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r44506 Saturday 9th January, 2016 at 15:41:53 UTC by Jezze
Fixed YIQ passes

- fixed half texel offset
- readded usage of A value in encode/decode pass
- readded jitter of B value in encode/decode pass
- readded usage of P value in encode pass
- fixed not set O value uniform for decode pass
- removed duplicate YIQ option definition
- changed default of O value back to 1.0
[hlsl]yiq_decode.fx yiq_encode.fx
[src/osd/modules/render/d3d]d3dhlsl.cpp
[src/osd/windows]winmain.cpp

trunk/hlsl/yiq_decode.fx
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11// license:BSD-3-Clause
2// copyright-holders:Ryan Holtz
2// copyright-holders:Ryan Holtz,ImJezze
33//-----------------------------------------------------------------------------
44// YIQ Decode Effect
55//-----------------------------------------------------------------------------
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4141struct VS_OUTPUT
4242{
4343   float4 Position : POSITION;
44   float4 Coord0 : TEXCOORD0;
44   float4 TexCoord : TEXCOORD0;
4545};
4646
4747struct VS_INPUT
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4949   float4 Position : POSITION;
5050   float4 Color : COLOR0;
5151   float2 TexCoord : TEXCOORD0;
52   float2 Unused : TEXCOORD1;
5352};
5453
5554struct PS_INPUT
5655{
57   float4 Coord0 : TEXCOORD0;
56   float2 TexCoord : TEXCOORD0;
5857};
5958
6059//-----------------------------------------------------------------------------
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7170
7271   Output.Position = float4(Input.Position.xyz, 1.0f);
7372   Output.Position.xy /= ScreenDims;
74   Output.Position.y = 1.0f - Output.Position.y;
75   Output.Position.xy -= 0.5f;
76   Output.Position *= float4(2.0f, 2.0f, 1.0f, 1.0f);
77   Output.Coord0.xy = Input.TexCoord;
78   Output.Coord0.zw = float2(1.0f / SourceDims.x, 0.0f);
73   Output.Position.y = 1.0f - Output.Position.y; // flip y
74   Output.Position.xy -= 0.5f; // center
75   Output.Position.xy *= 2.0f; // zoom
7976
77   Output.TexCoord.xy = Input.TexCoord;
78   Output.TexCoord.xy += 0.5f / SourceDims; // half texel offset correction (DX9)
79
8080   return Output;
8181}
8282
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8484// YIQ Decode Pixel Shader
8585//-----------------------------------------------------------------------------
8686
87uniform float AValue = 0.0f;
88uniform float BValue = 0.0f;
89uniform float CCValue = 3.04183f;
90uniform float PValue = 1.0f;
87uniform float AValue = 0.5f;
88uniform float BValue = 0.5f;
89uniform float CCValue = 3.5975454f;
9190uniform float OValue = 0.0f;
91uniform float PValue = 1.0f; // unused
92
9293uniform float ScanTime = 52.6f;
94uniform float FrameOffset = 0.0f;
9395
9496uniform float NotchHalfWidth = 1.0f;
9597uniform float YFreqResponse = 6.0f;
9698uniform float IFreqResponse = 1.2f;
9799uniform float QFreqResponse = 0.6f;
98100
99uniform float PI = 3.141592653589;
100uniform float PI2 = 6.283185307178;
101//-----------------------------------------------------------------------------
102// Constants
103//-----------------------------------------------------------------------------
101104
105static const float4 NotchOffset = float4(0.0f, 1.0f, 2.0f, 3.0f);
106
107static const float PI = 3.1415927f;
108static const float PI2 = 6.2831855f;
109
110static const float MaxC = 2.1183f;
111static const float MinC = -1.1183f;
112static const float CRange = 3.2366f;
113
102114float4 ps_main(PS_INPUT Input) : COLOR
103115{
104   float4 BaseTexel = tex2D(DiffuseSampler, Input.Coord0.xy + 0.5f / SourceDims);
