HLSL: Added adjustable color carrier in YIQ processing mode. [Ryan Holtz, Bat Country Entertainment]

HLSL: Fixed resolution-change crash and likely D3D performance regression with -nohlsl on low-spec cards [Ryan Holtz, Bat Country Entertainment]
This commit is contained in:
Ryan Holtz 2011-05-22 01:30:55 +00:00
parent 690f25a582
commit 99dffc122e
6 changed files with 132 additions and 119 deletions

View file

@ -84,7 +84,7 @@ VS_OUTPUT vs_main(VS_INPUT Input)
Output.ExtraInfo = Input.ExtraInfo;
//Output.TexCoord /= 16.0f;
//Output.TexCoord += 0.4875f;
//Output.TexCoord += float2(0.3f, 0.25f);
return Output;
}
@ -164,7 +164,7 @@ float4 ps_main(PS_INPUT Input) : COLOR
float2 ShadowUV = float2(ShadowU, ShadowV);
float2 ShadowMaskSize = float2(ShadowMaskSizeX, ShadowMaskSizeY);
float2 ShadowFrac = frac(ScreenCurveCoord * ShadowMaskSize * Ratios * 0.5f);
float2 ShadowCoord = ShadowFrac * ShadowUV + 2.5f / ShadowDims;
float2 ShadowCoord = ShadowFrac * ShadowUV + 1.5f / ShadowDims;
float3 ShadowTexel = lerp(1.0f, tex2D(ShadowSampler, ShadowCoord), UseShadow);
// -- Final Pixel --

View file

@ -4,7 +4,7 @@
texture Diffuse;
sampler DiffuseSampler = sampler_state
sampler CompositeSampler = sampler_state
{
Texture = <Diffuse>;
MipFilter = POINT;
@ -29,6 +29,8 @@ struct VS_OUTPUT
float4 Coord3 : TEXCOORD3;
float4 Coord4 : TEXCOORD4;
float4 Coord5 : TEXCOORD5;
float4 Coord6 : TEXCOORD6;
float4 Coord7 : TEXCOORD7;
};
struct VS_INPUT
@ -48,6 +50,8 @@ struct PS_INPUT
float4 Coord3 : TEXCOORD3;
float4 Coord4 : TEXCOORD4;
float4 Coord5 : TEXCOORD5;
float4 Coord6 : TEXCOORD6;
float4 Coord7 : TEXCOORD7;
};
//-----------------------------------------------------------------------------
@ -63,6 +67,8 @@ uniform float RawHeight;
uniform float WidthRatio;
uniform float HeightRatio;
uniform float FscValue;
VS_OUTPUT vs_main(VS_INPUT Input)
{
VS_OUTPUT Output = (VS_OUTPUT)0;
@ -83,12 +89,8 @@ VS_OUTPUT vs_main(VS_INPUT Input)
Output.Coord3.xy = Input.TexCoord + float2(0.75f / RawWidth, 0.0f);
Output.Coord4.xy = Input.TexCoord + float2(1.00f / RawWidth, 0.0f);
Output.Coord5.xy = Input.TexCoord + float2(1.25f / RawWidth, 0.0f);
Output.Coord0.zw = Input.TexCoord + float2(-0.25f / RawWidth, 0.0f);
Output.Coord1.zw = Input.TexCoord + float2(-0.50f / RawWidth, 0.0f);
Output.Coord2.zw = Input.TexCoord + float2(-0.75f / RawWidth, 0.0f);
Output.Coord3.zw = Input.TexCoord + float2(-1.00f / RawWidth, 0.0f);
Output.Coord4.zw = Input.TexCoord + float2(-1.25f / RawWidth, 0.0f);
Output.Coord5.zw = Input.TexCoord + float2(-1.55f / RawWidth, 0.0f);
Output.Coord6.xy = Input.TexCoord + float2(1.50f / RawWidth, 0.0f);
Output.Coord7.xy = Input.TexCoord + float2(1.75f / RawWidth, 0.0f);
return Output;
}
@ -108,12 +110,10 @@ uniform float BValue;
float4 ps_main(PS_INPUT Input) : COLOR
{
float2 RawDims = float2(RawWidth, RawHeight);
float4 OrigC = tex2D(DiffuseSampler, Input.Coord0.xy);
float4 OrigC2 = tex2D(DiffuseSampler, Input.Coord4.xy);
float4 OrigC3 = tex2D(DiffuseSampler, Input.Coord2.zw);
float4 OrigC = tex2D(CompositeSampler, Input.Coord0.xy);
float4 OrigC2 = tex2D(CompositeSampler, Input.Coord4.xy);
float4 C = OrigC;
float4 C2 = OrigC2;
float4 C3 = OrigC3;
