HLSL: Move scanline to occur before defocus

On branch scanline
Changes to be committed:
	modified:   hlsl/post.fx
		Remove scanline effect
	new file:   hlsl/scanline.fx
		Separate scanline effect into its own shader
	modified:   src/osd/modules/render/d3d/d3dhlsl.cpp
		Add scanline effect
	modified:   src/osd/modules/render/d3d/d3dhlsl.h
		Add scanline effect
This commit is contained in:
W. M. Martinez 2018-09-14 16:38:18 -07:00
parent e5268aa721
commit e04d852034
4 changed files with 276 additions and 62 deletions

View file

@ -1,7 +1,7 @@
// license:BSD-3-Clause
// copyright-holders:Ryan Holtz,ImJezze
//-----------------------------------------------------------------------------
// Scanline & Shadowmask Effect
// Shadowmask Effect
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
@ -68,7 +68,7 @@ static const float PI = 3.1415927f;
static const float HalfPI = PI * 0.5f;
//-----------------------------------------------------------------------------
// Scanline & Shadowmask Vertex Shader
// Shadowmask Vertex Shader
//-----------------------------------------------------------------------------
uniform float2 ScreenDims;
@ -108,7 +108,7 @@ VS_OUTPUT vs_main(VS_INPUT Input)
}
//-----------------------------------------------------------------------------
// Scanline & Shadowmask Pixel Shader
// Shadowmask Pixel Shader
//-----------------------------------------------------------------------------
uniform float HumBarDesync = 60.0f / 59.94f - 1.0f; // difference between the 59.94 Hz field rate and 60 Hz line frequency (NTSC)
@ -119,14 +119,6 @@ uniform float TimeMilliseconds = 0.0f;
uniform float2 ScreenScale = float2(1.0f, 1.0f);
uniform float2 ScreenOffset = float2(0.0f, 0.0f);
uniform float ScanlineAlpha = 0.0f;
uniform float ScanlineScale = 1.0f;
uniform float ScanlineHeight = 1.0f;
uniform float ScanlineVariation = 1.0f;
uniform float ScanlineOffset = 1.0f;
uniform float ScanlineBrightScale = 1.0f;
uniform float ScanlineBrightOffset = 1.0f;
uniform float3 BackColor = float3(0.0f, 0.0f, 0.0f);
uniform int ShadowTileMode = 0; // 0 based on screen (quad) dimension, 1 based on source dimension
@ -247,34 +239,6 @@ float4 ps_main(PS_INPUT Input) : COLOR
// Scanline Simulation (may not affect bloom)
if (!PrepareBloom)
{
// Scanline Simulation (may not affect vector screen)
if (!VectorScreen && ScanlineAlpha > 0.0f)
{
float BrightnessOffset = (ScanlineBrightOffset * ScanlineAlpha);
float BrightnessScale = (ScanlineBrightScale * ScanlineAlpha) + (1.0f - ScanlineAlpha);
float ColorBrightness = 0.299f * BaseColor.r + 0.587f * BaseColor.g + 0.114 * BaseColor.b;
float ScanlineCoord = BaseCoord.y;
ScanlineCoord += SwapXY
? QuadDims.x <= SourceDims.x * 2.0f
? 0.5f / QuadDims.x // uncenter scanlines if the quad is less than twice the size of the source
: 0.0f
: QuadDims.y <= SourceDims.y * 2.0f
? 0.5f / QuadDims.y // uncenter scanlines if the quad is less than twice the size of the source
: 0.0f;
ScanlineCoord *= SourceDims.y * ScanlineScale * PI;
float ScanlineCoordJitter = ScanlineOffset * HalfPI;
float ScanlineSine = sin(ScanlineCoord + ScanlineCoordJitter);
float ScanlineWide = ScanlineHeight + ScanlineVariation * max(1.0f, ScanlineHeight) * (1.0f - ColorBrightness);
float ScanlineAmount = pow(ScanlineSine * ScanlineSine, ScanlineWide);
float ScanlineBrightness = ScanlineAmount * BrightnessScale + BrightnessOffset * BrightnessScale;
BaseColor.rgb *= lerp(1.0f, ScanlineBrightness, ScanlineAlpha);
}
// Hum Bar Simulation (may not affect vector screen)
if (!VectorScreen && HumBarAlpha > 0.0f)
{
@ -288,7 +252,7 @@ float4 ps_main(PS_INPUT Input) : COLOR
}
//-----------------------------------------------------------------------------
// Scanline & Shadowmask Technique
// Shadowmask Technique
//-----------------------------------------------------------------------------
technique DefaultTechnique