116   float4 BaseTexel = tex2D(DiffuseSampler, Input.TexCoord.xy);
105117
118   float2 InvDims = 1.0f / SourceDims;
119
106120   // YIQ convolution: N coefficients each
107121   float4 YAccum = 0.0f;
108122   float4 IAccum = 0.0f;
109123   float4 QAccum = 0.0f;
110   float MaxC = 2.1183f;
111   float MinC = -1.1183f;
112   float CRange = MaxC - MinC;
113   float FrameWidthx4 = SourceDims.x * 4.0f * SourceRect.x;
114   float Fc_y1 = (CCValue - NotchHalfWidth) * ScanTime / FrameWidthx4;
115   float Fc_y2 = (CCValue + NotchHalfWidth) * ScanTime / FrameWidthx4;
116   float Fc_y3 = YFreqResponse * ScanTime / FrameWidthx4;
117   float Fc_i = IFreqResponse * ScanTime / FrameWidthx4;
118   float Fc_q = QFreqResponse * ScanTime / FrameWidthx4;
124
125   float BValueFrameOffset = BValue * FrameOffset;
126
127   float FrameWidthx4 = SourceDims.x * SourceRect.x * 4.0f;
128   float TimePerSample = ScanTime / FrameWidthx4;
129
130   float Fc_y1 = (CCValue - NotchHalfWidth) * TimePerSample;
131   float Fc_y2 = (CCValue + NotchHalfWidth) * TimePerSample;
132   float Fc_y3 = YFreqResponse * TimePerSample;
133   float Fc_i = IFreqResponse * TimePerSample;
134   float Fc_q = QFreqResponse * TimePerSample;
119135   float Fc_i_2 = Fc_i * 2.0f;
120136   float Fc_q_2 = Fc_q * 2.0f;
121137   float Fc_y1_2 = Fc_y1 * 2.0f;
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127143   float Fc_y2_pi2 = Fc_y2 * PI2;
128144   float Fc_y3_pi2 = Fc_y3 * PI2;
129145   float PI2Length = PI2 / 82.0f;
130   float4 NOffset = float4(0.0f, 1.0f, 2.0f, 3.0f);
146
131147   float W = PI2 * CCValue * ScanTime;
132   float4 CoordY = Input.Coord0.y;
133   float4 VPosition = (CoordY * SourceRect.y) * (SourceDims.x / SourceRect.x);
148
149   float4 Cy = Input.TexCoord.y;
150   float4 VPosition = Cy * (SourceDims.y * SourceRect.y) * 2.0f;
151
134152   for(float n = -41.0f; n < 42.0f; n += 4.0f)
135153   {
136      float4 n4 = n + NOffset;
137      float4 CoordX = Input.Coord0.x + Input.Coord0.z * n4 * 0.25f;
138      float2 TexCoord = float2(CoordX.r, CoordY.r);
139      float4 C = tex2D(CompositeSampler, TexCoord + float2(0.5f, 0.0f) / SourceDims) * CRange + MinC;
140      float4 T = (CoordX / SourceRect.x) + VPosition + BValue;
154      float4 n4 = n + NotchOffset;
155
156      float4 Cx = Input.TexCoord.x + InvDims.x * n4 * 0.25f;
157      float4 HPosition = (Cx / SourceRect.x);
158
159      float4 C = tex2D(CompositeSampler, float2(Cx.r, Cy.r)) * CRange + MinC;
160
161      float4 T = HPosition + AValue * VPosition + BValueFrameOffset;
141162      float4 WT = W * T + OValue;
163
142164      float4 SincKernel = 0.54f + 0.46f * cos(PI2Length * n4);
143165
144166      float4 SincYIn1 = Fc_y1_pi2 * n4;
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147169      float4 SincIIn = Fc_i_pi2 * n4;
148170      float4 SincQIn = Fc_q_pi2 * n4;
149171
150      float4 SincY1 = ((SincYIn1 != 0.0f) ? (sin(SincYIn1) / SincYIn1) : 1.0f);
151      float4 SincY2 = ((SincYIn2 != 0.0f) ? (sin(SincYIn2) / SincYIn2) : 1.0f);
152      float4 SincY3 = ((SincYIn3 != 0.0f) ? (sin(SincYIn3) / SincYIn3) : 1.0f);
172      float4 SincY1 = SincYIn1 != 0.0f ? sin(SincYIn1) / SincYIn1 : 1.0f;
173      float4 SincY2 = SincYIn2 != 0.0f ? sin(SincYIn2) / SincYIn2 : 1.0f;
174      float4 SincY3 = SincYIn3 != 0.0f ? sin(SincYIn3) / SincYIn3 : 1.0f;
153175
154176      float4 IdealY = (Fc_y1_2 * SincY1 - Fc_y2_2 * SincY2) + Fc_y3_2 * SincY3;
155      float4 IdealI = Fc_i_2 * ((SincIIn != 0.0f) ? (sin(SincIIn) / SincIIn) : 1.0f);
156      float4 IdealQ = Fc_q_2 * ((SincQIn != 0.0f) ? (sin(SincQIn) / SincQIn) : 1.0f);
