Refactoring of render targes and vector texture coordinates

- implemented proper texture coordinates for vector quad primitive
- vector screen is now processed in texture coordinates
- revered workaround for raster screen, which is again processed in
texture coordinates
- known issue: cocktail mode for vector screen looks wrong
master
ImJezze 2016-03-12 16:03:28 +01:00
parent a026a582f1
commit 7add547602
17 changed files with 421 additions and 376 deletions

View File

@ -226,7 +226,7 @@ VS_OUTPUT vs_main(VS_INPUT Input)
Output.Color = Input.Color;
float2 TexCoord = Input.Position.xy / ScreenDims;
float2 TexCoord = Input.TexCoord;
TexCoord += 0.5f / TargetDims; // half texel offset correction (DX9)
Output.TexCoord0 = TexCoord.xy; // + (0.5f / Level0Size);

View File

@ -52,12 +52,7 @@ struct PS_INPUT
//-----------------------------------------------------------------------------
uniform float2 ScreenDims;
uniform float2 SourceDims;
uniform float2 SourceRect;
uniform float2 TargetDims;
uniform float2 QuadDims;
uniform bool SwapXY = false;
uniform float3 ConvergeX = float3(0.0f, 0.0f, 0.0f);
uniform float3 ConvergeY = float3(0.0f, 0.0f, 0.0f);
@ -72,41 +67,35 @@ VS_OUTPUT vs_main(VS_INPUT Input)
Output.Position.xy /= ScreenDims;
Output.Position.y = 1.0f - Output.Position.y; // flip y
Output.Position.xy -= 0.5f; // center
Output.Position.xy *= 2.0f; // toom
Output.Position.xy *= 2.0f; // zoom
float2 TexCoord = Input.Position.xy / ScreenDims;
float2 TexCoord = Input.TexCoord;
TexCoord += 0.5f / TargetDims; // half texel offset correction (DX9)
// we have to handle the swap of the coordinates ourself, because we are using screen not texture coordinates
float3 convergeX = SwapXY ? ConvergeY : ConvergeX;
float3 convergeY = SwapXY ? ConvergeX : ConvergeY;
float3 radialConvergeX = SwapXY ? RadialConvergeY : RadialConvergeX;
float3 radialConvergeY = SwapXY ? RadialConvergeX : RadialConvergeY;
// imaginary texel dimensions independed from screen dimension, but ratio
float2 TexelDims = (1.0f / 1024) * (QuadDims / ScreenDims);
float2 TexelDims = (1.0f / 1024);
Output.TexCoordX = TexCoord.xxx;
Output.TexCoordY = TexCoord.yyy;
// center coordinates
Output.TexCoordX -= 0.5f * SourceRect.xxx;
Output.TexCoordY -= 0.5f * SourceRect.yyy;
Output.TexCoordX -= 0.5f;
Output.TexCoordY -= 0.5f;
// radial converge offset to "translate" the most outer pixel as thay would be translated by the linar converge with the same amount
float2 radialConvergeOffset = 2.0f / SourceRect;
float2 radialConvergeOffset = 2.0f;
// radial converge
Output.TexCoordX *= 1.0f + radialConvergeX * TexelDims.xxx * radialConvergeOffset.xxx;
Output.TexCoordY *= 1.0f + radialConvergeY * TexelDims.yyy * radialConvergeOffset.yyy;
Output.TexCoordX *= 1.0f + RadialConvergeX * TexelDims.xxx * radialConvergeOffset.xxx;
Output.TexCoordY *= 1.0f + RadialConvergeY * TexelDims.yyy * radialConvergeOffset.yyy;
// un-center coordinates
Output.TexCoordX += 0.5f * SourceRect.xxx;
Output.TexCoordY += 0.5f * SourceRect.yyy;
Output.TexCoordX += 0.5f;
Output.TexCoordY += 0.5f;
// linear converge
Output.TexCoordX += convergeX * TexelDims.xxx;
Output.TexCoordY += convergeY * TexelDims.yyy;
Output.TexCoordX += ConvergeX * TexelDims.xxx;
Output.TexCoordY += ConvergeY * TexelDims.yyy;
Output.Color = Input.Color;

View File

@ -89,6 +89,8 @@ uniform float2 ScreenDims; // size of the window or fullscreen
uniform float2 TargetDims; // size of the target surface
uniform float2 QuadDims; // size of the screen quad
uniform bool VectorScreen;
VS_OUTPUT vs_main(VS_INPUT Input)
{
VS_OUTPUT Output = (VS_OUTPUT)0;
@ -101,7 +103,7 @@ VS_OUTPUT vs_main(VS_INPUT Input)
Output.Color = Input.Color;
Output.TexCoord = Input.Position.xy / ScreenDims;
Output.TexCoord = Input.TexCoord;
Output.TexCoord += 0.5f / TargetDims; // half texel offset correction (DX9)
return Output;
@ -117,28 +119,9 @@ uniform float SmoothBorderAmount = 0.0f;
uniform float VignettingAmount = 0.0f;
uniform float ReflectionAmount = 0.0f;
uniform bool SwapXY = false;
uniform int RotationType = 0; // 0 = 0°, 1 = 90°, 2 = 180°, 3 = 270°
float2 GetScreenQuadRatio()
{
float ScreenRatio = ScreenDims.x / ScreenDims.y;
float QuadRatio = QuadDims.x / QuadDims.y;
float ScreenQuadRatio = QuadRatio / ScreenRatio;
return ScreenQuadRatio > 1.0f
? float2(1.0, 1.0f / ScreenQuadRatio)
: float2(ScreenQuadRatio, 1.0);
}
float2 GetQuadRatio()
{
float QuadRatio = QuadDims.x / QuadDims.y;
return QuadRatio > 1.0f
? float2 (1.0f, 1.0f / QuadRatio)
: float2 (QuadRatio, 1.0f);
}
float GetNoiseFactor(float3 n, float random)
{
// smaller n become more noisy
@ -147,7 +130,7 @@ float GetNoiseFactor(float3 n, float random)
float GetVignetteFactor(float2 coord, float amount)
{
float2 VignetteCoord = coord / (QuadDims / ScreenDims);
float2 VignetteCoord = coord;
float VignetteLength = length(VignetteCoord);
float VignetteBlur = (amount * 0.75f) + 0.25;
@ -161,21 +144,42 @@ float GetVignetteFactor(float2 coord, float amount)
float GetSpotAddend(float2 coord, float amount)
{
float2 QuadRatio = GetQuadRatio();
float2 SpotCoord = coord;
// upper right quadrant
float2 spotOffset =
RotationType == 1 // 90°
? float2(-0.25f, -0.25f)
: RotationType == 2 // 180°
? float2(0.25f, -0.25f)
: RotationType == 3 // 270°
? float2(0.25f, 0.25f)
: float2(-0.25f, 0.25f);
// hack for vector screen
if (VectorScreen)
{
// upper right quadrant
float2 spotOffset =
RotationType == 1 // 90°
? float2(-0.25f, -0.25f)
: RotationType == 2 // 180°
? float2(0.25f, -0.25f)
: RotationType == 3 // 270° else 0°
? float2(0.25f, 0.25f)
: float2(-0.25f, 0.25f);
float2 SpotCoord = coord / (QuadDims / ScreenDims);
SpotCoord += spotOffset * QuadRatio;
SpotCoord *= QuadRatio;
// normalized screen canvas ratio
float2 CanvasRatio = SwapXY
? float2(QuadDims.x / QuadDims.y, 1.0f)
: float2(1.0f, QuadDims.y / QuadDims.x);
SpotCoord += spotOffset;
SpotCoord *= CanvasRatio;
}
else
{
// upper right quadrant
float2 spotOffset = float2(-0.25f, 0.25f);
// normalized screen canvas ratio
float2 CanvasRatio = SwapXY
? float2(1.0f, QuadDims.x / QuadDims.y)
: float2(1.0f, QuadDims.y / QuadDims.x);
SpotCoord += spotOffset;
SpotCoord *= CanvasRatio;
}
float SpotBlur = amount;
@ -193,17 +197,20 @@ float GetSpotAddend(float2 coord, float amount)
float GetRoundCornerFactor(float2 coord, float radiusAmount, float smoothAmount)
{
float2 ScreenQuadRatio = GetScreenQuadRatio();
// reduce smooth amount down to radius amount
smoothAmount = min(smoothAmount, radiusAmount);
float range = min(QuadDims.x, QuadDims.y) * 0.5;
float2 quadDims = QuadDims;
quadDims = !VectorScreen && SwapXY
? quadDims.yx
: quadDims.xy;
float range = min(quadDims.x, quadDims.y) * 0.5;
float radius = range * max(radiusAmount, 0.0025f);
float smooth = 1.0 / (range * max(smoothAmount, 0.0025f));
// compute box
float box = roundBox(ScreenDims * (coord * 2.0f), ScreenDims * ScreenQuadRatio, radius);
float box = roundBox(quadDims * (coord * 2.0f), quadDims, radius);
// apply smooth
box *= smooth;
@ -240,20 +247,12 @@ float2 GetDistortedCoords(float2 centerCoord, float amount)
float2 GetCoords(float2 coord, float distortionAmount)
{
float2 ScreenQuadRatio = GetScreenQuadRatio();
// center coordinates
coord -= 0.5f;
// apply ratio difference between screen and quad
coord /= ScreenQuadRatio;
// distort coordinates
coord = GetDistortedCoords(coord, distortionAmount);
// revert ratio difference between screen and quad
coord *= ScreenQuadRatio;
// un-center coordinates
coord += 0.5f;