172
hlsl/scanline.fx Normal file
View file

@ -0,0 +1,172 @@
// license:BSD-3-Clause
// copyright-holders:Ryan Holtz,ImJezze
//-----------------------------------------------------------------------------
// Scanline Effect
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// Sampler Definitions
//-----------------------------------------------------------------------------
texture Diffuse;
sampler DiffuseSampler = sampler_state
{
Texture = <Diffuse>;
MipFilter = LINEAR;
MinFilter = LINEAR;
MagFilter = LINEAR;
AddressU = CLAMP;
AddressV = CLAMP;
AddressW = CLAMP;
};
//-----------------------------------------------------------------------------
// Vertex Definitions
//-----------------------------------------------------------------------------
struct VS_INPUT
{
float4 Position : POSITION;
float4 Color : COLOR0;
float2 TexCoord : TEXCOORD0;
};
struct VS_OUTPUT
{
float4 Position : POSITION;
float4 Color : COLOR0;
float2 TexCoord : TEXCOORD0;
};
struct PS_INPUT
{
float4 Color : COLOR0;
float2 TexCoord : TEXCOORD0;
};
//-----------------------------------------------------------------------------
// Constants
//-----------------------------------------------------------------------------
static const float PI = 3.1415927f;
static const float HalfPI = PI * 0.5f;
//-----------------------------------------------------------------------------
// Scanline Vertex Shader
//-----------------------------------------------------------------------------
uniform float2 ScreenDims;
uniform float2 SourceDims;
uniform float2 TargetDims;
uniform float2 QuadDims;
uniform bool SwapXY = false;
VS_OUTPUT vs_main(VS_INPUT Input)
{
VS_OUTPUT Output = (VS_OUTPUT)0;
Output.Position = float4(Input.Position.xyz, 1.0f);
Output.Position.xy /= ScreenDims;
Output.Position.y = 1.0f - Output.Position.y; // flip y
Output.Position.xy -= 0.5f; // center
Output.Position.xy *= 2.0f; // zoom
Output.TexCoord = Input.TexCoord;
Output.TexCoord += 0.5f / TargetDims; // fix half texel offset (DX9)
Output.Color = Input.Color;
return Output;
}
//-----------------------------------------------------------------------------
// Scanline Pixel Shader
//-----------------------------------------------------------------------------
uniform float2 ScreenScale = float2(1.0f, 1.0f);
uniform float2 ScreenOffset = float2(0.0f, 0.0f);
uniform float ScanlineAlpha = 0.0f;
uniform float ScanlineScale = 1.0f;
uniform float ScanlineHeight = 1.0f;
uniform float ScanlineVariation = 1.0f;
uniform float ScanlineOffset = 1.0f;
uniform float ScanlineBrightScale = 1.0f;
uniform float ScanlineBrightOffset = 1.0f;
float2 GetAdjustedCoords(float2 coord)
{
// center coordinates
coord -= 0.5f;
// apply screen scale
coord *= ScreenScale;
// un-center coordinates
coord += 0.5f;
// apply screen offset
coord += ScreenOffset;
return coord;
}
float4 ps_main(PS_INPUT Input) : COLOR
{
float2 BaseCoord = GetAdjustedCoords(Input.TexCoord);
// Color
float4 BaseColor = tex2D(DiffuseSampler, BaseCoord);
BaseColor.a = 1.0f;
// clip border
if (BaseCoord.x < 0.0f || BaseCoord.y < 0.0f ||
BaseCoord.x > 1.0f || BaseCoord.y > 1.0f)
{
// we don't use the clip function, because we don't clear the render target before
return float4(0.0f, 0.0f, 0.0f, 1.0f);
}
float BrightnessOffset = (ScanlineBrightOffset * ScanlineAlpha);
float BrightnessScale = (ScanlineBrightScale * ScanlineAlpha) + (1.0f - ScanlineAlpha);
float ColorBrightness = 0.299f * BaseColor.r + 0.587f * BaseColor.g + 0.114 * BaseColor.b;
float ScanlineCoord = BaseCoord.y;
ScanlineCoord += SwapXY
? QuadDims.x <= SourceDims.x * 2.0f
? 0.5f / QuadDims.x // uncenter scanlines if the quad is less than twice the size of the source
: 0.0f
: QuadDims.y <= SourceDims.y * 2.0f
? 0.5f / QuadDims.y // uncenter scanlines if the quad is less than twice the size of the source
: 0.0f;
ScanlineCoord *= SourceDims.y * ScanlineScale * PI;
float ScanlineCoordJitter = ScanlineOffset * HalfPI;
float ScanlineSine = sin(ScanlineCoord + ScanlineCoordJitter);
float ScanlineWide = ScanlineHeight + ScanlineVariation * max(1.0f, ScanlineHeight) * (1.0f - ColorBrightness);
float ScanlineAmount = pow(ScanlineSine * ScanlineSine, ScanlineWide);
float ScanlineBrightness = ScanlineAmount * BrightnessScale + BrightnessOffset * BrightnessScale;
BaseColor.rgb *= lerp(1.0f, ScanlineBrightness, ScanlineAlpha);
return BaseColor;
}
//-----------------------------------------------------------------------------
// Scanline & Shadowmask Technique
//-----------------------------------------------------------------------------
technique DefaultTechnique
{
pass Pass0
{
Lighting = FALSE;
VertexShader = compile vs_3_0 vs_main();
PixelShader = compile ps_3_0 ps_main();
}
}

View file

@ -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;

View file

@ -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