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-rw-r--r--hlsl/post.fx44
-rw-r--r--hlsl/scanline.fx172
-rw-r--r--src/osd/modules/render/d3d/d3dhlsl.cpp120
-rw-r--r--src/osd/modules/render/d3d/d3dhlsl.h2
4 files changed, 276 insertions, 62 deletions
diff --git a/hlsl/post.fx b/hlsl/post.fx
index dcc4ee3b194..0d3bf244a16 100644
--- a/hlsl/post.fx
+++ b/hlsl/post.fx
@@ -1,7 +1,7 @@
// license:BSD-3-Clause
// copyright-holders:Ryan Holtz,ImJezze
//-----------------------------------------------------------------------------
-// Scanline & Shadowmask Effect
+// Shadowmask Effect
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
@@ -68,7 +68,7 @@ static const float PI = 3.1415927f;
static const float HalfPI = PI * 0.5f;
//-----------------------------------------------------------------------------
-// Scanline & Shadowmask Vertex Shader
+// Shadowmask Vertex Shader
//-----------------------------------------------------------------------------
uniform float2 ScreenDims;
@@ -108,7 +108,7 @@ VS_OUTPUT vs_main(VS_INPUT Input)
}
//-----------------------------------------------------------------------------
-// Scanline & Shadowmask Pixel Shader
+// Shadowmask Pixel Shader
//-----------------------------------------------------------------------------
uniform float HumBarDesync = 60.0f / 59.94f - 1.0f; // difference between the 59.94 Hz field rate and 60 Hz line frequency (NTSC)
@@ -119,14 +119,6 @@ uniform float TimeMilliseconds = 0.0f;
uniform float2 ScreenScale = float2(1.0f, 1.0f);
uniform float2 ScreenOffset = float2(0.0f, 0.0f);
-uniform float ScanlineAlpha = 0.0f;
-uniform float ScanlineScale = 1.0f;
-uniform float ScanlineHeight = 1.0f;
-uniform float ScanlineVariation = 1.0f;
-uniform float ScanlineOffset = 1.0f;
-uniform float ScanlineBrightScale = 1.0f;
-uniform float ScanlineBrightOffset = 1.0f;
-
uniform float3 BackColor = float3(0.0f, 0.0f, 0.0f);
uniform int ShadowTileMode = 0; // 0 based on screen (quad) dimension, 1 based on source dimension
@@ -247,34 +239,6 @@ float4 ps_main(PS_INPUT Input) : COLOR
// Scanline Simulation (may not affect bloom)
if (!PrepareBloom)
{
- // Scanline Simulation (may not affect vector screen)
- if (!VectorScreen && ScanlineAlpha > 0.0f)
- {
- float BrightnessOffset = (ScanlineBrightOffset * ScanlineAlpha);
- float BrightnessScale = (ScanlineBrightScale * ScanlineAlpha) + (1.0f - ScanlineAlpha);
-
- float ColorBrightness = 0.299f * BaseColor.r + 0.587f * BaseColor.g + 0.114 * BaseColor.b;
-
- float ScanlineCoord = BaseCoord.y;
- ScanlineCoord += SwapXY
- ? QuadDims.x <= SourceDims.x * 2.0f
- ? 0.5f / QuadDims.x // uncenter scanlines if the quad is less than twice the size of the source
- : 0.0f
- : QuadDims.y <= SourceDims.y * 2.0f
- ? 0.5f / QuadDims.y // uncenter scanlines if the quad is less than twice the size of the source
- : 0.0f;
-
- ScanlineCoord *= SourceDims.y * ScanlineScale * PI;
-
- float ScanlineCoordJitter = ScanlineOffset * HalfPI;
- float ScanlineSine = sin(ScanlineCoord + ScanlineCoordJitter);
- float ScanlineWide = ScanlineHeight + ScanlineVariation * max(1.0f, ScanlineHeight) * (1.0f - ColorBrightness);
- float ScanlineAmount = pow(ScanlineSine * ScanlineSine, ScanlineWide);
- float ScanlineBrightness = ScanlineAmount * BrightnessScale + BrightnessOffset * BrightnessScale;
-
- BaseColor.rgb *= lerp(1.0f, ScanlineBrightness, ScanlineAlpha);
- }
-
// Hum Bar Simulation (may not affect vector screen)
if (!VectorScreen && HumBarAlpha > 0.0f)
{
@@ -288,7 +252,7 @@ float4 ps_main(PS_INPUT Input) : COLOR
}
//-----------------------------------------------------------------------------
-// Scanline & Shadowmask Technique
+// Shadowmask Technique
//-----------------------------------------------------------------------------
technique DefaultTechnique
diff --git a/hlsl/scanline.fx b/hlsl/scanline.fx
new file mode 100644
