parameterize raw palette support for pal-r57shell and add a copy to the nes_raw_palette directory

This commit is contained in:
hunterk 2021-06-19 21:54:19 -05:00
parent d7928c31c7
commit a40e16df53
2 changed files with 113 additions and 90 deletions

View File

@ -0,0 +1,22 @@
shaders = 1
shader0 = ../pal/shaders/pal-r57shell.glsl
filter_linear0 = "false"
wrap_mode0 = "clamp_to_border"
mipmap_input0 = "false"
alias0 = "ORIG_LINEARIZED"
float_framebuffer0 = "false"
srgb_framebuffer0 = "false"
scale_type_x0 = "viewport"
scale_x0 = "1.000000"
scale_type_y0 = "source"
scale_y0 = "1.000000"
textures = "nes_lut"
nes_lut = "../pal/resources/nes_lut.png"
nes_lut_linear = "false"
nes_lut_wrap_mode = "repeat"
nes_lut_mipmap = "false"
parameters = "USE_RAW_param;USE_LUT_param"
USE_RAW_param = "1.0"
USE_LUT_param = "1.0"

View File

@ -108,6 +108,9 @@
// TWEAKS end // TWEAKS end
#pragma parameter USE_RAW_param "(NES ONLY) Decode RAW Colors" 0.0 0.0 1.0 1.0
#pragma parameter USE_LUT_param "(NES ONLY) Use RAW LUT For Speed" 0.0 0.0 1.0 1.0
#pragma parameter Gamma "PAL Gamma" 2.5 0.0 10.0 0.03125 #pragma parameter Gamma "PAL Gamma" 2.5 0.0 10.0 0.03125
#pragma parameter Brightness "PAL Brightness" 0.0 -1.0 2.0 0.03125 #pragma parameter Brightness "PAL Brightness" 0.0 -1.0 2.0 0.03125
#pragma parameter Contrast "PAL Contrast" 1.0 -1.0 2.0 0.03125 #pragma parameter Contrast "PAL Contrast" 1.0 -1.0 2.0 0.03125
@ -143,11 +146,31 @@
#define COMPAT_PRECISION #define COMPAT_PRECISION
#endif #endif
// have to duplicate these in both stages...
#ifdef PARAMETER_UNIFORM
uniform COMPAT_PRECISION float USE_RAW_param;
uniform COMPAT_PRECISION float USE_LUT_param;
bool USE_RAW = bool(USE_RAW_param);
bool USE_LUT = bool(USE_LUT_param);
#endif
#ifndef PARAMETER_UNIFORM
// use true/false to togglehttps://github.com/libretro/RetroArch/pull/12539
bool USE_RAW = false;
bool USE_LUT = false;
#endif
COMPAT_ATTRIBUTE vec4 VertexCoord; COMPAT_ATTRIBUTE vec4 VertexCoord;
COMPAT_ATTRIBUTE vec4 COLOR; COMPAT_ATTRIBUTE vec4 COLOR;
COMPAT_ATTRIBUTE vec4 TexCoord; COMPAT_ATTRIBUTE vec4 TexCoord;
COMPAT_VARYING vec4 COL0; COMPAT_VARYING vec4 COL0;
COMPAT_VARYING vec4 TEX0; COMPAT_VARYING vec4 TEX0;
COMPAT_VARYING float DeltaV;
COMPAT_VARYING float Voltage_0;
COMPAT_VARYING float Voltage_1;
vec4 _oPosition1; vec4 _oPosition1;
uniform mat4 MVPMatrix; uniform mat4 MVPMatrix;
@ -166,6 +189,14 @@ void main()
{ {
gl_Position = MVPMatrix * VertexCoord; gl_Position = MVPMatrix * VertexCoord;
TEX0.xy = TexCoord.xy; TEX0.xy = TexCoord.xy;
if(USE_RAW)
{
Voltage_0 = (!USE_LUT) ? 0.518 : 0.15103768593097774;
Voltage_1 = (!USE_LUT) ? 1.962 : 1.;
DeltaV = (Voltage_1-Voltage_0);
}
else DeltaV = 1.;
} }
#elif defined(FRAGMENT) #elif defined(FRAGMENT)
@ -191,40 +222,7 @@ out COMPAT_PRECISION vec4 FragColor;
#define COMPAT_TEXTURE texture2D #define COMPAT_TEXTURE texture2D
