Refactored Bloom

- reduced raster bloom level to 8
- extended vector bloom level to 15
- changed vector bloom to be less blocky
- removed bloom_lvl9_weight and bloom_lvl10_weight options
This commit is contained in:
ImJezze 2016-03-28 20:19:01 +02:00
parent 839718373d
commit fe9dfdbf99
12 changed files with 241 additions and 212 deletions

View file

@ -111,9 +111,7 @@ bloom_lvl1_weight 0.64 Bloom level 1 (1/2-size target) weight.
bloom_lvl2_weight 0.32 Bloom level 2 (1/4-size target) weight. (0.00-1.00)
bloom_lvl3_weight 0.16 Bloom level 3 (1/8-size target) weight. (0.00-1.00)
bloom_lvl4_weight 0.08 Bloom level 4 (1/16-size target) weight. (0.00-1.00)
bloom_lvl5_weight 0.04 Bloom level 5 (1/32-size target) weight. (0.00-1.00)
bloom_lvl5_weight 0.06 Bloom level 5 (1/32-size target) weight. (0.00-1.00)
bloom_lvl6_weight 0.04 Bloom level 6 (1/64-size target) weight. (0.00-1.00)
bloom_lvl7_weight 0.02 Bloom level 7 (1/128-size target) weight. (0.00-1.00)
bloom_lvl8_weight 0.02 Bloom level 8 (1/256-size target) weight. (0.00-1.00)
bloom_lvl9_weight 0.01 Bloom level 9 (1/512-size target) weight. (0.00-1.00)
bloom_lvl10_weight 0.01 Bloom level 10 (1/1024-size target) weight. (0.00-1.00)
bloom_lvl8_weight 0.01 Bloom level 8 (1/256-size target) weight. (0.00-1.00)