index 00000000000..5dd4869fe1c
--- /dev/null
+++ b/hlsl/scanline.fx
@@ -0,0 +1,172 @@
+// license:BSD-3-Clause
+// copyright-holders:Ryan Holtz,ImJezze
+//-----------------------------------------------------------------------------
+// Scanline 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_INPUT
+{
+ float4 Position : POSITION;
+ float4 Color : COLOR0;
+ float2 TexCoord : TEXCOORD0;
+};
+
+struct VS_OUTPUT
+{
+ float4 Position : POSITION;
+ float4 Color : COLOR0;
+ float2 TexCoord : TEXCOORD0;
+};
+
+struct PS_INPUT
+{
+ float4 Color : COLOR0;
+ float2 TexCoord : TEXCOORD0;
+};
+
+//-----------------------------------------------------------------------------
+// Constants
+//-----------------------------------------------------------------------------
+
+static const float PI = 3.1415927f;
+static const float HalfPI = PI * 0.5f;
+
+//-----------------------------------------------------------------------------
+// Scanline Vertex Shader
+//-----------------------------------------------------------------------------
+
+uniform float2 ScreenDims;
+uniform float2 SourceDims;
+uniform float2 TargetDims;
+uniform float2 QuadDims;
+
+uniform bool SwapXY = false;
+
+VS_OUTPUT vs_main(VS_INPUT Input)
+{
+ VS_OUTPUT Output = (VS_OUTPUT)0;
+
+ Output.Position = float4(Input.Position.xyz, 1.0f);
+ Output.Position.xy /= ScreenDims;
+ Output.Position.y = 1.0f - Output.Position.y; // flip y
+ Output.Position.xy -= 0.5f; // center
+ Output.Position.xy *= 2.0f; // zoom
+
+ Output.TexCoord = Input.TexCoord;
+ Output.TexCoord += 0.5f / TargetDims; // fix half texel offset (DX9)
+
+ Output.Color = Input.Color;
+
+ return Output;
+}
+
+//-----------------------------------------------------------------------------
+// Scanline Pixel Shader
+//-----------------------------------------------------------------------------
+
+
+uniform float2 ScreenScale = float2(1.0f, 1.0f);
+uniform float2 ScreenOffset = float2(0.0f, 0.0f);
+
+uniform float ScanlineAlpha = 0.0f;
+uniform float ScanlineScale = 1.0f;
+uniform float ScanlineHeight = 1.0f;
+uniform float ScanlineVariation = 1.0f;
+uniform float ScanlineOffset = 1.0f;
+uniform float ScanlineBrightScale = 1.0f;
+uniform float ScanlineBrightOffset = 1.0f;
+
+float2 GetAdjustedCoords(float2 coord)
+{
+ // center coordinates
+ coord -= 0.5f;
+
+ // apply screen scale
+ coord *= ScreenScale;
+
+ // un-center coordinates
+ coord += 0.5f;
+
+ // apply screen offset
+ coord += ScreenOffset;
+
+ return coord;
+}
+
+float4 ps_main(PS_INPUT Input) : COLOR
+{
+ float2 BaseCoord = GetAdjustedCoords(Input.TexCoord);
+
+ // Color
+ float4 BaseColor = tex2D(DiffuseSampler, BaseCoord);
+ BaseColor.a = 1.0f;
+
+ // clip border
+ if (BaseCoord.x < 0.0f || BaseCoord.y < 0.0f ||
+ BaseCoord.x > 1.0f || BaseCoord.y > 1.0f)
+ {
+ // we don't use the clip function, because we don't clear the render target before
+ return float4(0.0f, 0.0f, 0.0f, 1.0f);
+ }
+
+ float BrightnessOffset = (ScanlineBrightOffset * ScanlineAlpha);
+ float BrightnessScale = (ScanlineBrightScale * ScanlineAlpha) + (1.0f - ScanlineAlpha);
+
+ float ColorBrightness = 0.299f * BaseColor.r + 0.587f * BaseColor.g + 0.114 * BaseColor.b;
+
+ float ScanlineCoord = BaseCoord.y;
+ ScanlineCoord += SwapXY
+ ? QuadDims.x <= SourceDims.x * 2.0f
+ ? 0.5f / QuadDims.x // uncenter scanlines if the quad is less than twice the size of the source
+ : 0.0f
+ : QuadDims.y <= SourceDims.y * 2.0f
+ ? 0.5f / QuadDims.y // uncenter scanlines if the quad is less than twice the size of the source
+ : 0.0f;
+ ScanlineCoord *= SourceDims.y * ScanlineScale * PI;
+
+ float ScanlineCoordJitter = ScanlineOffset * HalfPI;
+ float ScanlineSine = sin(ScanlineCoord + ScanlineCoordJitter);
+ float ScanlineWide = ScanlineHeight + ScanlineVariation * max(1.0f, ScanlineHeight) * (1.0f - ColorBrightness);
