diff options
Diffstat (limited to 'src/osd/modules/render/d3d/d3dhlsl.cpp')
-rw-r--r-- | src/osd/modules/render/d3d/d3dhlsl.cpp | 125 |
1 files changed, 105 insertions, 20 deletions
diff --git a/src/osd/modules/render/d3d/d3dhlsl.cpp b/src/osd/modules/render/d3d/d3dhlsl.cpp index a6cfad8cae9..17861ef3ce1 100644 --- a/src/osd/modules/render/d3d/d3dhlsl.cpp +++ b/src/osd/modules/render/d3d/d3dhlsl.cpp @@ -169,9 +169,9 @@ shaders::shaders() : 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), + focus_effect(nullptr), phosphor_effect(nullptr), ghosting_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) { } @@ -518,7 +518,15 @@ 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_time(), 3, + options->phosphor_time, true); + get_vector(winoptions.screen_phosphor_beta(), 3, + options->phosphor_beta, true); + get_vector(winoptions.screen_lcd_rise_time(), 3, + options->lcd_rise_time, true); + get_vector(winoptions.screen_lcd_fall_time(), 3, + options->lcd_fall_time, true); options->saturation = winoptions.screen_saturation(); options->yiq_enable = winoptions.screen_yiq_enable(); options->yiq_jitter = winoptions.screen_yiq_jitter(); @@ -709,6 +717,7 @@ int shaders::create_resources() distortion_effect = new effect(this, d3d->get_device(), "distortion.fx", fx_dir); prescale_effect = new effect(this, d3d->get_device(), "prescale.fx", fx_dir); phosphor_effect = new effect(this, d3d->get_device(), "phosphor.fx", fx_dir); + ghosting_effect = new effect(this, d3d->get_device(), "ghosting.fx", fx_dir); 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); @@ -722,6 +731,7 @@ int shaders::create_resources() !distortion_effect->is_valid() || !prescale_effect->is_valid() || !phosphor_effect->is_valid() || + !ghosting_effect->is_valid() || !focus_effect->is_valid() || !deconverge_effect->is_valid() || !color_effect->is_valid() || @@ -733,12 +743,13 @@ int shaders::create_resources() return 1; } - effect *effects[13] = { + effect *effects[14] = { default_effect, post_effect, distortion_effect, prescale_effect, phosphor_effect, + ghosting_effect, focus_effect, deconverge_effect, color_effect, @@ -749,7 +760,7 @@ int shaders::create_resources() vector_effect }; - for (int i = 0; i < 13; i++) + for (int i = 0; i < 14; i++) { effects[i]->add_uniform("SourceDims", uniform::UT_VEC2, uniform::CU_SOURCE_DIMS); effects[i]->add_uniform("TargetDims", uniform::UT_VEC2, uniform::CU_TARGET_DIMS); @@ -786,7 +797,12 @@ 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("TimeConstant", uniform::UT_VEC3, uniform::CU_PHOSPHOR_TIME); + phosphor_effect->add_uniform("Beta", uniform::UT_VEC3, uniform::CU_PHOSPHOR_BETA); + + ghosting_effect->add_uniform("LCDRise", uniform::UT_FLOAT, uniform::CU_LCD_RISE_TIME); + ghosting_effect->add_uniform("LCDFall", uniform::UT_FLOAT, uniform::CU_LCD_FALL_TIME); 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); @@ -839,6 +855,7 @@ void shaders::begin_draw() distortion_effect->set_technique("DefaultTechnique"); prescale_effect->set_technique("DefaultTechnique"); phosphor_effect->set_technique("DefaultTechnique"); + ghosting_effect->set_technique("DefaultTechnique"); focus_effect->set_technique("DefaultTechnique"); deconverge_effect->set_technique("DefaultTechnique"); color_effect->set_technique("DefaultTechnique"); @@ -1068,31 +1085,64 @@ int shaders::defocus_pass(d3d_render_target *rt, int source_index, poly_info *po int shaders::phosphor_pass(d3d_render_target *rt, int source_index, poly_info *poly, int vertnum) { int next_index = source_index; + auto stype = machine->first_screen()->screen_type(); - // skip phosphor if no influencing settings - if (options->phosphor[0] == 0.0f && options->phosphor[1] == 0.0f && options->phosphor[2] == 0.0f) + // skip if screen doesn't use phosphors + if ((stype != SCREEN_TYPE_RASTER && stype != SCREEN_TYPE_VECTOR) || + 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]); - curr_effect->set_texture("LastPass", rt->cache_texture); + curr_effect->set_texture("LastPass", rt->cache_texture[rt->cache_index]); curr_effect->set_bool("Passthrough", false); curr_effect->set_float("DeltaTime", delta_time()); - next_index = rt->next_index(next_index); + rt->next_cache_index(); + blit(rt->cache_surface[rt->cache_index], false, D3DPT_TRIANGLELIST, 0, 2); + + // copy cached texture to target texture + curr_effect->update_uniforms(); + curr_effect->set_texture("Diffuse", rt->cache_texture[rt->cache_index]); + curr_effect->set_texture("LastPass", rt->cache_texture[rt->cache_index]); + curr_effect->set_bool("Passthrough", true); + blit(rt->target_surface[next_index], false, D3DPT_TRIANGLELIST, 