Previous 199869 Revisions Next

r22961 Sunday 19th May, 2013 at 21:53:08 UTC by Ryan Holtz
fix vector bloom, nw
[hlsl]bloom.fx downsample.fx vector.fx
[src/osd/windows]d3dcomm.h d3dhlsl.c d3dhlsl.h drawd3d.c winmain.c winmain.h

trunk/src/osd/windows/d3dhlsl.h
r22960r22961
117117   float                   vector_length_ratio;
118118
119119   // Bloom
120   float                   vector_bloom_scale;
121   float                   raster_bloom_scale;
120122   float                   bloom_level0_weight;
121123   float                   bloom_level1_weight;
122124   float                   bloom_level2_weight;
trunk/src/osd/windows/d3dcomm.h
r22960r22961
9090public:
9191   texture_manager() { }
9292   texture_manager(renderer *d3d);
93   ~texture_manager() { }
93   ~texture_manager();
9494
9595   void               update_textures();
9696
trunk/src/osd/windows/winmain.c
r22960r22961
398398   { WINOPTION_VECTOR_LENGTH_RATIO";vecsize",                  "4.0",       OPTION_FLOAT,      "Vector fade length (4.0 - vectors fade the most at and above 4 pixels, etc.)" },
399399   /* Bloom below this line */
400400   { NULL,                                                     NULL,        OPTION_HEADER,     "BLOOM POST-PROCESSING OPTIONS" },
401   { WINOPTION_VECTOR_BLOOM_SCALE,                             "0.3",       OPTION_FLOAT,      "Intensity factor for vector bloom" },
402   { WINOPTION_RASTER_BLOOM_SCALE,                             "0.25",      OPTION_FLOAT,      "Intensity factor for raster bloom" },
401403   { WINOPTION_BLOOM_LEVEL0_WEIGHT,                          "1.0",       OPTION_FLOAT,      "Bloom level 0  (full-size target) weight" },
402404   { WINOPTION_BLOOM_LEVEL1_WEIGHT,                          "0.21",      OPTION_FLOAT,      "Bloom level 1  (half-size target) weight" },
403405   { WINOPTION_BLOOM_LEVEL2_WEIGHT,                          "0.19",      OPTION_FLOAT,      "Bloom level 2  (quarter-size target) weight" },
trunk/src/osd/windows/winmain.h
r22960r22961
133133#define WINOPTION_VECTOR_TIME_PERIOD        "vector_time_period"
134134#define WINOPTION_VECTOR_LENGTH_SCALE       "vector_length_scale"
135135#define WINOPTION_VECTOR_LENGTH_RATIO       "vector_length_ratio"
136#define WINOPTION_VECTOR_BLOOM_SCALE      "vector_bloom_scale"
137#define WINOPTION_RASTER_BLOOM_SCALE      "raster_bloom_scale"
136138#define WINOPTION_BLOOM_LEVEL0_WEIGHT       "bloom_lvl0_weight"
137139#define WINOPTION_BLOOM_LEVEL1_WEIGHT       "bloom_lvl1_weight"
138140#define WINOPTION_BLOOM_LEVEL2_WEIGHT       "bloom_lvl2_weight"
r22960r22961
256258   float screen_vector_time_period() const { return float_value(WINOPTION_VECTOR_TIME_PERIOD); }
257259   float screen_vector_length_scale() const { return float_value(WINOPTION_VECTOR_LENGTH_SCALE); }
258260   float screen_vector_length_ratio() const { return float_value(WINOPTION_VECTOR_LENGTH_RATIO); }
261   float screen_vector_bloom_scale() const { return float_value(WINOPTION_VECTOR_BLOOM_SCALE); }
262   float screen_raster_bloom_scale() const { return float_value(WINOPTION_RASTER_BLOOM_SCALE); }
259263   float screen_bloom_lvl0_weight() const { return float_value(WINOPTION_BLOOM_LEVEL0_WEIGHT); }
260264   float screen_bloom_lvl1_weight() const { return float_value(WINOPTION_BLOOM_LEVEL1_WEIGHT); }
261265   float screen_bloom_lvl2_weight() const { return float_value(WINOPTION_BLOOM_LEVEL2_WEIGHT); }
trunk/src/osd/windows/drawd3d.c
r22960r22961
533533   mame_printf_verbose("Direct3D: Max texture size = %dx%d\n", (int)m_texture_max_width, (int)m_texture_max_height);
534534}
535535
536texture_manager::~texture_manager()
537{
538}
539
536540void texture_manager::create_resources()
537541{
538542   // experimental: load a PNG to use for vector rendering; it is treated
r22960r22961
9971001                                       video_config.waitvsync || video_config.syncrefresh) ?
