Adding hlsl.txt to /docs

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Ryan Holtz 2011-05-23 21:37:34 +00:00
parent 9a4a69c85c
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artwork/aperture.png -text
artwork/white.png -text
docs/config.txt svneol=native#text/plain
docs/hlsl.txt svneol=native#text/plain
docs/license.txt svneol=native#text/plain
docs/mame.txt svneol=native#text/plain
docs/newvideo.txt svneol=native#text/plain

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HLSL-Related Enable Switches
----------------------------
Name Values Description
hlsl_enable 0/1 Enables HLSL post-processing in Direct3D 9 modes.
yiq_enable 0/1 Enables YIQ-colorspace post-processing. Causes a
performance drop but gives a much more authentic
NTSC TV appearance on TV-based systems when configured
properly.
hlslpath [path] Path to the .fx files that are in use.
Color-Processing Parameters
---------------------------
Name Values Description
red_from_r -2.0 to 2.0 These parameters define a 3x3 matrix which is multiplied
red_from_g -2.0 to 2.0 by the incoming RGB signal. This can be used for any
red_from_b -2.0 to 2.0 standard matrix convolution, including H/S/V or simply
green_from_r -2.0 to 2.0 affecting the TV-style tint.
green_from_g -2.0 to 2.0
green_from_b -2.0 to 2.0
blue_from_r -2.0 to 2.0
blue_from_g -2.0 to 2.0
blue_from_b -2.0 to 2.0
red_scale -2.0 to 2.0 These parameters define a value for each color channel
green_scale -2.0 to 2.0 that is multiplied with said channel after matrix
blue_scale -2.0 to 2.0 convolution.
red_offset -1.0 to 1.0 These parameters define a value for each color channel
green_offset -1.0 to 1.0 that is added to said channel after scaling and after
blue_offset -1.0 to 1.0 matrix convolution.
saturation 0.0 to 4.0 This parameter defines the amount each color channel is
raised above said channel's baseline grayscale value.
A value of 0.0 gives a gamma-correct grayscale image,
whereas 1.0 is full saturation, with each channel being
oversaturated equally beyond that.
red_power -4.0 to 4.0 These parameters define the exponent for each color
green_power -4.0 to 4.0 channel that is applied after scaling, offsetting,
blue_power -4.0 to 4.0 saturation and matrix convolution.
red_floor 0.0 to 1.0 These parameters define the lower limit of each final
green_floor 0.0 to 1.0 color channel value; 0.05, for example, raises the
blue_floor 0.0 to 1.0 minimum to 0.05 but re-scales to leave the max at 1.0.
Convergence-Processing Parameters
---------------------------------
Name Values Description
red_converge_x -150 to 150 These parameters define the overall convergence, in pixel
red_converge_y -150 to 150 space, for each channel. Radial convergence occurs
green_converge_x -150 to 150 relative to the center of the screen, whereas the other
green_converge_y -150 to 150 six define overall translation values.
blue_converge_x -150 to 150
blue_converge_y -150 to 150
red_radial_converge_x -150 to 150
red_radial_converge_y -150 to 150
green_radial_converge_x -150 to 150
green_radial_converge_y -150 to 150
blue_radial_converge_x -150 to 150
blue_radial_converge_y -150 to 150
defocus_x 0.0 to 32.0 These parameters define the overall defocus radius for
defocus_y 0.0 to 32.0 the three post-converged beams.
Front-Surface Processing Parameters
-----------------------------------
Name Values Description
red_phosphor_life 0.0 to 1.0 These parameters define the phosphor lifetime for each
green_phosphor_life 0.0 to 1.0 channel, with 0.0 representing no phosphorescence and
blue_phosphor_life 0.0 to 1.0 1.0 leaving the channel on indefinitely.
scanline_alpha 0.0 to 1.0 The overall darkness of each scanline furrow.
scanline_size 0.0 to 4.0 The overall height of each scanline.
scanline_bright_scale 0.0 to 2.0 The overall brightness multiplier for each scanline.
scanline_bright_offset 0.0 to 1.0 The overall brightness additive value for each scanline.
scanline_jitter 0.0 to 2.0 The relative scanline movement per field.
shadow_mask_alpha 0.0 to 1.0 The ovearll darkness of each shadow mask pixel.
shadow_mask_texture [filename] A PNG that defines the shadow mask for each pixel.
shadow_mask_x_count 1+ The count of shadow mask elements, X (usually 640-ish)
shadow_mask_y_count 1+ The count of shadow mask elements, X (usually 480-ish)
shadow_mask_usize 0.0 to 1.0 These parameters define the *in-use* pixel count on the
shadow_mask_vsize 0.0 to 1.0 X and Y axes of the shadow mask texture.
curvature 0.0 to 1.0 Screen curvature. Affects borders and shadow mask.
pincushion 0.0 to 1.0 Image curvature. Affects the source image only.
oversample_x 1.0 to 4.0 These parameters define a multiplier for each axis of the
oversample_y 1.0 to 4.0 internal render target. Powerful GPU necessary.
NTSC Processing Parameters
--------------------------
Name Values Description
yiq_w 4.1187867 W parameter for: C(t) = Y(t) + I(t)sin(Wt) + Q(t)cos(Wt)
yiq_a 0.0 A parameter for: t = x + ay + b;
yiq_b 0.5 B parameter for: t = x + ay + b;
yiq_fsc 1.5 Relative color subcarrier frequency
yiq_fsc_scale 1.0 Color subcarrier frequency scale
yiq_phase_count 2 Number of frames for NTSC processing (3 for NES, else 2)