float MaxC = 2.1183f;
float MinC = -1.1183f;
@ -121,7 +121,6 @@ float4 ps_main(PS_INPUT Input) : COLOR
C = C * CRange + MinC;
C2 = C2 * CRange + MinC;
C3 = C3 * CRange + MinC;
float2 Coord0 = Input.Coord0.xy * RawDims;
float2 Coord1 = Input.Coord1.xy * RawDims;
@ -129,13 +128,8 @@ float4 ps_main(PS_INPUT Input) : COLOR
float2 Coord3 = Input.Coord3.xy * RawDims;
float2 Coord4 = Input.Coord4.xy * RawDims;
float2 Coord5 = Input.Coord5.xy * RawDims;
float2 Coord6 = Input.Coord0.zw * RawDims;
float2 Coord7 = Input.Coord1.zw * RawDims;
float2 Coord8 = Input.Coord2.zw * RawDims;
float2 Coord9 = Input.Coord3.zw * RawDims;
float2 CoordA = Input.Coord4.zw * RawDims;
float2 CoordB = Input.Coord5.zw * RawDims;
float2 Coord6 = Input.Coord6.xy * RawDims;
float2 Coord7 = Input.Coord7.xy * RawDims;
float W = WValue;
float T0 = Coord0.x + AValue * Coord0.y + BValue;
@ -146,29 +140,39 @@ float4 ps_main(PS_INPUT Input) : COLOR
float T5 = Coord5.x + AValue * Coord5.y + BValue;
float T6 = Coord6.x + AValue * Coord6.y + BValue;
float T7 = Coord7.x + AValue * Coord7.y + BValue;
float T8 = Coord8.x + AValue * Coord8.y + BValue;
float T9 = Coord9.x + AValue * Coord9.y + BValue;
float TA = CoordA.x + AValue * CoordA.y + BValue;
float TB = CoordB.x + AValue * CoordB.y + BValue;
float4 Tc = float4(T0, T1, T2, T3);
float4 Tc2 = float4(T4, T5, T6, T7);
float4 Tc3 = float4(T8, T9, TA, TB);
float Y = (C.r + C.g + C.b + C.a + C2.r + C2.g) / 6.0f;// + C2.a + C3.r + C3.g + C3.b + C3.a) / 12.0f;
float4 I = (C - Y) * sin(W * Tc);
float4 Q = (C - Y) * cos(W * Tc);
float4 I2 = (C2 - Y) * sin(W * Tc2);
float4 Q2 = (C2 - Y) * cos(W * Tc2);
float4 I3 = (C3 - Y) * sin(W * Tc3);
float4 Q3 = (C3 - Y) * cos(W * Tc3);
float Iavg = (I.r + I.g + I.b + I.a + I2.r + I2.g) / 3.0f;
float Qavg = (Q.r + Q.g + Q.b + Q.a + Q2.r + Q2.g) / 3.0f;
float Iavg2 = (I2.b + I2.a + I3.r + I3.g + I3.b + I3.a) / 3.0f;
float Qavg2 = (Q2.b + Q2.a + Q3.r + Q3.g + Q3.b + Q3.a) / 3.0f;
float Yvals[8];
Yvals[0] = C.r; Yvals[1] = C.g; Yvals[2] = C.b; Yvals[3] = C.a; Yvals[4] = C2.r; Yvals[5] = C2.g; Yvals[6] = C2.b; Yvals[7] = C2.a;
float Ytotal = 0.0f;
for(uint idx = 0; idx < FscValue * 4.0f; idx++ )
{
Ytotal = Ytotal + Yvals[idx];
}
float Yavg = Ytotal / (FscValue * 4.0f);
float3 YIQ = float3(Y, Iavg, Qavg);
float4 I = (C - Yavg) * sin(W * Tc);
float4 Q = (C - Yavg) * cos(W * Tc);
float4 I2 = (C2 - Yavg) * sin(W * Tc2);
float4 Q2 = (C2 - Yavg) * cos(W * Tc2);
float Itotal = 0.0f;
float Qtotal = 0.0f;
float Ivals[8];
float Qvals[8];
Ivals[0] = I.r; Ivals[1] = I.g; Ivals[2] = I.b; Ivals[3] = I.a; Ivals[4] = I2.r; Ivals[5] = I2.g; Ivals[6] = I2.b; Ivals[7] = I2.a;
Qvals[0] = Q.r; Qvals[1] = Q.g; Qvals[2] = Q.b; Qvals[3] = Q.a; Qvals[4] = Q2.r; Qvals[5] = Q2.g; Qvals[6] = Q2.b; Qvals[7] = Q2.a;
for(uint idx = 0; idx < FscValue * 4.0f; idx++ )
{
Itotal = Itotal + Ivals[idx];
Qtotal = Qtotal + Qvals[idx];
}
float Iavg = Itotal / (FscValue * 4.0f);
float Qavg = Qtotal / (FscValue * 4.0f);
float3 YIQ = float3(Yavg, Iavg, Qavg);
float3 OutRGB = float3(dot(YIQ, float3(1.0f, 0.9563f, 0.6210f)), dot(YIQ, float3(1.0f, -0.2721f, -0.6474f)), dot(YIQ, float3(1.0f, -1.1070f, 1.7046f)));

View file

@ -91,14 +91,15 @@ uniform float WValue;