View File

@ -53,8 +53,6 @@ struct PS_INPUT
uniform float2 ScreenDims;
uniform float2 TargetDims;
uniform float2 SourceDims;
uniform float2 SourceRect;
uniform float2 QuadDims;
uniform int BloomLevel;
@ -71,6 +69,9 @@ VS_OUTPUT vs_main(VS_INPUT Input)
VS_OUTPUT Output = (VS_OUTPUT)0;
float2 HalfTargetTexelDims = 0.5f / TargetDims;
HalfTargetTexelDims *= VectorScreen
? (ScreenDims / QuadDims)
: 1.0f;
Output.Position = float4(Input.Position.xyz, 1.0f);
Output.Position.xy /= ScreenDims;
@ -80,7 +81,7 @@ VS_OUTPUT vs_main(VS_INPUT Input)
Output.Color = Input.Color;
float2 TexCoord = Input.Position.xy / ScreenDims;
float2 TexCoord = Input.TexCoord;
TexCoord += 0.5f / TargetDims; // half texel offset correction (DX9)
Output.TexCoord01.xy = TexCoord + Coord0Offset * HalfTargetTexelDims;

View File

@ -51,7 +51,6 @@ struct PS_INPUT
uniform float2 ScreenDims;
uniform float2 TargetDims;
uniform float2 QuadDims;
VS_OUTPUT vs_main(VS_INPUT Input)
{
@ -63,11 +62,11 @@ VS_OUTPUT vs_main(VS_INPUT Input)
Output.Position.xy -= 0.5f; // center
Output.Position.xy *= 2.0f; // zoom
float2 TexCoord = Input.Position.xy / ScreenDims;
float2 TexCoord = Input.TexCoord;
TexCoord += 0.5f / TargetDims; // half texel offset correction (DX9)
Output.TexCoord = TexCoord;
Output.Color = Input.Color;
return Output;
@ -79,8 +78,6 @@ VS_OUTPUT vs_main(VS_INPUT Input)
uniform float2 Defocus = float2(0.0f, 0.0f);
uniform bool SwapXY = false;
static const float2 Coord1Offset = float2( 0.75f, 0.50f);
static const float2 Coord2Offset = float2( 0.25f, 1.00f);
static const float2 Coord3Offset = float2(-0.50f, 0.75f);
@ -92,13 +89,10 @@ static const float2 Coord8Offset = float2( 1.00f, -0.25f);
float4 ps_main(PS_INPUT Input) : COLOR
{
// we have to handle the swap of the coordinates ourself, because we are using screen not texture coordinates
float2 defocus = SwapXY ? Defocus.yx : Defocus.xy;
// imaginary texel dimensions independed from screen dimension, but ratio
float2 TexelDims = (1.0f / 1024) * (QuadDims / ScreenDims);
float2 TexelDims = (1.0f / 1024);
float2 DefocusTexelDims = defocus * TexelDims;
float2 DefocusTexelDims = Defocus * TexelDims;
float4 d = tex2D(DiffuseSampler, Input.TexCoord);
float3 d1 = tex2D(DiffuseSampler, Input.TexCoord + Coord1Offset * DefocusTexelDims).rgb;

View File

@ -79,7 +79,7 @@ VS_OUTPUT vs_main(VS_INPUT Input)
Output.Position.xy -= 0.5f; // center
Output.Position.xy *= 2.0f; // zoom
Output.TexCoord = Input.Position.xy / ScreenDims;
Output.TexCoord = Input.TexCoord;
Output.TexCoord += 0.5f / TargetDims; // half texel offset correction (DX9)
Output.PrevCoord = Output.TexCoord;

View File

@ -73,10 +73,10 @@ static const float PHI = 1.618034f;
// Scanline & Shadowmask Vertex Shader
//-----------------------------------------------------------------------------
uniform float2 ScreenDims; // size of the window or fullscreen
uniform float2 SourceDims; // size of the texture in power-of-two size
uniform float2 SourceRect; // size of the uv rectangle
uniform float2 TargetDims; // size of the target surface
uniform float2 ScreenDims;
uniform float2 SourceDims;
uniform float2 TargetDims;
uniform float2 QuadDims;
uniform float2 ShadowDims = float2(32.0f, 32.0f); // size of the shadow texture (extended to power-of-two size)
uniform float2 ShadowUVOffset = float2(0.0f, 0.0f);
@ -96,16 +96,16 @@ VS_OUTPUT vs_main(VS_INPUT Input)
Output.Position.xy -= 0.5f; // center
Output.Position.xy *= 2.0f; // zoom
Output.TexCoord = Input.Position.xy / ScreenDims;
Output.TexCoord = Input.TexCoord;
Output.TexCoord += PrepareBloom
? 0.0f / TargetDims // use half texel offset (DX9) to do the blur for first bloom layer
: 0.5f / TargetDims; // fix half texel offset correction (DX9)
Output.SourceCoord = Input.TexCoord;
Output.ScreenCoord = Input.Position.xy / ScreenDims;
Output.SourceCoord = Input.TexCoord;
Output.SourceCoord += 0.5f / TargetDims;
Output.Color = Input.Color;
return Output;
@ -157,20 +157,55 @@ float2 GetAdjustedCoords(float2 coord, float2 centerOffset)
return coord;
}
// vector screen has the same quad texture coordinates for every screen orientation, raster screen differs
float2 GetShadowCoord(float2 QuadCoord, float2 SourceCoord)
{
float2 QuadTexel = 1.0f / QuadDims;
float2 SourceTexel = 1.0f / SourceDims;
float2 canvasCoord = ShadowTileMode == 0
? QuadCoord + ShadowUVOffset / QuadDims
: SourceCoord + ShadowUVOffset / SourceDims;
float2 canvasTexelDims = ShadowTileMode == 0
? QuadTexel
: SourceTexel;
float2 shadowDims = ShadowDims;
float2 shadowUV = ShadowUV;
float2 shadowCount = ShadowCount;
canvasCoord = !VectorScreen && SwapXY
? canvasCoord.yx
: canvasCoord.xy;
shadowCount = !VectorScreen && SwapXY
? shadowCount.yx
: shadowCount.xy;
float2 shadowTile = canvasTexelDims * shadowCount;
float2 shadowFrac = frac(canvasCoord / shadowTile);
shadowFrac = !VectorScreen && SwapXY
? shadowFrac.yx
: shadowFrac.xy;
float2 shadowCoord = (shadowFrac * shadowUV);
shadowCoord += 0.5f / shadowDims; // half texel offset
return shadowCoord;
}
float4 ps_main(PS_INPUT Input) : COLOR
{
float2 ScreenTexelDims = 1.0f / ScreenDims;
float2 SourceTexelDims = 1.0f / SourceDims;
float2 ScreenCoord = Input.ScreenCoord;
float2 TexCoord = GetAdjustedCoords(Input.TexCoord, 0.5f);
float2 SourceCoord = GetAdjustedCoords(Input.SourceCoord, 0.5f * SourceRect);
float2 SourceCoord = GetAdjustedCoords(Input.SourceCoord, 0.5f);
// Color
float4 BaseColor = tex2D(DiffuseSampler, TexCoord);
BaseColor.a = 1.0f;
// keep border
// keep border
if (!PrepareBloom)
{
// clip border
@ -180,41 +215,7 @@ float4 ps_main(PS_INPUT Input) : COLOR
// Mask Simulation (may not affect bloom)
if (!PrepareBloom && ShadowAlpha > 0.0f)
{
float2 shadowUVOffset = ShadowUVOffset;
shadowUVOffset = SwapXY
? ShadowUVOffset.yx
: ShadowUVOffset.xy;
float2 shadowDims = ShadowDims;
shadowDims = SwapXY
? shadowDims.yx
: shadowDims.xy;
float2 shadowUV = ShadowUV;
float2 screenCoord = ShadowTileMode == 0
? ScreenCoord + shadowUVOffset / ScreenDims
: SourceCoord + shadowUVOffset / SourceDims;
screenCoord = SwapXY
? screenCoord.yx
: screenCoord.xy;
float2 shadowCount = ShadowCount;
shadowCount = SwapXY
? shadowCount.yx
: shadowCount.xy;
float2 shadowTile = ShadowTileMode == 0
? ScreenTexelDims * shadowCount
: SourceTexelDims * shadowCount;
shadowTile = SwapXY
? shadowTile.yx
: shadowTile.xy;
float2 ShadowFrac = frac(screenCoord / shadowTile);
float2 ShadowCoord = (ShadowFrac * shadowUV);
ShadowCoord += 0.5f / shadowDims; // half texel offset
float2 ShadowCoord = GetShadowCoord(ScreenCoord, SourceCoord);
float4 ShadowColor = tex2D(ShadowSampler, ShadowCoord);
float3 ShadowMaskColor = lerp(1.0f, ShadowColor.rgb, ShadowAlpha);
@ -263,7 +264,7 @@ float4 ps_main(PS_INPUT Input) : COLOR
if (!VectorScreen && HumBarAlpha > 0.0f)
{
float HumBarStep = frac(TimeMilliseconds * HumBarDesync);
float HumBarBrightness = 1.0 - frac(SourceCoord.y / SourceRect.y + HumBarStep) * HumBarAlpha;
float HumBarBrightness = 1.0 - frac(SourceCoord.y + HumBarStep) * HumBarAlpha;
BaseColor.rgb *= HumBarBrightness;
}
}

