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-Restructured NTSC encode/decode shaders for better readability. [MooglyGuy]
This commit is contained in:
parent
6b4b3eda51
commit
37ce180567
6 changed files with 100 additions and 106 deletions
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@ -116,8 +116,7 @@ float4 ps_main(PS_INPUT Input) : COLOR
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float2 Ratios = 1.0f / SizeRatio;
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// -- Screen Pincushion Calculation --
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float2 PinViewpointOffset = float2(0.0f, 0.0f);
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float2 PinUnitCoord = (Input.TexCoord + PinViewpointOffset) * Ratios * 2.0f - 1.0f;
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float2 PinUnitCoord = Input.TexCoord * Ratios * 2.0f - 1.0f;
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float PincushionR2 = pow(length(PinUnitCoord), 2.0f) / pow(length(Ratios), 2.0f);
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float2 PincushionCurve = PinUnitCoord * PincushionAmount * PincushionR2;
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float2 BaseCoord = Input.TexCoord;
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@ -55,11 +55,10 @@ struct PS_INPUT
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// YIQ Decode Vertex Shader
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//-----------------------------------------------------------------------------
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uniform float TargetWidth;
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uniform float TargetHeight;
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uniform float ScreenWidth;
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uniform float ScreenHeight;
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uniform float RawWidth;
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uniform float RawHeight;
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uniform float2 RawDims;
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uniform float WidthRatio;
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uniform float HeightRatio;
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@ -69,14 +68,14 @@ VS_OUTPUT vs_main(VS_INPUT Input)
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VS_OUTPUT Output = (VS_OUTPUT)0;
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Output.Position = float4(Input.Position.xyz, 1.0f);
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Output.Position.x /= TargetWidth;
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Output.Position.y /= TargetHeight;
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Output.Position.x /= ScreenWidth;
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Output.Position.y /= ScreenHeight;
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Output.Position.y = 1.0f - Output.Position.y;
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Output.Position.x -= 0.5f;
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Output.Position.y -= 0.5f;
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Output.Position *= float4(2.0f, 2.0f, 1.0f, 1.0f);
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Output.Coord0.xy = Input.TexCoord;
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Output.Coord0.zw = float2(1.0f / RawWidth, 0.0f);
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Output.Coord0.zw = float2(1.0f / RawDims.x, 0.0f);
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return Output;
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}
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@ -97,10 +96,11 @@ uniform float YFreqResponse = 6.0f;
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uniform float IFreqResponse = 1.2f;
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uniform float QFreqResponse = 0.6f;
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uniform float PI = 3.141592653589;
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uniform float PI2 = 6.283185307178;
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float4 ps_main(PS_INPUT Input) : COLOR
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{
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float2 RawDims = float2(RawWidth, RawHeight);
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float4 BaseTexel = tex2D(DiffuseSampler, Input.Coord0.xy + 0.5f / RawDims);
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// YIQ convolution: N coefficients each
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@ -110,41 +110,53 @@ float4 ps_main(PS_INPUT Input) : COLOR
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float MaxC = 2.1183f;
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float MinC = -1.1183f;
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float CRange = MaxC - MinC;
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float Fc_y1 = (CCValue - NotchHalfWidth) * ScanTime / (RawWidth * 4.0f / WidthRatio);
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float Fc_y2 = (CCValue + NotchHalfWidth) * ScanTime / (RawWidth * 4.0f / WidthRatio);
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float Fc_y3 = YFreqResponse * ScanTime / (RawWidth * 4.0f / WidthRatio);
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float Fc_i = IFreqResponse * ScanTime / (RawWidth * 4.0f / WidthRatio);
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float Fc_q = QFreqResponse * ScanTime / (RawWidth * 4.0f / WidthRatio);
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float PI = 3.1415926535897932384626433832795;
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float PI2 = 2.0f * PI;