+ float ScanlineAmount = pow(ScanlineSine * ScanlineSine, ScanlineWide);
+ float ScanlineBrightness = ScanlineAmount * BrightnessScale + BrightnessOffset * BrightnessScale;
+
+ BaseColor.rgb *= lerp(1.0f, ScanlineBrightness, ScanlineAlpha);
+
+ return BaseColor;
+}
+
+//-----------------------------------------------------------------------------
+// Scanline & Shadowmask 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 54f52625b6d..df5e2febea2 100644
--- a/src/osd/modules/render/d3d/d3dhlsl.cpp
+++ b/src/osd/modules/render/d3d/d3dhlsl.cpp
@@ -161,15 +161,46 @@ private:
//============================================================
shaders::shaders() :
- d3dintf(nullptr), machine(nullptr), d3d(nullptr), post_fx_enable(false), oversampling_enable(false),
- num_screens(0), curr_screen(0), acc_t(0), delta_t(0), shadow_texture(nullptr), options(nullptr),
- black_surface(nullptr), black_texture(nullptr), recording_movie(false), render_snap(false),
- snap_copy_target(nullptr), snap_copy_texture(nullptr), snap_target(nullptr), snap_texture(nullptr),
- snap_width(0), snap_height(0), initialized(false), backbuffer(nullptr), curr_effect(nullptr),
- default_effect(nullptr), prescale_effect(nullptr), post_effect(nullptr), distortion_effect(nullptr),
- focus_effect(nullptr), phosphor_effect(nullptr), deconverge_effect(nullptr), color_effect(nullptr),
- ntsc_effect(nullptr), bloom_effect(nullptr), downsample_effect(nullptr), vector_effect(nullptr),
- curr_texture(nullptr), curr_render_target(nullptr), curr_poly(nullptr),
+ d3dintf(nullptr),
+ machine(nullptr),
+ d3d(nullptr),
+ post_fx_enable(false),
+ oversampling_enable(false),
+ num_screens(0),
+ curr_screen(0),
+ acc_t(0),
+ delta_t(0),
+ shadow_texture(nullptr),
+ options(nullptr),
+ black_surface(nullptr),
+ black_texture(nullptr),
+ recording_movie(false),
+ render_snap(false),
+ snap_copy_target(nullptr),
+ snap_copy_texture(nullptr),
+ snap_target(nullptr),
+ snap_texture(nullptr),
+ snap_width(0),
+ snap_height(0),
+ initialized(false),
+ backbuffer(nullptr),
+ curr_effect(nullptr),
+ default_effect(nullptr),
+ prescale_effect(nullptr),
+ post_effect(nullptr),
+ distortion_effect(nullptr),
+ scanline_effect(nullptr),
+ focus_effect(nullptr),
+ phosphor_effect(nullptr),
+ deconverge_effect(nullptr),
+ color_effect(nullptr),
+ ntsc_effect(nullptr),
+ bloom_effect(nullptr),
+ downsample_effect(nullptr),
+ vector_effect(nullptr),
+ curr_texture(nullptr),
+ curr_render_target(nullptr),
+ curr_poly(nullptr),
d3dx_create_effect_from_file_ptr(nullptr)
{
}
@@ -705,6 +736,7 @@ int shaders::create_resources()
prescale_effect = new effect(this, d3d->get_device(), "prescale.fx", fx_dir);
phosphor_effect = new effect(this, d3d->get_device(), "phosphor.fx", fx_dir);
focus_effect = new effect(this, d3d->get_device(), "focus.fx", fx_dir);
+ scanline_effect = new effect(this, d3d->get_device(), "scanline.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);
ntsc_effect = new effect(this, d3d->get_device(), "ntsc.fx", fx_dir);
@@ -718,6 +750,7 @@ int shaders::create_resources()
!prescale_effect->is_valid() ||
!phosphor_effect->is_valid() ||
!focus_effect->is_valid() ||
+ !scanline_effect->is_valid() ||
!deconverge_effect->is_valid() ||
!color_effect->is_valid() ||
!ntsc_effect->is_valid() ||
@@ -728,13 +761,16 @@ int shaders::create_resources()
return 1;
}
- effect *effects[13] = {
+ const int EFFECT_COUNT = 14;
+
+ effect *effects[EFFECT_COUNT] = {
default_effect,
post_effect,
distortion_effect,
prescale_effect,
phosphor_effect,
focus_effect,
+ scanline_effect,
deconverge_effect,
color_effect,
ntsc_effect,
@@ -779,21 +815,22 @@ int shaders::create_resources()
deconverge_effect->add_uniform("RadialConvergeX", uniform::UT_VEC3, uniform::CU_CONVERGE_RADIAL_X);
deconverge_effect->add_uniform("RadialConvergeY", uniform::UT_VEC3, uniform::CU_CONVERGE_RADIAL_Y);