uniform float AValue;
uniform float BValue;
uniform float FscScale;
float4 ps_main(PS_INPUT Input) : COLOR
{
float2 InvRatios = float2(1.0f / WidthRatio, 1.0f / HeightRatio);
float2 Offset = float2(0.5f / RawWidth, 0.5f / RawHeight);
float3 Texel0 = tex2D(DiffuseSampler, Input.Coord0 - Offset).rgb;
float3 Texel1 = tex2D(DiffuseSampler, Input.Coord1 - Offset).rgb;
float3 Texel2 = tex2D(DiffuseSampler, Input.Coord2 - Offset).rgb;
float3 Texel3 = tex2D(DiffuseSampler, Input.Coord3 - Offset).rgb;
float3 Texel0 = tex2D(DiffuseSampler, Input.Coord0 - float2(0.0f, 0.5f / RawHeight)).rgb;
float3 Texel1 = tex2D(DiffuseSampler, Input.Coord1 - float2(0.0f, 0.5f / RawHeight)).rgb;
float3 Texel2 = tex2D(DiffuseSampler, Input.Coord2 - float2(0.0f, 0.5f / RawHeight)).rgb;
float3 Texel3 = tex2D(DiffuseSampler, Input.Coord3 - float2(0.0f, 0.5f / RawHeight)).rgb;
float2 Scaler = float2(RawWidth, RawHeight);
float2 Coord0 = Input.Coord0.xy * Scaler;
@ -107,10 +108,10 @@ float4 ps_main(PS_INPUT Input) : COLOR
float2 Coord3 = Input.Coord3.xy * Scaler;
float W = WValue;
float T0 = Coord0.x + AValue * Coord0.y + BValue;// - 1.1f;
float T1 = Coord1.x + AValue * Coord1.y + BValue;// - 1.1f;
float T2 = Coord2.x + AValue * Coord2.y + BValue;// - 1.1f;
float T3 = Coord3.x + AValue * Coord3.y + BValue;// - 1.1f;
float T0 = Coord0.x + AValue * Coord0.y + BValue;
float T1 = Coord1.x + AValue * Coord1.y + BValue;
float T2 = Coord2.x + AValue * Coord2.y + BValue;
float T3 = Coord3.x + AValue * Coord3.y + BValue;
float Y0 = dot(Texel0, float3(0.299f, 0.587f, 0.114f));
float I0 = dot(Texel0, float3(0.595716f, -0.274453f, -0.321263f));

View file

@ -2163,8 +2163,6 @@ static void primitive_flush_pending(d3d_info *d3d)
(*d3dintf->effect.set_float)(curr_effect, "UseShadow", d3d->shadow_texture == NULL ? 0.0f : 1.0f);
(*d3dintf->effect.set_texture)(curr_effect, "Shadow", d3d->shadow_texture == NULL ? NULL : d3d->shadow_texture->d3dfinaltex);
(*d3dintf->effect.set_float)(curr_effect, "ShadowBrightness", (float)options.screen_shadow_mask_alpha());
(*d3dintf->effect.set_float)(curr_effect, "ShadowPixelSizeX", (float)options.screen_shadow_mask_ratio_x());
(*d3dintf->effect.set_float)(curr_effect, "ShadowPixelSizeY", (float)options.screen_shadow_mask_ratio_y());
(*d3dintf->effect.set_float)(curr_effect, "ShadowMaskSizeX", (float)options.screen_shadow_mask_count_x());
(*d3dintf->effect.set_float)(curr_effect, "ShadowMaskSizeY", (float)options.screen_shadow_mask_count_y());
(*d3dintf->effect.set_float)(curr_effect, "ShadowU", (float)options.screen_shadow_mask_u_size());
@ -2212,6 +2210,8 @@ static void primitive_flush_pending(d3d_info *d3d)
(*d3dintf->effect.set_float)(curr_effect, "WValue", options.screen_yiq_w());
(*d3dintf->effect.set_float)(curr_effect, "AValue", options.screen_yiq_a());
(*d3dintf->effect.set_float)(curr_effect, "BValue", (float)poly->texture->cur_frame * options.screen_yiq_b());
(*d3dintf->effect.set_float)(curr_effect, "FscScale", options.screen_yiq_fsc_scale());
(*d3dintf->effect.set_float)(curr_effect, "FscValue", options.screen_yiq_fsc());
result = (*d3dintf->device.set_render_target)(d3d->device, 0, poly->texture->d3dtarget4);