177      float4 IdealI = Fc_i_2 * (SincIIn != 0.0f ? sin(SincIIn) / SincIIn : 1.0f);
178      float4 IdealQ = Fc_q_2 * (SincQIn != 0.0f ? sin(SincQIn) / SincQIn : 1.0f);
157179
158180      float4 FilterY = SincKernel * IdealY;
159181      float4 FilterI = SincKernel * IdealI;
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170192
171193   float3 YIQ = float3(Y, I, Q);
172194
173   float3 OutRGB = float3(dot(YIQ, float3(1.0f, 0.956f, 0.621f)), dot(YIQ, float3(1.0f, -0.272f, -0.647f)), dot(YIQ, float3(1.0f, -1.106f, 1.703f)));   
174
175   return float4(OutRGB, BaseTexel.a);
195   float3 Decode = float3(
196      dot(YIQ, float3(1.0f, 0.956f, 0.621f)),
197      dot(YIQ, float3(1.0f, -0.272f, -0.647f)),
198      dot(YIQ, float3(1.0f, -1.106f, 1.703f)));   
199   return float4(Decode, BaseTexel.a);
176200}
177201
178202//-----------------------------------------------------------------------------
trunk/hlsl/yiq_encode.fx
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11// license:BSD-3-Clause
2// copyright-holders:Ryan Holtz
2// copyright-holders:Ryan Holtz,ImJezze
33//-----------------------------------------------------------------------------
44// YIQ Encode Effect
55//-----------------------------------------------------------------------------
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3737   float4 Position : POSITION;
3838   float4 Color : COLOR0;
3939   float2 TexCoord : TEXCOORD0;
40   float2 Unused : TEXCOORD1;
4140};
4241
4342struct PS_INPUT
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5150//-----------------------------------------------------------------------------
5251
5352uniform float2 ScreenDims;
53uniform float2 SourceDims;
54uniform float2 SourceRect;
5455
5556VS_OUTPUT vs_main(VS_INPUT Input)
5657{
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5859
5960   Output.Position = float4(Input.Position.xyz, 1.0f);
6061   Output.Position.xy /= ScreenDims;
61   Output.Position.y = 1.0f - Output.Position.y;
62   Output.Position.xy -= 0.5f;
63   Output.Position *= float4(2.0f, 2.0f, 1.0f, 1.0f);
64   Output.Color = Input.Color;
62   Output.Position.y = 1.0f - Output.Position.y; // flip y
63   Output.Position.xy -= 0.5f; // center
64   Output.Position.xy *= 2.0f; // zoom
65
6566   Output.TexCoord = Input.TexCoord;
67   Output.TexCoord += 0.5f / SourceDims; // half texel offset correction (DX9)
6668
69   Output.Color = Input.Color;
70
6771   return Output;
6872}
6973
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7175// YIQ Encode Pixel Shader
7276//-----------------------------------------------------------------------------
7377
74uniform float AValue = 0.0f;
75uniform float BValue = 0.0f;
76uniform float CCValue = 3.04183f;
78uniform float AValue = 0.5f;
79uniform float BValue = 0.5f;
80uniform float CCValue = 3.5975454f;
81uniform float OValue = 0.0f;
7782uniform float PValue = 1.0f;
83
7884uniform float ScanTime = 52.6f;
85uniform float FrameOffset = 0.0f;
7986
80uniform float2 SourceDims;
81uniform float2 SourceRect;
82
83uniform float4 YDot = float4(0.299f, 0.587f, 0.114f, 0.0f);
84uniform float4 IDot = float4(0.595716f, -0.274453f, -0.321263f, 0.0f);
85uniform float4 QDot = float4(0.211456f, -0.522591f, 0.311135f, 0.0f);
86uniform float4 OffsetX = float4(0.00f, 0.25f, 0.50f, 0.75f);
87
88uniform float PI = 3.1415926535f;
89uniform float PI2 = 6.2831853072f;
90
9187uniform float MaxC = 2.1183f;
9288uniform float MinC = -1.1183f;
9389uniform float CRange = 3.2366f;
9490
91//-----------------------------------------------------------------------------
92// Constants