View File

@ -67,7 +67,7 @@ VS_OUTPUT vs_main(VS_INPUT Input)
Output.Position.xy *= 2.0f; // zoom
Output.TexCoord = Input.TexCoord;
// Output.TexCoord += 0.5f / targetDims; // half texel offset correction (DX9)
Output.TexCoord += 0.5f / TargetDims; // half texel offset correction (DX9)
return Output;
}

View File

@ -67,8 +67,8 @@ VS_OUTPUT vs_screen_main(VS_INPUT Input)
Output.Position.xy -= 0.5f; // center
Output.Position.xy *= 2.0f; // zoom
Output.TexCoord = Input.Position.xy / ScreenDims;
Output.TexCoord += 0.5f / TargetDims; // half texel offset correction (DX9)
Output.TexCoord = Input.TexCoord;
// Output.TexCoord += 0.5f / TargetDims; // half texel offset correction (DX9)
Output.Color = Input.Color;
@ -85,7 +85,7 @@ VS_OUTPUT vs_vector_buffer_main(VS_INPUT Input)
Output.Position.xy -= 0.5f; // center
Output.Position.xy *= 2.0f; // zoom
Output.TexCoord = Input.Position.xy / ScreenDims;
Output.TexCoord = Input.TexCoord;
Output.TexCoord += 0.5f / TargetDims; // half texel offset correction (DX9)
Output.Color = Input.Color;
@ -104,6 +104,7 @@ VS_OUTPUT vs_ui_main(VS_INPUT Input)
Output.Position.xy *= 2.0f; // zoom
Output.TexCoord = Input.TexCoord;
// Output.TexCoord += 0.5f / TargetDims; // half texel offset correction (DX9)
Output.Color = Input.Color;
@ -124,7 +125,6 @@ float4 ps_screen_main(PS_INPUT Input) : COLOR
float4 ps_vector_buffer_main(PS_INPUT Input) : COLOR
{
float4 BaseTexel = tex2D(DiffuseSampler, Input.TexCoord);
BaseTexel *= Input.Color + float4(1.0f, 1.0f, 1.0f, 0.0f);
return BaseTexel;
}

View File

@ -36,6 +36,8 @@ struct PS_INPUT
//-----------------------------------------------------------------------------
uniform float2 ScreenDims;
uniform float2 QuadDims;
uniform float2 TimeParams;
uniform float3 LengthParams;
@ -47,9 +49,9 @@ VS_OUTPUT vs_main(VS_INPUT Input)
Output.Position.xy /= ScreenDims;
Output.Position.y = 1.0f - Output.Position.y; // flip y
Output.Position.xy -= 0.5f; // center
Output.Position.xy *= 2.0f; // zoom
Output.Position.xy *= 2.0f * (ScreenDims / QuadDims); // zoom
Output.TexCoord = Input.Position.xy / ScreenDims;
Output.TexCoord = Input.TexCoord;
Output.Color = Input.Color;
@ -75,7 +77,9 @@ float4 ps_main(PS_INPUT Input) : COLOR
lengthModulate = lerp(lengthModulate, 4.0f, minLength * 0.5f);
lengthModulate = lerp(1.0f, timeModulate * lengthModulate, LengthParams.y);
float4 outColor = Input.Color * float4(lengthModulate, lengthModulate, lengthModulate, 1.0f);
float4 outColor = float4(lengthModulate, lengthModulate, lengthModulate, 1.0f);
outColor *= Input.Color;
return outColor;
}
@ -90,6 +94,6 @@ technique DefaultTechnique
Lighting = FALSE;
VertexShader = compile vs_2_0 vs_main();
PixelShader = compile ps_2_0 ps_main();
PixelShader = compile ps_2_0 ps_main();
}
}

