mirror of
https://github.com/mamedev/mame.git
synced 2024-11-16 07:48:32 +01:00
e57c90084c
- HLSL now uses NPOT sized target surfaces (breaks compatibility with graphics cards based on R300/R400/NV30 and older) - HLSL target surfaces now have the size of the screen canvas - removed HLSL pre-scale factor - HLSL now uses a sharp bilinear interpolation to pre-scale textures to screen canvas size, based on [Themaister's] implementation - improved overall performance (based on the previously required pre-scale factor, you might notice a 5-50% speed-up depending on your graphics card, more if you used a higher pre-scale factor) - improved shadow mask quality (pixel-perfect) in screen-mode - fixed half source texel offset of bloom level alignment - removed ./hlsl/artwork_support folder - all shaders after pre-scale are now based on screen coordinate (workaground, till both raster and vector pass can work on texture coordinates) - disabled distortion shader for more than one screen and for artworks in full mode, does not affect artworks in copped mode (workaground, till both raster and vector pass can work on texture coordinates) - moved compute_texture_size() from texture_info to texture_manager (nw)
252 lines
7.4 KiB
HLSL
252 lines
7.4 KiB
HLSL
// license:BSD-3-Clause
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// copyright-holders:Ryan Holtz,ImJezze
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//-----------------------------------------------------------------------------
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// NTSC 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 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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};
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struct PS_INPUT
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{
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float2 TexCoord : TEXCOORD0;
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};
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//-----------------------------------------------------------------------------
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// YIQ 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 float2 SourceRect;
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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.xy = Input.TexCoord;
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Output.TexCoord.xy += 0.5f / SourceDims; // half texel offset correction (DX9)
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return Output;
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}
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//-----------------------------------------------------------------------------
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// NTSC Pixel Shader
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//-----------------------------------------------------------------------------
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uniform float AValue = 0.5f;
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uniform float BValue = 0.5f;
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uniform float CCValue = 3.5795454f;
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uniform float OValue = 0.0f;
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uniform float PValue = 1.0f;
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uniform float ScanTime = 52.6f;
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uniform float NotchHalfWidth = 1.0f;
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uniform float YFreqResponse = 6.0f;
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uniform float IFreqResponse = 1.2f;
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uniform float QFreqResponse = 0.6f;
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uniform float SignalOffset = 0.0f;
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//-----------------------------------------------------------------------------
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// Constants
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//-----------------------------------------------------------------------------
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static const float PI = 3.1415927f;
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static const float PI2 = PI * 2.0f;
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static const float4 YDot = float4(0.299f, 0.587f, 0.114f, 0.0f);
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static const float4 IDot = float4(0.595716f, -0.274453f, -0.321263f, 0.0f);
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static const float4 QDot = float4(0.211456f, -0.522591f, 0.311135f, 0.0f);
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static const float3 RDot = float3(1.0f, 0.956f, 0.621f);
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static const float3 GDot = float3(1.0f, -0.272f, -0.647f);
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static const float3 BDot = float3(1.0f, -1.106f, 1.703f);
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static const float4 OffsetX = float4(0.0f, 0.25f, 0.50f, 0.75f);
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static const float4 NotchOffset = float4(0.0f, 1.0f, 2.0f, 3.0f);
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static const int SampleCount = 64;
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static const int HalfSampleCount = SampleCount / 2;
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float4 GetCompositeYIQ(float2 TexCoord)
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{
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float2 SourceTexelDims = 1.0f / SourceDims;
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float2 SourceRes = SourceDims * SourceRect;
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float2 PValueSourceTexel = float2(PValue, 0.0f) * SourceTexelDims;
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float2 C0 = TexCoord + PValueSourceTexel * OffsetX.x;
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float2 C1 = TexCoord + PValueSourceTexel * OffsetX.y;
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float2 C2 = TexCoord + PValueSourceTexel * OffsetX.z;
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float2 C3 = TexCoord + PValueSourceTexel * OffsetX.w;
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float4 Cx = float4(C0.x, C1.x, C2.x, C3.x);
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float4 Cy = float4(C0.y, C1.y, C2.y, C3.y);
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float4 Texel0 = tex2D(DiffuseSampler, C0);
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float4 Texel1 = tex2D(DiffuseSampler, C1);
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float4 Texel2 = tex2D(DiffuseSampler, C2);
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float4 Texel3 = tex2D(DiffuseSampler, C3);
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float4 HPosition = Cx / SourceRect.x;
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float4 VPosition = Cy / SourceRect.y;
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float4 Y = float4(dot(Texel0, YDot), dot(Texel1, YDot), dot(Texel2, YDot), dot(Texel3, YDot));
