mame/hlsl/primary.fx
Westley M. Martinez b5a54b761c HLSL Color Transforms and 3D LUT (#4043)
* Remove broken scanline uniform from post_pass

* Add 3D LUT to HLSL

* Allow individual LUTs for screen and UI

* WIP: Port 3D LUT to BGFX

* Finish porting LUT to BGFX

* Add individual phosphor color conversion for HLSL
	new file:   hlsl/chroma.fx
		Shader for converting xyY3 to sRGB
	modified:   hlsl/phosphor.fx
		Minor changes to emphasize idea that phosphors are color
agnostic
	modified:   hlsl/post.fx
		Conversion from signal RGB to xyY3
	modified:   src/osd/modules/render/d3d/d3dhlsl.cpp
	modified:   src/osd/modules/render/d3d/d3dhlsl.h
	modified:   src/osd/windows/winmain.cpp
	modified:   src/osd/windows/winmain.h

* Add phosphor examples and update presets

* Port phosphor color shaders to BGFX

* Fix missing newlines at EOF
2018-10-07 11:42:30 -04:00

219 lines
5.3 KiB
HLSL

// license:BSD-3-Clause
// copyright-holders:Ryan Holtz, W. M. Martinez
//-----------------------------------------------------------------------------
// Primary Effect
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// Macros
//-----------------------------------------------------------------------------
#define LUT_TEXTURE_WIDTH 4096.0f
#define LUT_SIZE 64.0f
#define LUT_SCALE float2(1.0f / LUT_TEXTURE_WIDTH, 1.0f / LUT_SIZE)
//-----------------------------------------------------------------------------
// Sampler Definitions
//-----------------------------------------------------------------------------
texture Diffuse;
texture LutTexture;
sampler DiffuseSampler = sampler_state
{
Texture = <Diffuse>;
MipFilter = LINEAR;
MinFilter = LINEAR;
MagFilter = LINEAR;
AddressU = CLAMP;
AddressV = CLAMP;
AddressW = CLAMP;
};
sampler2D LutSampler = sampler_state
{
Texture = <LutTexture>;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = LINEAR;
AddressU = CLAMP;
AddressV = CLAMP;
AddressW = CLAMP;
};
//-----------------------------------------------------------------------------
// Utilities
//-----------------------------------------------------------------------------
float3 apply_lut(float3 color)
{
// NOTE: Do not change the order of parameters here.
float3 lutcoord = float3((color.rg * (LUT_SIZE - 1.0f) + 0.5f) *
LUT_SCALE, color.b * (LUT_SIZE - 1.0f));
float shift = floor(lutcoord.z);
lutcoord.x += shift * LUT_SCALE.y;
color.rgb = lerp(tex2D(LutSampler, lutcoord.xy).rgb, tex2D(LutSampler,
float2(lutcoord.x + LUT_SCALE.y, lutcoord.y)).rgb,
lutcoord.z - shift);
return color;
}
//-----------------------------------------------------------------------------
// Vertex Definitions
//-----------------------------------------------------------------------------
struct VS_OUTPUT
{
float4 Position : POSITION;
float4 Color : COLOR0;
float2 TexCoord : TEXCOORD0;
};
struct VS_INPUT
{
float3 Position : POSITION;
float4 Color : COLOR0;
float2 TexCoord : TEXCOORD0;
};
struct PS_INPUT
{
float4 Color : COLOR0;
float2 TexCoord : TEXCOORD0;
};
//-----------------------------------------------------------------------------
// Primary Vertex Shaders
//-----------------------------------------------------------------------------
//static const float Epsilon = 1.0e-7f;
uniform float2 ScreenDims;
uniform float2 TargetDims;
VS_OUTPUT vs_screen_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; // half texel offset correction (DX9)
Output.Color = Input.Color;
return Output;
}
VS_OUTPUT vs_vector_buffer_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; // half texel offset correction (DX9)
Output.Color = Input.Color;
return Output;
}
VS_OUTPUT vs_ui_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; // half texel offset correction (DX9)
Output.Color = Input.Color;
return Output;
}
//-----------------------------------------------------------------------------
// Primary Pixel Shaders
//-----------------------------------------------------------------------------
uniform bool LutEnable;
uniform bool UiLutEnable;
float4 ps_screen_main(PS_INPUT Input) : COLOR
{
float4 BaseTexel = tex2D(DiffuseSampler, Input.TexCoord);
if (LutEnable)
BaseTexel.rgb = apply_lut(BaseTexel.rgb);
return BaseTexel;
}
float4 ps_vector_buffer_main(PS_INPUT Input) : COLOR
{
float4 BaseTexel = tex2D(DiffuseSampler, Input.TexCoord);
if (LutEnable)
BaseTexel.rgb = apply_lut(BaseTexel.rgb);
return BaseTexel;
}
float4 ps_ui_main(PS_INPUT Input) : COLOR
{
float4 BaseTexel = tex2D(DiffuseSampler, Input.TexCoord);
BaseTexel *= Input.Color;
if (UiLutEnable)
BaseTexel.rgb = apply_lut(BaseTexel.rgb);
return BaseTexel;
}
//-----------------------------------------------------------------------------
// Primary Techniques
//-----------------------------------------------------------------------------
technique ScreenTechnique
{
pass Pass0
{
Lighting = FALSE;
VertexShader = compile vs_2_0 vs_screen_main();
PixelShader = compile ps_2_0 ps_screen_main();
}
}
technique VectorBufferTechnique
{
pass Pass0
{
Lighting = FALSE;
VertexShader = compile vs_2_0 vs_vector_buffer_main();
PixelShader = compile ps_2_0 ps_vector_buffer_main();
}
}
technique UiTechnique
{
pass Pass0
{
Lighting = FALSE;
VertexShader = compile vs_2_0 vs_ui_main();
PixelShader = compile ps_2_0 ps_ui_main();
}
}