yiq_decode_effect; // pointer to the YIQ decoder effect object
+ effect * ntsc_effect; // pointer to the NTSC effect object
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
diff --git a/src/osd/windows/winmain.cpp b/src/osd/windows/winmain.cpp
index 72682c177c4..27907f49783 100644
--- a/src/osd/windows/winmain.cpp
+++ b/src/osd/windows/winmain.cpp
@@ -303,12 +303,13 @@ const options_entry windows_options::s_option_entries[] =
{ WINOPTION_REFLECTION";fs_ref(0.0-1.0)", "0.0", OPTION_FLOAT, "screen reflection amount" },
{ WINOPTION_VIGNETTING";fs_vig(0.0-1.0)", "0.0", OPTION_FLOAT, "image vignetting amount" },
/* Beam-related values below this line*/
- { WINOPTION_SCANLINE_AMOUNT";fs_scanam(0.0-4.0)", "1.0", OPTION_FLOAT, "overall alpha scaling value for scanlines" },
+ { WINOPTION_SCANLINE_AMOUNT";fs_scanam(0.0-4.0)", "0.0", OPTION_FLOAT, "overall alpha scaling value for scanlines" },
{ WINOPTION_SCANLINE_SCALE";fs_scansc(0.0-4.0)", "1.0", OPTION_FLOAT, "overall height scaling value for scanlines" },
{ WINOPTION_SCANLINE_HEIGHT";fs_scanh(0.0-4.0)", "1.0", OPTION_FLOAT, "individual height scaling value for scanlines" },
{ WINOPTION_SCANLINE_BRIGHT_SCALE";fs_scanbs(0.0-2.0)", "1.0", OPTION_FLOAT, "overall brightness scaling value for scanlines (multiplicative)" },
{ WINOPTION_SCANLINE_BRIGHT_OFFSET";fs_scanbo(0.0-1.0)", "0.0", OPTION_FLOAT, "overall brightness offset value for scanlines (additive)" },
- { WINOPTION_SCANLINE_OFFSET";fs_scanjt(0.0-4.0)", "0.0", OPTION_FLOAT, "overall interlace jitter scaling value for scanlines" },
+ { WINOPTION_SCANLINE_JITTER";fs_scanjt(0.0-4.0)", "0.0", OPTION_FLOAT, "overall interlace jitter scaling value for scanlines" },
+ { WINOPTION_HUM_BAR_ALPHA";fs_humba(0.0-1.0)", "0.0", OPTION_FLOAT, "overall alpha scaling value for hum bar" },
{ WINOPTION_DEFOCUS";fs_focus", "1.0,0.0", OPTION_STRING, "overall defocus value in screen-relative coords" },
{ WINOPTION_CONVERGE_X";fs_convx", "0.25,0.00,-0.25", OPTION_STRING, "convergence in screen-relative X direction" },
{ WINOPTION_CONVERGE_Y";fs_convy", "0.0,0.25,-0.25", OPTION_STRING, "convergence in screen-relative Y direction" },
@@ -327,10 +328,11 @@ const options_entry windows_options::s_option_entries[] =
/* NTSC simulation below this line */
{ NULL, NULL, OPTION_HEADER, "NTSC POST-PROCESSING OPTIONS" },
{ WINOPTION_YIQ_ENABLE";yiq", "0", OPTION_BOOLEAN, "enables YIQ-space HLSL post-processing" },
- { WINOPTION_YIQ_CCVALUE";yiqcc", "3.59754545", OPTION_FLOAT, "Color Carrier frequency for NTSC signal processing" },
+ { WINOPTION_YIQ_JITTER";yiqj", "0.0", OPTION_FLOAT, "Jitter for the NTSC signal processing" },
+ { WINOPTION_YIQ_CCVALUE";yiqcc", "3.57954545", OPTION_FLOAT, "Color Carrier frequency for NTSC signal processing" },
{ WINOPTION_YIQ_AVALUE";yiqa", "0.5", OPTION_FLOAT, "A value for NTSC signal processing" },
{ WINOPTION_YIQ_BVALUE";yiqb", "0.5", OPTION_FLOAT, "B value for NTSC signal processing" },