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float4 I = float4(dot(Texel0, IDot), dot(Texel1, IDot), dot(Texel2, IDot), dot(Texel3, IDot));
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float4 Q = float4(dot(Texel0, QDot), dot(Texel1, QDot), dot(Texel2, QDot), dot(Texel3, QDot));
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float W = PI2 * CCValue * ScanTime;
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float WoPI = W / PI;
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float HOffset = (BValue + SignalOffset) / WoPI;
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float VScale = (AValue * SourceRes.y) / WoPI;
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float4 T = HPosition + HOffset + VPosition * VScale;
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float4 TW = T * W;
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float4 CompositeYIQ = Y + I * cos(TW) + Q * sin(TW);
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return CompositeYIQ;
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}
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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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float2 SourceTexelDims = 1.0f / SourceDims;
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float2 SourceRes = SourceDims * SourceRect;
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float TimePerSample = ScanTime / (SourceRes.x * 4.0f);
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float Fc_y1 = (CCValue - NotchHalfWidth) * TimePerSample;
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float Fc_y2 = (CCValue + NotchHalfWidth) * TimePerSample;
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float Fc_y3 = YFreqResponse * TimePerSample;
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float Fc_i = IFreqResponse * TimePerSample;
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float Fc_q = QFreqResponse * TimePerSample;
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float Fc_i_2 = Fc_i * 2.0f;
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float Fc_q_2 = Fc_q * 2.0f;
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float Fc_y1_2 = Fc_y1 * 2.0f;
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float Fc_y2_2 = Fc_y2 * 2.0f;
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float Fc_y3_2 = Fc_y3 * 2.0f;
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float Fc_i_pi2 = Fc_i * PI2;
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float Fc_q_pi2 = Fc_q * PI2;
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float Fc_y1_pi2 = Fc_y1 * PI2;
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float Fc_y2_pi2 = Fc_y2 * PI2;
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float Fc_y3_pi2 = Fc_y3 * PI2;
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float PI2Length = PI2 / SampleCount;
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float W = PI2 * CCValue * ScanTime;
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float WoPI = W / PI;
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float HOffset = (BValue + SignalOffset) / WoPI;
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float VScale = (AValue * SourceRes.y) / WoPI;
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float4 YAccum = 0.0f;
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float4 IAccum = 0.0f;
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float4 QAccum = 0.0f;
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float4 Cy = Input.TexCoord.y;
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float4 VPosition = Cy / SourceRect.y;
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for (float i = 0; i < SampleCount; i += 4.0f)
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{
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float n = i - HalfSampleCount;
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float4 n4 = n + NotchOffset;
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float4 Cx = Input.TexCoord.x + SourceTexelDims.x * (n4 * 0.25f);
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float4 HPosition = Cx / SourceRect.x;
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float4 C = GetCompositeYIQ(float2(Cx.r, Cy.r));
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float4 T = HPosition + HOffset + VPosition * VScale;
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float4 WT = W * T + OValue;
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float4 SincKernel = 0.54f + 0.46f * cos(PI2Length * n4);
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float4 SincYIn1 = Fc_y1_pi2 * n4;
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float4 SincYIn2 = Fc_y2_pi2 * n4;
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float4 SincYIn3 = Fc_y3_pi2 * n4;
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float4 SincIIn = Fc_i_pi2 * n4;
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float4 SincQIn = Fc_q_pi2 * n4;
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float4 SincY1 = SincYIn1 != 0.0f ? sin(SincYIn1) / SincYIn1 : 1.0f;
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float4 SincY2 = SincYIn2 != 0.0f ? sin(SincYIn2) / SincYIn2 : 1.0f;
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float4 SincY3 = SincYIn3 != 0.0f ? sin(SincYIn3) / SincYIn3 : 1.0f;
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float4 IdealY = (Fc_y1_2 * SincY1 - Fc_y2_2 * SincY2) + Fc_y3_2 * SincY3;
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float4 IdealI = Fc_i_2 * (SincIIn != 0.0f ? sin(SincIIn) / SincIIn : 1.0f);
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float4 IdealQ = Fc_q_2 * (SincQIn != 0.0f ? sin(SincQIn) / SincQIn : 1.0f);
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float4 FilterY = SincKernel * IdealY;
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float4 FilterI = SincKernel * IdealI;
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float4 FilterQ = SincKernel * IdealQ;
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YAccum = YAccum + C * FilterY;
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IAccum = IAccum + C * cos(WT) * FilterI;
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QAccum = QAccum + C * sin(WT) * FilterQ;
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}
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float3 YIQ = float3(
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(YAccum.r + YAccum.g + YAccum.b + YAccum.a),
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(IAccum.r + IAccum.g + IAccum.b + IAccum.a) * 2.0f,
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(QAccum.r + QAccum.g + QAccum.b + QAccum.a) * 2.0f);
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float3 RGB = float3(
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dot(YIQ, RDot),
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dot(YIQ, GDot),
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dot(YIQ, BDot));
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return float4(RGB, BaseTexel.a);
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}
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//-----------------------------------------------------------------------------
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// NTSC 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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