9981002                                       D3DPRESENT_INTERVAL_ONE : D3DPRESENT_INTERVAL_IMMEDIATE;
9991003
1004   printf("m_device is %08x%08x\n", (UINT32)((UINT64)m_device >> 32), (UINT32)((UINT64)m_device & 0x00000000ffffffff));
10001005   // create the D3D device
10011006   result = (*d3dintf->d3d.create_device)(d3dintf, m_adapter, D3DDEVTYPE_HAL, win_window_list->hwnd,
10021007               D3DCREATE_SOFTWARE_VERTEXPROCESSING | D3DCREATE_FPU_PRESERVE, &m_presentation, &m_device);
trunk/src/osd/windows/d3dhlsl.c
r22960r22961
224224shaders::~shaders()
225225{
226226   global_free(options);
227   cache_target *currcache = cachehead;
228   while(cachehead != NULL)
229   {
230      cachehead = currcache->next;
231      global_free(currcache);
232      currcache = cachehead;
233   }
234
235   render_target *currtarget = targethead;
236   while(targethead != NULL)
237   {
238      targethead = currtarget->next;
239      global_free(currtarget);
240      currtarget = targethead;
241   }
227242}
228243
229244
r22960r22961
983998      options->vector_time_period = winoptions.screen_vector_time_period();
984999      options->vector_length_scale = winoptions.screen_vector_length_scale();
9851000      options->vector_length_ratio = winoptions.screen_vector_length_ratio();
1001      options->vector_bloom_scale = winoptions.screen_vector_bloom_scale();
1002      options->raster_bloom_scale = winoptions.screen_raster_bloom_scale();
9861003      options->bloom_level0_weight = winoptions.screen_bloom_lvl0_weight();
9871004      options->bloom_level1_weight = winoptions.screen_bloom_lvl1_weight();
9881005      options->bloom_level2_weight = winoptions.screen_bloom_lvl2_weight();
r22960r22961
20582075      curr_effect = downsample_effect;
20592076
20602077      (*d3dintf->effect.set_texture)(curr_effect, "Diffuse", rt->render_texture[2]);
2078      (*d3dintf->effect.set_float)(curr_effect, "BloomRescale", options->raster_bloom_scale);
20612079
20622080      int bloom_size = (d3d->get_width() < d3d->get_height()) ? d3d->get_width() : d3d->get_height();
20632081      int bloom_index = 0;
r22960r22961
22222240      curr_effect = downsample_effect;
22232241
22242242      (*d3dintf->effect.set_texture)(curr_effect, "Diffuse", rt->render_texture[0]);
2243      (*d3dintf->effect.set_float)(curr_effect, "BloomRescale", options->vector_bloom_scale);
22252244
22262245      int bloom_size = (d3d->get_width() < d3d->get_height()) ? d3d->get_width() : d3d->get_height();
22272246      int bloom_index = 0;
r22960r22961
22642283
22652284      float target_size[2] = { d3d->get_width(), d3d->get_height() };
22662285      (*d3dintf->effect.set_vector)(curr_effect, "TargetSize", 2, target_size);
2286      float weight0123[4] = { options->bloom_level0_weight, options->bloom_level1_weight,
2287                        options->bloom_level2_weight, options->bloom_level3_weight };
2288      float weight4567[4] = { options->bloom_level4_weight, options->bloom_level5_weight,
2289                        options->bloom_level6_weight, options->bloom_level7_weight };
2290      float weight89A[3] = { options->bloom_level8_weight, options->bloom_level9_weight,
2291                        options->bloom_level10_weight };
2292      (*d3dintf->effect.set_vector)(curr_effect, "Level0123Weight", 4, weight0123);
2293      (*d3dintf->effect.set_vector)(curr_effect, "Level4567Weight", 4, weight4567);
2294      (*d3dintf->effect.set_vector)(curr_effect, "Level89AWeight", 3, weight89A);
22672295
22682296      (*d3dintf->effect.set_texture)(curr_effect, "DiffuseA", rt->render_texture[0]);