- { WINOPTION_YIQ_OVALUE";yiqo", "1.0", OPTION_FLOAT, "Outgoing Color Carrier phase offset for NTSC signal processing" },
+ { WINOPTION_YIQ_OVALUE";yiqo", "0.0", OPTION_FLOAT, "Outgoing Color Carrier phase offset for NTSC signal processing" },
{ WINOPTION_YIQ_PVALUE";yiqp", "1.0", OPTION_FLOAT, "Incoming Pixel Clock scaling value for NTSC signal processing" },
{ WINOPTION_YIQ_NVALUE";yiqn", "1.0", OPTION_FLOAT, "Y filter notch width for NTSC signal processing" },
{ WINOPTION_YIQ_YVALUE";yiqy", "6.0", OPTION_FLOAT, "Y filter cutoff frequency for NTSC signal processing" },
diff --git a/src/osd/windows/winmain.h b/src/osd/windows/winmain.h
index 53f9e137604..a9f7066bf90 100644
--- a/src/osd/windows/winmain.h
+++ b/src/osd/windows/winmain.h
@@ -55,7 +55,8 @@
#define WINOPTION_SCANLINE_HEIGHT "scanline_height"
#define WINOPTION_SCANLINE_BRIGHT_SCALE "scanline_bright_scale"
#define WINOPTION_SCANLINE_BRIGHT_OFFSET "scanline_bright_offset"
-#define WINOPTION_SCANLINE_OFFSET "scanline_jitter"
+#define WINOPTION_SCANLINE_JITTER "scanline_jitter"
+#define WINOPTION_HUM_BAR_ALPHA "hum_bar_alpha"
#define WINOPTION_DEFOCUS "defocus"
#define WINOPTION_CONVERGE_X "converge_x"
#define WINOPTION_CONVERGE_Y "converge_y"
@@ -71,6 +72,7 @@
#define WINOPTION_PHOSPHOR "phosphor_life"
#define WINOPTION_SATURATION "saturation"
#define WINOPTION_YIQ_ENABLE "yiq_enable"
+#define WINOPTION_YIQ_JITTER "yiq_jitter"
#define WINOPTION_YIQ_CCVALUE "yiq_cc"
#define WINOPTION_YIQ_AVALUE "yiq_a"
#define WINOPTION_YIQ_BVALUE "yiq_b"
@@ -154,7 +156,8 @@ public:
float screen_scanline_height() const { return float_value(WINOPTION_SCANLINE_HEIGHT); }
float screen_scanline_bright_scale() const { return float_value(WINOPTION_SCANLINE_BRIGHT_SCALE); }
float screen_scanline_bright_offset() const { return float_value(WINOPTION_SCANLINE_BRIGHT_OFFSET); }
- float screen_scanline_offset() const { return float_value(WINOPTION_SCANLINE_OFFSET); }
+ float screen_scanline_jitter() const { return float_value(WINOPTION_SCANLINE_JITTER); }
+ float screen_hum_bar_alpha() const { return float_value(WINOPTION_HUM_BAR_ALPHA); }
float screen_reflection() const { return float_value(WINOPTION_REFLECTION); }
float screen_curvature() const { return float_value(WINOPTION_CURVATURE); }
float screen_round_corner() const { return float_value(WINOPTION_ROUND_CORNER); }
@@ -169,6 +172,7 @@ public:
const char *screen_grn_ratio() const { return value(WINOPTION_GRN_RATIO); }
const char *screen_blu_ratio() const { return value(WINOPTION_BLU_RATIO); }
bool screen_yiq_enable() const { return bool_value(WINOPTION_YIQ_ENABLE); }
+ float screen_yiq_jitter() const { return float_value(WINOPTION_YIQ_JITTER); }
float screen_yiq_cc() const { return float_value(WINOPTION_YIQ_CCVALUE); }
float screen_yiq_a() const { return float_value(WINOPTION_YIQ_AVALUE); }
float screen_yiq_b() const { return float_value(WINOPTION_YIQ_BVALUE); }