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-rw-r--r--src/osd/modules/render/bgfx/shaders/chains/hlsl/fs_post.sc39
-rw-r--r--src/osd/modules/render/bgfx/shaders/chains/hlsl/fs_scanline.sc101
-rw-r--r--src/osd/modules/render/bgfx/shaders/chains/hlsl/vs_scanline.sc14
-rw-r--r--src/osd/modules/render/d3d/d3dhlsl.cpp120
-rw-r--r--src/osd/modules/render/d3d/d3dhlsl.h2
5 files changed, 216 insertions, 60 deletions
diff --git a/src/osd/modules/render/bgfx/shaders/chains/hlsl/fs_post.sc b/src/osd/modules/render/bgfx/shaders/chains/hlsl/fs_post.sc
index beba1f1743f..4aa3719c0ab 100644
--- a/src/osd/modules/render/bgfx/shaders/chains/hlsl/fs_post.sc
+++ b/src/osd/modules/render/bgfx/shaders/chains/hlsl/fs_post.sc
@@ -13,19 +13,11 @@ uniform vec4 u_swap_xy;
uniform vec4 u_source_dims; // size of the guest machine
uniform vec4 u_target_dims;
uniform vec4 u_target_scale;
-uniform vec4 u_quad_dims;
uniform vec4 u_screen_scale;
uniform vec4 u_screen_offset;
// uniform vec4 u_back_color; // TODO
// User-supplied
-uniform vec4 u_scanline_alpha;
-uniform vec4 u_scanline_scale;
-uniform vec4 u_scanline_bright_scale;
-uniform vec4 u_scanline_bright_offset;
-uniform vec4 u_scanline_jitter;
-uniform vec4 u_scanline_height;
-uniform vec4 u_scanline_variation;
uniform vec4 u_shadow_tile_mode;
uniform vec4 u_shadow_alpha;
uniform vec4 u_shadow_count;
@@ -38,14 +30,13 @@ uniform vec4 u_floor;
// Parametric
uniform vec4 u_time; // milliseconds
-uniform vec4 u_jitter_amount;
// Samplers
SAMPLER2D(s_tex, 0);
SAMPLER2D(s_shadow, 1);
//-----------------------------------------------------------------------------
-// Scanline & Shadowmask Pixel Shader
+// Shadowmask Pixel Shader
//-----------------------------------------------------------------------------
vec2 GetAdjustedCoords(vec2 coord)
@@ -148,34 +139,6 @@ void main()
BaseColor.g = pow(BaseColor.g, u_power.g);
BaseColor.b = pow(BaseColor.b, u_power.b);
- // Scanline Simulation
- if (u_scanline_alpha.x > 0.0f)
- {
- float BrightnessOffset = (u_scanline_bright_offset.x * u_scanline_alpha.x);
- float BrightnessScale = (u_scanline_bright_scale.x * u_scanline_alpha.x) + (1.0 - u_scanline_alpha.x);
-
- float ColorBrightness = 0.299 * BaseColor.r + 0.587 * BaseColor.g + 0.114 * BaseColor.b;
-
- float ScanCoord = BaseCoord.y;
- ScanCoord += u_swap_xy.x > 0.0
- ? u_quad_dims.x <= u_source_dims.x * 2.0
- ? 0.5 / u_quad_dims.x // uncenter scanlines if the quad is less than twice the size of the source
- : 0.0
- : u_quad_dims.y <= u_source_dims.y * 2.0
- ? 0.5 / u_quad_dims.y // uncenter scanlines if the quad is less than twice the size of the source
- : 0.0;
-
- ScanCoord *= u_source_dims.y * u_scanline_scale.x * 3.1415927; // PI
-
- float ScanCoordJitter = u_scanline_jitter.x * u_jitter_amount.x * 1.5707963; // half PI
- float ScanSine = sin(ScanCoord + ScanCoordJitter);
- float ScanlineWide = u_scanline_height.x + u_scanline_variation.x * max(1.0, u_scanline_height.x) * (1.0 - ColorBrightness);
- float ScanSineScaled = pow(ScanSine * ScanSine, ScanlineWide);
- float ScanBrightness = ScanSineScaled * BrightnessScale + BrightnessOffset * BrightnessScale;
-
- BaseColor.rgb *= mix(vec3(1.0, 1.0, 1.0), vec3(ScanBrightness, ScanBrightness, ScanBrightness), u_scanline_alpha.xxx);
- }
-
// Hum Bar Simulation
if (u_humbar_alpha.x > 0.0f)
{
diff --git a/src/osd/modules/render/bgfx/shaders/chains/hlsl/fs_scanline.sc b/src/osd/modules/render/bgfx/shaders/chains/hlsl/fs_scanline.sc
new file mode 100644
index 00000000000..5942c75bab6
--- /dev/null
+++ b/src/osd/modules/render/bgfx/shaders/chains/hlsl/fs_scanline.sc
@@ -0,0 +1,101 @@
+$input v_color0, v_texcoord0
+
+// license:BSD-3-Clause