@ -2245,6 +2245,7 @@ static void primitive_flush_pending(d3d_info *d3d)
(*d3dintf->effect.set_float)(curr_effect, "WValue", options.screen_yiq_w());
(*d3dintf->effect.set_float)(curr_effect, "AValue", options.screen_yiq_a());
(*d3dintf->effect.set_float)(curr_effect, "BValue", (float)poly->texture->cur_frame * options.screen_yiq_b());
(*d3dintf->effect.set_float)(curr_effect, "FscValue", options.screen_yiq_fsc());
result = (*d3dintf->device.set_render_target)(d3d->device, 0, poly->texture->d3dtarget3);
@ -2648,42 +2649,46 @@ static texture_info *texture_create(d3d_info *d3d, const render_texinfo *texsour
{
texture->d3dfinaltex = texture->d3dtex;
texture->type = d3d->dynamic_supported ? TEXTURE_TYPE_DYNAMIC : TEXTURE_TYPE_PLAIN;
result = (*d3dintf->device.create_texture)(d3d->device, (int)(d3d->width * d3d->oversample_x), (int)(d3d->height * d3d->oversample_y), 1, D3DUSAGE_RENDERTARGET, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &texture->d3dtexture0);
if (result != D3D_OK)
goto error;
(*d3dintf->texture.get_surface_level)(texture->d3dtexture0, 0, &texture->d3dtarget0);
result = (*d3dintf->device.create_texture)(d3d->device, (int)(d3d->width * d3d->oversample_x), (int)(d3d->height * d3d->oversample_y), 1, D3DUSAGE_RENDERTARGET, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &d3d->last_d3dtexture[d3d->registered_targets]);
if (result != D3D_OK)
goto error;
(*d3dintf->texture.get_surface_level)(d3d->last_d3dtexture[d3d->registered_targets], 0, &d3d->last_d3dtarget[d3d->registered_targets]);
if(d3d->hlsl_enable && d3dintf->post_fx_available)
{
result = (*d3dintf->device.create_texture)(d3d->device, (int)(d3d->width * d3d->oversample_x), (int)(d3d->height * d3d->oversample_y), 1, D3DUSAGE_RENDERTARGET, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &texture->d3dtexture0);
if (result != D3D_OK)
goto error;
(*d3dintf->texture.get_surface_level)(texture->d3dtexture0, 0, &texture->d3dtarget0);
result = (*d3dintf->device.create_texture)(d3d->device, (int)(d3d->width * d3d->oversample_x), (int)(d3d->height * d3d->oversample_y), 1, D3DUSAGE_RENDERTARGET, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &texture->d3dtexture1);
if (result != D3D_OK)
goto error;
(*d3dintf->texture.get_surface_level)(texture->d3dtexture1, 0, &texture->d3dtarget1);
result = (*d3dintf->device.create_texture)(d3d->device, (int)(d3d->width * d3d->oversample_x), (int)(d3d->height * d3d->oversample_y), 1, D3DUSAGE_RENDERTARGET, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &d3d->last_d3dtexture[d3d->registered_targets]);
if (result != D3D_OK)
goto error;
(*d3dintf->texture.get_surface_level)(d3d->last_d3dtexture[d3d->registered_targets], 0, &d3d->last_d3dtarget[d3d->registered_targets]);
result = (*d3dintf->device.create_texture)(d3d->device, (int)(d3d->width * d3d->oversample_x), (int)(d3d->height * d3d->oversample_y), 1, D3DUSAGE_RENDERTARGET, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &texture->d3dtexture2);
if (result != D3D_OK)
goto error;
(*d3dintf->texture.get_surface_level)(texture->d3dtexture2, 0, &texture->d3dtarget2);