22692297      (*d3dintf->effect.set_float)(curr_effect, "DiffuseScaleA", 1.0f);
trunk/hlsl/vector.fx
r22960r22961
6868   float lengthModulate = clamp(1.0f - LengthParams.x / LengthParams.z, 0.0f, 1.0f);
6969   lengthModulate = lerp(1.0f, timeModulate * lengthModulate, LengthParams.y) * 2.0;
7070
71   float4 outColor = Input.Color * float4(lengthModulate, lengthModulate, lengthModulate, 1.0f) * 2.5;
71   float4 outColor = Input.Color * float4(lengthModulate, lengthModulate, lengthModulate, 1.0f) * 8.0;
7272   return outColor;
7373}
7474
trunk/hlsl/bloom.fx
r22960r22961
189189   float2 inversePixel = 1.0f / TargetSize;
190190   float2 TexCoord = Input.Position.xy * inversePixel + float2(0.5f, 0.5f) * inversePixel;
191191   Output.TexCoord01.xy = TexCoord;
192   Output.TexCoord01.zw = ((TexCoord - 0.5f) * 1.00f + 0.5f) * 0.5f;
193   Output.TexCoord23.xy = ((TexCoord - 0.5f) * 1.00f + 0.5f) * 0.25f;
194   Output.TexCoord23.zw = ((TexCoord - 0.5f) * 1.00f + 0.5f) * 0.125f;
195   Output.TexCoord45.xy = ((TexCoord - 0.5f) * 1.00f + 0.5f) * 0.0625f;
196   Output.TexCoord45.zw = ((TexCoord - 0.5f) * 1.00f + 0.5f) * 0.03125f;
197   Output.TexCoord67.xy = ((TexCoord - 0.5f) * 1.00f + 0.5f) * 0.015625f;
198   Output.TexCoord67.zw = ((TexCoord - 0.5f) * 1.00f + 0.5f) * 0.0078125f;
199   Output.TexCoord89.xy = ((TexCoord - 0.5f) * 1.00f + 0.5f) * 0.00390625f;
200   Output.TexCoord89.zw = ((TexCoord - 0.5f) * 1.00f + 0.5f) * 0.001953125f;
201   Output.TexCoordA = ((TexCoord - 0.5f) * 1.00f + 0.5f) * 0.0009765625f;
192   Output.TexCoord01.zw = ((TexCoord - 0.5f) * 1.00f + 0.5f) * 1.0f;//0.5f;
193   Output.TexCoord23.xy = ((TexCoord - 0.5f) * 1.00f + 0.5f) * 1.0f;//0.25f;
194   Output.TexCoord23.zw = ((TexCoord - 0.5f) * 1.00f + 0.5f) * 1.0f;//0.125f;
195   Output.TexCoord45.xy = ((TexCoord - 0.5f) * 1.00f + 0.5f) * 1.0f;//0.0625f;
196   Output.TexCoord45.zw = ((TexCoord - 0.5f) * 1.00f + 0.5f) * 1.0f;//0.03125f;
197   Output.TexCoord67.xy = ((TexCoord - 0.5f) * 1.00f + 0.5f) * 1.0f;//0.015625f;
198   Output.TexCoord67.zw = ((TexCoord - 0.5f) * 1.00f + 0.5f) * 1.0f;//0.0078125f;
199   Output.TexCoord89.xy = ((TexCoord - 0.5f) * 1.00f + 0.5f) * 1.0f;//0.00390625f;
200   Output.TexCoord89.zw = ((TexCoord - 0.5f) * 1.00f + 0.5f) * 1.0f;//0.001953125f;
201   Output.TexCoordA = ((TexCoord - 0.5f) * 1.00f + 0.5f) * 1.0f;//0.0009765625f;
202202
203203   return Output;
204204}
r22960r22961
225225   float3 texel9 = tex2D(DiffuseSampler9, Input.TexCoord89.zw).rgb;
226226   float3 texelA = tex2D(DiffuseSamplerA, Input.TexCoordA).rgb;
227227
228   texel0 = texel0 * Level0123Weight.x; // 1.0f;
229   texel1 = texel1 * Level0123Weight.y; // 0.21f;
230   texel2 = texel2 * Level0123Weight.z; // 0.19f;
231   texel3 = texel3 * Level0123Weight.w; // 0.17f;
232   texel4 = texel4 * Level4567Weight.x; // 0.15f;
233   texel5 = texel5 * Level4567Weight.y; // 0.14f;
234   texel6 = texel6 * Level4567Weight.z; // 0.13f;
235   texel7 = texel7 * Level4567Weight.w; // 0.12f;
236   texel8 = texel8 * Level89AWeight.x; // 0.11f;
237   texel9 = texel9 * Level89AWeight.y; // 0.10f;
238   texelA = texelA * Level89AWeight.z; // 0.09f;
228   texel0 = texel0 * Level0123Weight.x;
229   texel1 = texel1 * Level0123Weight.y;
230   texel2 = texel2 * Level0123Weight.z;
231   texel3 = texel3 * Level0123Weight.w;
232   texel4 = texel4 * Level4567Weight.x;
233   texel5 = texel5 * Level4567Weight.y;
234   texel6 = texel6 * Level4567Weight.z;
235   texel7 = texel7 * Level4567Weight.w;
236   texel8 = texel8 * Level89AWeight.x;
237   texel9 = texel9 * Level89AWeight.y;
238   texelA = texelA * Level89AWeight.z;
239239