+// copyright-holders:Ryan Holtz,ImJezze
+//-----------------------------------------------------------------------------
+// Scanline Effect
+//-----------------------------------------------------------------------------
+
+#include "common.sh"
+
+// Autos
+uniform vec4 u_swap_xy;
+uniform vec4 u_source_dims; // size of the guest machine
+uniform vec4 u_target_dims;
+uniform vec4 u_quad_dims;
+uniform vec4 u_screen_scale;
+uniform vec4 u_screen_offset;
+
+// User-supplied
+uniform vec4 u_scanline_alpha;
+uniform vec4 u_scanline_scale;
+uniform vec4 u_scanline_bright_scale;
+uniform vec4 u_scanline_bright_offset;
+uniform vec4 u_scanline_jitter;
+uniform vec4 u_scanline_height;
+uniform vec4 u_scanline_variation;
+
+// Parametric
+uniform vec4 u_time; // milliseconds
+uniform vec4 u_jitter_amount;
+
+// Samplers
+SAMPLER2D(s_tex, 0);
+SAMPLER2D(s_shadow, 1);
+
+//-----------------------------------------------------------------------------
+// Scanline Pixel Shader
+//-----------------------------------------------------------------------------
+
+vec2 GetAdjustedCoords(vec2 coord)
+{
+ // center coordinates
+ coord -= 0.5;
+
+ // apply screen scale
+ coord *= u_screen_scale.xy;
+
+ // un-center coordinates
+ coord += 0.5;
+
+ // apply screen offset
+ coord += u_screen_offset.xy;
+
+ return coord;
+}
+
+void main()
+{
+ vec2 BaseCoord = GetAdjustedCoords(v_texcoord0);
+
+ // Color
+ vec4 BaseColor = texture2D(s_tex, BaseCoord);
+
+ // Clamp
+ if (BaseCoord.x < 0.0 || BaseCoord.y < 0.0 || BaseCoord.x > 1.0 || BaseCoord.y > 1.0)
+ {
+ gl_FragColor = vec4(0.0, 0.0, 0.0, 0.0);
+ }
+ else
+ {
+ // Scanline Simulation
+ if (u_scanline_alpha.x > 0.0f)
+ {
+ float BrightnessOffset = (u_scanline_bright_offset.x * u_scanline_alpha.x);
+ float BrightnessScale = (u_scanline_bright_scale.x * u_scanline_alpha.x) + (1.0 - u_scanline_alpha.x);
+
+ float ColorBrightness = 0.299 * BaseColor.r + 0.587 * BaseColor.g + 0.114 * BaseColor.b;
+
+ float ScanCoord = BaseCoord.y;
+ ScanCoord += u_swap_xy.x > 0.0
+ ? u_quad_dims.x <= u_source_dims.x * 2.0
+ ? 0.5 / u_quad_dims.x // uncenter scanlines if the quad is less than twice the size of the source
+ : 0.0
+ : u_quad_dims.y <= u_source_dims.y * 2.0
+ ? 0.5 / u_quad_dims.y // uncenter scanlines if the quad is less than twice the size of the source
+ : 0.0;
+
+ ScanCoord *= u_source_dims.y * u_scanline_scale.x * 3.1415927; // PI
+
+ float ScanCoordJitter = u_scanline_jitter.x * u_jitter_amount.x * 1.5707963; // half PI
+ float ScanSine = sin(ScanCoord + ScanCoordJitter);
+ float ScanlineWide = u_scanline_height.x + u_scanline_variation.x * max(1.0, u_scanline_height.x) * (1.0 - ColorBrightness);
+ float ScanSineScaled = pow(ScanSine * ScanSine, ScanlineWide);
+ float ScanBrightness = ScanSineScaled * BrightnessScale + BrightnessOffset * BrightnessScale;
+
+ BaseColor.rgb *= mix(vec3(1.0, 1.0, 1.0), vec3(ScanBrightness, ScanBrightness, ScanBrightness), u_scanline_alpha.xxx);
+ }
+
+ gl_FragColor = vec4(BaseColor.rgb * v_color0.rgb, BaseColor.a);
+ }
+}
diff --git a/src/osd/modules/render/bgfx/shaders/chains/hlsl/vs_scanline.sc b/src/osd/modules/render/bgfx/shaders/chains/hlsl/vs_scanline.sc
new file mode 100644
index 00000000000..405ef8feb3b
--- /dev/null
+++ b/src/osd/modules/render/bgfx/shaders/chains/hlsl/vs_scanline.sc
@@ -0,0 +1,14 @@
+$input a_position, a_texcoord0, a_color0
+$output v_texcoord0, v_color0
+
+// license:BSD-3-Clause
+// copyright-holders:Dario Manesku
+
+#include "common.sh"
+
+void main()
+{
+ gl_Position = mul(u_viewProj, vec4(a_position.xy, 0.0, 1.0));
+ v_texcoord0 = a_texcoord0;
+ v_color0 = a_color0;
+}
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