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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.
123 lines
3.3 KiB
HLSL
123 lines
3.3 KiB
HLSL
// license:BSD-3-Clause
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// copyright-holders:Ryan Holtz
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//-----------------------------------------------------------------------------
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// Color-Convolution 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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float2 TexCoord : TEXCOORD0;
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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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float2 Unused : TEXCOORD1;
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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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float2 TexCoord : TEXCOORD0;
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};
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//-----------------------------------------------------------------------------
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// Color-Convolution Vertex Shader
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//-----------------------------------------------------------------------------
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uniform float2 ScreenDims;
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uniform float2 SourceDims;
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uniform float3 PrimTint = float3(1.0f, 1.0f, 1.0f);
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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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Output.TexCoord = Input.TexCoord;
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Output.TexCoord += 0.5f / SourceDims; // half texel offset correction (DX9)
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Output.Color = Input.Color;
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Output.Color.rgb *= PrimTint;
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return Output;
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}
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//-----------------------------------------------------------------------------
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// Color-Convolution Pixel Shader
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//-----------------------------------------------------------------------------
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uniform float3 RedRatios = float3(1.0f, 0.0f, 0.0f);
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uniform float3 GrnRatios = float3(0.0f, 1.0f, 0.0f);
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uniform float3 BluRatios = float3(0.0f, 0.0f, 1.0f);
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uniform float3 Offset = float3(0.0f, 0.0f, 0.0f);
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uniform float3 Scale = float3(1.0f, 1.0f, 1.0f);
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uniform float Saturation = 1.0f;
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float4 ps_main(PS_INPUT Input) : COLOR
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{
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float4 BaseTexel = tex2D(DiffuseSampler, Input.TexCoord);
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float3 OutRGB = BaseTexel.rgb;
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// RGB Tint & Shift
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float ShiftedRed = dot(OutRGB, RedRatios);
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float ShiftedGrn = dot(OutRGB, GrnRatios);
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float ShiftedBlu = dot(OutRGB, BluRatios);
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// RGB Scale & Offset
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float3 OutTexel = float3(ShiftedRed, ShiftedGrn, ShiftedBlu) * Scale + Offset;
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// Saturation
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float3 Grayscale = float3(0.299f, 0.587f, 0.114f);
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float OutLuma = dot(OutTexel, Grayscale);
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float3 OutChroma = OutTexel - OutLuma;
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float3 Saturated = OutLuma + OutChroma * Saturation;
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return float4(Saturated * Input.Color.rgb, BaseTexel.a);
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}
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//-----------------------------------------------------------------------------
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// Color-Convolution 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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