0, 2); - // Pass along our phosphor'd screen + return next_index; +} + +int shaders::ghosting_pass(d3d_render_target *rt, int source_index, poly_info *poly, int vertnum) +{ + int next_index = source_index; + auto stype = machine->first_screen()->screen_type(); + + if (stype != SCREEN_TYPE_LCD || + (options->lcd_rise_time == 0 && options->lcd_fall_time == 0)) + { + return next_index; + } + + curr_effect = ghosting_effect; curr_effect->update_uniforms(); curr_effect->set_texture("Diffuse", rt->target_texture[next_index]); - curr_effect->set_texture("LastPass", rt->target_texture[next_index]); + curr_effect->set_texture("LastPass", rt->cache_texture[rt->cache_index]); + curr_effect->set_bool("Passthrough", false); + curr_effect->set_float("DeltaTime", delta_time()); + + rt->next_cache_index(); + blit(rt->cache_surface[rt->cache_index], false, D3DPT_TRIANGLELIST, 0, 2); + + // copy cached texture to target texture + curr_effect->update_uniforms(); + curr_effect->set_texture("Diffuse", rt->cache_texture[rt->cache_index]); + curr_effect->set_texture("LastPass", rt->cache_texture[rt->cache_index]); curr_effect->set_bool("Passthrough", true); - blit(rt->cache_surface, false, D3DPT_TRIANGLELIST, 0, 2); + blit(rt->target_surface[next_index], false, D3DPT_TRIANGLELIST, 0, 2); return next_index; } @@ -1364,8 +1414,10 @@ void shaders::render_quad(poly_info *poly, int vertnum) next_index = deconverge_pass(rt, next_index, poly, vertnum); // handled in bgfx next_index = defocus_pass(rt, next_index, poly, vertnum); next_index = phosphor_pass(rt, next_index, poly, vertnum); + next_index = ghosting_pass(rt, next_index, poly, vertnum); // create bloom textures + // This may be phosphor or ghosting, depending on screen type int phosphor_index = next_index; next_index = post_pass(rt, next_index, poly, vertnum, true); next_index = downsample_pass(rt, next_index, poly, vertnum); @@ -1443,8 +1495,10 @@ void shaders::render_quad(poly_info *poly, int vertnum) next_index = deconverge_pass(rt, next_index, poly, vertnum); next_index = defocus_pass(rt, next_index, poly, vertnum); next_index = phosphor_pass(rt, next_index, poly, vertnum); + next_index = ghosting_pass(rt, next_index, poly, vertnum); // create bloom textures + // This may be phosphor or ghosting, depending on screen type int phosphor_index = next_index; next_index = post_pass(rt, next_index, poly, vertnum, true); next_index = downsample_pass(rt, next_index, poly, vertnum); @@ -1735,6 +1789,11 @@ void shaders::delete_resources() delete phosphor_effect; phosphor_effect = nullptr; } + if (ghosting_effect != nullptr) + { + delete ghosting_effect; + ghosting_effect = nullptr; + } if (focus_effect != nullptr) { delete focus_effect; @@ -1949,7 +2008,11 @@ enum slider_option SLIDER_SCALE, SLIDER_POWER, SLIDER_FLOOR, - SLIDER_PHOSPHOR, + SLIDER_PHOSPHOR_MODE, + SLIDER_PHOSPHOR_TIME, + SLIDER_PHOSPHOR_BETA, + SLIDER_LCD_RISE_TIME, + SLIDER_LCD_FALL_TIME, SLIDER_BLOOM_BLEND_MODE, SLIDER_BLOOM_SCALE, SLIDER_BLOOM_OVERDRIVE, @@ -1982,6 +2045,7 @@ 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 +2091,11 @@ 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 Time Constant,",1, 5000, 10000,10, SLIDER_COLOR, SLIDER_SCREEN_TYPE_RASTER_OR_VECTOR, SLIDER_PHOSPHOR_TIME, 0.0001f, "%4.4f", {} }, + { "Phosphor Persistence beta,", 50, 100, 200, 1, SLIDER_COLOR, SLIDER_SCREEN_TYPE_RASTER_OR_VECTOR, SLIDER_PHOSPHOR_BETA, 0.01f, "%2.2f", {} }, + { "LCD Rise Time Constant,", 0, 0, 100, 1, SLIDER_COLOR, SLIDER_SCREEN_TYPE_LCD, SLIDER_LCD_RISE_TIME, 0.01f, "%2.2f", {} }, + { "LCD Fall Time Constant,", 0, 0, 100, 1, SLIDER_COLOR, SLIDER_SCREEN_TYPE_LCD, SLIDER_LCD_FALL_TIME, 0.01f, "%2.2f", {} }, { "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 +2167,11 @@ 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_TIME: return &(options->phosphor_time[index]); + case SLIDER_PHOSPHOR_BETA: return &(options->phosphor_beta[index]); + case SLIDER_LCD_RISE_TIME: return &(options->lcd_rise_time[index]); + case SLIDER_LCD_FALL_TIME: return &(options->lcd_fall_time[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]); @@ -2386,8 +2458,21 @@ 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_TIME: + m_shader->set_vector("TimeConstant", 3, options->phosphor_time); + break; + case CU_PHOSPHOR_BETA: + m_shader->set_vector("Beta", 3, options->phosphor_beta); + break; + + case CU_LCD_RISE_TIME: + m_shader->set_vector("LCDRise", 3, options->lcd_rise_time); + break; + case CU_LCD_FALL_TIME: + m_shader->set_vector("LCDFall", 3, options->lcd_fall_time); break; case CU_POST_REFLECTION: |