mame/hlsl/deconverge.fx
MooglyGuy 5671484fc8
Major D3D and BGFX code refactoring and bug fixes: (#10858) [Ryan Holtz]
* 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.
2023-01-29 03:59:25 +11:00

131 lines
3.7 KiB
HLSL

// license:BSD-3-Clause
// copyright-holders:Ryan Holtz,ImJezze
//-----------------------------------------------------------------------------
// Deconvergence Effect
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// Sampler Definitions
//-----------------------------------------------------------------------------
texture Diffuse;
sampler DiffuseSampler = sampler_state
{
Texture = <Diffuse>;
MipFilter = LINEAR;
MinFilter = LINEAR;
MagFilter = LINEAR;
AddressU = CLAMP;
AddressV = CLAMP;
AddressW = CLAMP;
};
//-----------------------------------------------------------------------------
// Vertex Definitions
//-----------------------------------------------------------------------------
struct VS_OUTPUT
{
float4 Position : POSITION;
float4 Color : COLOR0;
float3 TexCoordX : TEXCOORD0;
float3 TexCoordY : TEXCOORD1;
};
struct VS_INPUT
{
float4 Position : POSITION;
float4 Color : COLOR0;
float2 TexCoord : TEXCOORD0;
};
struct PS_INPUT
{
float4 Color : COLOR0;
float3 TexCoordX : TEXCOORD0;
float3 TexCoordY : TEXCOORD1;
};
//-----------------------------------------------------------------------------
// Deconvergence Vertex Shader
//-----------------------------------------------------------------------------
uniform float2 ScreenDims;
uniform float2 TargetDims;
uniform float3 ConvergeX = float3(0.0f, 0.0f, 0.0f);
uniform float3 ConvergeY = float3(0.0f, 0.0f, 0.0f);
uniform float3 RadialConvergeX = float3(0.0f, 0.0f, 0.0f);
uniform float3 RadialConvergeY = float3(0.0f, 0.0f, 0.0f);
VS_OUTPUT vs_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
float2 TexCoord = Input.TexCoord;
TexCoord += 0.5f / TargetDims; // half texel offset correction (DX9)
// imaginary texel dimensions independed from screen dimension, but ratio
float2 TexelDims = (1.0f / 1024);
Output.TexCoordX = TexCoord.xxx;
Output.TexCoordY = TexCoord.yyy;
// center coordinates
Output.TexCoordX -= 0.5f;
Output.TexCoordY -= 0.5f;
// radial converge offset to "translate" the most outer pixel as thay would be translated by the linar converge with the same amount
float2 radialConvergeOffset = 2.0f;
// radial converge
Output.TexCoordX *= 1.0f + RadialConvergeX * TexelDims.xxx * radialConvergeOffset.xxx;
Output.TexCoordY *= 1.0f + RadialConvergeY * TexelDims.yyy * radialConvergeOffset.yyy;
// un-center coordinates
Output.TexCoordX += 0.5f;
Output.TexCoordY += 0.5f;
// linear converge
Output.TexCoordX += ConvergeX * TexelDims.xxx;
Output.TexCoordY += ConvergeY * TexelDims.yyy;
Output.Color = Input.Color;
return Output;
}
//-----------------------------------------------------------------------------
// Deconvergence Pixel Shader
//-----------------------------------------------------------------------------
float4 ps_main(PS_INPUT Input) : COLOR
{
float2 ra = tex2D(DiffuseSampler, float2(Input.TexCoordX.x, Input.TexCoordY.x)).ra;
float2 ga = tex2D(DiffuseSampler, float2(Input.TexCoordX.y, Input.TexCoordY.y)).ga;
float2 ba = tex2D(DiffuseSampler, float2(Input.TexCoordX.z, Input.TexCoordY.z)).ba;
return float4(ra.x, ga.x, ba.x, ra.y + ga.y + ba.y);
}
//-----------------------------------------------------------------------------
// Deconvergence Technique
//-----------------------------------------------------------------------------
technique DefaultTechnique
{
pass Pass0
{
Lighting = FALSE;
VertexShader = compile vs_3_0 vs_main();
PixelShader = compile ps_3_0 ps_main();
}
}