mirror of
https://github.com/joncampbell123/dosbox-x.git
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166 lines
3.9 KiB
HLSL
166 lines
3.9 KiB
HLSL
/*
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Copyright (C) 2003 Ryan A. Nunn
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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//
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// ** Scale2x **
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//
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// Homepage: http://scale2x.sourceforge.net/
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//
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// Adapted by Ryan A. Nunn into Pixel and Vertex Shaders to be used with the
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// Scaling2D entry in the Beyond3D/ATI Shader Competition
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//
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// Using the following source pixel map
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//
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// A B C
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// D E F
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// G H I
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//
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// and the following dest pixel map (which is the pixel 'E' expanded)
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//
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// E0 E1
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// E2 E3
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//
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// The Scale2x algorithm works as follows:
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// E0 = D == B && B != F && D != H ? D : E;
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// E1 = B == F && B != D && F != H ? F : E;
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// E2 = D == H && D != B && H != F ? D : E;
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// E3 = H == F && D != H && B != F ? F : E;
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//
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// That can be re-written as this:
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// E0 = D == B && B != F && H != D ? D : E;
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// E1 = F == B && B != D && H != F ? F : E;
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// E2 = D == H && H != F && B != D ? D : E;
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// E3 = F == H && H != D && B != F ? F : E;
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//
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// As can be seen, there are some fairly obvious patterns
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// For the bottom row, pixels B and H are swapped vs the top row
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// And for the right column, pixels D and F are swapped vs the left column
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//
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// That means, with dependant textures reads, this algorithm can be converted
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// into a fairly compact pixel shader
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//
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#include "Scaling.inc"
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// The name of this effect
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string name : NAME = "Scale2x";
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float scaling : SCALING = 2.0;
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//
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// Techniques
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//
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// combineTechnique: Final combine steps. Outputs to destination frame buffer
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string combineTechique : COMBINETECHNIQUE = "Scale2x_New";
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// preprocessTechnique: PreProcessing steps. Outputs to WorkingTexture
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//string preprocessTechique : PREPROCESSTECHNIQUE = "";
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//
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// Textures and Samplers
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//
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//
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// Texture Gen Shaders
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//
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//
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// Vertex Shader Output
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//
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struct VS_OUTPUT_NEW
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{
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float4 Position : POSITION;
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float2 CentreUV : TEXCOORD0;
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float2 Selector : TEXCOORD1;
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};
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//
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// Vertex Shader
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//
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VS_OUTPUT_NEW VS_New(
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float3 Position : POSITION,
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float2 TexCoord : TEXCOORD0)
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{
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VS_OUTPUT_NEW Out = (VS_OUTPUT_NEW)0;
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Out.Position = mul(float4(Position, 1), WorldViewProjection); // Matrix multipliy
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Out.CentreUV = TexCoord;
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Out.Selector = TexCoord*SourceDims;
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return Out;
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}
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//
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// Pixel Shader
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//
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// Even faster version (Uses dependant texture reads to work)
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float4 PS_New ( in VS_OUTPUT_NEW input ) : COLOR
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{
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// half2 selector = frac(input.Selector);
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half4 selector = tex2D(ModuloSampler, input.Selector);
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// Invert left and right if we are right
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float2 offset_x = { TexelSize.x, 0 };
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if (selector.x >= 0.5) offset_x = -offset_x;
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// Invert above and below if we are bottom
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float2 offset_y = { 0, TexelSize.y };
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if (selector.y >= 0.5) offset_y = -offset_y;
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half4 L = tex2D(SourceSampler, input.CentreUV-offset_x);
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half4 R = tex2D(SourceSampler, input.CentreUV+offset_x);
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half4 A = tex2D(SourceSampler, input.CentreUV-offset_y);
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half4 B = tex2D(SourceSampler, input.CentreUV+offset_y);
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bool al = all(A == L);
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bool ar = all(A == R);
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bool bl = all(B == L);
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half4 ret = tex2D(SourceSampler, input.CentreUV);
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if (al && !ar && !bl) ret = L;
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return ret;
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}
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//
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// Technique
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//
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technique Scale2x_New
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{
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pass P0
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{
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// shaders
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VertexShader = compile vs_1_1 VS_New();
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PixelShader = compile ps_2_0 PS_New();
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AlphaBlendEnable = FALSE;
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ColorWriteEnable = RED|GREEN|BLUE|ALPHA;
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SRGBWRITEENABLE = FALSE;
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}
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}
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