result = (*d3dintf->device.create_texture)(d3d->device, (int)(d3d->width * d3d->oversample_x), (int)(d3d->height * d3d->oversample_y), 1, D3DUSAGE_RENDERTARGET, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &texture->d3dtexture1);
if (result != D3D_OK)
goto error;
(*d3dintf->texture.get_surface_level)(texture->d3dtexture1, 0, &texture->d3dtarget1);
result = (*d3dintf->device.create_texture)(d3d->device, texture->rawwidth, texture->rawheight, 1, D3DUSAGE_RENDERTARGET, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &texture->d3dtexture3);
if (result != D3D_OK)
goto error;
(*d3dintf->texture.get_surface_level)(texture->d3dtexture3, 0, &texture->d3dtarget3);
result = (*d3dintf->device.create_texture)(d3d->device, (int)(d3d->width * d3d->oversample_x), (int)(d3d->height * d3d->oversample_y), 1, D3DUSAGE_RENDERTARGET, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &texture->d3dtexture2);
if (result != D3D_OK)
goto error;
(*d3dintf->texture.get_surface_level)(texture->d3dtexture2, 0, &texture->d3dtarget2);
result = (*d3dintf->device.create_texture)(d3d->device, texture->rawwidth, texture->rawheight, 1, D3DUSAGE_RENDERTARGET, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &texture->d3dtexture4);
if (result != D3D_OK)
goto error;
(*d3dintf->texture.get_surface_level)(texture->d3dtexture4, 0, &texture->d3dtarget4);
result = (*d3dintf->device.create_texture)(d3d->device, texture->rawwidth, texture->rawheight, 1, D3DUSAGE_RENDERTARGET, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &texture->d3dtexture3);
if (result != D3D_OK)
goto error;
(*d3dintf->texture.get_surface_level)(texture->d3dtexture3, 0, &texture->d3dtarget3);
result = (*d3dintf->device.create_texture)(d3d->device, texture->rawwidth, texture->rawheight, 1, D3DUSAGE_RENDERTARGET, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &texture->d3dsmalltexture0);
if (result != D3D_OK)
goto error;
(*d3dintf->texture.get_surface_level)(texture->d3dsmalltexture0, 0, &texture->d3dsmalltarget0);
result = (*d3dintf->device.create_texture)(d3d->device, texture->rawwidth, texture->rawheight, 1, D3DUSAGE_RENDERTARGET, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &texture->d3dtexture4);
if (result != D3D_OK)
goto error;
(*d3dintf->texture.get_surface_level)(texture->d3dtexture4, 0, &texture->d3dtarget4);
d3d->registered_targets++;
result = (*d3dintf->device.create_texture)(d3d->device, texture->rawwidth, texture->rawheight, 1, D3DUSAGE_RENDERTARGET, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &texture->d3dsmalltexture0);
if (result != D3D_OK)
goto error;
(*d3dintf->texture.get_surface_level)(texture->d3dsmalltexture0, 0, &texture->d3dsmalltarget0);
d3d->registered_targets++;
}
break;
}
@ -2723,42 +2728,44 @@ static texture_info *texture_create(d3d_info *d3d, const render_texinfo *texsour
result = (*d3dintf->device.create_texture)(d3d->device, scwidth, scheight, 1, D3DUSAGE_RENDERTARGET, finalfmt, D3DPOOL_DEFAULT, &texture->d3dfinaltex);
if (result == D3D_OK)
{
result = (*d3dintf->device.create_texture)(d3d->device, (int)(scwidth * d3d->oversample_x), (int)(scheight * d3d->oversample_y), 1, D3DUSAGE_RENDERTARGET, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &texture->d3dtexture0);
if (result != D3D_OK)
goto error;
(*d3dintf->texture.get_surface_level)(texture->d3dtexture0, 0, &texture->d3dtarget0);
