diff --git a/hlsl/bloom.fx b/hlsl/bloom.fx index cec6aa3aab7..69cc930c357 100644 --- a/hlsl/bloom.fx +++ b/hlsl/bloom.fx @@ -143,7 +143,12 @@ struct VS_OUTPUT { float4 Position : POSITION; float4 Color : COLOR0; - float2 TexCoord : TEXCOORD0; + float4 TexCoord01 : TEXCOORD0; + float4 TexCoord23 : TEXCOORD1; + float4 TexCoord45 : TEXCOORD2; + float4 TexCoord67 : TEXCOORD3; + float4 TexCoord89 : TEXCOORD4; + float2 TexCoordA : TEXCOORD5; }; struct VS_INPUT @@ -157,7 +162,12 @@ struct VS_INPUT struct PS_INPUT { float4 Color : COLOR0; - float2 TexCoord : TEXCOORD0; + float4 TexCoord01 : TEXCOORD0; + float4 TexCoord23 : TEXCOORD1; + float4 TexCoord45 : TEXCOORD2; + float4 TexCoord67 : TEXCOORD3; + float4 TexCoord89 : TEXCOORD4; + float2 TexCoordA : TEXCOORD5; }; //----------------------------------------------------------------------------- @@ -165,6 +175,12 @@ struct PS_INPUT //----------------------------------------------------------------------------- uniform float2 TargetSize; +uniform float4 Level01Size; +uniform float4 Level23Size; +uniform float4 Level45Size; +uniform float4 Level67Size; +uniform float4 Level89Size; +uniform float2 LevelASize; VS_OUTPUT vs_main(VS_INPUT Input) { @@ -176,7 +192,12 @@ VS_OUTPUT vs_main(VS_INPUT Input) Output.Position.xy -= float2(0.5f, 0.5f); Output.Position.xy *= float2(2.0f, 2.0f); Output.Color = Input.Color; - Output.TexCoord = (Input.Position.xy + 0.5f) / TargetSize; + Output.TexCoord01 = Input.Position.xyxy / TargetSize.xyxy - 0.5f / Level01Size; + Output.TexCoord23 = Input.Position.xyxy / TargetSize.xyxy - 0.5f / Level23Size; + Output.TexCoord45 = Input.Position.xyxy / TargetSize.xyxy - 0.5f / Level45Size; + Output.TexCoord67 = Input.Position.xyxy / TargetSize.xyxy - 0.5f / Level67Size; + Output.TexCoord89 = Input.Position.xyxy / TargetSize.xyxy - 0.5f / Level89Size; + Output.TexCoordA = Input.Position.xy / TargetSize - 0.5f / LevelASize; return Output; } @@ -191,17 +212,17 @@ uniform float3 Level89AWeight; float4 ps_main(PS_INPUT Input) : COLOR { - float3 texel0 = tex2D(DiffuseSampler0, Input.TexCoord).rgb; - float3 texel1 = tex2D(DiffuseSampler1, Input.TexCoord).rgb; - float3 texel2 = tex2D(DiffuseSampler2, Input.TexCoord).rgb; - float3 texel3 = tex2D(DiffuseSampler3, Input.TexCoord).rgb; - float3 texel4 = tex2D(DiffuseSampler4, Input.TexCoord).rgb; - float3 texel5 = tex2D(DiffuseSampler5, Input.TexCoord).rgb; - float3 texel6 = tex2D(DiffuseSampler6, Input.TexCoord).rgb; - float3 texel7 = tex2D(DiffuseSampler7, Input.TexCoord).rgb; - float3 texel8 = tex2D(DiffuseSampler8, Input.TexCoord).rgb; - float3 texel9 = tex2D(DiffuseSampler9, Input.TexCoord).rgb; - float3 texelA = tex2D(DiffuseSamplerA, Input.TexCoord).rgb; + float3 texel0 = tex2D(DiffuseSampler0, Input.TexCoord01.xy).rgb; + float3 texel1 = tex2D(DiffuseSampler1, Input.TexCoord01.zw).rgb; + float3 texel2 = tex2D(DiffuseSampler2, Input.TexCoord23.xy).rgb; + float3 texel3 = tex2D(DiffuseSampler3, Input.TexCoord23.zw).rgb; + float3 texel4 = tex2D(DiffuseSampler4, Input.TexCoord45.xy).rgb; + float3 texel5 = tex2D(DiffuseSampler5, Input.TexCoord45.zw).rgb; + float3 texel6 = tex2D(DiffuseSampler6, Input.TexCoord67.xy).rgb; + float3 texel7 = tex2D(DiffuseSampler7, Input.TexCoord67.zw).rgb; + float3 texel8 = tex2D(DiffuseSampler8, Input.TexCoord89.xy).rgb; + float3 texel9 = tex2D(DiffuseSampler9, Input.TexCoord89.zw).rgb; + float3 texelA = tex2D(DiffuseSamplerA, Input.TexCoordA).rgb; texel0 = texel0 * Level0123Weight.x; texel1 = texel1 * Level0123Weight.y; diff --git a/src/osd/windows/d3dhlsl.c b/src/osd/windows/d3dhlsl.c index 4cdc1a4fea0..d2401c8c4ba 100644 --- a/src/osd/windows/d3dhlsl.c +++ b/src/osd/windows/d3dhlsl.c @@ -1664,11 +1664,12 @@ void shaders::raster_bloom_pass(render_target *rt, vec2f &texsize, vec2f &delta, float bloom_height = rt->target_height; vec2f screendims = d3d->get_dims(); curr_effect->set_vector("ScreenSize", 2, &screendims.c.x); + float bloom_dims[11][2]; for(; bloom_size >= 2.0f && bloom_index < 11; bloom_size *= 0.5f) { - target_size[0] = bloom_width; - target_size[1] = bloom_height; - curr_effect->set_vector("TargetSize", 2, target_size); + bloom_dims[bloom_index][0] = bloom_width; + bloom_dims[bloom_index][1] = bloom_height; + curr_effect->set_vector("TargetSize", 2, bloom_dims[bloom_index]); curr_effect->begin(&num_passes, 0); @@ -1698,13 +1699,20 @@ void shaders::raster_bloom_pass(render_target *rt, vec2f &texsize, vec2f &delta, curr_effect = bloom_effect; + float target_size[2] = { d3d->get_width(), d3d->get_height() }; + curr_effect->set_vector("TargetSize", 2, target_size); float weight0123[4] = { options->bloom_level0_weight, options->bloom_level1_weight, options->bloom_level2_weight, options->bloom_level3_weight }; float weight4567[4] = { options->bloom_level4_weight, options->bloom_level5_weight, options->bloom_level6_weight, options->bloom_level7_weight }; float weight89A[3] = { options->bloom_level8_weight, options->bloom_level9_weight, options->bloom_level10_weight }; curr_effect->set_vector("Level0123Weight", 4, weight0123); curr_effect->set_vector("Level4567Weight", 4, weight4567); curr_effect->set_vector("Level89AWeight", 3, weight89A); - curr_effect->set_vector("TargetSize", 2, &screendims.c.x); + curr_effect->set_vector("Level01Size", 4, bloom_dims[0]); + curr_effect->set_vector("Level23Size", 4, bloom_dims[2]); + curr_effect->set_vector("Level45Size", 4, bloom_dims[4]); + curr_effect->set_vector("Level67Size", 4, bloom_dims[6]); + curr_effect->set_vector("Level89Size", 4, bloom_dims[8]); + curr_effect->set_vector("LevelASize", 2, bloom_dims[10]); curr_effect->set_texture("DiffuseA", rt->render_texture[2]); @@ -1846,11 +1854,12 @@ void shaders::render_quad(poly_info *poly, int vertnum) float bloom_height = rt->target_height; float screen_size[2] = { d3d->get_width(), d3d->get_height() }; curr_effect->set_vector("ScreenSize", 2, screen_size); + float bloom_dims[11][2]; for(; bloom_size >= 2.0f && bloom_index < 11; bloom_size *= 0.5f) { - target_size[0] = bloom_width; - target_size[1] = bloom_height; - curr_effect->set_vector("TargetSize", 2, target_size); + bloom_dims[bloom_index][0] = bloom_width; + bloom_dims[bloom_index][1] = bloom_height; + curr_effect->set_vector("TargetSize", 2, bloom_dims[bloom_index]); curr_effect->begin(&num_passes, 0); @@ -1891,6 +1900,12 @@ void shaders::render_quad(poly_info *poly, int vertnum) curr_effect->set_vector("Level0123Weight", 4, weight0123); curr_effect->set_vector("Level4567Weight", 4, weight4567); curr_effect->set_vector("Level89AWeight", 3, weight89A); + curr_effect->set_vector("Level01Size", 4, bloom_dims[0]); + curr_effect->set_vector("Level23Size", 4, bloom_dims[2]); + curr_effect->set_vector("Level45Size", 4, bloom_dims[4]); + curr_effect->set_vector("Level67Size", 4, bloom_dims[6]); + curr_effect->set_vector("Level89Size", 4, bloom_dims[8]); + curr_effect->set_vector("LevelASize", 2, bloom_dims[10]); curr_effect->set_texture("DiffuseA", rt->render_texture[0]); @@ -3140,9 +3155,6 @@ void uniform::update() m_shader->set_vector("Floor", 3, options->floor); break; - case CU_BLOOM_TARGET_SIZE: - m_shader->set_vector("TargetSize", 2, shadersys->target_size); - break; case CU_BLOOM_RESCALE: m_shader->set_float("BloomRescale", options->raster_bloom_scale); break; diff --git a/src/osd/windows/d3dhlsl.h b/src/osd/windows/d3dhlsl.h index 2b7ab013418..ac00d107f70 100644 --- a/src/osd/windows/d3dhlsl.h +++ b/src/osd/windows/d3dhlsl.h @@ -88,7 +88,6 @@ public: CU_POST_POWER, CU_POST_FLOOR, - CU_BLOOM_TARGET_SIZE, CU_BLOOM_RESCALE, CU_BLOOM_LVL0123_WEIGHTS, CU_BLOOM_LVL4567_WEIGHTS, @@ -402,7 +401,6 @@ private: texture_info * curr_texture; bool phosphor_passthrough; - float target_size[2]; public: render_target * targethead;