View File

@ -102,7 +102,7 @@ struct object_transform
// GLOBAL VARIABLES
//**************************************************************************
// precomputed UV coordinates for various orientations
// precomputed UV coordinates for raster primitive with various orientations
static const render_quad_texuv oriented_texcoords[8] =
{
{ { 0,0 }, { 1,0 }, { 0,1 }, { 1,1 } }, // 0
@ -115,6 +115,12 @@ static const render_quad_texuv oriented_texcoords[8] =
{ { 1,1 }, { 1,0 }, { 0,1 }, { 0,0 } } // ORIENTATION_SWAP_XY | ORIENTATION_FLIP_X | ORIENTATION_FLIP_Y
};
// precomputed UV coordinates for vector primitive
static const render_quad_texuv oriented_vector_texcoords[1] =
{
{ { 0,0 }, { 1,0 }, { 0,1 }, { 1,1 } }
};
// layer orders
static const int layer_order_standard[] = { ITEM_LAYER_SCREEN, ITEM_LAYER_OVERLAY, ITEM_LAYER_BACKDROP, ITEM_LAYER_BEZEL, ITEM_LAYER_CPANEL, ITEM_LAYER_MARQUEE };
static const int layer_order_alternate[] = { ITEM_LAYER_BACKDROP, ITEM_LAYER_SCREEN, ITEM_LAYER_OVERLAY, ITEM_LAYER_BEZEL, ITEM_LAYER_CPANEL, ITEM_LAYER_MARQUEE };
@ -1756,18 +1762,39 @@ void render_target::add_container_primitives(render_primitive_list &list, const
// set the palette
prim->texture.palette = curitem->texture()->get_adjusted_palette(container);
// determine UV coordinates and apply clipping
// determine UV coordinates
prim->texcoords = oriented_texcoords[finalorient];
// apply clipping
clipped = render_clip_quad(&prim->bounds, &cliprect, &prim->texcoords);
// apply the final orientation from the quad flags and then build up the final flags
prim->flags = (curitem->flags() & ~(PRIMFLAG_TEXORIENT_MASK | PRIMFLAG_BLENDMODE_MASK | PRIMFLAG_TEXFORMAT_MASK)) |
PRIMFLAG_TEXORIENT(finalorient) |
PRIMFLAG_TEXFORMAT(curitem->texture()->format());
if (blendmode != -1)
prim->flags |= PRIMFLAG_BLENDMODE(blendmode);
else
prim->flags |= PRIMFLAG_BLENDMODE(PRIMFLAG_GET_BLENDMODE(curitem->flags()));
prim->flags = (curitem->flags() & ~(PRIMFLAG_TEXORIENT_MASK | PRIMFLAG_BLENDMODE_MASK | PRIMFLAG_TEXFORMAT_MASK))
| PRIMFLAG_TEXORIENT(finalorient)
| PRIMFLAG_TEXFORMAT(curitem->texture()->format());
prim->flags |= blendmode != -1
? PRIMFLAG_BLENDMODE(blendmode)
: PRIMFLAG_BLENDMODE(PRIMFLAG_GET_BLENDMODE(curitem->flags()));
}
else if (curitem->flags() & PRIMFLAG_VECTORBUF_MASK)
{
// adjust the color for brightness/contrast/gamma
prim->color.r = container.apply_brightness_contrast_gamma_fp(prim->color.r);
prim->color.g = container.apply_brightness_contrast_gamma_fp(prim->color.g);
prim->color.b = container.apply_brightness_contrast_gamma_fp(prim->color.b);
// determine UV coordinates
prim->texcoords = oriented_vector_texcoords[0];
// apply clipping
clipped = render_clip_quad(&prim->bounds, &cliprect, &prim->texcoords);
// no texture
prim->texture.base = nullptr;
// set the basic flags
prim->flags = (curitem->flags() & ~PRIMFLAG_BLENDMODE_MASK)
| PRIMFLAG_BLENDMODE(BLENDMODE_ALPHA);
}
else
{
@ -1776,9 +1803,12 @@ void render_target::add_container_primitives(render_primitive_list &list, const
prim->color.g = container.apply_brightness_contrast_gamma_fp(prim->color.g);
prim->color.b = container.apply_brightness_contrast_gamma_fp(prim->color.b);
// no texture -- set the basic flags
// no texture
prim->texture.base = nullptr;
prim->flags = (curitem->flags() &~ PRIMFLAG_BLENDMODE_MASK) | PRIMFLAG_BLENDMODE(BLENDMODE_ALPHA);
// set the basic flags
prim->flags = (curitem->flags() & ~PRIMFLAG_BLENDMODE_MASK)
| PRIMFLAG_BLENDMODE(BLENDMODE_ALPHA);
// apply clipping
clipped = render_clip_quad(&prim->bounds, &cliprect, nullptr);

View File

@ -329,6 +329,8 @@ public:
// getters
render_primitive *next() const { return m_next; }
bool packable(const INT32 pack_size) const { return (flags & PRIMFLAG_PACKABLE) && texture.base != nullptr && texture.width <= pack_size && texture.height <= pack_size; }
float get_quad_width() const { return bounds.x1 - bounds.x0; }
float get_quad_height() const { return bounds.y1 - bounds.y0; }
// reset to prepare for re-use
void reset();

View File

@ -77,8 +77,6 @@ public:
DWORD get_max_texture_width() { return m_texture_max_width; }
DWORD get_max_texture_height() { return m_texture_max_height; }
void compute_texture_size(int texwidth, int texheight, int* p_width, int* p_height);
texture_info * get_default_texture() { return m_default_texture; }
texture_info * get_vector_texture() { return m_vector_texture; }
@ -150,6 +148,7 @@ public:
private:
void prescale();
void compute_size(int texwidth, int texheight);
void compute_size_subroutine(int texwidth, int texheight, int* p_width, int* p_height);
d3d_texture_manager * m_texture_manager; // texture manager pointer
@ -245,7 +244,7 @@ public:
cache_target() { }
~cache_target();
bool init(renderer_d3d9 *d3d, d3d_base *d3dintf, int width, int height);
bool init(renderer_d3d9 *d3d, d3d_base *d3dintf, int source_width, int source_height, int target_width, int target_height);
surface *last_target;
texture *last_texture;
@ -270,7 +269,7 @@ public:
d3d_render_target() { }
~d3d_render_target();
bool init(renderer_d3d9 *d3d, d3d_base *d3dintf, int width, int height, int target_width, int target_height);
bool init(renderer_d3d9 *d3d, d3d_base *d3dintf, int source_width, int source_height, int target_width, int target_height);
int next_index(int index) { return ++index > 1 ? 0 : index; }
// real target dimension