if(d3d->hlsl_enable && d3dintf->post_fx_available)
{
result = (*d3dintf->device.create_texture)(d3d->device, (int)(scwidth * d3d->oversample_x), (int)(scheight * d3d->oversample_y), 1, D3DUSAGE_RENDERTARGET, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &texture->d3dtexture0);
if (result != D3D_OK)
goto error;
(*d3dintf->texture.get_surface_level)(texture->d3dtexture0, 0, &texture->d3dtarget0);
result = (*d3dintf->device.create_texture)(d3d->device, (int)(scwidth * d3d->oversample_x), (int)(scheight * d3d->oversample_y), 1, D3DUSAGE_RENDERTARGET, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &d3d->last_d3dtexture[d3d->registered_targets]);
if (result != D3D_OK)
goto error;
(*d3dintf->texture.get_surface_level)(d3d->last_d3dtexture[d3d->registered_targets], 0, &d3d->last_d3dtarget[d3d->registered_targets]);
d3d->registered_targets++;
result = (*d3dintf->device.create_texture)(d3d->device, (int)(scwidth * d3d->oversample_x), (int)(scheight * d3d->oversample_y), 1, D3DUSAGE_RENDERTARGET, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &d3d->last_d3dtexture[d3d->registered_targets]);
if (result != D3D_OK)
goto error;
(*d3dintf->texture.get_surface_level)(d3d->last_d3dtexture[d3d->registered_targets], 0, &d3d->last_d3dtarget[d3d->registered_targets]);
d3d->registered_targets++;
result = (*d3dintf->device.create_texture)(d3d->device, (int)(scwidth * d3d->oversample_x), (int)(scheight * d3d->oversample_y), 1, D3DUSAGE_RENDERTARGET, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &texture->d3dtexture1);
if (result != D3D_OK)
goto error;
(*d3dintf->texture.get_surface_level)(texture->d3dtexture1, 0, &texture->d3dtarget1);
result = (*d3dintf->device.create_texture)(d3d->device, (int)(scwidth * d3d->oversample_x), (int)(scheight * d3d->oversample_y), 1, D3DUSAGE_RENDERTARGET, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &texture->d3dtexture1);
if (result != D3D_OK)
goto error;
(*d3dintf->texture.get_surface_level)(texture->d3dtexture1, 0, &texture->d3dtarget1);
result = (*d3dintf->device.create_texture)(d3d->device, (int)(scwidth * d3d->oversample_x), (int)(scheight * d3d->oversample_y), 1, D3DUSAGE_RENDERTARGET, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &texture->d3dtexture2);
if (result != D3D_OK)
goto error;
(*d3dintf->texture.get_surface_level)(texture->d3dtexture2, 0, &texture->d3dtarget2);
result = (*d3dintf->device.create_texture)(d3d->device, (int)(scwidth * d3d->oversample_x), (int)(scheight * d3d->oversample_y), 1, D3DUSAGE_RENDERTARGET, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &texture->d3dtexture2);
if (result != D3D_OK)
goto error;
(*d3dintf->texture.get_surface_level)(texture->d3dtexture2, 0, &texture->d3dtarget2);
result = (*d3dintf->device.create_texture)(d3d->device, (int)(scwidth * d3d->oversample_x), (int)(scheight * d3d->oversample_y), 1, D3DUSAGE_RENDERTARGET, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &texture->d3dtexture3);
if (result != D3D_OK)
goto error;
(*d3dintf->texture.get_surface_level)(texture->d3dtexture3, 0, &texture->d3dtarget3);