93//-----------------------------------------------------------------------------
94
95static const float4 YDot = float4(0.299f, 0.587f, 0.114f, 0.0f);
96static const float4 IDot = float4(0.595716f, -0.274453f, -0.321263f, 0.0f);
97static const float4 QDot = float4(0.211456f, -0.522591f, 0.311135f, 0.0f);
98static const float4 OffsetX = float4(0.0f, 0.25f, 0.50f, 0.75f);
99
100static const float PI = 3.1415927f;
101static const float PI2 = 6.2831855f;
102
95103float4 ps_main(PS_INPUT Input) : COLOR
96{
104{   
97105   float2 InvDims = 1.0f / SourceDims;
98   float4 CoordX = float4(Input.TexCoord.x + OffsetX * InvDims.x);
99   float4 CoordY = Input.TexCoord.y;
100106
101   float2 TexelOffset = InvDims * 0.5f;
102   float4 Texel0 = tex2D(DiffuseSampler, float2(CoordX.x, CoordY.x) + TexelOffset);
103   float4 Texel1 = tex2D(DiffuseSampler, float2(CoordX.y, CoordY.y) + TexelOffset);
104   float4 Texel2 = tex2D(DiffuseSampler, float2(CoordX.z, CoordY.z) + TexelOffset);
105   float4 Texel3 = tex2D(DiffuseSampler, float2(CoordX.w, CoordY.w) + TexelOffset);
107   float2 InvPValue = float2(PValue, 0.0f) * InvDims;
106108
109   float2 C0 = Input.TexCoord + InvPValue * OffsetX.x;
110   float2 C1 = Input.TexCoord + InvPValue * OffsetX.y;
111   float2 C2 = Input.TexCoord + InvPValue * OffsetX.z;
112   float2 C3 = Input.TexCoord + InvPValue * OffsetX.w;
113   float4 Cx = float4(C0.x, C1.x, C2.x, C3.x);
114   float4 Cy = float4(C0.y, C1.y, C2.y, C3.y);
115   float4 Texel0 = tex2D(DiffuseSampler, C0);
116   float4 Texel1 = tex2D(DiffuseSampler, C1);
117   float4 Texel2 = tex2D(DiffuseSampler, C2);
118   float4 Texel3 = tex2D(DiffuseSampler, C3);
119
107120   float4 Y = float4(dot(Texel0, YDot), dot(Texel1, YDot), dot(Texel2, YDot), dot(Texel3, YDot));
108121   float4 I = float4(dot(Texel0, IDot), dot(Texel1, IDot), dot(Texel2, IDot), dot(Texel3, IDot));
109122   float4 Q = float4(dot(Texel0, QDot), dot(Texel1, QDot), dot(Texel2, QDot), dot(Texel3, QDot));
123   
124   float BValueFrameOffset = BValue * FrameOffset;
110125
126   float4 HPosition = Cx / SourceRect.x;
127   float4 VPosition = Cy * (SourceDims.y * SourceRect.y) * 2.0f;
128
111129   float4 W = PI2 * CCValue * ScanTime;
112   float4 VPosition = (CoordY * SourceRect.y) * (SourceDims.x / SourceRect.x);
113   float4 T = CoordX / SourceRect.x + VPosition + BValue;
130   float4 T = HPosition + AValue * VPosition + BValueFrameOffset;
131   float4 TW = T * W + OValue;
114132
115   float4 C = Y + I * cos(T * W) + Q * sin(T * W);
116   C = (C - MinC) / CRange;
133   float4 Encoded = Y + I * cos(TW) + Q * sin(TW);
117134
118   return C;
135   return (Encoded - MinC) / CRange;;
119136}
120137
121138//-----------------------------------------------------------------------------
trunk/src/osd/modules/render/d3d/d3dhlsl.cpp
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970970   yiq_encode_effect->add_uniform("CCValue", uniform::UT_FLOAT, uniform::CU_NTSC_CCFREQ);
971971   yiq_encode_effect->add_uniform("AValue", uniform::UT_FLOAT, uniform::CU_NTSC_A);
972972   yiq_encode_effect->add_uniform("BValue", uniform::UT_FLOAT, uniform::CU_NTSC_B);
973   yiq_decode_effect->add_uniform("OValue", uniform::UT_FLOAT, uniform::CU_NTSC_O);
973974   yiq_encode_effect->add_uniform("PValue", uniform::UT_FLOAT, uniform::CU_NTSC_P);
974975   yiq_encode_effect->add_uniform("NotchHalfWidth", uniform::UT_FLOAT, uniform::CU_NTSC_NOTCH);
975976   yiq_encode_effect->add_uniform("YFreqResponse", uniform::UT_FLOAT, uniform::CU_NTSC_YFREQ);
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12441245      return next_index;
12451246   }
12461247