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float FrameWidthx4 = RawDims.x * 4.0f / WidthRatio;
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float Fc_y1 = (CCValue - NotchHalfWidth) * ScanTime / FrameWidthx4;
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float Fc_y2 = (CCValue + NotchHalfWidth) * ScanTime / FrameWidthx4;
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float Fc_y3 = YFreqResponse * ScanTime / FrameWidthx4;
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float Fc_i = IFreqResponse * ScanTime / FrameWidthx4;
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float Fc_q = QFreqResponse * ScanTime / FrameWidthx4;
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float Fc_i_2 = Fc_i * 2.0f;
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float Fc_q_2 = Fc_q * 2.0f;
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float Fc_y1_2 = Fc_y1 * 2.0f;
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float Fc_y2_2 = Fc_y2 * 2.0f;
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float Fc_y3_2 = Fc_y3 * 2.0f;
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float Fc_i_pi2 = Fc_i * PI2;
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float Fc_q_pi2 = Fc_q * PI2;
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float Fc_y1_pi2 = Fc_y1 * PI2;
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float Fc_y2_pi2 = Fc_y2 * PI2;
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float Fc_y3_pi2 = Fc_y3 * PI2;
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float PI2Length = PI2 / 82.0f;
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float4 NOffset = float4(0.0f, 1.0f, 2.0f, 3.0f);
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float W = PI2 * CCValue * ScanTime;
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float4 CoordY = Input.Coord0.y;
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float4 VPosition = CoordY * (RawDims.x * WidthRatio);
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for(float n = -41.0f; n < 42.0f; n += 4.0f)
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{
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float4 n4 = n + NOffset;
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float4 CoordX = Input.Coord0.x + Input.Coord0.z * n4 * 0.25f;
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float4 CoordY = Input.Coord0.y;
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float2 TexCoord = float2(CoordX.r, CoordY.r);
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float4 C = tex2D(CompositeSampler, TexCoord + float2(0.625f, 0.4f) / RawDims) * CRange + MinC;
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float4 WT = W * (CoordX * WidthRatio + AValue * CoordY * 2.0f * (RawHeight / HeightRatio) + BValue) + OValue;
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float4 C = tex2D(CompositeSampler, TexCoord + float2(0.5f, 0.0f) / RawDims) * CRange + MinC;
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float4 WT = W * (CoordX * WidthRatio + VPosition + BValue) + OValue;
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float4 SincKernel = 0.54f + 0.46f * cos(PI2Length * n4);
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float4 SincYIn1 = Fc_y1_pi2 * n4;
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float4 SincYIn2 = Fc_y2_pi2 * n4;
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float4 SincYIn3 = Fc_y3_pi2 * n4;
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float4 SincIIn = Fc_i_pi2 * n4;
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float4 SincQIn = Fc_q_pi2 * n4;
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float4 SincYIn1 = PI2 * Fc_y1 * n4;
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float4 SincYIn2 = PI2 * Fc_y2 * n4;
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float4 SincYIn3 = PI2 * Fc_y3 * n4;
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float4 SincY1 = ((SincYIn1 != 0.0f) ? (sin(SincYIn1) / SincYIn1) : 1.0f);
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float4 SincY2 = ((SincYIn2 != 0.0f) ? (sin(SincYIn2) / SincYIn2) : 1.0f);
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float4 SincY3 = ((SincYIn3 != 0.0f) ? (sin(SincYIn3) / SincYIn3) : 1.0f);
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float4 IdealY = (2.0f * Fc_y1 * SincY1 - 2.0f * Fc_y2 * SincY2) + 2.0f * Fc_y3 * SincY3;
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float4 FilterY = (0.54f + 0.46f * cos(PI2Length * n4)) * IdealY;
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float4 SincIIn = PI2 * Fc_i * n4;
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float4 IdealI = 2.0f * Fc_i * ((SincIIn != 0.0f) ? (sin(SincIIn) / SincIIn) : 1.0f);
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float4 FilterI = (0.54f + 0.46f * cos(PI2Length * n4)) * IdealI;
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float4 SincQIn = PI2 * Fc_q * n4;
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float4 IdealQ = 2.0f * Fc_q * ((SincQIn != 0.0f) ? (sin(SincQIn) / SincQIn) : 1.0f);
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float4 FilterQ = (0.54f + 0.46f * cos(PI2Length * n4)) * IdealQ;
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float4 IdealY = (Fc_y1_2 * SincY1 - Fc_y2_2 * SincY2) + Fc_y3_2 * SincY3;
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float4 IdealI = Fc_i_2 * ((SincIIn != 0.0f) ? (sin(SincIIn) / SincIIn) : 1.0f);
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float4 IdealQ = Fc_q_2 * ((SincQIn != 0.0f) ? (sin(SincQIn) / SincQIn) : 1.0f);
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float4 FilterY = SincKernel * IdealY;
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float4 FilterI = SincKernel * IdealI;
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float4 FilterQ = SincKernel * IdealQ;