result = (*d3dintf->device.create_texture)(d3d->device, (int)(scwidth * d3d->oversample_x), (int)(scheight * d3d->oversample_y), 1, D3DUSAGE_RENDERTARGET, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &texture->d3dtexture3);
if (result != D3D_OK)
goto error;
(*d3dintf->texture.get_surface_level)(texture->d3dtexture3, 0, &texture->d3dtarget3);
result = (*d3dintf->device.create_texture)(d3d->device, (int)(scwidth * d3d->oversample_x), (int)(scheight * d3d->oversample_y), 1, D3DUSAGE_RENDERTARGET, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &texture->d3dtexture4);
if (result != D3D_OK)
goto error;
(*d3dintf->texture.get_surface_level)(texture->d3dtexture4, 0, &texture->d3dtarget4);
result = (*d3dintf->device.create_texture)(d3d->device, scwidth, scheight, 1, D3DUSAGE_RENDERTARGET, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &texture->d3dsmalltexture0);
if (result != D3D_OK)
goto error;
(*d3dintf->texture.get_surface_level)(texture->d3dsmalltexture0, 0, &texture->d3dsmalltarget0);
result = (*d3dintf->device.create_texture)(d3d->device, (int)(scwidth * d3d->oversample_x), (int)(scheight * d3d->oversample_y), 1, D3DUSAGE_RENDERTARGET, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &texture->d3dtexture4);
if (result != D3D_OK)
goto error;
(*d3dintf->texture.get_surface_level)(texture->d3dtexture4, 0, &texture->d3dtarget4);
result = (*d3dintf->device.create_texture)(d3d->device, scwidth, scheight, 1, D3DUSAGE_RENDERTARGET, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &texture->d3dsmalltexture0);
if (result != D3D_OK)
goto error;
(*d3dintf->texture.get_surface_level)(texture->d3dsmalltexture0, 0, &texture->d3dsmalltarget0);
}
break;
}
(*d3dintf->texture.release)(texture->d3dtex);
@ -2776,6 +2783,7 @@ static texture_info *texture_create(d3d_info *d3d, const render_texinfo *texsour
return texture;
error:
d3dintf->post_fx_available = false;
if (texture->d3dsurface != NULL)
(*d3dintf->surface.release)(texture->d3dsurface);
if (texture->d3dtex != NULL)

View file

@ -332,8 +332,6 @@ const options_entry windows_options::s_option_entries[] =
{ WINOPTION_HLSLPATH, "hlsl", OPTION_STRING, "path to hlsl files" },
{ WINOPTION_SHADOW_MASK_ALPHA";fs_shadwa(0.0-1.0)", "0.0", OPTION_FLOAT, "shadow mask alpha-blend value (1.0 is fully blended, 0.0 is no mask)" },
{ WINOPTION_SHADOW_MASK_TEXTURE";fs_shadwt(0.0-1.0)", "aperture.png", OPTION_STRING, "shadow mask texture name" },
{ WINOPTION_SHADOW_MASK_RATIO_X";fs_shadwx", "3.0", OPTION_FLOAT, "shadow mask texels per dot mask pixel in screen-relative X direction" },
{ WINOPTION_SHADOW_MASK_RATIO_Y";fs_shadwy", "3.0", OPTION_FLOAT, "shadow mask texels per dot mask pixel in screen-relative Y direction" },
{ WINOPTION_SHADOW_MASK_COUNT_X";fs_shadww", "640", OPTION_INTEGER, "shadow mask width, in phosphor dots" },
{ WINOPTION_SHADOW_MASK_COUNT_Y";fs_shadwh", "480", OPTION_INTEGER, "shadow mask height, in phosphor dots" },
{ WINOPTION_SHADOW_MASK_USIZE";fs_shadwu(0.0-1.0)", "0.1875", OPTION_FLOAT, "shadow mask texture size in U direction" },
@ -399,9 +397,11 @@ const options_entry windows_options::s_option_entries[] =
/* NTSC simulation below this line */
{ WINOPTION_YIQ_ENABLE";yiq", "0", OPTION_BOOLEAN, "enable YIQ-space HLSL post-processing" },
