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- Fixed bloom misalignment with HLSL. [MooglyGuy]
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@ -143,7 +143,12 @@ struct VS_OUTPUT
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{
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float4 Position : POSITION;
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float4 Color : COLOR0;
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float2 TexCoord : TEXCOORD0;
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float4 TexCoord01 : TEXCOORD0;
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float4 TexCoord23 : TEXCOORD1;
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float4 TexCoord45 : TEXCOORD2;
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float4 TexCoord67 : TEXCOORD3;
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float4 TexCoord89 : TEXCOORD4;
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float2 TexCoordA : TEXCOORD5;
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};
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struct VS_INPUT
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@ -157,7 +162,12 @@ struct VS_INPUT
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struct PS_INPUT
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{
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float4 Color : COLOR0;
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float2 TexCoord : TEXCOORD0;
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float4 TexCoord01 : TEXCOORD0;
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float4 TexCoord23 : TEXCOORD1;
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float4 TexCoord45 : TEXCOORD2;
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float4 TexCoord67 : TEXCOORD3;
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float4 TexCoord89 : TEXCOORD4;
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float2 TexCoordA : TEXCOORD5;
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};
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//-----------------------------------------------------------------------------
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@ -165,6 +175,12 @@ struct PS_INPUT
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//-----------------------------------------------------------------------------
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uniform float2 TargetSize;
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uniform float4 Level01Size;
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uniform float4 Level23Size;
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uniform float4 Level45Size;
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uniform float4 Level67Size;
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uniform float4 Level89Size;
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uniform float2 LevelASize;
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VS_OUTPUT vs_main(VS_INPUT Input)
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{
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@ -176,7 +192,12 @@ VS_OUTPUT vs_main(VS_INPUT Input)
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Output.Position.xy -= float2(0.5f, 0.5f);
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Output.Position.xy *= float2(2.0f, 2.0f);
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Output.Color = Input.Color;
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Output.TexCoord = (Input.Position.xy + 0.5f) / TargetSize;
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Output.TexCoord01 = Input.Position.xyxy / TargetSize.xyxy - 0.5f / Level01Size;
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Output.TexCoord23 = Input.Position.xyxy / TargetSize.xyxy - 0.5f / Level23Size;
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Output.TexCoord45 = Input.Position.xyxy / TargetSize.xyxy - 0.5f / Level45Size;
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Output.TexCoord67 = Input.Position.xyxy / TargetSize.xyxy - 0.5f / Level67Size;
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Output.TexCoord89 = Input.Position.xyxy / TargetSize.xyxy - 0.5f / Level89Size;
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Output.TexCoordA = Input.Position.xy / TargetSize - 0.5f / LevelASize;
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return Output;
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}
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@ -191,17 +212,17 @@ uniform float3 Level89AWeight;
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float4 ps_main(PS_INPUT Input) : COLOR
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{
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float3 texel0 = tex2D(DiffuseSampler0, Input.TexCoord).rgb;
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float3 texel1 = tex2D(DiffuseSampler1, Input.TexCoord).rgb;
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float3 texel2 = tex2D(DiffuseSampler2, Input.TexCoord).rgb;
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float3 texel3 = tex2D(DiffuseSampler3, Input.TexCoord).rgb;
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float3 texel4 = tex2D(DiffuseSampler4, Input.TexCoord).rgb;
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float3 texel5 = tex2D(DiffuseSampler5, Input.TexCoord).rgb;
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float3 texel6 = tex2D(DiffuseSampler6, Input.TexCoord).rgb;
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float3 texel7 = tex2D(DiffuseSampler7, Input.TexCoord).rgb;
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float3 texel8 = tex2D(DiffuseSampler8, Input.TexCoord).rgb;
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float3 texel9 = tex2D(DiffuseSampler9, Input.TexCoord).rgb;
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float3 texelA = tex2D(DiffuseSamplerA, Input.TexCoord).rgb;
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float3 texel0 = tex2D(DiffuseSampler0, Input.TexCoord01.xy).rgb;
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float3 texel1 = tex2D(DiffuseSampler1, Input.TexCoord01.zw).rgb;
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float3 texel2 = tex2D(DiffuseSampler2, Input.TexCoord23.xy).rgb;
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float3 texel3 = tex2D(DiffuseSampler3, Input.TexCoord23.zw).rgb;
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float3 texel4 = tex2D(DiffuseSampler4, Input.TexCoord45.xy).rgb;
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float3 texel5 = tex2D(DiffuseSampler5, Input.TexCoord45.zw).rgb;
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float3 texel6 = tex2D(DiffuseSampler6, Input.TexCoord67.xy).rgb;
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float3 texel7 = tex2D(DiffuseSampler7, Input.TexCoord67.zw).rgb;
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float3 texel8 = tex2D(DiffuseSampler8, Input.TexCoord89.xy).rgb;
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float3 texel9 = tex2D(DiffuseSampler9, Input.TexCoord89.zw).rgb;
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float3 texelA = tex2D(DiffuseSamplerA, Input.TexCoordA).rgb;
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texel0 = texel0 * Level0123Weight.x;
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texel1 = texel1 * Level0123Weight.y;
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@ -1664,11 +1664,12 @@ void shaders::raster_bloom_pass(render_target *rt, vec2f &texsize, vec2f &delta,
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float bloom_height = rt->target_height;
