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Diffstat (limited to 'src/osd/modules/render/d3d/d3dhlsl.cpp')
-rw-r--r--src/osd/modules/render/d3d/d3dhlsl.cpp47
1 files changed, 37 insertions, 10 deletions
diff --git a/src/osd/modules/render/d3d/d3dhlsl.cpp b/src/osd/modules/render/d3d/d3dhlsl.cpp
index a6cfad8cae9..3c37b1087de 100644
--- a/src/osd/modules/render/d3d/d3dhlsl.cpp
+++ b/src/osd/modules/render/d3d/d3dhlsl.cpp
@@ -1,4 +1,5 @@
// license:BSD-3-Clause
+//
// copyright-holders:Aaron Giles
//============================================================
//
@@ -518,7 +519,13 @@ bool shaders::init(d3d_base *d3dintf, running_machine *machine, renderer_d3d9 *r
get_vector(winoptions.screen_scale(), 3, options->scale, true);
get_vector(winoptions.screen_power(), 3, options->power, true);
get_vector(winoptions.screen_floor(), 3, options->floor, true);
- get_vector(winoptions.screen_phosphor(), 3, options->phosphor, true);
+ options->phosphor_mode = winoptions.screen_phosphor_mode();
+ get_vector(winoptions.screen_phosphor_tau(), 3,
+ options->phosphor_tau, true);
+ get_vector(winoptions.screen_phosphor_beta(), 3,
+ options->phosphor_beta, true);
+ get_vector(winoptions.screen_phosphor_gamma(), 3,
+ options->phosphor_gamma, true);
options->saturation = winoptions.screen_saturation();
options->yiq_enable = winoptions.screen_yiq_enable();
options->yiq_jitter = winoptions.screen_yiq_jitter();
@@ -786,7 +793,10 @@ int shaders::create_resources()
focus_effect->add_uniform("Defocus", uniform::UT_VEC2, uniform::CU_FOCUS_SIZE);
- phosphor_effect->add_uniform("Phosphor", uniform::UT_VEC3, uniform::CU_PHOSPHOR_LIFE);
+ phosphor_effect->add_uniform("Mode", uniform::UT_INT, uniform::CU_PHOSPHOR_MODE);
+ phosphor_effect->add_uniform("Tau", uniform::UT_VEC3, uniform::CU_PHOSPHOR_TAU);
+ phosphor_effect->add_uniform("Beta", uniform::UT_VEC3, uniform::CU_PHOSPHOR_BETA);
+ phosphor_effect->add_uniform("Gamma", uniform::UT_VEC3, uniform::CU_PHOSPHOR_GAMMA);
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);
@@ -1069,13 +1079,12 @@ int shaders::phosphor_pass(d3d_render_target *rt, int source_index, poly_info *p
{
int next_index = source_index;
- // skip phosphor if no influencing settings
- if (options->phosphor[0] == 0.0f && options->phosphor[1] == 0.0f && options->phosphor[2] == 0.0f)
+ // skip phosphor if mode is off
+ if (options->phosphor_mode == 0)
{
return next_index;
}
- // Shader needs time between last update
curr_effect = phosphor_effect;
curr_effect->update_uniforms();
curr_effect->set_texture("Diffuse", rt->target_texture[next_index]);
@@ -1949,7 +1958,10 @@ enum slider_option
SLIDER_SCALE,
SLIDER_POWER,
SLIDER_FLOOR,
- SLIDER_PHOSPHOR,
+ SLIDER_PHOSPHOR_MODE,
+ SLIDER_PHOSPHOR_TAU,
+ SLIDER_PHOSPHOR_BETA,
+ SLIDER_PHOSPHOR_GAMMA,
SLIDER_BLOOM_BLEND_MODE,
SLIDER_BLOOM_SCALE,
SLIDER_BLOOM_OVERDRIVE,
@@ -1982,6 +1994,7 @@ enum slider_screen_type
SLIDER_SCREEN_TYPE_RASTER = 1,
SLIDER_SCREEN_TYPE_VECTOR = 2,
SLIDER_SCREEN_TYPE_LCD = 4,
+ SLIDER_SCREEN_TYPE_RASTER_OR_VECTOR = SLIDER_SCREEN_TYPE_RASTER | SLIDER_SCREEN_TYPE_VECTOR,
