1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
|
// license:BSD-3-Clause
// copyright-holders:Aaron Giles
//============================================================
//
// drawd3d.c - Win32 Direct3D HLSL-specific header
//
//============================================================
#ifndef __WIN_D3DHLSL__
#define __WIN_D3DHLSL__
#include "aviio.h"
//============================================================
// CONSTANTS
//============================================================
//============================================================
// TYPE DEFINITIONS
//============================================================
namespace d3d
{
class effect;
class shaders;
class uniform
{
public:
typedef enum
{
UT_VEC4,
UT_VEC3,
UT_VEC2,
UT_FLOAT,
UT_INT,
UT_MATRIX,
UT_SAMPLER,
} uniform_type;
enum
{
CU_SCREEN_DIMS = 0,
CU_SOURCE_DIMS,
CU_SOURCE_RECT,
CU_NTSC_CCFREQ,
CU_NTSC_A,
CU_NTSC_B,
CU_NTSC_O,
CU_NTSC_P,
CU_NTSC_NOTCH,
CU_NTSC_YFREQ,
CU_NTSC_IFREQ,
CU_NTSC_QFREQ,
CU_NTSC_HTIME,
CU_NTSC_ENABLE,
CU_COLOR_RED_RATIOS,
CU_COLOR_GRN_RATIOS,
CU_COLOR_BLU_RATIOS,
CU_COLOR_OFFSET,
CU_COLOR_SCALE,
CU_COLOR_SATURATION,
CU_CONVERGE_LINEAR_X,
CU_CONVERGE_LINEAR_Y,
CU_CONVERGE_RADIAL_X,
CU_CONVERGE_RADIAL_Y,
CU_FOCUS_SIZE,
CU_PHOSPHOR_LIFE,
CU_PHOSPHOR_IGNORE,
CU_POST_PINCUSHION,
CU_POST_CURVATURE,
CU_POST_SHADOW_ALPHA,
CU_POST_SHADOW_COUNT,
CU_POST_SHADOW_UV,
CU_POST_SHADOW_DIMS,
CU_POST_SCANLINE_ALPHA,
CU_POST_SCANLINE_SCALE,
CU_POST_SCANLINE_HEIGHT,
CU_POST_SCANLINE_BRIGHT_SCALE,
CU_POST_SCANLINE_BRIGHT_OFFSET,
CU_POST_POWER,
CU_POST_FLOOR,
CU_BLOOM_RESCALE,
CU_BLOOM_LVL0123_WEIGHTS,
CU_BLOOM_LVL4567_WEIGHTS,
CU_BLOOM_LVL89A_WEIGHTS,
CU_COUNT,
};
uniform(effect *shader, const char *name, uniform_type type, int id);
void set_next(uniform *next);
uniform * get_next() { return m_next; }
void set(float x, float y, float z, float w);
void set(float x, float y, float z);
void set(float x, float y);
void set(float x);
void set(int x);
void set(matrix *mat);
void set(texture *tex);
void upload();
void update();
protected:
uniform *m_next;
float m_vec[4];
int m_ival;
matrix *m_mval;
texture *m_texture;
int m_count;
uniform_type m_type;
int m_id;
effect *m_shader;
D3DXHANDLE m_handle;
};
class effect
{
friend class uniform;
public:
effect(shaders *shadersys, device *dev, const char *name, const char *path);
~effect();
void begin(UINT *passes, DWORD flags);
void begin_pass(UINT pass);
void end();
void end_pass();
void set_technique(const char *name);
void set_vector(D3DXHANDLE param, int count, float *vector);
void set_float(D3DXHANDLE param, float value);
void set_int(D3DXHANDLE param, int value);
void set_matrix(D3DXHANDLE param, matrix *matrix);
void set_texture(D3DXHANDLE param, texture *tex);
void add_uniform(const char *name, uniform::uniform_type type, int id);
void update_uniforms();
D3DXHANDLE get_parameter(D3DXHANDLE param, const char *name);
ULONG release();
shaders* get_shaders() { return m_shaders; }
bool is_valid() { return m_valid; }
private:
uniform *m_uniform_head;
uniform *m_uniform_tail;
ID3DXEffect *m_effect;
shaders *m_shaders;
bool m_valid;
};
class render_target;
class cache_target;
class renderer;
/* hlsl_options is the information about runtime-mutable Direct3D HLSL options */
/* in the future this will be moved into an OSD/emu shared buffer */
struct hlsl_options
{
bool params_dirty;
float shadow_mask_alpha;
char shadow_mask_texture[1024];
int shadow_mask_count_x;
int shadow_mask_count_y;
float shadow_mask_u_size;
float shadow_mask_v_size;
float curvature;
float pincushion;
float scanline_alpha;
float scanline_scale;
