From 8ee7d30260171e280ffe6ff717207e1e2b50e20e Mon Sep 17 00:00:00 2001 From: Themaister Date: Sat, 11 Dec 2010 19:03:35 +0100 Subject: [PATCH] play --- Makefile | 2 +- config.h | 4 +- config.mk | 2 +- hqflt/cg/crt.cg | 99 ++++++++++++++----------------------------------- 4 files changed, 31 insertions(+), 76 deletions(-) diff --git a/Makefile b/Makefile index bca6eb0037..d4d77d7451 100644 --- a/Makefile +++ b/Makefile @@ -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) diff --git a/config.h b/config.h index 4a4036b0df..57bc2bbb03 100644 --- a/config.h +++ b/config.h @@ -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; diff --git a/config.mk b/config.mk index f10ec17076..577b340a56 100644 --- a/config.mk +++ b/config.mk @@ -1,6 +1,6 @@ BUILD_OPENGL = 1 -BUILD_CG = 0 +BUILD_CG = 1 BUILD_FILTER = 0 BUILD_RSOUND = 1 diff --git a/hqflt/cg/crt.cg b/hqflt/cg/crt.cg index dca9e1d333..ab89abc478 100644 --- a/hqflt/cg/crt.cg +++ b/hqflt/cg/crt.cg @@ -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;