{ WINOPTION_YIQ_WVALUE";yiqw", "4.1187867", OPTION_FLOAT, "W value for YIQ signal processing" },
{ WINOPTION_YIQ_AVALUE";yiqa", "0.5", OPTION_FLOAT, "A value for YIQ signal processing (usually 0.5)" },
{ WINOPTION_YIQ_BVALUE";yiqb", "0.5", OPTION_FLOAT, "B value for YIQ signal processing (usually 0.5)" },
{ WINOPTION_YIQ_PHASE_COUNT";yiqp", "3", OPTION_INTEGER, "Phase Count value for YIQ signal processing (usually 2)" },
{ WINOPTION_YIQ_AVALUE";yiqa", "0.5", OPTION_FLOAT, "A value for YIQ signal processing" },
{ WINOPTION_YIQ_BVALUE";yiqb", "0.5", OPTION_FLOAT, "B value for YIQ signal processing" },
{ WINOPTION_YIQ_FSCVALUE";yiqfsc", "1.5", OPTION_FLOAT, "Fsc value for YIQ signal processing" },
{ WINOPTION_YIQ_FSCSCALE";yiqfscs", "1.0", OPTION_FLOAT, "Incoming Fsc scaling value for YIQ signal processing" },
{ WINOPTION_YIQ_PHASE_COUNT";yiqp", "2", OPTION_INTEGER, "Phase Count value for YIQ signal processing" },
// per-window options
{ NULL, NULL, OPTION_HEADER, "PER-WINDOW VIDEO OPTIONS" },

View file

@ -83,8 +83,6 @@
#define WINOPTION_HLSLPATH "hlslpath"
#define WINOPTION_SHADOW_MASK_ALPHA "shadow_mask_alpha"
#define WINOPTION_SHADOW_MASK_TEXTURE "shadow_mask_texture"
#define WINOPTION_SHADOW_MASK_RATIO_X "shadow_mask_pix_width"
#define WINOPTION_SHADOW_MASK_RATIO_Y "shadow_mask_pix_height"
#define WINOPTION_SHADOW_MASK_COUNT_X "shadow_mask_x_count"
#define WINOPTION_SHADOW_MASK_COUNT_Y "shadow_mask_y_count"
#define WINOPTION_SHADOW_MASK_USIZE "shadow_mask_usize"
@ -143,6 +141,8 @@
#define WINOPTION_YIQ_WVALUE "yiq_w"
#define WINOPTION_YIQ_AVALUE "yiq_a"
#define WINOPTION_YIQ_BVALUE "yiq_b"
#define WINOPTION_YIQ_FSCVALUE "yiq_fsc"
#define WINOPTION_YIQ_FSCSCALE "yiq_fsc_scale"
#define WINOPTION_YIQ_PHASE_COUNT "yiq_phase_count"
// per-window options
@ -212,8 +212,6 @@ public:
bool d3d_hlsl_enable() const { return bool_value(WINOPTION_HLSL_ENABLE); }
float screen_shadow_mask_alpha() const { return float_value(WINOPTION_SHADOW_MASK_ALPHA); }
const char *screen_shadow_mask_texture() const { return value(WINOPTION_SHADOW_MASK_TEXTURE); }
float screen_shadow_mask_ratio_x() const { return float_value(WINOPTION_SHADOW_MASK_RATIO_X); }
float screen_shadow_mask_ratio_y() const { return float_value(WINOPTION_SHADOW_MASK_RATIO_Y); }
float screen_shadow_mask_count_x() const { return float_value(WINOPTION_SHADOW_MASK_COUNT_X); }
float screen_shadow_mask_count_y() const { return float_value(WINOPTION_SHADOW_MASK_COUNT_Y); }
float screen_shadow_mask_u_size() const { return float_value(WINOPTION_SHADOW_MASK_USIZE); }
@ -256,6 +254,8 @@ public:
float screen_yiq_w() const { return float_value(WINOPTION_YIQ_WVALUE); }
float screen_yiq_a() const { return float_value(WINOPTION_YIQ_AVALUE); }
float screen_yiq_b() const { return float_value(WINOPTION_YIQ_BVALUE); }
float screen_yiq_fsc() const { return float_value(WINOPTION_YIQ_FSCVALUE); }
float screen_yiq_fsc_scale() const { return float_value(WINOPTION_YIQ_FSCSCALE); }
int screen_yiq_phase_count() const { return int_value(WINOPTION_YIQ_PHASE_COUNT); }
float screen_red_offset() const { return float_value(WINOPTION_RED_OFFSET); }
float screen_green_offset() const { return float_value(WINOPTION_GREEN_OFFSET); }