View File

@ -69,8 +69,8 @@ shaders::shaders() :
{
master_enable = false;
vector_enable = true;
shadow_texture = NULL;
options = NULL;
shadow_texture = nullptr;
options = nullptr;
paused = true;
lastidx = -1;
targethead = nullptr;
@ -553,9 +553,9 @@ void shaders::remove_render_target(texture_info *texture)
remove_render_target(find_render_target(texture));
}
void shaders::remove_render_target(int width, int height, UINT32 screen_index, UINT32 page_index)
void shaders::remove_render_target(int source_width, int source_height, UINT32 screen_index, UINT32 page_index)
{
d3d_render_target *target = find_render_target(width, height, screen_index, page_index);
d3d_render_target *target = find_render_target(source_width, source_height, screen_index, page_index);
if (target != nullptr)
{
remove_render_target(target);
@ -1145,9 +1145,9 @@ void shaders::init_effect_info(poly_info *poly)
// shaders::find_render_target
//============================================================
d3d_render_target* shaders::find_render_target(texture_info *info)
d3d_render_target* shaders::find_render_target(texture_info *texture)
{
UINT32 screen_index_data = (UINT32)info->get_texinfo().osddata;
UINT32 screen_index_data = (UINT32)texture->get_texinfo().osddata;
UINT32 screen_index = screen_index_data >> 1;
UINT32 page_index = screen_index_data & 1;
@ -1155,8 +1155,8 @@ d3d_render_target* shaders::find_render_target(texture_info *info)
while (curr != nullptr && (
curr->screen_index != screen_index ||
curr->page_index != page_index ||
curr->width != info->get_texinfo().width ||
curr->height != info->get_texinfo().height))
curr->width != texture->get_width() ||
curr->height != texture->get_height()))
{
curr = curr->next;
}
@ -1169,12 +1169,12 @@ d3d_render_target* shaders::find_render_target(texture_info *info)
// shaders::find_render_target
//============================================================
d3d_render_target* shaders::find_render_target(int width, int height, UINT32 screen_index, UINT32 page_index)
d3d_render_target* shaders::find_render_target(int source_width, int source_height, UINT32 screen_index, UINT32 page_index)
{
d3d_render_target *curr = targethead;
while (curr != nullptr && (
curr->width != width ||
curr->height != height ||
curr->width != source_width ||
curr->height != source_height ||
curr->screen_index != screen_index ||
curr->page_index != page_index))
{
@ -1294,8 +1294,7 @@ int shaders::prescale_pass(d3d_render_target *rt, int source_index, poly_info *p
curr_effect->set_texture("Diffuse", rt->source_texture[next_index]);
next_index = rt->next_index(next_index);
// blit(rt->target_surface[next_index], true, D3DPT_TRIANGLELIST, 0, 2);
blit(rt->target_surface[next_index], true, poly->get_type(), vertnum, poly->get_count());
blit(rt->target_surface[next_index], true, D3DPT_TRIANGLELIST, 0, 2);
return next_index;
}
@ -1318,8 +1317,7 @@ int shaders::deconverge_pass(d3d_render_target *rt, int source_index, poly_info
curr_effect->set_texture("Diffuse", rt->target_texture[next_index]);
next_index = rt->next_index(next_index);
// blit(rt->target_surface[next_index], true, D3DPT_TRIANGLELIST, 0, 2);
blit(rt->target_surface[next_index], true, poly->get_type(), vertnum, poly->get_count());
blit(rt->target_surface[next_index], true, D3DPT_TRIANGLELIST, 0, 2);
return next_index;
}
@ -1339,8 +1337,7 @@ int shaders::defocus_pass(d3d_render_target *rt, int source_index, poly_info *po
curr_effect->set_texture("Diffuse", rt->target_texture[next_index]);
next_index = rt->next_index(next_index);
// blit(rt->target_surface[next_index], true, D3DPT_TRIANGLELIST, 0, 2);
blit(rt->target_surface[next_index], true, poly->get_type(), vertnum, poly->get_count());
blit(rt->target_surface[next_index], true, D3DPT_TRIANGLELIST, 0, 2);
return next_index;
}
@ -1362,8 +1359,7 @@ int shaders::phosphor_pass(d3d_render_target *rt, cache_target *ct, int source_i
curr_effect->set_bool("Passthrough", false);
next_index = rt->next_index(next_index);
// blit(rt->target_surface[next_index], true, D3DPT_TRIANGLELIST, 0, 2);
blit(rt->target_surface[next_index], true, poly->get_type(), vertnum, poly->get_count());
blit(rt->target_surface[next_index], true, D3DPT_TRIANGLELIST, 0, 2);
// Pass along our phosphor'd screen
curr_effect->update_uniforms();
@ -1372,8 +1368,7 @@ int shaders::phosphor_pass(d3d_render_target *rt, cache_target *ct, int source_i
curr_effect->set_bool("Passthrough", true);
// Avoid changing targets due to page flipping
// blit(ct->last_target, true, D3DPT_TRIANGLELIST, 0, 2);
blit(ct->last_target, true, poly->get_type(), vertnum, poly->get_count());
blit(ct->last_target, true, D3DPT_TRIANGLELIST, 0, 2);
return next_index;
}
@ -1421,8 +1416,7 @@ int shaders::post_pass(d3d_render_target *rt, int source_index, poly_info *poly,
curr_effect->set_bool("PrepareBloom", prepare_bloom);
next_index = rt->next_index(next_index);
// blit(prepare_bloom ? rt->source_surface[next_index] : rt->target_surface[next_index], true, D3DPT_TRIANGLELIST, 0, 2);
blit(prepare_bloom ? rt->source_surface[next_index] : rt->target_surface[next_index], true, poly->get_type(), vertnum, poly->get_count());
blit(prepare_bloom ? rt->source_surface[next_index] : rt->target_surface[next_index], true, D3DPT_TRIANGLELIST, 0, 2);
return next_index;
}
@ -1449,8 +1443,7 @@ int shaders::downsample_pass(d3d_render_target *rt, int source_index, poly_info
? rt->source_texture[next_index]
: rt->bloom_texture[bloom_index - 1]);
// blit(rt->bloom_surface[bloom_index], true, D3DPT_TRIANGLELIST, 0, 2);
blit(rt->bloom_surface[bloom_index], true, poly->get_type(), vertnum, poly->get_count());
blit(rt->bloom_surface[bloom_index], true, D3DPT_TRIANGLELIST, 0, 2);
}
return next_index;
@ -1523,8 +1516,7 @@ int shaders::bloom_pass(d3d_render_target *rt, int source_index, poly_info *poly
}
next_index = rt->next_index(next_index);
// blit(rt->target_surface[next_index], true, D3DPT_TRIANGLELIST, 0, 2);
blit(rt->target_surface[next_index], true, poly->get_type(), vertnum, poly->get_count());
blit(rt->target_surface[next_index], true, D3DPT_TRIANGLELIST, 0, 2);
return next_index;
}
@ -1543,36 +1535,12 @@ int shaders::distortion_pass(d3d_render_target *rt, int source_index, poly_info
return next_index;
}
int screen_count = d3d->window().target()->current_view()->screens().count();
// todo: only one screen is supported
if (screen_count > 1)
{
return next_index;
}
render_bounds bounds = d3d->window().target()->current_view()->bounds();
render_bounds screen_bounds = d3d->window().target()->current_view()->screen_bounds();
bool screen_bounds_zoomed = d3d->window().target()->zoom_to_screen();
bool screen_bounds_differ =
bounds.x0 != screen_bounds.x0 ||
bounds.y0 != screen_bounds.y0 ||
bounds.x1 != screen_bounds.x1 ||
bounds.y1 != screen_bounds.y1;
// todo: full artworks are not supported
if (screen_bounds_differ && !screen_bounds_zoomed)
{
return next_index;
}
curr_effect = distortion_effect;
curr_effect->update_uniforms();
curr_effect->set_texture("DiffuseTexture", rt->target_texture[next_index]);
next_index = rt->next_index(next_index);
// blit(rt->target_surface[next_index], true, D3DPT_TRIANGLELIST, 0, 2);
blit(rt->target_surface[next_index], true, poly->get_type(), vertnum, poly->get_count());
blit(rt->target_surface[next_index], true, D3DPT_TRIANGLELIST, 0, 2);
return next_index;
}
@ -1589,7 +1557,6 @@ int shaders::vector_pass(d3d_render_target *rt, int source_index, poly_info *pol
curr_effect->set_vector("TimeParams", 2, time_params);
curr_effect->set_vector("LengthParams", 3, length_params);
// blit(rt->target_surface[next_index], true, D3DPT_TRIANGLELIST, 0, 2);
blit(rt->target_surface[next_index], true, poly->get_type(), vertnum, poly->get_count());
return next_index;
@ -1606,8 +1573,7 @@ int shaders::vector_buffer_pass(d3d_render_target *rt, int source_index, poly_in
curr_effect->set_texture("Diffuse", rt->target_texture[next_index]);
next_index = rt->next_index(next_index);
// blit(rt->target_surface[next_index], true, D3DPT_TRIANGLELIST, 0, 2);
blit(rt->target_surface[next_index], true, poly->get_type(), vertnum, poly->get_count());
blit(rt->target_surface[next_index], true, D3DPT_TRIANGLELIST, 0, 2);
return next_index;
}
@ -1677,7 +1643,7 @@ void shaders::render_quad(poly_info *poly, int vertnum)
return;
}
cache_target *ct = find_cache_target(rt->screen_index, curr_texture->get_texinfo().width, curr_texture->get_texinfo().height);
cache_target *ct = find_cache_target(rt->screen_index, curr_texture->get_width(), curr_texture->get_height());
int next_index = 0;
@ -1770,7 +1736,9 @@ void shaders::render_quad(poly_info *poly, int vertnum)