View file

@ -8,21 +8,29 @@
// Sampler Definitions
//-----------------------------------------------------------------------------
texture DiffuseA;
texture DiffuseB;
texture DiffuseC;
texture DiffuseD;
texture DiffuseE;
texture DiffuseF;
texture DiffuseG;
texture DiffuseH;
texture DiffuseI;
texture DiffuseJ;
texture DiffuseK;
texture DiffuseTexture;
sampler DiffuseSampler0 = sampler_state
texture BloomTextureA;
texture BloomTextureB;
texture BloomTextureC;
texture BloomTextureD;
texture BloomTextureE;
texture BloomTextureF;
texture BloomTextureG;
texture BloomTextureH;
// vector screen uses twice -1 as many bloom levels
texture BloomTextureI;
texture BloomTextureJ;
texture BloomTextureK;
texture BloomTextureL;
texture BloomTextureM;
texture BloomTextureN;
texture BloomTextureO;
sampler DiffuseSampler = sampler_state
{
Texture = <DiffuseA>;
Texture = <DiffuseTexture>;
MipFilter = LINEAR;
MinFilter = LINEAR;
MagFilter = LINEAR;
@ -31,9 +39,9 @@ sampler DiffuseSampler0 = sampler_state
AddressW = CLAMP;
};
sampler DiffuseSampler1 = sampler_state
sampler BloomSamplerA = sampler_state
{
Texture = <DiffuseB>;
Texture = <BloomTextureA>;
MipFilter = LINEAR;
MinFilter = LINEAR;
MagFilter = LINEAR;
@ -42,9 +50,9 @@ sampler DiffuseSampler1 = sampler_state
AddressW = CLAMP;
};
sampler DiffuseSampler2 = sampler_state
sampler BloomSamplerB = sampler_state
{
Texture = <DiffuseC>;
Texture = <BloomTextureB>;
MipFilter = LINEAR;
MinFilter = LINEAR;
MagFilter = LINEAR;
@ -53,9 +61,9 @@ sampler DiffuseSampler2 = sampler_state
AddressW = CLAMP;
};
sampler DiffuseSampler3 = sampler_state
sampler BloomSamplerC = sampler_state
{
Texture = <DiffuseD>;
Texture = <BloomTextureC>;
MipFilter = LINEAR;
MinFilter = LINEAR;
MagFilter = LINEAR;
@ -64,9 +72,9 @@ sampler DiffuseSampler3 = sampler_state
AddressW = CLAMP;
};
sampler DiffuseSampler4 = sampler_state
sampler BloomSamplerD = sampler_state
{
Texture = <DiffuseE>;
Texture = <BloomTextureD>;
MipFilter = LINEAR;
MinFilter = LINEAR;
MagFilter = LINEAR;
@ -75,9 +83,9 @@ sampler DiffuseSampler4 = sampler_state
AddressW = CLAMP;
};
sampler DiffuseSampler5 = sampler_state
sampler BloomSamplerE = sampler_state
{
Texture = <DiffuseF>;
Texture = <BloomTextureE>;
MipFilter = LINEAR;
MinFilter = LINEAR;
MagFilter = LINEAR;
@ -86,9 +94,9 @@ sampler DiffuseSampler5 = sampler_state
AddressW = CLAMP;
};
sampler DiffuseSampler6 = sampler_state
sampler BloomSamplerF = sampler_state
{
Texture = <DiffuseG>;
Texture = <BloomTextureF>;
MipFilter = LINEAR;
MinFilter = LINEAR;
MagFilter = LINEAR;
@ -97,9 +105,9 @@ sampler DiffuseSampler6 = sampler_state
AddressW = CLAMP;
};
sampler DiffuseSampler7 = sampler_state
sampler BloomSamplerG = sampler_state
{
Texture = <DiffuseH>;
Texture = <BloomTextureG>;
MipFilter = LINEAR;
MinFilter = LINEAR;
MagFilter = LINEAR;
@ -108,9 +116,9 @@ sampler DiffuseSampler7 = sampler_state
AddressW = CLAMP;
};
sampler DiffuseSampler8 = sampler_state
sampler BloomSamplerH = sampler_state
{
Texture = <DiffuseI>;
Texture = <BloomTextureH>;
MipFilter = LINEAR;
MinFilter = LINEAR;
MagFilter = LINEAR;
@ -119,9 +127,9 @@ sampler DiffuseSampler8 = sampler_state
AddressW = CLAMP;
};
sampler DiffuseSampler9 = sampler_state
sampler BloomSamplerI = sampler_state