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YAccum = YAccum + C * FilterY;
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IAccum = IAccum + C * cos(WT) * FilterI;
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@ -23,10 +23,7 @@ struct VS_OUTPUT
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{
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float4 Position : POSITION;
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float4 Color : COLOR0;
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float2 Coord0 : TEXCOORD0;
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float2 Coord1 : TEXCOORD1;
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float2 Coord2 : TEXCOORD2;
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float2 Coord3 : TEXCOORD3;
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float2 TexCoord : TEXCOORD0;
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};
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struct VS_INPUT
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@ -40,40 +37,29 @@ struct VS_INPUT
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struct PS_INPUT
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{
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float4 Color : COLOR0;
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float2 Coord0 : TEXCOORD0;
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float2 Coord1 : TEXCOORD1;
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float2 Coord2 : TEXCOORD2;
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float2 Coord3 : TEXCOORD3;
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float2 TexCoord : TEXCOORD0;
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};
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//-----------------------------------------------------------------------------
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// YIQ Encode Vertex Shader
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//-----------------------------------------------------------------------------
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uniform float TargetWidth;
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uniform float TargetHeight;
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uniform float2 RawDims;
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uniform float WidthRatio;
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uniform float HeightRatio;
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uniform float ScreenWidth;
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uniform float ScreenHeight;
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VS_OUTPUT vs_main(VS_INPUT Input)
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{
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VS_OUTPUT Output = (VS_OUTPUT)0;
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Output.Position = float4(Input.Position.xyz, 1.0f);
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Output.Position.x /= TargetWidth;
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Output.Position.y /= TargetHeight;
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Output.Position.x /= ScreenWidth;
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Output.Position.y /= ScreenHeight;
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Output.Position.y = 1.0f - Output.Position.y;
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Output.Position.x -= 0.5f;
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Output.Position.y -= 0.5f;
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Output.Position *= float4(2.0f, 2.0f, 1.0f, 1.0f);
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Output.Color = Input.Color;
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Output.Coord0 = Input.TexCoord;
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Output.Coord1 = Input.TexCoord;
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Output.Coord2 = Input.TexCoord;
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Output.Coord3 = Input.TexCoord;
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Output.TexCoord = Input.TexCoord;
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return Output;
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}
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@ -88,56 +74,47 @@ uniform float CCValue = 3.04183f;
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uniform float PValue = 1.0f;
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uniform float ScanTime = 52.6f;
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uniform float2 RawDims;
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uniform float WidthRatio;
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uniform float HeightRatio;
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uniform float4 YDot = float4(0.299f, 0.587f, 0.114f, 0.0f);
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uniform float4 IDot = float4(0.595716f, -0.274453f, -0.321263f, 0.0f);
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uniform float4 QDot = float4(0.211456f, -0.522591f, 0.311135f, 0.0f);
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uniform float4 OffsetX = float4(0.00f, 0.25f, 0.50f, 0.75f);
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uniform float PI = 3.1415926535f;
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uniform float PI2 = 6.2831853072f;
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uniform float MaxC = 2.1183f;
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uniform float MinC = -1.1183f;
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uniform float CRange = 3.2366f;
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float4 ps_main(PS_INPUT Input) : COLOR