SLIDER_SCREEN_TYPE_LCD_OR_RASTER = SLIDER_SCREEN_TYPE_RASTER | SLIDER_SCREEN_TYPE_LCD,
SLIDER_SCREEN_TYPE_ANY = SLIDER_SCREEN_TYPE_RASTER | SLIDER_SCREEN_TYPE_VECTOR | SLIDER_SCREEN_TYPE_LCD
};
@@ -2027,7 +2040,10 @@ slider_desc shaders::s_sliders[] =
{ "Signal Scale,", -200, 100, 200, 1, SLIDER_COLOR, SLIDER_SCREEN_TYPE_ANY, SLIDER_SCALE, 0.01f, "%2.2f", {} },
{ "Signal Exponent,", -800, 0, 800, 1, SLIDER_COLOR, SLIDER_SCREEN_TYPE_ANY, SLIDER_POWER, 0.01f, "%2.2f", {} },
{ "Signal Floor,", 0, 0, 100, 1, SLIDER_COLOR, SLIDER_SCREEN_TYPE_ANY, SLIDER_FLOOR, 0.01f, "%2.2f", {} },
- { "Phosphor Persistence,", 0, 0, 100, 1, SLIDER_COLOR, SLIDER_SCREEN_TYPE_ANY, SLIDER_PHOSPHOR, 0.01f, "%2.2f", {} },
+ { "Phosphor Persistence Mode,", 0, 0, 2, 1, SLIDER_INT_ENUM, SLIDER_SCREEN_TYPE_RASTER_OR_VECTOR, SLIDER_PHOSPHOR_MODE, 0, "%s", { "Off", "Exponential", "Inverse Power" } },
+ { "Phosphor Persistence tau,", 0, 26, 100, 1, SLIDER_COLOR, SLIDER_SCREEN_TYPE_RASTER_OR_VECTOR, SLIDER_PHOSPHOR_TAU, 0.001f, "%3.3f", {} },
+ { "Phosphor Persistence beta,", 50, 70, 200, 1, SLIDER_COLOR, SLIDER_SCREEN_TYPE_RASTER_OR_VECTOR, SLIDER_PHOSPHOR_BETA, 0.01f, "%2.2f", {} },
+ { "Phosphor Persistence gamma,", 1, 300, 1000, 1, SLIDER_COLOR, SLIDER_SCREEN_TYPE_RASTER_OR_VECTOR, SLIDER_PHOSPHOR_GAMMA, 1, "%.0f", {} },
{ "Bloom Blend Mode", 0, 0, 1, 1, SLIDER_INT_ENUM, SLIDER_SCREEN_TYPE_ANY, SLIDER_BLOOM_BLEND_MODE, 0, "%s", { "Brighten", "Darken" } },
{ "Bloom Scale", 0, 0, 2000, 5, SLIDER_FLOAT, SLIDER_SCREEN_TYPE_ANY, SLIDER_BLOOM_SCALE, 0.001f, "%1.3f", {} },
{ "Bloom Overdrive,", 0, 0, 2000, 5, SLIDER_COLOR, SLIDER_SCREEN_TYPE_ANY, SLIDER_BLOOM_OVERDRIVE, 0.001f, "%1.3f", {} },
@@ -2099,7 +2115,10 @@ void *shaders::get_slider_option(int id, int index)
case SLIDER_SCALE: return &(options->scale[index]);
case SLIDER_POWER: return &(options->power[index]);
case SLIDER_FLOOR: return &(options->floor[index]);
- case SLIDER_PHOSPHOR: return &(options->phosphor[index]);
+ case SLIDER_PHOSPHOR_MODE: return &(options->phosphor_mode);
+ case SLIDER_PHOSPHOR_TAU: return &(options->phosphor_tau[index]);
+ case SLIDER_PHOSPHOR_BETA: return &(options->phosphor_beta[index]);
+ case SLIDER_PHOSPHOR_GAMMA: return &(options->phosphor_gamma[index]);
case SLIDER_BLOOM_BLEND_MODE: return &(options->bloom_blend_mode);
case SLIDER_BLOOM_SCALE: return &(options->bloom_scale);
case SLIDER_BLOOM_OVERDRIVE: return &(options->bloom_overdrive[index]);
@@ -2386,9 +2405,17 @@ void uniform::update()
m_shader->set_vector("Defocus", 2, &options->defocus[0]);
break;
- case CU_PHOSPHOR_LIFE:
- m_shader->set_vector("Phosphor", 3, options->phosphor);
+ case CU_PHOSPHOR_MODE:
+ m_shader->set_int("Mode", options->phosphor_mode);
+ break;
+ case CU_PHOSPHOR_TAU:
+ m_shader->set_vector("Tau", 3, options->phosphor_tau);
+ break;
+ case CU_PHOSPHOR_BETA:
+ m_shader->set_vector("Beta", 3, options->phosphor_beta);
break;
+ case CU_PHOSPHOR_GAMMA:
+ m_shader->set_vector("Gamma", 3, options->phosphor_gamma);
case CU_POST_REFLECTION:
m_shader->set_float("ReflectionAmount", options->reflection);