{
Texture = <DiffuseJ>;
Texture = <BloomTextureI>;
MipFilter = LINEAR;
MinFilter = LINEAR;
MagFilter = LINEAR;
@ -130,9 +138,64 @@ sampler DiffuseSampler9 = sampler_state
AddressW = CLAMP;
};
sampler DiffuseSamplerA = sampler_state
sampler BloomSamplerJ = sampler_state
{
Texture = <DiffuseK>;
Texture = <BloomTextureJ>;
MipFilter = LINEAR;
MinFilter = LINEAR;
MagFilter = LINEAR;
AddressU = CLAMP;
AddressV = CLAMP;
AddressW = CLAMP;
};
sampler BloomSamplerK = sampler_state
{
Texture = <BloomTextureK>;
MipFilter = LINEAR;
MinFilter = LINEAR;
MagFilter = LINEAR;
AddressU = CLAMP;
AddressV = CLAMP;
AddressW = CLAMP;
};
sampler BloomSamplerL = sampler_state
{
Texture = <BloomTextureL>;
MipFilter = LINEAR;
MinFilter = LINEAR;
MagFilter = LINEAR;
AddressU = CLAMP;
AddressV = CLAMP;
AddressW = CLAMP;
};
sampler BloomSamplerM = sampler_state
{
Texture = <BloomTextureM>;
MipFilter = LINEAR;
MinFilter = LINEAR;
MagFilter = LINEAR;
AddressU = CLAMP;
AddressV = CLAMP;
AddressW = CLAMP;
};
sampler BloomSamplerN = sampler_state
{
Texture = <BloomTextureN>;
MipFilter = LINEAR;
MinFilter = LINEAR;
MagFilter = LINEAR;
AddressU = CLAMP;
AddressV = CLAMP;
AddressW = CLAMP;
};
sampler BloomSamplerO = sampler_state
{
Texture = <BloomTextureO>;
MipFilter = LINEAR;
MinFilter = LINEAR;
MagFilter = LINEAR;
@ -149,12 +212,8 @@ struct VS_OUTPUT
{
float4 Position : POSITION;
float4 Color : COLOR0;
float2 TexCoord0 : TEXCOORD0;
float4 TexCoord12 : TEXCOORD1;
float4 TexCoord34 : TEXCOORD2;
float4 TexCoord56 : TEXCOORD3;
float4 TexCoord78 : TEXCOORD4;
float4 TexCoord9A : TEXCOORD5;
float2 TexCoord : TEXCOORD0;
float2 BloomCoord : TEXCOORD1;
};
struct VS_INPUT
@ -167,12 +226,8 @@ struct VS_INPUT
struct PS_INPUT
{
float4 Color : COLOR0;
float2 TexCoord0 : TEXCOORD0;
float4 TexCoord12 : TEXCOORD1;
float4 TexCoord34 : TEXCOORD2;
float4 TexCoord56 : TEXCOORD3;
float4 TexCoord78 : TEXCOORD4;
float4 TexCoord9A : TEXCOORD5;
float2 TexCoord : TEXCOORD0;
float2 BloomCoord : TEXCOORD1;
};
//-----------------------------------------------------------------------------
@ -204,14 +259,6 @@ uniform float2 ScreenDims;
uniform float2 TargetDims;
uniform float2 SourceDims;
// level dimensions not necessary anymore?
uniform float2 Level0Size;
uniform float4 Level12Size;
uniform float4 Level34Size;
uniform float4 Level56Size;
uniform float4 Level78Size;
uniform float4 Level9ASize;
uniform bool VectorScreen = false;
VS_OUTPUT vs_main(VS_INPUT Input)
@ -229,17 +276,13 @@ VS_OUTPUT vs_main(VS_INPUT Input)
float2 TexCoord = Input.TexCoord;
TexCoord += 0.5f / TargetDims; // half texel offset correction (DX9)
Output.TexCoord0 = TexCoord.xy; // + (0.5f / Level0Size);
Output.TexCoord = TexCoord.xy;
TexCoord += VectorScreen
? 0.5f / TargetDims.xy
: 0.5f / SourceDims.xy;
Output.TexCoord12 = TexCoord.xyxy; // + (0.5f / Level12Size);
Output.TexCoord34 = TexCoord.xyxy; // + (0.5f / Level34Size);
Output.TexCoord56 = TexCoord.xyxy; // + (0.5f / Level56Size);
Output.TexCoord78 = TexCoord.xyxy; // + (0.5f / Level78Size);
Output.TexCoord9A = TexCoord.xyxy; // + (0.5f / Level9ASize);
Output.BloomCoord = TexCoord.xy;
return Output;
}
@ -249,11 +292,14 @@ VS_OUTPUT vs_main(VS_INPUT Input)
//-----------------------------------------------------------------------------