#endif #endif
uniform COMPAT_PRECISION int FrameDirection;
uniform COMPAT_PRECISION int FrameCount;
uniform COMPAT_PRECISION vec2 OutputSize;
uniform COMPAT_PRECISION vec2 TextureSize;
uniform COMPAT_PRECISION vec2 InputSize;
uniform sampler2D Texture;
COMPAT_VARYING vec4 TEX0;
// compatibility #defines
#define Source Texture
#define vTexCoord TEX0.xy
#define SourceSize vec4(TextureSize, 1.0 / TextureSize) //either TextureSize or InputSize
#define OutSize vec4(OutputSize, 1.0 / OutputSize)
#ifdef PARAMETER_UNIFORM #ifdef PARAMETER_UNIFORM
#pragma parameter Gamma "PAL Gamma" 2.5 0.0 10.0 0.03125
#pragma parameter Brightness "PAL Brightness" 0.0 -1.0 2.0 0.03125
#pragma parameter Contrast "PAL Contrast" 1.0 -1.0 2.0 0.03125
#pragma parameter Saturation "PAL Saturation" 1.0 -1.0 2.0 0.03125
#pragma parameter HueShift "PAL Hue Shift" -2.5 -6.0 6.0 0.015625
#pragma parameter HueRotation "PAL Hue Rotation" 2.0 -5.0 5.0 0.015625
#pragma parameter Ywidth "PAL Y Width" 12.0 1.0 32.0 1.0
#pragma parameter Uwidth "PAL U Width" 23.0 1.0 32.0 1.0
#pragma parameter Vwidth "PAL V Width" 23.0 1.0 32.0 1.0
#pragma parameter SizeX "Active Width" 256.0 1.0 4096.0 1.0
#pragma parameter SizeY "Active Height" 240.0 1.0 4096.0 1.0
#pragma parameter TV_Pixels "PAL TV Pixels" 200.0 1.0 2400.0 1.0
#pragma parameter dark_scanline "PAL Scanline" 0.5 0.0 1.0 0.025
#pragma parameter Phase_Y "PAL Phase Y" 2.0 0.0 12.0 0.025
#pragma parameter Phase_One "PAL Phase One" 0.0 0.0 12.0 0.025
#pragma parameter Phase_Two "PAL Phase Two" 8.0 0.0 12.0 0.025
uniform COMPAT_PRECISION float Gamma; uniform COMPAT_PRECISION float Gamma;
uniform COMPAT_PRECISION float Brightness; uniform COMPAT_PRECISION float Brightness;
uniform COMPAT_PRECISION float Contrast; uniform COMPAT_PRECISION float Contrast;
@ -241,6 +239,11 @@ uniform COMPAT_PRECISION float dark_scanline;
uniform COMPAT_PRECISION float Phase_Y; uniform COMPAT_PRECISION float Phase_Y;
uniform COMPAT_PRECISION float Phase_One; uniform COMPAT_PRECISION float Phase_One;
uniform COMPAT_PRECISION float Phase_Two; uniform COMPAT_PRECISION float Phase_Two;
uniform COMPAT_PRECISION float USE_RAW_param;
uniform COMPAT_PRECISION float USE_LUT_param;
bool USE_RAW = bool(USE_RAW_param);
bool USE_LUT = bool(USE_LUT_param);
static const float Mwidth = 24.; static const float Mwidth = 24.;
@ -273,6 +276,10 @@ static const float2 size = float2(SizeX,SizeY);
#ifndef PARAMETER_UNIFORM #ifndef PARAMETER_UNIFORM
// use true/false to toggle
bool USE_RAW = false;
bool USE_LUT = false;
// NTSC standard gamma = 2.2 // NTSC standard gamma = 2.2
// PAL standard gamma = 2.8 // PAL standard gamma = 2.8
// according to many sources, very unlikely gamma of TV is 2.8 // according to many sources, very unlikely gamma of TV is 2.8
@ -312,6 +319,25 @@ static const float dark_scanline = 0.5; // half