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{
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float2 Coord0 = Input.Coord0 + float2(PValue * 0.00f, 0.0f) / RawDims;
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float2 Coord1 = Input.Coord1 + float2(PValue * 0.25f, 0.0f) / RawDims;
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float2 Coord2 = Input.Coord2 + float2(PValue * 0.50f, 0.0f) / RawDims;
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float2 Coord3 = Input.Coord3 + float2(PValue * 0.75f, 0.0f) / RawDims;
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float2 InvDims = 1.0f / RawDims;
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float4 CoordX = float4(Input.TexCoord.x + OffsetX * InvDims.x);
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float4 CoordY = Input.TexCoord.y;
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float2 TexelOffset = 0.5f / RawDims;
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float3 Texel0 = tex2D(DiffuseSampler, Coord0 + TexelOffset).rgb;
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float3 Texel1 = tex2D(DiffuseSampler, Coord1 + TexelOffset).rgb;
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float3 Texel2 = tex2D(DiffuseSampler, Coord2 + TexelOffset).rgb;
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float3 Texel3 = tex2D(DiffuseSampler, Coord3 + TexelOffset).rgb;
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float2 TexelOffset = InvDims * 0.5f;
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float4 Texel0 = tex2D(DiffuseSampler, float2(CoordX.x, CoordY.x) + TexelOffset);
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float4 Texel1 = tex2D(DiffuseSampler, float2(CoordX.y, CoordY.y) + TexelOffset);
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float4 Texel2 = tex2D(DiffuseSampler, float2(CoordX.z, CoordY.z) + TexelOffset);
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float4 Texel3 = tex2D(DiffuseSampler, float2(CoordX.w, CoordY.w) + TexelOffset);
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float PI = 3.1415926535897932384626433832795;
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float W = PI * 2.0f * CCValue * ScanTime;
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float T0 = Coord0.x * WidthRatio + AValue * Coord0.y * 2.0f * (RawDims.y / HeightRatio) + BValue;
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float T1 = Coord1.x * WidthRatio + AValue * Coord1.y * 2.0f * (RawDims.y / HeightRatio) + BValue;
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float T2 = Coord2.x * WidthRatio + AValue * Coord2.y * 2.0f * (RawDims.y / HeightRatio) + BValue;
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float T3 = Coord3.x * WidthRatio + AValue * Coord3.y * 2.0f * (RawDims.y / HeightRatio) + BValue;
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float4 Y = float4(dot(Texel0, YDot), dot(Texel1, YDot), dot(Texel2, YDot), dot(Texel3, YDot));
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float4 I = float4(dot(Texel0, IDot), dot(Texel1, IDot), dot(Texel2, IDot), dot(Texel3, IDot));
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float4 Q = float4(dot(Texel0, QDot), dot(Texel1, QDot), dot(Texel2, QDot), dot(Texel3, QDot));
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float Y0 = dot(Texel0, float3(0.299f, 0.587f, 0.114f));
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float I0 = dot(Texel0, float3(0.595716f, -0.274453f, -0.321263f));
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float Q0 = dot(Texel0, float3(0.211456f, -0.522591f, 0.311135f));
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float Y1 = dot(Texel1, float3(0.299f, 0.587f, 0.114f));
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float I1 = dot(Texel1, float3(0.595716f, -0.274453f, -0.321263f));
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float Q1 = dot(Texel1, float3(0.211456f, -0.522591f, 0.311135f));
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float Y2 = dot(Texel2, float3(0.299f, 0.587f, 0.114f));
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float I2 = dot(Texel2, float3(0.595716f, -0.274453f, -0.321263f));
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float Q2 = dot(Texel2, float3(0.211456f, -0.522591f, 0.311135f));
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float Y3 = dot(Texel3, float3(0.299f, 0.587f, 0.114f));
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float I3 = dot(Texel3, float3(0.595716f, -0.274453f, -0.321263f));
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float Q3 = dot(Texel3, float3(0.211456f, -0.522591f, 0.311135f));
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float MaxC = 2.1183f;
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float MinC = -1.1183f;
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float CRange = MaxC - MinC;
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float4 W = PI2 * CCValue * ScanTime;
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float4 VPosition = CoordY * (RawDims.x * WidthRatio);
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float4 T = CoordX * WidthRatio + VPosition + BValue;
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float C0 = Y0 + I0 * cos(T0 * W) + Q0 * sin(T0 * W);
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float C1 = Y1 + I1 * cos(T1 * W) + Q1 * sin(T1 * W);
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float C2 = Y2 + I2 * cos(T2 * W) + Q2 * sin(T2 * W);
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float C3 = Y3 + I3 * cos(T3 * W) + Q3 * sin(T3 * W);
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C0 = (C0 - MinC) / CRange;
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C1 = (C1 - MinC) / CRange;