uniform float Level0Weight;
uniform float2 Level12Weight;
uniform float2 Level34Weight;
uniform float2 Level56Weight;
uniform float2 Level78Weight;
uniform float2 Level9AWeight;
uniform float Level1Weight;
uniform float Level2Weight;
uniform float Level3Weight;
uniform float Level4Weight;
uniform float Level5Weight;
uniform float Level6Weight;
uniform float Level7Weight;
uniform float Level8Weight;
uniform int BloomBlendMode = 0; // 0 brighten, 1 darken
uniform float BloomScale;
@ -267,48 +313,80 @@ float3 GetNoiseFactor(float3 n, float random)
float4 ps_main(PS_INPUT Input) : COLOR
{
float3 texel0 = tex2D(DiffuseSampler0, Input.TexCoord0).rgb;
float3 texel1 = tex2D(DiffuseSampler1, Input.TexCoord12.xy).rgb;
float3 texel2 = tex2D(DiffuseSampler2, Input.TexCoord12.zw).rgb;
float3 texel3 = tex2D(DiffuseSampler3, Input.TexCoord34.xy).rgb;
float3 texel4 = tex2D(DiffuseSampler4, Input.TexCoord34.zw).rgb;
float3 texel5 = tex2D(DiffuseSampler5, Input.TexCoord56.xy).rgb;
float3 texel6 = tex2D(DiffuseSampler6, Input.TexCoord56.zw).rgb;
float3 texel7 = tex2D(DiffuseSampler7, Input.TexCoord78.xy).rgb;
float3 texel8 = tex2D(DiffuseSampler8, Input.TexCoord78.zw).rgb;
float3 texel9 = tex2D(DiffuseSampler9, Input.TexCoord9A.xy).rgb;
float3 texelA = tex2D(DiffuseSamplerA, Input.TexCoord9A.zw).rgb;
float3 texel = tex2D(DiffuseSampler, Input.TexCoord).rgb;
float3 texelA = tex2D(BloomSamplerA, Input.BloomCoord.xy).rgb;
float3 texelB = tex2D(BloomSamplerB, Input.BloomCoord.xy).rgb;
float3 texelC = tex2D(BloomSamplerC, Input.BloomCoord.xy).rgb;
float3 texelD = tex2D(BloomSamplerD, Input.BloomCoord.xy).rgb;
float3 texelE = tex2D(BloomSamplerE, Input.BloomCoord.xy).rgb;
float3 texelF = tex2D(BloomSamplerF, Input.BloomCoord.xy).rgb;
float3 texelG = tex2D(BloomSamplerG, Input.BloomCoord.xy).rgb;
float3 texelH = tex2D(BloomSamplerH, Input.BloomCoord.xy).rgb;
float3 texelI = float3(0.0f, 0.0f, 0.0f);
float3 texelJ = float3(0.0f, 0.0f, 0.0f);
float3 texelK = float3(0.0f, 0.0f, 0.0f);
float3 texelL = float3(0.0f, 0.0f, 0.0f);
float3 texelM = float3(0.0f, 0.0f, 0.0f);
float3 texelN = float3(0.0f, 0.0f, 0.0f);
float3 texelO = float3(0.0f, 0.0f, 0.0f);
// vector screen uses twice -1 as many bloom levels
if (VectorScreen)
{
texelI = tex2D(BloomSamplerI, Input.BloomCoord.xy).rgb;
texelJ = tex2D(BloomSamplerJ, Input.BloomCoord.xy).rgb;
texelK = tex2D(BloomSamplerK, Input.BloomCoord.xy).rgb;
texelL = tex2D(BloomSamplerL, Input.BloomCoord.xy).rgb;
texelM = tex2D(BloomSamplerM, Input.BloomCoord.xy).rgb;
texelN = tex2D(BloomSamplerN, Input.BloomCoord.xy).rgb;
texelO = tex2D(BloomSamplerO, Input.BloomCoord.xy).rgb;
}
float3 blend;
// brighten
if (BloomBlendMode == 0)
{
texel0 *= Level0Weight;
texel1 *= Level12Weight.x;
texel2 *= Level12Weight.y;
texel3 *= Level34Weight.x;
texel4 *= Level34Weight.y;
texel5 *= Level56Weight.x;
texel6 *= Level56Weight.y;
texel7 *= Level78Weight.x;
texel8 *= Level78Weight.y;
texel9 *= Level9AWeight.x;
texelA *= Level9AWeight.y;
float3 bloom = float3(0.0f, 0.0f, 0.0f);
float3 bloom = float3(
texel1 +
texel2 +
texel3 +
texel4 +
texel5 +
texel6 +
texel7 +
texel8 +
texel9 +
texelA) * BloomScale;
texel *= Level0Weight;
float3 bloomOverdrive = max(0.0f, texel0 + bloom - 1.0f) * BloomOverdrive;
