This commit is contained in:
Themaister 2010-12-11 19:03:35 +01:00
parent 9e2ec0586b
commit 8ee7d30260
4 changed files with 31 additions and 76 deletions

View File

@ -46,7 +46,7 @@ ifeq ($(BUILD_FILTER), 1)
OBJ += hqflt/snes_ntsc/snes_ntsc.o
endif
CFLAGS = -Wall -O3 -std=gnu99 -Wno-unused-variable -I. $(DEFINES) -fprofile-use
CFLAGS = -Wall -O3 -std=gnu99 -Wno-unused-variable -I. $(DEFINES)
all: $(TARGET)

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@ -66,7 +66,7 @@ static const bool video_smooth = false;
// Path to custom Cg shader. If using custom shaders, it is recommended to disable video_smooth.
#ifdef HAVE_CG
extern char cg_shader_path[];
#define DEFAULT_CG_SHADER "hqflt/cg/2xSaI.cg"
#define DEFAULT_CG_SHADER "hqflt/cg/quad.cg"
#endif
// On resize and fullscreen, rendering area will stay 4:3
@ -103,7 +103,7 @@ static const unsigned in_rate = 31950;
static const char* audio_device = NULL;
// Desired audio latency in milliseconds. Might not be honored if driver can't provide given latency.
static const int out_latency = 32;
static const int out_latency = 64;
// Will sync audio. (recommended)
static const bool audio_sync = true;

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@ -1,6 +1,6 @@
BUILD_OPENGL = 1
BUILD_CG = 0
BUILD_CG = 1
BUILD_FILTER = 0
BUILD_RSOUND = 1