+ scanline_effect->add_uniform("ScanlineAlpha", uniform::UT_FLOAT, uniform::CU_POST_SCANLINE_ALPHA);
+ scanline_effect->add_uniform("ScanlineScale", uniform::UT_FLOAT, uniform::CU_POST_SCANLINE_SCALE);
+ scanline_effect->add_uniform("ScanlineHeight", uniform::UT_FLOAT, uniform::CU_POST_SCANLINE_HEIGHT);
+ scanline_effect->add_uniform("ScanlineVariation", uniform::UT_FLOAT, uniform::CU_POST_SCANLINE_VARIATION);
+ scanline_effect->add_uniform("ScanlineBrightScale", uniform::UT_FLOAT, uniform::CU_POST_SCANLINE_BRIGHT_SCALE);
+ scanline_effect->add_uniform("ScanlineBrightOffset", uniform::UT_FLOAT, uniform::CU_POST_SCANLINE_BRIGHT_OFFSET);
+
focus_effect->add_uniform("Defocus", uniform::UT_VEC2, uniform::CU_FOCUS_SIZE);
phosphor_effect->add_uniform("Phosphor", uniform::UT_VEC3, uniform::CU_PHOSPHOR_LIFE);
- post_effect->add_uniform("ShadowAlpha", uniform::UT_FLOAT, uniform::CU_POST_SHADOW_ALPHA);
+ post_effect->add_uniform("ShadowAlpha", uniform::UT_FLOAT, uniform::CU_POST_SHADOW_ALPHA);
post_effect->add_uniform("ShadowCount", uniform::UT_VEC2, uniform::CU_POST_SHADOW_COUNT);
post_effect->add_uniform("ShadowUV", uniform::UT_VEC2, uniform::CU_POST_SHADOW_UV);
post_effect->add_uniform("ShadowUVOffset", uniform::UT_VEC2, uniform::CU_POST_SHADOW_UV_OFFSET);
- post_effect->add_uniform("ShadowDims", uniform::UT_VEC2, uniform::CU_POST_SHADOW_DIMS);
- post_effect->add_uniform("ScanlineAlpha", uniform::UT_FLOAT, uniform::CU_POST_SCANLINE_ALPHA);
- post_effect->add_uniform("ScanlineScale", uniform::UT_FLOAT, uniform::CU_POST_SCANLINE_SCALE);
- post_effect->add_uniform("ScanlineHeight", uniform::UT_FLOAT, uniform::CU_POST_SCANLINE_HEIGHT);
- post_effect->add_uniform("ScanlineVariation", uniform::UT_FLOAT, uniform::CU_POST_SCANLINE_VARIATION);
- post_effect->add_uniform("ScanlineBrightScale", uniform::UT_FLOAT, uniform::CU_POST_SCANLINE_BRIGHT_SCALE);
- post_effect->add_uniform("ScanlineBrightOffset", uniform::UT_FLOAT, uniform::CU_POST_SCANLINE_BRIGHT_OFFSET);
+ post_effect->add_uniform("ShadowDims", uniform::UT_VEC2, uniform::CU_POST_SHADOW_DIMS);
post_effect->add_uniform("Power", uniform::UT_VEC3, uniform::CU_POST_POWER);
post_effect->add_uniform("Floor", uniform::UT_VEC3, uniform::CU_POST_FLOOR);
@@ -835,6 +872,7 @@ void shaders::begin_draw()
prescale_effect->set_technique("DefaultTechnique");
phosphor_effect->set_technique("DefaultTechnique");
focus_effect->set_technique("DefaultTechnique");
+ scanline_effect->set_technique("DefaultTechnique");
deconverge_effect->set_technique("DefaultTechnique");
color_effect->set_technique("DefaultTechnique");
ntsc_effect->set_technique("DefaultTechnique");
@@ -1040,6 +1078,38 @@ int shaders::deconverge_pass(d3d_render_target *rt, int source_index, poly_info
return next_index;
}
+int shaders::scanline_pass(d3d_render_target *rt, int source_index, poly_info *poly, int vertnum)
+{
+ int next_index = source_index;
+
+ // skip scanline if alpha is 0
+ if (options->scanline_alpha == 0.0f)
+ return next_index;
+
+ auto win = d3d->assert_window();
+ screen_device_iterator screen_iterator(machine->root_device());
+ screen_device *screen = screen_iterator.byindex(curr_screen);
+ render_container &screen_container = screen->container();
+ float xscale = 1.0f / screen_container.xscale();
+ float yscale = 1.0f / screen_container.yscale();
+ float xoffset = -screen_container.xoffset();
+ float yoffset = -screen_container.yoffset();
+ float screen_scale[] = { xscale, yscale };
+ float screen_offset[] = { xoffset, yoffset };
+
+ curr_effect = scanline_effect;
+ curr_effect->update_uniforms();
+ curr_effect->set_texture("Diffuse", rt->target_texture[next_index]);
+ curr_effect->set_vector("ScreenScale", 2, screen_scale);
+ curr_effect->set_vector("ScreenOffset", 2, screen_offset);
+ curr_effect->set_float("ScanlineOffset",
+ curr_texture->get_cur_frame() == 0 ?
