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https://github.com/mamedev/mame.git
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5671484fc8
* render/bgfx: Improved clearing and blending. Added prescale support. Fixes MT07586, MT07587, MT08084. * render/bgfx: Fixed blend and tint handling. (Fixes Github #1953). * render/bgfx/blendreader.cpp: Support non-separated blend mode specification for BGFX effects. * render/bgfx: Reworked how horizontally-padded screen textures are handled. Likely fixes MT08512 and MT08505. * render/bgfx: Ensure that a texture's width margin is updated in all cases. * render/d3d/d3dhlsl.cpp: Fixed tinting in HLSL post-processing mode. * render/d3d/d3dhlsl.cpp: Avoid most redundant state-setting calls. Reduces D3D API calls by about 90% on fruit machine drivers. * render/d3d/d3dhlsl.cpp: Assign SourceDims and QuadDims uniforms to only those effects that use them. * machine/laserdsc.cpp: Always add video quad to screen container, adjust tint based on m_videoenable instead.
131 lines
3.7 KiB
HLSL
131 lines
3.7 KiB
HLSL
// license:BSD-3-Clause
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// copyright-holders:Ryan Holtz,ImJezze
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//-----------------------------------------------------------------------------
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// Deconvergence Effect
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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// Sampler Definitions
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//-----------------------------------------------------------------------------
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texture Diffuse;
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sampler DiffuseSampler = sampler_state
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{
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Texture = <Diffuse>;
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MipFilter = LINEAR;
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MinFilter = LINEAR;
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MagFilter = LINEAR;
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AddressU = CLAMP;
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AddressV = CLAMP;
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AddressW = CLAMP;
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};
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//-----------------------------------------------------------------------------
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// Vertex Definitions
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//-----------------------------------------------------------------------------
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struct VS_OUTPUT
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{
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float4 Position : POSITION;
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float4 Color : COLOR0;
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float3 TexCoordX : TEXCOORD0;
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float3 TexCoordY : TEXCOORD1;
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};
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struct VS_INPUT
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{
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float4 Position : POSITION;
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float4 Color : COLOR0;
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float2 TexCoord : TEXCOORD0;
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};
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struct PS_INPUT
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{
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float4 Color : COLOR0;
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float3 TexCoordX : TEXCOORD0;
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float3 TexCoordY : TEXCOORD1;
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};
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//-----------------------------------------------------------------------------
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// Deconvergence Vertex Shader
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//-----------------------------------------------------------------------------
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uniform float2 ScreenDims;
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uniform float2 TargetDims;
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uniform float3 ConvergeX = float3(0.0f, 0.0f, 0.0f);
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uniform float3 ConvergeY = float3(0.0f, 0.0f, 0.0f);
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uniform float3 RadialConvergeX = float3(0.0f, 0.0f, 0.0f);
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uniform float3 RadialConvergeY = float3(0.0f, 0.0f, 0.0f);
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VS_OUTPUT vs_main(VS_INPUT Input)
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{
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VS_OUTPUT Output = (VS_OUTPUT)0;
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Output.Position = float4(Input.Position.xyz, 1.0f);
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Output.Position.xy /= ScreenDims;
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Output.Position.y = 1.0f - Output.Position.y; // flip y
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Output.Position.xy -= 0.5f; // center
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Output.Position.xy *= 2.0f; // zoom
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float2 TexCoord = Input.TexCoord;
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TexCoord += 0.5f / TargetDims; // half texel offset correction (DX9)
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// imaginary texel dimensions independed from screen dimension, but ratio
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float2 TexelDims = (1.0f / 1024);
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Output.TexCoordX = TexCoord.xxx;
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Output.TexCoordY = TexCoord.yyy;
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// center coordinates
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Output.TexCoordX -= 0.5f;
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Output.TexCoordY -= 0.5f;
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// radial converge offset to "translate" the most outer pixel as thay would be translated by the linar converge with the same amount
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float2 radialConvergeOffset = 2.0f;
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// radial converge
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Output.TexCoordX *= 1.0f + RadialConvergeX * TexelDims.xxx * radialConvergeOffset.xxx;
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Output.TexCoordY *= 1.0f + RadialConvergeY * TexelDims.yyy * radialConvergeOffset.yyy;
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// un-center coordinates
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Output.TexCoordX += 0.5f;
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Output.TexCoordY += 0.5f;
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// linear converge
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Output.TexCoordX += ConvergeX * TexelDims.xxx;
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Output.TexCoordY += ConvergeY * TexelDims.yyy;
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Output.Color = Input.Color;
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return Output;
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}
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//-----------------------------------------------------------------------------
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// Deconvergence Pixel Shader
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//-----------------------------------------------------------------------------
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float4 ps_main(PS_INPUT Input) : COLOR
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{
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float2 ra = tex2D(DiffuseSampler, float2(Input.TexCoordX.x, Input.TexCoordY.x)).ra;
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float2 ga = tex2D(DiffuseSampler, float2(Input.TexCoordX.y, Input.TexCoordY.y)).ga;
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float2 ba = tex2D(DiffuseSampler, float2(Input.TexCoordX.z, Input.TexCoordY.z)).ba;
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return float4(ra.x, ga.x, ba.x, ra.y + ga.y + ba.y);
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}
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//-----------------------------------------------------------------------------
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// Deconvergence Technique
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//-----------------------------------------------------------------------------
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technique DefaultTechnique
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{
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pass Pass0
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{
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Lighting = FALSE;
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VertexShader = compile vs_3_0 vs_main();
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PixelShader = compile ps_3_0 ps_main();
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}
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}
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