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vec2f screendims = d3d->get_dims();
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curr_effect->set_vector("ScreenSize", 2, &screendims.c.x);
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float bloom_dims[11][2];
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for(; bloom_size >= 2.0f && bloom_index < 11; bloom_size *= 0.5f)
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{
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target_size[0] = bloom_width;
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target_size[1] = bloom_height;
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curr_effect->set_vector("TargetSize", 2, target_size);
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bloom_dims[bloom_index][0] = bloom_width;
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bloom_dims[bloom_index][1] = bloom_height;
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curr_effect->set_vector("TargetSize", 2, bloom_dims[bloom_index]);
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curr_effect->begin(&num_passes, 0);
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@ -1698,13 +1699,20 @@ void shaders::raster_bloom_pass(render_target *rt, vec2f &texsize, vec2f &delta,
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curr_effect = bloom_effect;
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float target_size[2] = { d3d->get_width(), d3d->get_height() };
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curr_effect->set_vector("TargetSize", 2, target_size);
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float weight0123[4] = { options->bloom_level0_weight, options->bloom_level1_weight, options->bloom_level2_weight, options->bloom_level3_weight };
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float weight4567[4] = { options->bloom_level4_weight, options->bloom_level5_weight, options->bloom_level6_weight, options->bloom_level7_weight };
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float weight89A[3] = { options->bloom_level8_weight, options->bloom_level9_weight, options->bloom_level10_weight };
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curr_effect->set_vector("Level0123Weight", 4, weight0123);
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curr_effect->set_vector("Level4567Weight", 4, weight4567);
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curr_effect->set_vector("Level89AWeight", 3, weight89A);
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curr_effect->set_vector("TargetSize", 2, &screendims.c.x);
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curr_effect->set_vector("Level01Size", 4, bloom_dims[0]);
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curr_effect->set_vector("Level23Size", 4, bloom_dims[2]);
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curr_effect->set_vector("Level45Size", 4, bloom_dims[4]);
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curr_effect->set_vector("Level67Size", 4, bloom_dims[6]);
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curr_effect->set_vector("Level89Size", 4, bloom_dims[8]);
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curr_effect->set_vector("LevelASize", 2, bloom_dims[10]);
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curr_effect->set_texture("DiffuseA", rt->render_texture[2]);
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@ -1846,11 +1854,12 @@ void shaders::render_quad(poly_info *poly, int vertnum)
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float bloom_height = rt->target_height;
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float screen_size[2] = { d3d->get_width(), d3d->get_height() };
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curr_effect->set_vector("ScreenSize", 2, screen_size);
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float bloom_dims[11][2];
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for(; bloom_size >= 2.0f && bloom_index < 11; bloom_size *= 0.5f)
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{
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target_size[0] = bloom_width;
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target_size[1] = bloom_height;
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curr_effect->set_vector("TargetSize", 2, target_size);
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bloom_dims[bloom_index][0] = bloom_width;
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bloom_dims[bloom_index][1] = bloom_height;
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curr_effect->set_vector("TargetSize", 2, bloom_dims[bloom_index]);
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curr_effect->begin(&num_passes, 0);
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@ -1891,6 +1900,12 @@ void shaders::render_quad(poly_info *poly, int vertnum)
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curr_effect->set_vector("Level0123Weight", 4, weight0123);
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curr_effect->set_vector("Level4567Weight", 4, weight4567);
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curr_effect->set_vector("Level89AWeight", 3, weight89A);
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curr_effect->set_vector("Level01Size", 4, bloom_dims[0]);
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curr_effect->set_vector("Level23Size", 4, bloom_dims[2]);
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curr_effect->set_vector("Level45Size", 4, bloom_dims[4]);
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curr_effect->set_vector("Level67Size", 4, bloom_dims[6]);
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curr_effect->set_vector("Level89Size", 4, bloom_dims[8]);
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curr_effect->set_vector("LevelASize", 2, bloom_dims[10]);
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curr_effect->set_texture("DiffuseA", rt->render_texture[0]);
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@ -3140,9 +3155,6 @@ void uniform::update()
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m_shader->set_vector("Floor", 3, options->floor);
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break;
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case CU_BLOOM_TARGET_SIZE:
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m_shader->set_vector("TargetSize", 2, shadersys->target_size);
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break;
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case CU_BLOOM_RESCALE:
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m_shader->set_float("BloomRescale", options->raster_bloom_scale);
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break;
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@ -88,7 +88,6 @@ public:
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CU_POST_POWER,
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CU_POST_FLOOR,
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CU_BLOOM_TARGET_SIZE,
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CU_BLOOM_RESCALE,
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CU_BLOOM_LVL0123_WEIGHTS,
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CU_BLOOM_LVL4567_WEIGHTS,
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@ -402,7 +401,6 @@ private:
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texture_info * curr_texture;
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bool phosphor_passthrough;
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float target_size[2];
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public:
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render_target * targethead;
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