next_index = distortion_pass(rt, next_index, poly, vertnum);
// render on screen
d3d->set_wrap(D3DTADDRESS_MIRROR);
next_index = screen_pass(rt, next_index, poly, vertnum);
d3d->set_wrap(PRIMFLAG_GET_TEXWRAP(curr_texture->get_flags()) ? D3DTADDRESS_WRAP : D3DTADDRESS_CLAMP);
HRESULT result = (*d3dintf->device.set_render_target)(d3d->get_device(), 0, backbuffer);
if (result != D3D_OK)
@ -1809,27 +1777,16 @@ void shaders::end_draw()
//============================================================
// shaders::add_cache_target - register a cache target
//============================================================
bool shaders::add_cache_target(renderer_d3d9* d3d, texture_info* info, int width, int height, int screen_index)
bool shaders::add_cache_target(renderer_d3d9* d3d, texture_info* texture, int source_width, int source_height, int target_width, int target_height, int screen_index)
{
cache_target* target = (cache_target*)global_alloc_clear<cache_target>();
if (!target->init(d3d, d3dintf, width, height))
if (!target->init(d3d, d3dintf, source_width, source_height, target_width, target_height))
{
global_free(target);
return false;
}
if (info != nullptr)
{
target->width = info->get_texinfo().width;
target->height = info->get_texinfo().height;
}
else
{
target->width = d3d->get_width();
target->height = d3d->get_height();
}
target->next = cachehead;
target->prev = nullptr;
@ -1844,22 +1801,65 @@ bool shaders::add_cache_target(renderer_d3d9* d3d, texture_info* info, int width
return true;
}
d3d_render_target* shaders::get_vector_target()
//============================================================
// shaders::get_texture_target(render_primitive::prim, texture_info::texture)
//============================================================
d3d_render_target* shaders::get_texture_target(render_primitive *prim, texture_info *texture)
{
if (!vector_enable)
{
return nullptr;
}
return find_render_target(d3d->get_width(), d3d->get_height(), 0, 0);
bool swap_xy = d3d->swap_xy();
int target_width = swap_xy
? static_cast<int>(prim->get_quad_height() + 0.5f)
: static_cast<int>(prim->get_quad_width() + 0.5f);
int target_height = swap_xy
? static_cast<int>(prim->get_quad_width() + 0.5f)
: static_cast<int>(prim->get_quad_height() + 0.5f);
// find render target and check if the size of the target quad has changed
d3d_render_target *target = find_render_target(texture);
if (target != nullptr && target->target_width == target_width && target->target_height == target_height)
{
return target;
}
osd_printf_verbose("get_texture_target() - invalid size\n");
return nullptr;
}
d3d_render_target* shaders::get_vector_target(render_primitive *prim)
{
if (!vector_enable)
{
return nullptr;
}
int target_width = static_cast<int>(prim->get_quad_width() + 0.5f);
int target_height = static_cast<int>(prim->get_quad_height() + 0.5f);
// find render target and check of the size of the target quad has changed
d3d_render_target *target = find_render_target(d3d->get_width(), d3d->get_height(), 0, 0);
if (target != nullptr && target->target_width == target_width && target->target_height == target_height)
{
return target;
}
osd_printf_verbose("get_vector_target() - invalid size\n");
return nullptr;
}
void shaders::create_vector_target(render_primitive *prim)
{
int width = d3d->get_width();
int height = d3d->get_height();
int target_width = static_cast<int>(prim->get_quad_width() + 0.5f);
int target_height = static_cast<int>(prim->get_quad_height() + 0.5f);
if (!add_render_target(d3d, nullptr, width, height, width, height))
osd_printf_verbose("create_vector_target() - %f, %f; %d, %d\n", prim->get_quad_width(), prim->get_quad_height(), (int)(prim->get_quad_width() + 0.5f), (int)(prim->get_quad_height() + 0.5f));
if (!add_render_target(d3d, nullptr, d3d->get_width(), d3d->get_height(), target_width, target_height))
{
vector_enable = false;
}
@ -1870,25 +1870,25 @@ void shaders::create_vector_target(render_primitive *prim)
// shaders::add_render_target - register a render target
//============================================================
bool shaders::add_render_target(renderer_d3d9* d3d, texture_info* info, int width, int height, int target_width, int target_height)
bool shaders::add_render_target(renderer_d3d9* d3d, texture_info* texture, int source_width, int source_height, int target_width, int target_height)
{
UINT32 screen_index = 0;
UINT32 page_index = 0;
if (info != nullptr)
if (texture != nullptr)
{
d3d_render_target *existing_target = find_render_target(info);
d3d_render_target *existing_target = find_render_target(texture);
if (existing_target != nullptr)
{
remove_render_target(existing_target);
}
UINT32 screen_index_data = (UINT32)info->get_texinfo().osddata;
UINT32 screen_index_data = (UINT32)texture->get_texinfo().osddata;
screen_index = screen_index_data >> 1;
page_index = screen_index_data & 1;
}
else
{
d3d_render_target *existing_target = find_render_target(d3d->get_width(), d3d->get_height(), 0, 0);
d3d_render_target *existing_target = find_render_target(source_width, source_height, 0, 0);
if (existing_target != nullptr)
{
remove_render_target(existing_target);
@ -1897,22 +1897,14 @@ bool shaders::add_render_target(renderer_d3d9* d3d, texture_info* info, int widt
d3d_render_target* target = (d3d_render_target*)global_alloc_clear<d3d_render_target>();
if (!target->init(d3d, d3dintf, width, height, target_width, target_height))
if (!target->init(d3d, d3dintf, source_width, source_height, target_width, target_height))
{
global_free(target);
return false;
}
if (info != nullptr)
{
target->width = info->get_texinfo().width;
target->height = info->get_texinfo().height;
}
else
{
target->width = d3d->get_width();
target->height = d3d->get_height();
}
target->screen_index = screen_index;
target->page_index = page_index;
HRESULT result = (*d3dintf->device.set_render_target)(d3d->get_device(), 0, target->target_surface[0]);
if (result != D3D_OK) osd_printf_verbose("Direct3D: Error %08X during device set_render_target call\n", (int)result);
@ -1921,13 +1913,10 @@ bool shaders::add_render_target(renderer_d3d9* d3d, texture_info* info, int widt
result = (*d3dintf->device.set_render_target)(d3d->get_device(), 0, backbuffer);
if (result != D3D_OK) osd_printf_verbose("Direct3D: Error %08X during device set_render_target call\n", (int)result);
target->screen_index = screen_index;
target->page_index = page_index;
cache_target* cache = find_cache_target(target->screen_index, target->width, target->height);
cache_target* cache = find_cache_target(target->screen_index, source_width, source_height);
if (cache == nullptr)
{
if (!add_cache_target(d3d, info, target_width, target_height, target->screen_index))
if (!add_cache_target(d3d, texture, source_width, source_height, target_width, target_height, target->screen_index))
{
global_free(target);
return false;
@ -1970,7 +1959,16 @@ bool shaders::register_texture(render_primitive *prim, texture_info *texture)
enumerate_screens();
if (!add_render_target(d3d, texture, texture->get_width(), texture->get_height(), d3d->get_width(), d3d->get_height()))
bool swap_xy = d3d->swap_xy();
int target_width = swap_xy
? static_cast<int>(prim->get_quad_height() + 0.5f)
: static_cast<int>(prim->get_quad_width() + 0.5f);
int target_height = swap_xy
? static_cast<int>(prim->get_quad_width() + 0.5f)
: static_cast<int>(prim->get_quad_height() + 0.5f);
osd_printf_verbose("register_texture() - %f, %f; %d, %d\n", prim->get_quad_width(), prim->get_quad_height(), (int)(prim->get_quad_width() + 0.5f), (int)(prim->get_quad_height() + 0.5f));
if (!add_render_target(d3d, texture, texture->get_width(), texture->get_height(), target_width, target_height))
{
return false;
}
@ -2644,8 +2642,9 @@ void uniform::update()
if (shadersys->curr_poly != nullptr)
{
float quaddims[2] = {
shadersys->curr_poly->get_prim_width(),
shadersys->curr_poly->get_prim_height() };
// round
static_cast<float>(static_cast<int>(shadersys->curr_poly->get_prim_width() + 0.5f)),
static_cast<float>(static_cast<int>(shadersys->curr_poly->get_prim_height() + 0.5f)) };
m_shader->set_vector("QuadDims", 2, quaddims);
}
break;
@ -2653,12 +2652,7 @@ void uniform::update()
case CU_SWAP_XY:
{
bool orientation_swap_xy =
(d3d->window().machine().system().flags & ORIENTATION_SWAP_XY) == ORIENTATION_SWAP_XY;
bool rotation_swap_xy =
(d3d->window().target()->orientation() & ROT90) == ROT90 ||
(d3d->window().target()->orientation() & ROT270) == ROT270;
m_shader->set_bool("SwapXY", orientation_swap_xy ^ rotation_swap_xy);
m_shader->set_bool("SwapXY", d3d->swap_xy());
break;
}
case CU_ORIENTATION_SWAP:

View File

@ -307,7 +307,7 @@ public:
void toggle();
bool vector_enabled() { return master_enable && vector_enable; }
d3d_render_target* get_vector_target();
d3d_render_target* get_vector_target(render_primitive *prim);
void create_vector_target(render_primitive *prim);
void begin_frame();
@ -320,8 +320,9 @@ public:
void render_quad(poly_info *poly, int vertnum);
bool register_texture(render_primitive *prim, texture_info *texture);
bool add_render_target(renderer_d3d9* d3d, texture_info* info, int width, int height, int target_width, int target_height);
bool add_cache_target(renderer_d3d9* d3d, texture_info* info, int width, int height, int screen_index);
d3d_render_target* get_texture_target(render_primitive *prim, texture_info *texture);
bool add_render_target(renderer_d3d9* d3d, texture_info* texture, int source_width, int source_height, int target_width, int target_height);
bool add_cache_target(renderer_d3d9* d3d, texture_info* texture, int source_width, int source_height, int target_width, int target_height, int screen_index);
void window_save();
void window_record();
@ -332,10 +333,10 @@ public:
void record_texture();
void init_fsfx_quad(void *vertbuf);
void set_texture(texture_info *texture);
d3d_render_target * find_render_target(texture_info *info);
void set_texture(texture_info *info);
d3d_render_target * find_render_target(texture_info *texture);
void remove_render_target(texture_info *texture);
void remove_render_target(int width, int height, UINT32 screen_index, UINT32 page_index);
void remove_render_target(int source_width, int source_height, UINT32 screen_index, UINT32 page_index);
void remove_render_target(d3d_render_target *rt);
int create_resources(bool reset);
@ -352,7 +353,7 @@ private:
void end_avi_recording();
void begin_avi_recording(const char *name);
d3d_render_target* find_render_target(int width, int height, UINT32 screen_index, UINT32 page_index);
d3d_render_target* find_render_target(int source_width, int source_height, UINT32 screen_index, UINT32 page_index);
cache_target * find_cache_target(UINT32 screen_index, int width, int height);
void remove_cache_target(cache_target *cache);