+ 0.0f : options->scanline_jitter);
+ next_index = rt->next_index(next_index);
+ blit(rt->target_surface[next_index], false, D3DPT_TRIANGLELIST, 0, 2);
+ return next_index;
+}
+
int shaders::defocus_pass(d3d_render_target *rt, int source_index, poly_info *poly, int vertnum)
{
int next_index = source_index;
@@ -1353,10 +1423,11 @@ void shaders::render_quad(poly_info *poly, int vertnum)
int next_index = 0;
- next_index = ntsc_pass(rt, next_index, poly, vertnum); // handled in bgfx
- next_index = color_convolution_pass(rt, next_index, poly, vertnum); // handled in bgfx
- next_index = prescale_pass(rt, next_index, poly, vertnum); // handled in bgfx
- next_index = deconverge_pass(rt, next_index, poly, vertnum); // handled in bgfx
+ next_index = ntsc_pass(rt, next_index, poly, vertnum);
+ next_index = color_convolution_pass(rt, next_index, poly, vertnum);
+ next_index = prescale_pass(rt, next_index, poly, vertnum);
+ next_index = deconverge_pass(rt, next_index, poly, vertnum);
+ next_index = scanline_pass(rt, next_index, poly, vertnum);
next_index = defocus_pass(rt, next_index, poly, vertnum);
next_index = phosphor_pass(rt, next_index, poly, vertnum);
@@ -1735,6 +1806,11 @@ void shaders::delete_resources()
delete focus_effect;
focus_effect = nullptr;
}
+ if (scanline_effect != nullptr)
+ {
+ delete scanline_effect;
+ scanline_effect = nullptr;
+ }
if (deconverge_effect != nullptr)
{
delete deconverge_effect;
diff --git a/src/osd/modules/render/d3d/d3dhlsl.h b/src/osd/modules/render/d3d/d3dhlsl.h
index ff4c7527a52..eae92ee5b3d 100644
--- a/src/osd/modules/render/d3d/d3dhlsl.h
+++ b/src/osd/modules/render/d3d/d3dhlsl.h
@@ -332,6 +332,7 @@ private:
int color_convolution_pass(d3d_render_target *rt, int source_index, poly_info *poly, int vertnum);
int prescale_pass(d3d_render_target *rt, int source_index, poly_info *poly, int vertnum);
int deconverge_pass(d3d_render_target *rt, int source_index, poly_info *poly, int vertnum);
+ int scanline_pass(d3d_render_target *rt, int source_index, poly_info *poly, int vertnum);
int defocus_pass(d3d_render_target *rt, int source_index, poly_info *poly, int vertnum);
int phosphor_pass(d3d_render_target *rt, int source_index, poly_info *poly, int vertnum);
int post_pass(d3d_render_target *rt, int source_index, poly_info *poly, int vertnum, bool prepare_bloom);
@@ -381,6 +382,7 @@ private:
effect * prescale_effect; // pointer to the prescale-effect object
effect * post_effect; // pointer to the post-effect object
effect * distortion_effect; // pointer to the distortion-effect object
+ effect * scanline_effect;
effect * focus_effect; // pointer to the focus-effect object
effect * phosphor_effect; // pointer to the phosphor-effect object
effect * deconverge_effect; // pointer to the deconvergence-effect object