float scanline_height;
float scanline_bright_scale;
float scanline_bright_offset;
float scanline_offset;
float defocus[2];
float converge_x[3];
float converge_y[3];
float radial_converge_x[3];
float radial_converge_y[3];
float red_ratio[3];
float grn_ratio[3];
float blu_ratio[3];
float offset[3];
float scale[3];
float power[3];
float floor[3];
float phosphor[3];
float saturation;
// NTSC
bool yiq_enable;
float yiq_cc;
float yiq_a;
float yiq_b;
float yiq_o;
float yiq_p;
float yiq_n;
float yiq_y;
float yiq_i;
float yiq_q;
float yiq_scan_time;
int yiq_phase_count;
// Vectors
float vector_length_scale;
float vector_length_ratio;
// Bloom
float vector_bloom_scale;
float raster_bloom_scale;
float bloom_level0_weight;
float bloom_level1_weight;
float bloom_level2_weight;
float bloom_level3_weight;
float bloom_level4_weight;
float bloom_level5_weight;
float bloom_level6_weight;
float bloom_level7_weight;
float bloom_level8_weight;
float bloom_level9_weight;
float bloom_level10_weight;
};
class shaders
{
friend class effect;
friend class uniform;
public:
// construction/destruction
shaders();
~shaders();
void init(base *d3dintf, win_window_info *window);
bool enabled() { return master_enable; }
void toggle();
bool vector_enabled() { return master_enable && vector_enable; }
render_target* get_vector_target();
void create_vector_target(render_primitive *prim);
void begin_frame();
void end_frame();
void begin_draw();
void end_draw();
void init_effect_info(poly_info *poly);
void render_quad(poly_info *poly, int vertnum);
bool register_texture(texture_info *texture);
bool register_prescaled_texture(texture_info *texture);
bool add_render_target(renderer* d3d, texture_info* info, int width, int height, int xprescale, int yprescale);
bool add_cache_target(renderer* d3d, texture_info* info, int width, int height, int xprescale, int yprescale, int screen_index);
void window_save();
void window_record();
bool recording() { return avi_output_file != NULL; }
void avi_update_snap(surface *surface);
void render_snapshot(surface *surface);
void record_texture();
void init_fsfx_quad(void *vertbuf);
void set_texture(texture_info *texture);
render_target * find_render_target(texture_info *info);
void remove_render_target(texture_info *texture);
void remove_render_target(int width, int height, UINT32 screen_index, UINT32 page_index);
void remove_render_target(render_target *rt);
int create_resources(bool reset);
void delete_resources(bool reset);
// slider-related functions
slider_state *init_slider_list();
struct slider_desc
{
const char * name;
int minval;
int defval;
int maxval;
int step;
INT32 (*adjustor)(running_machine &, void *, astring *, INT32);
};
private:
void blit(surface *dst, texture *src, surface *new_dst,
D3DPRIMITIVETYPE prim_type, UINT32 prim_index, UINT32 prim_count,
int dstw, int dsth);
void blit(surface *dst, texture *src, surface *new_dst,
D3DPRIMITIVETYPE prim_type, UINT32 prim_index, UINT32 prim_count);
void enumerate_screens();
void end_avi_recording();
void begin_avi_recording(const char *name);
bool register_texture(texture_info *texture, int width, int height, int xscale, int yscale);
render_target* find_render_target(int width, int height, UINT32 screen_index, UINT32 page_index);
cache_target * find_cache_target(UINT32 screen_index, int width, int height);
void remove_cache_target(cache_target *cache);
// Shader passes
void ntsc_pass(render_target *rt, vec2f &texsize, vec2f &delta);
void color_convolution_pass(render_target *rt, vec2f &texsize, vec2f &sourcedims);
void prescale_pass(render_target *rt, vec2f &texsize, vec2f &sourcedims);