if (!VectorScreen)
{
bloom += texelA * Level1Weight;
bloom += texelB * Level2Weight;
bloom += texelC * Level3Weight;
bloom += texelD * Level4Weight;
bloom += texelE * Level5Weight;
bloom += texelF * Level6Weight;
bloom += texelG * Level7Weight;
bloom += texelH * Level8Weight;
}
// vector screen uses twice -1 as many bloom levels
else
{
bloom += texelA * (Level1Weight);
bloom += texelB * (Level1Weight + Level2Weight) * 0.5f;
bloom += texelC * (Level2Weight);
bloom += texelD * (Level2Weight + Level3Weight) * 0.5f;
bloom += texelE * (Level3Weight);
bloom += texelF * (Level3Weight + Level4Weight) * 0.5f;
bloom += texelG * (Level4Weight);
bloom += texelH * (Level4Weight + Level5Weight) * 0.5f;
bloom += texelI * (Level5Weight);
bloom += texelJ * (Level5Weight + Level6Weight) * 0.5f;
bloom += texelK * (Level6Weight);
bloom += texelL * (Level6Weight + Level7Weight) * 0.5f;
bloom += texelM * (Level7Weight);
bloom += texelN * (Level7Weight + Level8Weight) * 0.5f;
bloom += texelO * (Level8Weight);
}
bloom *= BloomScale;
float3 bloomOverdrive = max(0.0f, texel + bloom - 1.0f) * BloomOverdrive;
bloom.r += bloomOverdrive.g * 0.5f;
bloom.r += bloomOverdrive.b * 0.5f;
@ -317,37 +395,33 @@ float4 ps_main(PS_INPUT Input) : COLOR
bloom.b += bloomOverdrive.r * 0.5f;
bloom.b += bloomOverdrive.g * 0.5f;
float2 NoiseCoord = Input.TexCoord0;
float2 NoiseCoord = Input.TexCoord;
float3 NoiseFactor = GetNoiseFactor(bloom, random(NoiseCoord));
blend = texel0 + bloom * NoiseFactor;
blend = texel + bloom * NoiseFactor;
}
// darken
else
{
texel1 = min(texel0, texel1);
texel2 = min(texel0, texel2);
texel3 = min(texel0, texel3);
texel4 = min(texel0, texel4);
texel5 = min(texel0, texel5);
texel6 = min(texel0, texel6);
texel7 = min(texel0, texel7);
texel8 = min(texel0, texel8);
texel9 = min(texel0, texel9);
texelA = min(texel0, texelA);
texelA = min(texel, texelA);
texelB = min(texel, texelB);
texelC = min(texel, texelC);
texelD = min(texel, texelD);
texelE = min(texel, texelE);
texelF = min(texel, texelF);
texelG = min(texel, texelG);
texelH = min(texel, texelH);
blend = texel0 * Level0Weight;
blend = lerp(blend, texel1, Level12Weight.x * BloomScale);
blend = lerp(blend, texel2, Level12Weight.y * BloomScale);
blend = lerp(blend, texel3, Level34Weight.x * BloomScale);
blend = lerp(blend, texel4, Level34Weight.y * BloomScale);
blend = lerp(blend, texel5, Level56Weight.x * BloomScale);
blend = lerp(blend, texel6, Level56Weight.y * BloomScale);
blend = lerp(blend, texel7, Level78Weight.x * BloomScale);
blend = lerp(blend, texel8, Level78Weight.y * BloomScale);
blend = lerp(blend, texel9, Level9AWeight.x * BloomScale);
blend = lerp(blend, texelA, Level9AWeight.y * BloomScale);
blend = texel * Level0Weight;
blend = lerp(blend, texelA, Level1Weight * BloomScale);
blend = lerp(blend, texelB, Level2Weight * BloomScale);
blend = lerp(blend, texelC, Level3Weight * BloomScale);
blend = lerp(blend, texelD, Level4Weight * BloomScale);
blend = lerp(blend, texelE, Level5Weight * BloomScale);
blend = lerp(blend, texelF, Level6Weight * BloomScale);
blend = lerp(blend, texelG, Level7Weight * BloomScale);
blend = lerp(blend, texelH, Level8Weight * BloomScale);
}
return float4(blend, 1.0f);