1248   float frame_offset = curr_texture->get_cur_frame() == 0
1249      ? 0.0f
1250      : (float)curr_texture->get_cur_frame();
1251
12471252   // Convert our signal into YIQ
12481253   curr_effect = yiq_encode_effect;
12491254   curr_effect->update_uniforms();
1250
1255   curr_effect->set_float("FrameOffset", frame_offset);
1256   
12511257   // initial "Diffuse"  texture is set in shaders::set_texture()
12521258
12531259   next_index = rt->next_index(next_index);
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12581264   curr_effect->update_uniforms();
12591265   curr_effect->set_texture("Composite", rt->native_texture[next_index]);
12601266   curr_effect->set_texture("Diffuse", curr_texture->get_finaltex());
1261
1267   curr_effect->set_float("FrameOffset", frame_offset);
1268   
12621269   next_index = rt->next_index(next_index);
12631270   blit(rt->native_target[next_index], true, D3DPT_TRIANGLELIST, 0, 2);
12641271
trunk/src/osd/windows/winmain.cpp
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330330   { WINOPTION_YIQ_CCVALUE";yiqcc",                            "3.59754545",        OPTION_FLOAT,      "Color Carrier frequency for NTSC signal processing" },
331331   { WINOPTION_YIQ_AVALUE";yiqa",                              "0.5",               OPTION_FLOAT,      "A value for NTSC signal processing" },
332332   { WINOPTION_YIQ_BVALUE";yiqb",                              "0.5",               OPTION_FLOAT,      "B value for NTSC signal processing" },
333   { WINOPTION_YIQ_OVALUE";yiqo",                              "1.570796325",       OPTION_FLOAT,      "Outgoing Color Carrier phase offset for NTSC signal processing" },
333   { WINOPTION_YIQ_OVALUE";yiqo",                              "1.0",               OPTION_FLOAT,      "Outgoing Color Carrier phase offset for NTSC signal processing" },
334334   { WINOPTION_YIQ_PVALUE";yiqp",                              "1.0",               OPTION_FLOAT,      "Incoming Pixel Clock scaling value for NTSC signal processing" },
335335   { WINOPTION_YIQ_NVALUE";yiqn",                              "1.0",               OPTION_FLOAT,      "Y filter notch width for NTSC signal processing" },
336336   { WINOPTION_YIQ_YVALUE";yiqy",                              "6.0",               OPTION_FLOAT,      "Y filter cutoff frequency for NTSC signal processing" },
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338338   { WINOPTION_YIQ_QVALUE";yiqq",                              "0.6",               OPTION_FLOAT,      "Q filter cutoff frequency for NTSC signal processing" },
339339   { WINOPTION_YIQ_SCAN_TIME";yiqsc",                          "52.6",              OPTION_FLOAT,      "Horizontal scanline duration for NTSC signal processing (in usec)" },
340340   { WINOPTION_YIQ_PHASE_COUNT";yiqp",                         "2",                 OPTION_INTEGER,    "Phase Count value for NTSC signal processing" },
341   { WINOPTION_YIQ_SCAN_TIME";yiqsc",                          "52.6",              OPTION_FLOAT,      "Horizontal scanline duration for NTSC signal processing (in usec)" },
342   { WINOPTION_YIQ_PHASE_COUNT";yiqp",                         "2",                 OPTION_INTEGER,    "Phase Count value for NTSC signal processing" },
343341   /* Vector simulation below this line */
344342   { NULL,                                                     NULL,                OPTION_HEADER,     "VECTOR POST-PROCESSING OPTIONS" },
345343   { WINOPTION_VECTOR_LENGTH_SCALE";veclength",                "0.5",               OPTION_FLOAT,      "How much length affects vector fade" },


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