void deconverge_pass(render_target *rt, vec2f &texsize, vec2f &delta, vec2f &sourcedims);
void defocus_pass(render_target *rt, vec2f &texsize);
void phosphor_pass(render_target *rt, cache_target *ct, vec2f &texsize, bool focus_enable);
void screen_post_pass(render_target *rt, vec2f &texsize, vec2f &delta, vec2f &sourcedims, poly_info *poly, int vertnum);
void avi_post_pass(render_target *rt, vec2f &texsize, vec2f &delta, vec2f &sourcedims, poly_info *poly, int vertnum);
void raster_bloom_pass(render_target *rt, vec2f &texsize, vec2f &delta, poly_info *poly, int vertnum);
base * d3dintf; // D3D interface
win_window_info * window; // D3D window info
bool master_enable; // overall enable flag
bool vector_enable; // vector post-processing enable flag
bool paused; // whether or not rendering is currently paused
int num_screens; // number of emulated physical screens
int curr_screen; // current screen for render target operations
int curr_frame; // current frame (0/1) of a screen for render target operations
int lastidx; // index of the last-encountered target
bool write_ini; // enable external ini saving
bool read_ini; // enable external ini loading
int prescale_force_x; // prescale force x
int prescale_force_y; // prescale force y
int prescale_size_x; // prescale size x
int prescale_size_y; // prescale size y
int preset; // preset, if relevant
bitmap_argb32 shadow_bitmap; // shadow mask bitmap for post-processing shader
texture_info * shadow_texture; // shadow mask texture for post-processing shader
hlsl_options * options; // current uniform state
D3DPRIMITIVETYPE vecbuf_type;
UINT32 vecbuf_index;
UINT32 vecbuf_count;
avi_file * avi_output_file; // AVI file
bitmap_rgb32 avi_snap; // AVI snapshot
int avi_frame; // AVI frame
attotime avi_frame_period; // AVI frame period
attotime avi_next_frame_time; // AVI next frame time
surface * avi_copy_surface; // AVI destination surface in system memory
texture * avi_copy_texture; // AVI destination texture in system memory
surface * avi_final_target; // AVI upscaled surface
texture * avi_final_texture; // AVI upscaled texture
surface * black_surface; // black dummy surface
texture * black_texture; // black dummy texture
bool render_snap; // whether or not to take HLSL post-render snapshot
bool snap_rendered; // whether we just rendered our HLSL post-render shot or not
surface * snap_copy_target; // snapshot destination surface in system memory
texture * snap_copy_texture; // snapshot destination surface in system memory
surface * snap_target; // snapshot upscaled surface
texture * snap_texture; // snapshot upscaled texture
int snap_width; // snapshot width
int snap_height; // snapshot height
bool lines_pending; // whether or not we have lines to flush on the next quad
bool initialized; // whether or not we're initialize
// HLSL effects
surface * backbuffer; // pointer to our device's backbuffer
effect * curr_effect; // pointer to the currently active effect object
effect * default_effect; // pointer to the primary-effect object
effect * prescale_effect; // pointer to the prescale-effect object
effect * post_effect; // pointer to the post-effect object
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
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 * 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
vertex * fsfx_vertices; // pointer to our full-screen-quad object
texture_info * curr_texture;
bool phosphor_passthrough;
public:
render_target * targethead;
cache_target * cachehead;
static slider_desc s_sliders[];
static hlsl_options s_hlsl_presets[4];
};
};
#endif
|