#endif #endif
uniform COMPAT_PRECISION int FrameDirection;
uniform COMPAT_PRECISION int FrameCount;
uniform COMPAT_PRECISION vec2 OutputSize;
uniform COMPAT_PRECISION vec2 TextureSize;
uniform COMPAT_PRECISION vec2 InputSize;
uniform sampler2D Texture;
uniform sampler2D nes_lut;
COMPAT_VARYING vec4 TEX0;
COMPAT_VARYING float DeltaV;
COMPAT_VARYING float Voltage_0;
COMPAT_VARYING float Voltage_1;
// compatibility #defines
#define Source Texture
#define vTexCoord TEX0.xy
#define SourceSize vec4(TextureSize, 1.0 / TextureSize) //either TextureSize or InputSize
#define OutSize vec4(OutputSize, 1.0 / OutputSize)
static const mat3 RGB_to_XYZ = static const mat3 RGB_to_XYZ =
mat3( mat3(
0.4306190, 0.3415419, 0.1783091, 0.4306190, 0.3415419, 0.1783091,
@ -336,21 +362,6 @@ mat3(
float3( 0.701,-0.587,-0.114)*YUV_v //R-Y float3( 0.701,-0.587,-0.114)*YUV_v //R-Y
); );
#ifdef USE_RAW
#ifndef USE_LUT
static const float Voltage_0 = 0.518;
static const float Voltage_1 = 1.962;
static const float DeltaV = (Voltage_1-Voltage_0);
#else
static const float Voltage_0 = 0.15103768593097774;
static const float Voltage_1 = 1.;
static const float DeltaV = (Voltage_1-Voltage_0);
#endif
#else
static const float DeltaV = 1.;
#endif
#ifdef USE_DELAY_LINE #ifdef USE_DELAY_LINE
static const float comb_line = 1.; static const float comb_line = 1.;
#else #else
@ -363,8 +374,6 @@ static float RGB_v = comb_line*Contrast_static*Saturation_static/YUV_v/float(Vwi
static const float pi = 3.1415926535897932384626433832795; static const float pi = 3.1415926535897932384626433832795;
#ifdef USE_RAW
bool InColorPhase(int color, float phase) bool InColorPhase(int color, float phase)
{ {
return fmod((float(color)*2. + phase),24.) < 12.; return fmod((float(color)*2. + phase),24.) < 12.;
@ -381,10 +390,16 @@ const float levels_5 = 1.506;
const float levels_6 = 1.962; const float levels_6 = 1.962;
const float levels_7 = 1.962; const float levels_7 = 1.962;
#ifndef USE_LUT
// from nesdev wiki page NTSC_video // from nesdev wiki page NTSC_video
float NTSCsignal(float3 pixel, float phase) float NTSCsignal(float3 pixel, float phase)
{ {
// use LUT for RAW palette decoding for speed vs quality and return early
if(USE_LUT) return COMPAT_TEXTURE(nes_lut,float2(dot(pixel,float3(
15.*(8.)/512.,
3.*(16.*8.)/512.,
7./512.)
) + 0.5/(4.*16.*8.), frac(phase/24.))).r;
// Voltage levels, relative to synch voltage // Voltage levels, relative to synch voltage
static const float black=.518, white=1.962, attenuation=.746; static const float black=.518, white=1.962, attenuation=.746;
@ -416,22 +431,6 @@ float NTSCsignal(float3 pixel, float phase)
return signal; return signal;
} }
#else
uniform sampler2D nes_lut;
float NTSCsignal(float3 pixel, float phase)
{
return COMPAT_TEXTURE(nes_lut,float2(dot(pixel,float3(
15.*(8.)/512.,
3.*(16.*8.)/512.,
7./512.)