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C2 = (C2 - MinC) / CRange;
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C3 = (C3 - MinC) / CRange;
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float4 C = Y + I * cos(T * W) + Q * sin(T * W);
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C = (C - MinC) / CRange;
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return float4(C0, C1, C2, C3);
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return C;
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}
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//-----------------------------------------------------------------------------
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@ -1483,6 +1483,7 @@ void shaders::render_quad(poly_info *poly, int vertnum)
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vec2f& rawdims = texture->get_rawdims();
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vec2f delta = texture->get_uvstop() - texture->get_uvstart();
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vec2f texsize(rt->width, rt->height);
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if(options->yiq_enable)
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{
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@ -1491,14 +1492,14 @@ void shaders::render_quad(poly_info *poly, int vertnum)
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if(options->params_dirty)
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{
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(*d3dintf->effect.set_vector)(curr_effect, "RawDims", 2, &rawdims.c.x);
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(*d3dintf->effect.set_vector)(curr_effect, "RawDims", 2, &texsize.c.x);
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(*d3dintf->effect.set_float)(curr_effect, "WidthRatio", 1.0f / delta.c.x);
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(*d3dintf->effect.set_float)(curr_effect, "HeightRatio", 1.0f / delta.c.y);
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(*d3dintf->effect.set_float)(curr_effect, "TargetWidth", (float)d3d->get_width());
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(*d3dintf->effect.set_float)(curr_effect, "TargetHeight", (float)d3d->get_height());
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(*d3dintf->effect.set_float)(curr_effect, "ScreenWidth", d3d->get_width());
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(*d3dintf->effect.set_float)(curr_effect, "ScreenHeight", d3d->get_height());
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(*d3dintf->effect.set_float)(curr_effect, "CCValue", options->yiq_cc);
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(*d3dintf->effect.set_float)(curr_effect, "AValue", options->yiq_a);
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(*d3dintf->effect.set_float)(curr_effect, "BValue", (texture->get_cur_frame() == 2) ? 0.0f : ((float)texture->get_cur_frame() * options->yiq_b));
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(*d3dintf->effect.set_float)(curr_effect, "BValue", options->yiq_b);
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(*d3dintf->effect.set_float)(curr_effect, "PValue", options->yiq_p);
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(*d3dintf->effect.set_float)(curr_effect, "NotchHalfWidth", options->yiq_n);
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(*d3dintf->effect.set_float)(curr_effect, "YFreqResponse", options->yiq_y);
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@ -1533,12 +1534,11 @@ void shaders::render_quad(poly_info *poly, int vertnum)
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(*d3dintf->effect.set_texture)(curr_effect, "Diffuse", texture->get_finaltex());
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if(true)//options->params_dirty)
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{
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(*d3dintf->effect.set_float)(curr_effect, "RawWidth", rawdims.c.x);
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(*d3dintf->effect.set_float)(curr_effect, "RawHeight", rawdims.c.y);
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(*d3dintf->effect.set_vector)(curr_effect, "RawDims", 2, &texsize.c.x);
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(*d3dintf->effect.set_float)(curr_effect, "WidthRatio", 1.0f / delta.c.x);
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(*d3dintf->effect.set_float)(curr_effect, "HeightRatio", 1.0f / delta.c.y);
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(*d3dintf->effect.set_float)(curr_effect, "TargetWidth", (float)d3d->get_width());
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(*d3dintf->effect.set_float)(curr_effect, "TargetHeight", (float)d3d->get_height());
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(*d3dintf->effect.set_float)(curr_effect, "ScreenWidth", d3d->get_width());
|
||||
(*d3dintf->effect.set_float)(curr_effect, "ScreenHeight", d3d->get_height());
|
||||
(*d3dintf->effect.set_float)(curr_effect, "CCValue", options->yiq_cc);
|
||||
(*d3dintf->effect.set_float)(curr_effect, "AValue", options->yiq_a);
|
||||
(*d3dintf->effect.set_float)(curr_effect, "BValue", (texture->get_cur_frame() == 2) ? 0.0f : ((float)texture->get_cur_frame() * options->yiq_b));
|
||||
|
|
|
@ -3036,6 +3036,9 @@ bool render_target::init(renderer *d3d, base *d3dintf, int width, int height, in
|
|||
bloom_index++;
|
||||
}
|
||||
|
||||
this->width = width;
|
||||
this->height = height;
|
||||
|
||||
target_width = width * prescale_x;
|
||||
target_height = height * prescale_y;
|
||||
|
||||
|
|
|
@ -104,6 +104,9 @@ public:
|
|||
int target_width;
|
||||
int target_height;
|
||||
|
||||
int prescale_x;
|
||||
int prescale_y;
|
||||
|
||||
int width;
|
||||
int height;
|
||||
|
||||
|
|
Loading…
Reference in a new issue