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Swapped R and B channels in lut-default.png, and adjusted D3D9 LUT-application behaviour. (#11004) [Ryan Holtz]
* lut-default.png: Swapped red and blue channels (fixes GitHub #11001). * render/d3d/d3dlsl.cpp: Changed screen LUT application to be applied during the color convolution pass on raster systems.
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Before Width: | Height: | Size: 480 KiB After Width: | Height: | Size: 2.0 KiB |
@ -1,14 +1,23 @@
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// license:BSD-3-Clause
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// copyright-holders:Ryan Holtz
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// copyright-holders:Ryan Holtz, W. M. Martinez
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//-----------------------------------------------------------------------------
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// Color-Convolution Effect
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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// Macros
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//-----------------------------------------------------------------------------
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#define LUT_TEXTURE_WIDTH 4096.0f
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#define LUT_SIZE 64.0f
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#define LUT_SCALE float2(1.0f / LUT_TEXTURE_WIDTH, 1.0f / LUT_SIZE)
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//-----------------------------------------------------------------------------
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// Sampler Definitions
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//-----------------------------------------------------------------------------
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texture Diffuse;
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texture LutTexture;
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sampler DiffuseSampler = sampler_state
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{
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@ -21,6 +30,35 @@ sampler DiffuseSampler = sampler_state
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AddressW = CLAMP;
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};
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sampler2D LutSampler = sampler_state
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{
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Texture = <LutTexture>;
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MinFilter = LINEAR;
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MagFilter = LINEAR;
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MipFilter = 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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// Utilities
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//-----------------------------------------------------------------------------
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float3 apply_lut(float3 color)
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{
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// NOTE: Do not change the order of parameters here.
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float3 lutcoord = float3((color.rg * (LUT_SIZE - 1.0f) + 0.5f) *
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LUT_SCALE, color.b * (LUT_SIZE - 1.0f));
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float shift = floor(lutcoord.z);
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lutcoord.x += shift * LUT_SCALE.y;
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color.rgb = lerp(tex2D(LutSampler, lutcoord.xy).rgb, tex2D(LutSampler,
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float2(lutcoord.x + LUT_SCALE.y, lutcoord.y)).rgb,
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lutcoord.z - shift);
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return color;
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}
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//-----------------------------------------------------------------------------
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// Vertex Definitions
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//-----------------------------------------------------------------------------
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@ -83,11 +121,15 @@ uniform float3 BluRatios = float3(0.0f, 0.0f, 1.0f);
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uniform float3 Offset = float3(0.0f, 0.0f, 0.0f);
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uniform float3 Scale = float3(1.0f, 1.0f, 1.0f);
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uniform float Saturation = 1.0f;
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uniform bool LutEnable;
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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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if (LutEnable)
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BaseTexel.rgb = apply_lut(BaseTexel.rgb);
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float3 OutRGB = BaseTexel.rgb;
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// RGB Tint & Shift
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@ -166,11 +166,7 @@ uniform bool UiLutEnable;
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float4 ps_screen_main(PS_INPUT Input) : COLOR
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{
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float4 BaseTexel = tex2D(DiffuseSampler, Input.TexCoord);
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if (LutEnable)
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BaseTexel.rgb = apply_lut(BaseTexel.rgb);
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return BaseTexel;
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return tex2D(DiffuseSampler, Input.TexCoord);
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}
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float4 ps_vector_buffer_main(PS_INPUT Input) : COLOR
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@ -879,6 +879,7 @@ int shaders::create_resources()
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color_effect->add_uniform("Scale", uniform::UT_VEC3, uniform::CU_COLOR_SCALE);
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color_effect->add_uniform("Saturation", uniform::UT_FLOAT, uniform::CU_COLOR_SATURATION);
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color_effect->add_uniform("SourceDims", uniform::UT_VEC2, uniform::CU_SOURCE_DIMS);
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color_effect->add_uniform("LutEnable", uniform::UT_BOOL, uniform::CU_LUT_ENABLE);
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deconverge_effect->add_uniform("ConvergeX", uniform::UT_VEC3, uniform::CU_CONVERGE_LINEAR_X);
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deconverge_effect->add_uniform("ConvergeY", uniform::UT_VEC3, uniform::CU_CONVERGE_LINEAR_Y);
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@ -932,9 +933,6 @@ int shaders::create_resources()
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prescale_point_effect->add_uniform("SourceDims", uniform::UT_VEC2, uniform::CU_SOURCE_DIMS);
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default_effect->add_uniform("LutEnable", uniform::UT_BOOL, uniform::CU_LUT_ENABLE);
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default_effect->add_uniform("UiLutEnable", uniform::UT_BOOL, uniform::CU_UI_LUT_ENABLE);
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ui_effect->add_uniform("LutEnable", uniform::UT_BOOL, uniform::CU_LUT_ENABLE);
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ui_effect->add_uniform("UiLutEnable", uniform::UT_BOOL, uniform::CU_UI_LUT_ENABLE);
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@ -942,7 +940,6 @@ int shaders::create_resources()
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ui_wrap_effect->add_uniform("UiLutEnable", uniform::UT_BOOL, uniform::CU_UI_LUT_ENABLE);
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vector_buffer_effect->add_uniform("LutEnable", uniform::UT_BOOL, uniform::CU_LUT_ENABLE);
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vector_buffer_effect->add_uniform("UiLutEnable", uniform::UT_BOOL, uniform::CU_UI_LUT_ENABLE);
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return 0;
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}
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@ -1159,6 +1156,8 @@ int shaders::color_convolution_pass(d3d_render_target *rt, int source_index, pol
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uint32_t tint = (uint32_t)poly->tint();
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float prim_tint[3] = { ((tint >> 16) & 0xff) / 255.0f, ((tint >> 8) & 0xff) / 255.0f, (tint & 0xff) / 255.0f };
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curr_effect->set_vector("PrimTint", 3, prim_tint);
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curr_effect->set_texture("LutTexture", !lut_texture ? nullptr : lut_texture->get_finaltex());
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curr_effect->set_bool("UiLutEnable", false);
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next_index = rt->next_index(next_index);
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blit(rt->source_surface[next_index].Get(), false, D3DPT_TRIANGLELIST, 0, 2);
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@ -1467,6 +1466,7 @@ int shaders::vector_buffer_pass(d3d_render_target *rt, int source_index, poly_in
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curr_effect->set_texture("Diffuse", rt->target_texture[next_index].Get());
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curr_effect->set_texture("LutTexture", !lut_texture ? nullptr : lut_texture->get_finaltex());
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curr_effect->set_bool("UiLutEnable", false);
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// we need to clear the vector render target here
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next_index = rt->next_index(next_index);
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@ -1486,7 +1486,9 @@ int shaders::screen_pass(d3d_render_target *rt, int source_index, poly_info *pol
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curr_effect->update_uniforms();
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curr_effect->set_texture("Diffuse", rt->target_texture[next_index].Get());
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curr_effect->set_texture("LutTexture", !lut_texture ? nullptr : lut_texture->get_finaltex());
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curr_effect->set_texture("LutTexture", nullptr);
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curr_effect->set_bool("LutEnable", false);
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curr_effect->set_bool("UiLutEnable", false);
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blit(backbuffer.Get(), false, poly->type(), vertnum, poly->count());
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