240240   float4 sum = float4(texel0 + texel1 + texel2 + texel3 + texel4 +
241241           texel5 + texel6 + texel7 + texel8 + texel9 + texelA, 1.0f);
trunk/hlsl/downsample.fx
r22960r22961
2525   float4 Color : COLOR0;
2626   float4 TexCoord01 : TEXCOORD0;
2727   float4 TexCoord23 : TEXCOORD1;
28   float4 TexCoord45 : TEXCOORD2;
29   float4 TexCoord67 : TEXCOORD3;
30   float4 TexCoord89 : TEXCOORD4;
3128};
3229
3330struct VS_INPUT
r22960r22961
4239   float4 Color : COLOR0;
4340   float4 TexCoord01 : TEXCOORD0;
4441   float4 TexCoord23 : TEXCOORD1;
45   float4 TexCoord45 : TEXCOORD2;
46   float4 TexCoord67 : TEXCOORD3;
47   float4 TexCoord89 : TEXCOORD4;
4842};
4943
5044//-----------------------------------------------------------------------------
r22960r22961
5347
5448uniform float2 TargetSize;
5549uniform float2 SourceSize;
50uniform float BloomRescale;
5651
5752VS_OUTPUT vs_main(VS_INPUT Input)
5853{
r22960r22961
6459   Output.Position.xy -= 0.5f;
6560   Output.Position.xy *= 2.0f;
6661   Output.Color = Input.Color;
67   float2 inversePixel = 1.0f / TargetSize;
68   Output.TexCoord01.xy = Input.Position.xy * inversePixel + float2(0.00f + 0.5f, 0.00f + 0.5f) * inversePixel;
69   Output.TexCoord01.zw = Input.Position.xy * inversePixel + float2(0.50f + 0.5f, 0.00f + 0.5f) * inversePixel;
70   Output.TexCoord23.xy = Input.Position.xy * inversePixel + float2(0.25f + 0.5f, 0.25f + 0.5f) * inversePixel;
71   Output.TexCoord23.zw = Input.Position.xy * inversePixel + float2(0.50f + 0.5f, 0.25f + 0.5f) * inversePixel;
72   Output.TexCoord45.xy = Input.Position.xy * inversePixel + float2(0.75f + 0.5f, 0.25f + 0.5f) * inversePixel;
73   Output.TexCoord45.zw = Input.Position.xy * inversePixel + float2(0.00f + 0.5f, 0.50f + 0.5f) * inversePixel;
74   Output.TexCoord67.xy = Input.Position.xy * inversePixel + float2(0.50f + 0.5f, 0.50f + 0.5f) * inversePixel;
75   Output.TexCoord67.zw = Input.Position.xy * inversePixel + float2(0.00f + 0.5f, 0.75f + 0.5f) * inversePixel;
76   Output.TexCoord89.xy = Input.Position.xy * inversePixel + float2(0.25f + 0.5f, 0.75f + 0.5f) * inversePixel;
77   Output.TexCoord89.zw = Input.Position.xy * inversePixel + float2(0.75f + 0.5f, 0.75f + 0.5f) * inversePixel;
62   float2 inversePixel = 1.0f / SourceSize;
63   Output.TexCoord01.xy = Input.Position.xy * inversePixel + float2(0.5f, 0.5f) * inversePixel;
64   Output.TexCoord01.zw = Input.Position.xy * inversePixel + float2(1.5f, 0.5f) * inversePixel;
65   Output.TexCoord23.xy = Input.Position.xy * inversePixel + float2(0.5f, 1.5f) * inversePixel;
66   Output.TexCoord23.zw = Input.Position.xy * inversePixel + float2(1.5f, 1.5f) * inversePixel;
7867
7968   return Output;
8069}
r22960r22961
8978   float4 texel1 = tex2D(DiffuseSampler, Input.TexCoord01.zw);
9079   float4 texel2 = tex2D(DiffuseSampler, Input.TexCoord23.xy);
9180   float4 texel3 = tex2D(DiffuseSampler, Input.TexCoord23.zw);
92   float4 texel4 = tex2D(DiffuseSampler, Input.TexCoord45.xy);
93   float4 texel5 = tex2D(DiffuseSampler, Input.TexCoord45.zw);
94   float4 texel6 = tex2D(DiffuseSampler, Input.TexCoord67.xy);
95   float4 texel7 = tex2D(DiffuseSampler, Input.TexCoord67.zw);
96   float4 texel8 = tex2D(DiffuseSampler, Input.TexCoord89.xy);
97   float4 texel9 = tex2D(DiffuseSampler, Input.TexCoord89.zw);
98   float4 outTexel = (texel0 + texel1 + texel2 + texel3 + texel4 + texel5 + texel6 + texel7 + texel8 + texel9) * 0.1f;
81   float4 outTexel = (texel0 + texel1 + texel2 + texel3) * BloomRescale;
9982   return float4(outTexel.rgb, 1.0f);
10083}
10184

Previous 199869 Revisions Next


© 1997-2024 The MAME Team