View file

@ -47,9 +47,7 @@ bloom_lvl1_weight 0.64
bloom_lvl2_weight 0.32
bloom_lvl3_weight 0.16
bloom_lvl4_weight 0.08
bloom_lvl5_weight 0.04
bloom_lvl5_weight 0.06
bloom_lvl6_weight 0.04
bloom_lvl7_weight 0.02
bloom_lvl8_weight 0.02
bloom_lvl9_weight 0.01
bloom_lvl10_weight 0.01
bloom_lvl8_weight 0.01

View file

@ -47,9 +47,7 @@ bloom_lvl1_weight 0.64
bloom_lvl2_weight 0.32
bloom_lvl3_weight 0.16
bloom_lvl4_weight 0.08
bloom_lvl5_weight 0.04
bloom_lvl5_weight 0.06
bloom_lvl6_weight 0.04
bloom_lvl7_weight 0.02
bloom_lvl8_weight 0.02
bloom_lvl9_weight 0.01
bloom_lvl10_weight 0.01
bloom_lvl8_weight 0.01

View file

@ -53,9 +53,7 @@ bloom_lvl1_weight 0.64
bloom_lvl2_weight 0.32
bloom_lvl3_weight 0.16
bloom_lvl4_weight 0.08
bloom_lvl5_weight 0.04
bloom_lvl5_weight 0.06
bloom_lvl6_weight 0.04
bloom_lvl7_weight 0.02
bloom_lvl8_weight 0.02
bloom_lvl9_weight 0.01
bloom_lvl10_weight 0.01
bloom_lvl8_weight 0.01

View file

@ -56,16 +56,14 @@ vector_length_ratio 500.0
# BLOOM POST-PROCESSING OPTIONS
#
bloom_blend_mode 0
bloom_scale 1.50
bloom_scale 0.75
bloom_overdrive 1.00,1.00,1.00
bloom_lvl0_weight 1.00
bloom_lvl1_weight 0.64
bloom_lvl1_weight 0.48
bloom_lvl2_weight 0.32
bloom_lvl3_weight 0.16
bloom_lvl4_weight 0.24
bloom_lvl5_weight 0.32
bloom_lvl6_weight 0.48
bloom_lvl7_weight 0.32
bloom_lvl8_weight 0.24
bloom_lvl9_weight 0.16
bloom_lvl10_weight 0.08
bloom_lvl3_weight 0.24
bloom_lvl4_weight 0.16
bloom_lvl5_weight 0.24
bloom_lvl6_weight 0.32
bloom_lvl7_weight 0.48
bloom_lvl8_weight 0.64