View File

@ -420,63 +420,6 @@ d3d_texture_manager::~d3d_texture_manager()
{
}
//============================================================
// d3d_texture_manager::compute_texture_size
//============================================================
void d3d_texture_manager::compute_texture_size(int texwidth, int texheight, int* p_width, int* p_height)
{
int finalheight = texheight;
int finalwidth = texwidth;
// round width/height up to nearest power of 2 if we need to
if (!(get_texture_caps() & D3DPTEXTURECAPS_NONPOW2CONDITIONAL))
{
// first the width
if (finalwidth & (finalwidth - 1))
{
finalwidth |= finalwidth >> 1;
finalwidth |= finalwidth >> 2;
finalwidth |= finalwidth >> 4;
finalwidth |= finalwidth >> 8;
finalwidth++;
}
// then the height
if (finalheight & (finalheight - 1))
{
finalheight |= finalheight >> 1;
finalheight |= finalheight >> 2;
finalheight |= finalheight >> 4;
finalheight |= finalheight >> 8;
finalheight++;
}
}
// round up to square if we need to
if (get_texture_caps() & D3DPTEXTURECAPS_SQUAREONLY)
{
if (finalwidth < finalheight)
finalwidth = finalheight;
else
finalheight = finalwidth;
}
// adjust the aspect ratio if we need to
while (finalwidth < finalheight && finalheight / finalwidth > get_max_texture_aspect())
{
finalwidth *= 2;
}
while (finalheight < finalwidth && finalwidth / finalheight > get_max_texture_aspect())
{
finalheight *= 2;
}
*p_width = finalwidth;
*p_height = finalheight;
}
void d3d_texture_manager::create_resources()
{
// experimental: load a PNG to use for vector rendering; it is treated
@ -696,16 +639,12 @@ void d3d_texture_manager::update_textures()
{
if (m_renderer->get_shaders()->enabled())
{
// create a new texture without prescale, shaders will handle the prescale
// if there isn't one, create a new texture without prescale
texture = global_alloc(texture_info(this, &prim->texture, 1, prim->flags));
if (texture != nullptr)
{
m_renderer->get_shaders()->register_texture(prim, texture);
}
}
else
{
// create a new texture
// if there isn't one, create a new texture
texture = global_alloc(texture_info(this, &prim->texture, m_renderer->window().prescale(), prim->flags));
}
}
@ -718,10 +657,21 @@ void d3d_texture_manager::update_textures()
texture->get_texinfo().seqid = prim->texture.seqid;
}
}
if (m_renderer->get_shaders()->enabled())
{
if (!m_renderer->get_shaders()->get_texture_target(prim, texture))
{
if (!m_renderer->get_shaders()->register_texture(prim, texture))
{
d3dintf->post_fx_available = false;
}
}
}
}
else if(m_renderer->get_shaders()->vector_enabled() && PRIMFLAG_GET_VECTORBUF(prim->flags))
{
if (!m_renderer->get_shaders()->get_vector_target())
if (!m_renderer->get_shaders()->get_vector_target(prim))
{
m_renderer->get_shaders()->create_vector_target(prim);
}
@ -754,12 +704,15 @@ void renderer_d3d9::begin_frame()
m_shaders->init_fsfx_quad(m_hlsl_buf);
}
// loop over line primitives
m_line_count = 0;
// loop over primitives
for (render_primitive *prim = window().m_primlist->first(); prim != nullptr; prim = prim->next())
{
if (prim->type == render_primitive::LINE && PRIMFLAG_GET_VECTOR(prim->flags))
{
m_line_count++;
}
}
}
void renderer_d3d9::process_primitives()
@ -1444,6 +1397,9 @@ void renderer_d3d9::batch_vectors()
m_vectorbatch = mesh_alloc(m_line_count * vector_size);
m_batchindex = 0;
float width = 0.0f;
float height = 0.0f;
static int start_index = 0;
int line_index = 0;
float period = options.screen_vector_time_period();
@ -1468,6 +1424,14 @@ void renderer_d3d9::batch_vectors()
}
break;
case render_primitive::QUAD:
if (PRIMFLAG_GET_VECTORBUF(prim->flags))
{
width = prim->bounds.x1 - prim->bounds.x0;
height = prim->bounds.y1 - prim->bounds.y0;
}
break;
default:
// Skip
break;
@ -1476,7 +1440,7 @@ void renderer_d3d9::batch_vectors()
// now add a polygon entry
m_poly[m_numpolys].init(D3DPT_TRIANGLELIST, m_line_count * (options.antialias() ? 8 : 2), vector_size * m_line_count, cached_flags,
m_texture_manager->get_vector_texture(), D3DTOP_MODULATE, 0.0f, 1.0f, 0.0f, 0.0f);
m_texture_manager->get_vector_texture(), D3DTOP_MODULATE, 0.0f, 1.0f, width, height);
m_numpolys++;
start_index += (int)((float)line_index * period);
@ -1959,15 +1923,36 @@ texture_info::texture_info(d3d_texture_manager *manager, const render_texinfo* t
m_d3dsurface = nullptr;
m_d3dfinaltex = nullptr;
// determine texture type, required to compute texture size
if (!PRIMFLAG_GET_SCREENTEX(flags))
{
m_type = TEXTURE_TYPE_PLAIN;
}
else
{
if ((m_xprescale == 1 && m_yprescale == 1) || m_renderer->get_shaders()->enabled())
{
m_type = m_texture_manager->is_dynamic_supported() ? TEXTURE_TYPE_DYNAMIC : TEXTURE_TYPE_PLAIN;
}
else
{
if (m_texture_manager->is_stretch_supported() && PRIMFLAG_GET_TEXFORMAT(flags) != TEXFORMAT_YUY16)
{
m_type = TEXTURE_TYPE_SURFACE;
}
else
{
m_type = m_texture_manager->is_dynamic_supported() ? TEXTURE_TYPE_DYNAMIC : TEXTURE_TYPE_PLAIN;
}
}
}
// compute the size
compute_size(texsource->width, texsource->height);
// non-screen textures are easy
if (!PRIMFLAG_GET_SCREENTEX(flags))
{
// required to compute the size
m_type = TEXTURE_TYPE_PLAIN;
// compute the size
compute_size(texsource->width, texsource->height);
assert(PRIMFLAG_TEXFORMAT(flags) != TEXFORMAT_YUY16);
result = (*d3dintf->device.create_texture)(m_renderer->get_device(), m_rawdims.c.x, m_rawdims.c.y, 1, 0, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, &m_d3dtex);
if (result != D3D_OK)
@ -2030,15 +2015,9 @@ texture_info::texture_info(d3d_texture_manager *manager, const render_texinfo* t
m_xprescale = m_yprescale = 1;
}
// screen textures with no prescaling are pretty easy and shaders handle prescale itself
// screen textures with no prescaling are pretty easy
if (m_xprescale == 1 && m_yprescale == 1)
{
// required to compute the size
m_type = m_texture_manager->is_dynamic_supported() ? TEXTURE_TYPE_DYNAMIC : TEXTURE_TYPE_PLAIN;
// compute the size
compute_size(texsource->width, texsource->height);
result = (*d3dintf->device.create_texture)(m_renderer->get_device(), m_rawdims.c.x, m_rawdims.c.y, 1, usage, format, pool, &m_d3dtex);
if (result == D3D_OK)
{
@ -2053,12 +2032,6 @@ texture_info::texture_info(d3d_texture_manager *manager, const render_texinfo* t
// (won't work for YUY textures)
if (m_texture_manager->is_stretch_supported() && PRIMFLAG_GET_TEXFORMAT(flags) != TEXFORMAT_YUY16)
{
// required to compute the size
m_type = TEXTURE_TYPE_SURFACE;
// compute the size
compute_size(texsource->width, texsource->height);
result = (*d3dintf->device.create_offscreen_plain_surface)(m_renderer->get_device(), m_rawdims.c.x, m_rawdims.c.y, format, D3DPOOL_DEFAULT, &m_d3dsurface);
if (result != D3D_OK)
{
@ -2068,12 +2041,6 @@ texture_info::texture_info(d3d_texture_manager *manager, const render_texinfo* t
// otherwise, we allocate a dynamic texture for the source
else
{
// required to compute the size
m_type = m_texture_manager->is_dynamic_supported() ? TEXTURE_TYPE_DYNAMIC : TEXTURE_TYPE_PLAIN;
// compute the size
compute_size(texsource->width, texsource->height);
result = (*d3dintf->device.create_texture)(m_renderer->get_device(), m_rawdims.c.x, m_rawdims.c.y, 1, usage, format, pool, &m_d3dtex);
if (result != D3D_OK)
{
@ -2121,6 +2088,63 @@ error:
}
//============================================================
// texture_info::compute_size_subroutine
//============================================================
void texture_info::compute_size_subroutine(int texwidth, int texheight, int* p_width, int* p_height)
{
int finalheight = texheight;
int finalwidth = texwidth;
// round width/height up to nearest power of 2 if we need to
if (!(m_texture_manager->get_texture_caps() & D3DPTEXTURECAPS_NONPOW2CONDITIONAL))
{
// first the width
if (finalwidth & (finalwidth - 1))
{
finalwidth |= finalwidth >> 1;
finalwidth |= finalwidth >> 2;
finalwidth |= finalwidth >> 4;
finalwidth |= finalwidth >> 8;
finalwidth++;
}
// then the height
if (finalheight & (finalheight - 1))
{
finalheight |= finalheight >> 1;
finalheight |= finalheight >> 2;
finalheight |= finalheight >> 4;
finalheight |= finalheight >> 8;
finalheight++;
}
}
// round up to square if we need to
if (m_texture_manager->get_texture_caps() & D3DPTEXTURECAPS_SQUAREONLY)
{
if (finalwidth < finalheight)
finalwidth = finalheight;
else
finalheight = finalwidth;
}
// adjust the aspect ratio if we need to
while (finalwidth < finalheight && finalheight / finalwidth > m_texture_manager->get_max_texture_aspect())
{
finalwidth *= 2;
}
while (finalheight < finalwidth && finalwidth / finalheight > m_texture_manager->get_max_texture_aspect())
{
finalheight *= 2;
}
*p_width = finalwidth;
*p_height = finalheight;
}
//============================================================
// texture_info::compute_size
//============================================================
@ -2156,7 +2180,7 @@ void texture_info::compute_size(int texwidth, int texheight)
// take texture size as given when shaders are enabled and we're not creating a surface (UI) texture, still update wrapped textures
if (!shaders_enabled || surface_texture || wrap_texture)
{
m_texture_manager->compute_texture_size(finalwidth, finalheight, &finalwidth, &finalheight);
compute_size_subroutine(finalwidth, finalheight, &finalwidth, &finalheight);
// if we added pixels for the border, and that just barely pushed us over, take it back
if (finalwidth > m_texture_manager->get_max_texture_width() || finalheight > m_texture_manager->get_max_texture_height())
@ -2167,7 +2191,7 @@ void texture_info::compute_size(int texwidth, int texheight)
m_xborderpix = 0;
m_yborderpix = 0;
m_texture_manager->compute_texture_size(finalwidth, finalheight, &finalwidth, &finalheight);
compute_size_subroutine(finalwidth, finalheight, &finalwidth, &finalheight);
}
}
@ -2747,10 +2771,10 @@ cache_target::~cache_target()
// cache_target::init - initializes a target cache
//============================================================
bool cache_target::init(renderer_d3d9 *d3d, d3d_base *d3dintf, int target_width, int target_height)
bool cache_target::init(renderer_d3d9 *d3d, d3d_base *d3dintf, int source_width, int source_height, int target_width, int target_height)
{
// d3d->get_texture_manager()->compute_texture_size(target_width, target_height, &target_width, &target_height);
this->width = source_width;
this->height = source_height;
this->target_width = target_width;
this->target_height = target_height;
@ -2815,21 +2839,19 @@ d3d_render_target::~d3d_render_target()
// d3d_render_target::init - initializes a render target
//============================================================
bool d3d_render_target::init(renderer_d3d9 *d3d, d3d_base *d3dintf, int width, int height, int target_width, int target_height)
bool d3d_render_target::init(renderer_d3d9 *d3d, d3d_base *d3dintf, int source_width, int source_height, int target_width, int target_height)
{
HRESULT result;
// d3d->get_texture_manager()->compute_texture_size(target_width, target_height, &target_width, &target_height);
this->width = width;
this->height = height;
this->width = source_width;
this->height = source_height;
this->target_width = target_width;
this->target_height = target_height;
for (int index = 0; index < 2; index++)
{
result = (*d3dintf->device.create_texture)(d3d->get_device(), width, height, 1, D3DUSAGE_RENDERTARGET, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &source_texture[index]);
result = (*d3dintf->device.create_texture)(d3d->get_device(), source_width, source_height, 1, D3DUSAGE_RENDERTARGET, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &source_texture[index]);
if (result != D3D_OK)
{
return false;
@ -2850,8 +2872,8 @@ bool d3d_render_target::init(renderer_d3d9 *d3d, d3d_base *d3dintf, int width, i
// larger blur width for vector screens than raster screens
float scale_factor = vector_screen ? 0.5f : 0.75f;
float bloom_width = (float)width;
float bloom_height = (float)height;
float bloom_width = (float)source_width;
float bloom_height = (float)source_height;
float bloom_size = bloom_width < bloom_height ? bloom_width : bloom_height;
for (int bloom_index = 0; bloom_index < 11 && bloom_size >= 2.0f; bloom_size *= scale_factor)
{

View File

@ -54,6 +54,17 @@ public:
virtual void record() override;
virtual void toggle_fsfx() override;
bool swap_xy()
{
// todo: move to osd_window
bool orientation_swap_xy =
(window().machine().system().flags & ORIENTATION_SWAP_XY) == ORIENTATION_SWAP_XY;
bool rotation_swap_xy =
(window().target()->orientation() & ROT90) == ROT90 ||
(window().target()->orientation() & ROT270) == ROT270;
return orientation_swap_xy ^ rotation_swap_xy;
};
int initialize();
int device_create(HWND device_HWND);
@ -81,8 +92,6 @@ public:
vertex * mesh_alloc(int numverts);
void update_textures();
void process_primitives();
void primitive_flush_pending();