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b5a54b761c
* Remove broken scanline uniform from post_pass * Add 3D LUT to HLSL * Allow individual LUTs for screen and UI * WIP: Port 3D LUT to BGFX * Finish porting LUT to BGFX * Add individual phosphor color conversion for HLSL new file: hlsl/chroma.fx Shader for converting xyY3 to sRGB modified: hlsl/phosphor.fx Minor changes to emphasize idea that phosphors are color agnostic modified: hlsl/post.fx Conversion from signal RGB to xyY3 modified: src/osd/modules/render/d3d/d3dhlsl.cpp modified: src/osd/modules/render/d3d/d3dhlsl.h modified: src/osd/windows/winmain.cpp modified: src/osd/windows/winmain.h * Add phosphor examples and update presets * Port phosphor color shaders to BGFX * Fix missing newlines at EOF
123 lines
3.2 KiB
HLSL
123 lines
3.2 KiB
HLSL
// license:BSD-3-Clause
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// copyright-holders:W. M. Martinez
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//-----------------------------------------------------------------------------
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// Phosphor Chromaticity to sRGB Transform Effect
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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// Sampler Definitions
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//-----------------------------------------------------------------------------
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texture Diffuse;
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sampler DiffuseSampler = sampler_state
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{
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Texture = <Diffuse>;
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MipFilter = LINEAR;
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MinFilter = LINEAR;
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MagFilter = 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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// Vertex Definitions
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//-----------------------------------------------------------------------------
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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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float2 PrevCoord : TEXCOORD1;
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};
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struct VS_INPUT
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{
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float3 Position : POSITION;
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float4 Color : COLOR0;
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float2 TexCoord : TEXCOORD0;
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};
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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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float2 PrevCoord : TEXCOORD1;
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};
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//-----------------------------------------------------------------------------
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// Chroma Vertex Shader
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//-----------------------------------------------------------------------------
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uniform float2 ScreenDims;
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uniform float2 TargetDims;
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uniform bool Passthrough;
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VS_OUTPUT vs_main(VS_INPUT Input)
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{
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VS_OUTPUT Output = (VS_OUTPUT)0.0;
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Output.Position = float4(Input.Position.xyz, 1.0);
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Output.Position.xy /= ScreenDims;
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Output.Position.y = 1.0 - Output.Position.y; // flip y
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Output.Position.xy -= 0.5; // center
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Output.Position.xy *= 2.0; // zoom
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Output.TexCoord = Input.TexCoord;
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Output.TexCoord += 0.5 / TargetDims; // half texel offset correction (DX9)
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Output.PrevCoord = Output.TexCoord;
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Output.Color = Input.Color;
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return Output;
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}
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//-----------------------------------------------------------------------------
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// Chroma Pixel Shader
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//-----------------------------------------------------------------------------
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uniform float3 YGain = float3(0.2126, 0.7152, 0.0722);
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uniform float2 ChromaA = float2(0.630, 0.340);
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uniform float2 ChromaB = float2(0.310, 0.595);
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uniform float2 ChromaC = float2(0.155, 0.070);
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static const float3x3 XYZ_TO_sRGB = {
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3.2406, -1.5372, -0.4986,
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-0.9689, 1.8758, 0.0415,
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0.0557, -0.2040, 1.0570
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};
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float4 ps_main(PS_INPUT Input) : COLOR
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{
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const float4 cin = tex2D(DiffuseSampler, Input.TexCoord);
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float4 cout = float4(0.0, 0.0, 0.0, cin.a);
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const float3x2 xy = { ChromaA, ChromaB, ChromaC };
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for (int i = 0; i < 3; ++i) {
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const float Y = YGain[i] * cin[i];
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const float X = xy[i].x * (Y / xy[i].y);
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const float Z = (1.0 - xy[i].x - xy[i].y) * (Y / xy[i].y);
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cout.rgb += mul(XYZ_TO_sRGB, float3(X, Y, Z));
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}
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return cout;
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}
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//-----------------------------------------------------------------------------
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// Phosphor Technique
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//-----------------------------------------------------------------------------
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technique DefaultTechnique
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{
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pass Pass0
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{
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Lighting = FALSE;
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VertexShader = compile vs_2_0 vs_main();
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PixelShader = compile ps_2_0 ps_main();
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}
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}
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