View file

@ -9,6 +9,12 @@
#ifndef __WIN_D3DCOMM__
#define __WIN_D3DCOMM__
//============================================================
// CONSTANTS
//============================================================
#define MAX_BLOOM_COUNT 15 // shader model 3.0 support up to 16 samplers, but we need the last for the original texture
//============================================================
// FORWARD DECLARATIONS
//============================================================
@ -292,10 +298,10 @@ public:
d3d_render_target *next;
d3d_render_target *prev;
surface *bloom_surface[11];
texture *bloom_texture[11];
surface *bloom_surface[MAX_BLOOM_COUNT];
texture *bloom_texture[MAX_BLOOM_COUNT];
float bloom_dims[11][2];
float bloom_dims[MAX_BLOOM_COUNT][2];
int bloom_count;
};

View file

@ -739,8 +739,6 @@ void shaders::init(d3d_base *d3dintf, running_machine *machine, renderer_d3d9 *r
options->bloom_level6_weight = winoptions.screen_bloom_lvl6_weight();
options->bloom_level7_weight = winoptions.screen_bloom_lvl7_weight();
options->bloom_level8_weight = winoptions.screen_bloom_lvl8_weight();
options->bloom_level9_weight = winoptions.screen_bloom_lvl9_weight();
options->bloom_level10_weight = winoptions.screen_bloom_lvl10_weight();
options->params_init = true;
}
@ -1460,59 +1458,34 @@ int shaders::bloom_pass(d3d_render_target *rt, int source_index, poly_info *poly
return next_index;
}
float weight12[2] = {
options->bloom_level1_weight,
options->bloom_level2_weight
};
float weight34[2] = {
options->bloom_level3_weight,
options->bloom_level4_weight
};
float weight56[2] = {
options->bloom_level5_weight,
options->bloom_level6_weight,
};
float weight78[2] = {
options->bloom_level7_weight,
options->bloom_level8_weight
};
float weight9A[2] = {
options->bloom_level9_weight,
options->bloom_level10_weight
};
curr_effect = bloom_effect;
curr_effect->update_uniforms();
curr_effect->set_float ("Level0Weight", options->bloom_level0_weight);
curr_effect->set_vector("Level12Weight", 2, weight12);
curr_effect->set_vector("Level34Weight", 2, weight34);
curr_effect->set_vector("Level56Weight", 2, weight56);
curr_effect->set_vector("Level78Weight", 2, weight78);
curr_effect->set_vector("Level9AWeight", 2, weight9A);
curr_effect->set_vector("Level0Size", 2, rt->bloom_dims[0]);
curr_effect->set_vector("Level12Size", 4, rt->bloom_dims[1]);
curr_effect->set_vector("Level34Size", 4, rt->bloom_dims[3]);
curr_effect->set_vector("Level56Size", 4, rt->bloom_dims[5]);
curr_effect->set_vector("Level78Size", 4, rt->bloom_dims[7]);
curr_effect->set_vector("Level9ASize", 4, rt->bloom_dims[9]);
curr_effect->set_float("Level0Weight", options->bloom_level0_weight);
curr_effect->set_float("Level1Weight", options->bloom_level1_weight);
curr_effect->set_float("Level2Weight", options->bloom_level2_weight);
curr_effect->set_float("Level3Weight", options->bloom_level3_weight);
curr_effect->set_float("Level4Weight", options->bloom_level4_weight);
curr_effect->set_float("Level5Weight", options->bloom_level5_weight);
curr_effect->set_float("Level6Weight", options->bloom_level6_weight);
curr_effect->set_float("Level7Weight", options->bloom_level7_weight);
curr_effect->set_float("Level8Weight", options->bloom_level8_weight);
curr_effect->set_int("BloomBlendMode", options->bloom_blend_mode);
curr_effect->set_float("BloomScale", options->bloom_scale);
curr_effect->set_vector("BloomOverdrive", 3, options->bloom_overdrive);
curr_effect->set_texture("DiffuseA", rt->target_texture[next_index]);
curr_effect->set_texture("DiffuseTexture", rt->target_texture[next_index]);
char name[9] = "Diffuse*";
char name[14] = "BloomTexture*";
for (int index = 1; index < rt->bloom_count; index++)
{
name[7] = 'A' + index;
name[12] = 'A' + index - 1;
curr_effect->set_texture(name, rt->bloom_texture[index - 1]);
}
for (int index = rt->bloom_count; index < 11; index++)
for (int index = rt->bloom_count; index < MAX_BLOOM_COUNT; index++)
{
name[7] = 'A' + index;
name[12] = 'A' + index - 1;
curr_effect->set_texture(name, black_texture);
}
@ -2315,8 +2288,6 @@ enum slider_option
SLIDER_BLOOM_LVL6_SCALE,
SLIDER_BLOOM_LVL7_SCALE,
SLIDER_BLOOM_LVL8_SCALE,
SLIDER_BLOOM_LVL9_SCALE,
SLIDER_BLOOM_LVL10_SCALE,
SLIDER_NTSC_ENABLE,
SLIDER_NTSC_JITTER,
SLIDER_NTSC_A_VALUE,
@ -2392,8 +2363,6 @@ slider_desc shaders::s_sliders[] =
{ "Bloom Level 6 Scale", 0, 0, 100, 1, SLIDER_FLOAT, SLIDER_SCREEN_TYPE_ANY, SLIDER_BLOOM_LVL6_SCALE, 0.01f, "%1.2f", {} },
{ "Bloom Level 7 Scale", 0, 0, 100, 1, SLIDER_FLOAT, SLIDER_SCREEN_TYPE_ANY, SLIDER_BLOOM_LVL7_SCALE, 0.01f, "%1.2f", {} },
{ "Bloom Level 8 Scale", 0, 0, 100, 1, SLIDER_FLOAT, SLIDER_SCREEN_TYPE_ANY, SLIDER_BLOOM_LVL8_SCALE, 0.01f, "%1.2f", {} },
{ "Bloom Level 9 Scale", 0, 0, 100, 1, SLIDER_FLOAT, SLIDER_SCREEN_TYPE_ANY, SLIDER_BLOOM_LVL9_SCALE, 0.01f, "%1.2f", {} },
{ "Bloom Level 10 Scale", 0, 0, 100, 1, SLIDER_FLOAT, SLIDER_SCREEN_TYPE_ANY, SLIDER_BLOOM_LVL10_SCALE, 0.01f, "%1.2f", {} },
{ "NTSC processing", 0, 0, 1, 1, SLIDER_INT_ENUM, SLIDER_SCREEN_TYPE_LCD_OR_RASTER, SLIDER_NTSC_ENABLE, 0, "%s", { "Off", "On" } },
{ "Signal Jitter", 0, 0, 100, 1, SLIDER_FLOAT, SLIDER_SCREEN_TYPE_LCD_OR_RASTER, SLIDER_NTSC_JITTER, 0.01f, "%1.2f", {} },
{ "A Value", -100, 50, 100, 1, SLIDER_FLOAT, SLIDER_SCREEN_TYPE_LCD_OR_RASTER, SLIDER_NTSC_A_VALUE, 0.01f, "%1.2f", {} },
@ -2467,8 +2436,6 @@ void *shaders::get_slider_option(int id, int index)
case SLIDER_BLOOM_LVL6_SCALE: return &(options->bloom_level6_weight);
case SLIDER_BLOOM_LVL7_SCALE: return &(options->bloom_level7_weight);
case SLIDER_BLOOM_LVL8_SCALE: return &(options->bloom_level8_weight);
case SLIDER_BLOOM_LVL9_SCALE: return &(options->bloom_level9_weight);
case SLIDER_BLOOM_LVL10_SCALE: return &(options->bloom_level10_weight);
case SLIDER_NTSC_ENABLE: return &(options->yiq_enable);
case SLIDER_NTSC_JITTER: return &(options->yiq_jitter);
case SLIDER_NTSC_A_VALUE: return &(options->yiq_a);