) + 0.5/(4.*16.*8.), frac(phase/24.))).r;
}
#endif
#endif
float sinn(float x) float sinn(float x)
{ {
return sin(/*fmod(x,24)*/x*(pi*2./24.)); return sin(/*fmod(x,24)*/x*(pi*2./24.));
@ -491,34 +490,36 @@ mat3 YUV_to_RGB = mat3(
ss = -2.0; ss = -2.0;
} }
float ysum = 0., usum = 0., vsum = 0.; float ysum = 0., usum = 0., vsum = 0., sig = 0., sig1 = 0.;
for (int i=0; i<int(Mwidth); ++i) for (int i=0; i<int(Mwidth); ++i)
{ {
float4 res = COMPAT_TEXTURE(tex, uv); float4 res = COMPAT_TEXTURE(tex, uv);
#ifdef USE_RAW
float sig = NTSCsignal(res.xyz,HueShift*2.+alpha-res.g*ss*HueRotation)-Voltage_0; if(USE_RAW)
// outside of texture is 0,0,0 which is white instead of black {
if (uv.x <= 0.0 || uv.x >= border) sig = NTSCsignal(res.xyz,HueShift*2.+alpha-res.g*ss*HueRotation)-Voltage_0;
sig = 0.; // outside of texture is 0,0,0 which is white instead of black
if (uv.x <= 0.0 || uv.x >= border)
sig = 0.;
#ifdef USE_DELAY_LINE #ifdef USE_DELAY_LINE
float4 res1 = COMPAT_TEXTURE(tex, uv+sh); float4 res1 = COMPAT_TEXTURE(tex, uv+sh);
float sig1 = NTSCsignal(res1.xyz,HueShift*2.+12012.0-alpha+res.g*ss*HueRotation)-Voltage_0; sig1 = NTSCsignal(res1.xyz,HueShift*2.+12012.0-alpha+res.g*ss*HueRotation)-Voltage_0;
if (uv.x + sh.x <= 0.0 || uv.x + sh.x >= border) if (uv.x + sh.x <= 0.0 || uv.x + sh.x >= border)
sig1 = 0.; sig1 = 0.;
#endif #endif
}
#else else
float3 yuv = mul(RGB_to_YUV, res.xyz); {
float a1 = alpha+(HueShift+2.5)*2.-yuv.x*ss*HueRotation; float3 yuv = mul(RGB_to_YUV, res.xyz);
float sig = yuv.x+dot(yuv.yz,sign(float2(sinn(a1),coss(a1)))); float a1 = alpha+(HueShift+2.5)*2.-yuv.x*ss*HueRotation;
sig = yuv.x+dot(yuv.yz,sign(float2(sinn(a1),coss(a1))));
#ifdef USE_DELAY_LINE #ifdef USE_DELAY_LINE
float4 res1 = COMPAT_TEXTURE(tex, uv+sh); float4 res1 = COMPAT_TEXTURE(tex, uv+sh);
float3 yuv1 = mul(RGB_to_YUV, res1.xyz); float3 yuv1 = mul(RGB_to_YUV, res1.xyz);
float a2 = (HueShift+2.5)*2.+12012.0-alpha+yuv.x*ss*HueRotation; float a2 = (HueShift+2.5)*2.+12012.0-alpha+yuv.x*ss*HueRotation;
float sig1 = yuv1.x+dot(yuv1.yz,sign(float2(sinn(a2),coss(a2)))); sig1 = yuv1.x+dot(yuv1.yz,sign(float2(sinn(a2),coss(a2))));
#endif
#endif #endif
}
if (i < int(Ywidth)) if (i < int(Ywidth))
ysum += sig; ysum += sig;