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@ -1,62 +1,21 @@
struct input
{
float2 video_size;
float2 texture_size;
float2 output_size;
};
struct VERTEX_OUTPUT
{
float4 position : POSITION;
float4 color : COLOR;
float2 texCoord : TEXCOORD0;
float4 t1 : TEXCOORD1;
float4 t2 : TEXCOORD2;
float4 t3 : TEXCOORD3;
float4 t4 : TEXCOORD4;
};
struct VERTEX_INPUT
{
float4 position : POSITION;
float4 color : COLOR;
float2 CT : TEXCOORD0;
float4 t1 : TEXCOORD1;
float4 t2 : TEXCOORD2;
float4 t3 : TEXCOORD3;
float4 t4 : TEXCOORD4;
};
VERTEX_OUTPUT main_vertex
/* Default Vertex shader */
void main_vertex
(
float4 position : POSITION,
float4 color : COLOR,
float2 texCoord : TEXCOORD0,
uniform float4x4 modelViewProj,
uniform input IN
out float4 oPosition : POSITION,
out float4 oColor : COLOR,
out float2 otexCoord : TEXCOORD
)
{
VERTEX_OUTPUT OUT;
OUT.position = mul(modelViewProj, position);
OUT.color = color;
OUT.texCoord = texCoord;
float2 ps = float2(1.0/IN.texture_size.x, 1.0/IN.texture_size.y);
float dx = ps.x;
float dy = ps.y;
OUT.texCoord = texCoord;
OUT.t1.xy = texCoord + float2(-dx, 0);
OUT.t2.xy = texCoord + float2( dx, 0);
OUT.t3.xy = texCoord + float2( 2 * dx, 0);
OUT.t4.xy = texCoord + float2( 0, dy);
OUT.t1.zw = texCoord + float2(-dx,-dy);
OUT.t2.zw = texCoord + float2(-dx, dy);
OUT.t3.zw = texCoord + float2( 2 * dx, dy);
OUT.t4.zw = texCoord + float2( dx, dy);
return OUT;
oPosition = mul(modelViewProj, position);
oColor = color;
otexCoord = texCoord;
}
#define TEX2D(c) tex2D(decal,(c))
@ -70,6 +29,12 @@ struct output
float4 color : COLOR;
};
struct input
{
float2 video_size;
float2 texture_size;
float2 output_size;
};
float2 barrelDistortion(float2 coord)
{
@ -78,7 +43,7 @@ float2 barrelDistortion(float2 coord)
return coord + cc * (dist + distortion * dist * dist) * distortion;
}
output main_fragment(in VERTEX_INPUT VAR, uniform sampler2D decal : TEXUNIT0, uniform input IN)
output main_fragment(float2 texCoord : TEXCOORD0, uniform sampler2D decal : TEXUNIT0, uniform input IN)
{
output OUT;
@ -87,10 +52,9 @@ output main_fragment(in VERTEX_INPUT VAR, uniform sampler2D decal : TEXUNIT0, un
float2 rubyTextureSize = IN.texture_size;
float2 xy = barrelDistortion(texCoord.xy);
float2 one = pow(rubyTextureSize, -1.0);
xy = xy + float2(0.0 , -0.5 * (phase + (1-phase) * rubyInputSize.y * pow(rubyOutputSize.y, -1.0) * one.y));
float2 one = 0.999/rubyTextureSize;
xy = xy + float2(0.0 , -0.5 * (phase + (1-phase) * rubyInputSize.y/rubyOutputSize.y) * one.y);
float4 texels[8];
/*
texels[0] = TEX2D(xy + float2(-one.x,0.0));
texels[1] = TEX2D(xy);
texels[2] = TEX2D(xy + float2(one.x, 0.0));
@ -99,24 +63,15 @@ output main_fragment(in VERTEX_INPUT VAR, uniform sampler2D decal : TEXUNIT0, un
texels[5] = TEX2D(xy + float2(0.0, one.y));
texels[6] = TEX2D(xy + one);
texels[7] = TEX2D(xy + float2(2 * one.x, one.y));
*/
texels[0] = TEX2D(VAR.t1.xy);
texels[1] = TEX2D(VAR.CT);
texels[2] = TEX2D(VAR.t2.xy);
texels[3] = TEX2D(VAR.t3.xy);
texels[4] = TEX2D(VAR.t2.zw);
texels[5] = TEX2D(VAR.t4.xy);
texels[6] = TEX2D(VAR.t4.zw);
texels[7] = TEX2D(VAR.t3.zw);
float2 uv_ratio = frac(VAR.CT * rubyTextureSize);
float2 uv_ratio = frac(xy*rubyTextureSize);
float4 col, col2;
float4 coeffs = float4(1.0 + uv_ratio.x, uv_ratio.x, 1.0 - uv_ratio.x, 2.0 - uv_ratio.x);
coeffs = (sin(PI * coeffs) * sin(PI * coeffs * 0.5)) / (coeffs * coeffs);
coeffs = coeffs * pow(coeffs.x+coeffs.y+coeffs.z+coeffs.w, -1.0);
coeffs = (sin(PI * coeffs) * sin(PI * coeffs / 2.0)) / (coeffs * coeffs);
coeffs = coeffs / (coeffs.x+coeffs.y+coeffs.z+coeffs.w);
col = clamp(coeffs.x * texels[0] + coeffs.y * texels[1] + coeffs.z * texels[2] + coeffs.w * texels[3], 0.0, 1.0);
col2 = clamp(coeffs.x * texels[4] + coeffs.y * texels[5] + coeffs.z * texels[6] + coeffs.w * texels[7], 0.0, 1.0);
@ -124,14 +79,14 @@ output main_fragment(in VERTEX_INPUT VAR, uniform sampler2D decal : TEXUNIT0, un
col2 = pow(col2, gamma);
float4 wid = 2 + 2 * pow(col, 4.0);
float4 weights = uv_ratio.y * 3.333;
weights = 0.51*exp(-pow(weights*sqrt(2 * pow(wid, -1.0)),wid)) * 3.333 * pow(0.6+0.2*wid, -1.0);
wid = 2 + 4 * pow(col2, 4.0);
float4 weights2 = (1.0-uv_ratio.y) * 3.333;
weights2 = 0.51*exp(-pow(weights2*sqrt(2 * pow(wid, -1.0)),wid)) * 3.333 * pow(0.6+0.2*wid, -1.0);
float4 weights = uv_ratio.y/0.3;
weights = 0.51*exp(-pow(weights*sqrt(2/wid),wid))/0.3/(0.6+0.2*wid);
wid = 2 + 4 * pow(col2,4.0);
float4 weights2 = (1.0-uv_ratio.y)/0.3;
weights2 = 0.51*exp(-pow(weights2*sqrt(2/wid),wid))/0.3/(0.6+0.2*wid);
float4 mcol = 1.0;
if ( fmod(VAR.CT.x*rubyOutputSize.x,2.0) < 1.0)
if ( fmod(xy.x*rubyOutputSize.x,2.0) < 1.0)
mcol.g = 0.7;
else
mcol.rb = 0.7;