View file

@ -260,8 +260,6 @@ struct hlsl_options
float bloom_level6_weight;
float bloom_level7_weight;
float bloom_level8_weight;
float bloom_level9_weight;
float bloom_level10_weight;
};
struct slider_desc

View file

@ -2795,7 +2795,7 @@ bool cache_target::init(renderer_d3d9 *d3d, d3d_base *d3dintf, int source_width,
d3d_render_target::~d3d_render_target()
{
for (int index = 0; index < 11; index++)
for (int index = 0; index < MAX_BLOOM_COUNT; index++)
{
if (bloom_texture[index] != nullptr)
{
@ -2869,13 +2869,13 @@ bool d3d_render_target::init(renderer_d3d9 *d3d, d3d_base *d3dintf, int source_w
bool vector_screen =
d3d->window().machine().first_screen()->screen_type() == SCREEN_TYPE_VECTOR;
// larger blur width for vector screens than raster screens
float scale_factor = vector_screen ? 0.5f : 0.75f;
float scale_factor = 0.75f;
int scale_count = vector_screen ? MAX_BLOOM_COUNT : MAX_BLOOM_COUNT / 2;
float bloom_width = (float)source_width;
float bloom_height = (float)source_height;
float bloom_size = bloom_width < bloom_height ? bloom_width : bloom_height;
for (int bloom_index = 0; bloom_index < 11 && bloom_size >= 2.0f; bloom_size *= scale_factor)
for (int bloom_index = 0; bloom_index < scale_count && bloom_size >= 2.0f; bloom_size *= scale_factor)
{
this->bloom_dims[bloom_index][0] = (int)bloom_width;
this->bloom_dims[bloom_index][1] = (int)bloom_height;

View file

@ -350,13 +350,11 @@ const options_entry windows_options::s_option_entries[] =
{ WINOPTION_BLOOM_LEVEL2_WEIGHT, "0.32", OPTION_FLOAT, "Bloom level 2 (1/4-size target) weight" },
{ WINOPTION_BLOOM_LEVEL3_WEIGHT, "0.16", OPTION_FLOAT, "Bloom level 3 (1/8-size target) weight" },
{ WINOPTION_BLOOM_LEVEL4_WEIGHT, "0.08", OPTION_FLOAT, "Bloom level 4 (1/16-size target) weight" },
{ WINOPTION_BLOOM_LEVEL5_WEIGHT, "0.04", OPTION_FLOAT, "Bloom level 5 (1/32-size target) weight" },
{ WINOPTION_BLOOM_LEVEL5_WEIGHT, "0.06", OPTION_FLOAT, "Bloom level 5 (1/32-size target) weight" },
{ WINOPTION_BLOOM_LEVEL6_WEIGHT, "0.04", OPTION_FLOAT, "Bloom level 6 (1/64-size target) weight" },
{ WINOPTION_BLOOM_LEVEL7_WEIGHT, "0.02", OPTION_FLOAT, "Bloom level 7 (1/128-size target) weight" },
{ WINOPTION_BLOOM_LEVEL8_WEIGHT, "0.02", OPTION_FLOAT, "Bloom level 8 (1/256-size target) weight" },
{ WINOPTION_BLOOM_LEVEL9_WEIGHT, "0.01", OPTION_FLOAT, "Bloom level 9 (1/512-size target) weight" },
{ WINOPTION_BLOOM_LEVEL10_WEIGHT, "0.01", OPTION_FLOAT, "Bloom level 10 (1/1024-size target) weight" },
{ WINOPTION_BLOOM_LEVEL8_WEIGHT, "0.01", OPTION_FLOAT, "Bloom level 8 (1/256-size target) weight" },
// full screen options
{ nullptr, nullptr, OPTION_HEADER, "FULL SCREEN OPTIONS" },
{ WINOPTION_TRIPLEBUFFER ";tb", "0", OPTION_BOOLEAN, "enables triple buffering" },

View file

@ -96,8 +96,6 @@
#define WINOPTION_BLOOM_LEVEL6_WEIGHT "bloom_lvl6_weight"
#define WINOPTION_BLOOM_LEVEL7_WEIGHT "bloom_lvl7_weight"
#define WINOPTION_BLOOM_LEVEL8_WEIGHT "bloom_lvl8_weight"
#define WINOPTION_BLOOM_LEVEL9_WEIGHT "bloom_lvl9_weight"
#define WINOPTION_BLOOM_LEVEL10_WEIGHT "bloom_lvl10_weight"
// full screen options
#define WINOPTION_TRIPLEBUFFER "triplebuffer"
@ -191,8 +189,6 @@ public:
float screen_bloom_lvl6_weight() const { return float_value(WINOPTION_BLOOM_LEVEL6_WEIGHT); }
float screen_bloom_lvl7_weight() const { return float_value(WINOPTION_BLOOM_LEVEL7_WEIGHT); }
float screen_bloom_lvl8_weight() const { return float_value(WINOPTION_BLOOM_LEVEL8_WEIGHT); }
float screen_bloom_lvl9_weight() const { return float_value(WINOPTION_BLOOM_LEVEL9_WEIGHT); }
float screen_bloom_lvl10_weight() const { return float_value(WINOPTION_BLOOM_LEVEL10_WEIGHT); }
const char *screen_offset() const { return value(WINOPTION_OFFSET); }
const char *screen_scale() const { return value(WINOPTION_SCALE); }
const char *screen_power() const { return value(WINOPTION_POWER); }