add bilinear palette shader for d3d9

This commit is contained in:
FunkyFr3sh 2021-07-21 14:52:44 +02:00
parent 7a9da06032
commit 2bc409d8fd
3 changed files with 278 additions and 12 deletions

View file

@ -103,4 +103,242 @@ const BYTE D3D9_PALETTE_SHADER[] =
228, 128, 255, 255, 0, 0
};
#endif
/* bilinear upscaling */
#if 0
//
// Generated by Microsoft (R) HLSL Shader Compiler 10.1
//
// Parameters:
//
// sampler2D PaletteTex;
// sampler2D SurfaceTex;
// float4 TextureSize;
//
//
// Registers:
//
// Name Reg Size
// ------------ ----- ----
// TextureSize c0 1
// SurfaceTex s0 1
// PaletteTex s1 1
//
ps_2_0
def c1, 0.5, 0, 0.99609375, 0.001953125
dcl t0.xy
dcl_2d s0
dcl_2d s1
mov r0.y, c1.y
rcp r1.x, c0.x
rcp r1.y, c0.y
mul r0.zw, t0.wzyx, c0.wzyx
frc r0.zw, r0
add r2.xy, -r0.wzyx, c1.x
mad r2.xy, r2, r1, t0
add r3.xy, r1, r2
mov r1.z, c1.y
add r4.x, r1.z, r2.x
add r4.y, r1.y, r2.y
add r1.x, r1.x, r2.x
add r1.y, r1.z, r2.y
texld r3, r3, s0
texld r2, r2, s0
texld r1, r1, s0
texld r4, r4, s0
mad r0.x, r3.x, c1.z, c1.w
mov r3.y, c1.y
mad r2.x, r2.x, c1.z, c1.w
mad r1.x, r1.x, c1.z, c1.w
mad r3.x, r4.x, c1.z, c1.w
mov r1.y, c1.y
mov r2.y, c1.y
texld r4, r0, s1
texld r3, r3, s1
texld r1, r1, s1
texld r2, r2, s1
lrp r5, r0.w, r4, r3
lrp r3, r0.w, r1, r2
lrp r1, r0.z, r5, r3
mov oC0, r1
// approximately 32 instruction slots used (8 texture, 24 arithmetic)
// fxc.exe /Tps_2_0 shader.hlsl /Fhshader.h
/*
uniform sampler2D SurfaceTex;
uniform sampler2D PaletteTex;
float4 TextureSize : register(c0);
float4 bilinear(float2 coord)
{
float2 size = 1.0 / TextureSize.xy;
float2 f = frac(coord * TextureSize.xy);
coord += (.5 - f) * size;
float tli = tex2D(SurfaceTex, coord).r;
float tri = tex2D(SurfaceTex, coord + float2(size.x, 0.0) ).r;
float bli = tex2D(SurfaceTex, coord + float2(0.0, size.y)).r;
float bri = tex2D(SurfaceTex, coord + float2(size.x, size.y)).r;
float4 tl = tex2D(PaletteTex, float2(tli * (255./256) + (0.5/256), 0));
float4 tr = tex2D(PaletteTex, float2(tri * (255./256) + (0.5/256), 0));
float4 bl = tex2D(PaletteTex, float2(bli * (255./256) + (0.5/256), 0));
float4 br = tex2D(PaletteTex, float2(bri * (255./256) + (0.5/256), 0));
float4 top = lerp(tl, tr, f.x);
float4 bot = lerp(bl, br, f.x);
return lerp(top, bot, f.y);
}
float4 main(float2 texCoords : TEXCOORD) : COLOR
{
return bilinear(texCoords);
}
*/
#endif
const BYTE D3D9_PALETTE_SHADER_BILINEAR[] =
{
0, 2, 255, 255, 254, 255,
56, 0, 67, 84, 65, 66,
28, 0, 0, 0, 179, 0,
0, 0, 0, 2, 255, 255,
3, 0, 0, 0, 28, 0,
0, 0, 0, 1, 0, 0,
172, 0, 0, 0, 88, 0,
0, 0, 3, 0, 1, 0,
1, 0, 0, 0, 100, 0,
0, 0, 0, 0, 0, 0,
116, 0, 0, 0, 3, 0,
0, 0, 1, 0, 0, 0,
128, 0, 0, 0, 0, 0,
0, 0, 144, 0, 0, 0,
2, 0, 0, 0, 1, 0,
2, 0, 156, 0, 0, 0,
0, 0, 0, 0, 80, 97,
108, 101, 116, 116, 101, 84,
101, 120, 0, 171, 4, 0,
12, 0, 1, 0, 1, 0,
1, 0, 0, 0, 0, 0,
0, 0, 83, 117, 114, 102,
97, 99, 101, 84, 101, 120,
0, 171, 4, 0, 12, 0,
1, 0, 1, 0, 1, 0,
0, 0, 0, 0, 0, 0,
84, 101, 120, 116, 117, 114,
101, 83, 105, 122, 101, 0,
1, 0, 3, 0, 1, 0,
4, 0, 1, 0, 0, 0,
0, 0, 0, 0, 112, 115,
95, 50, 95, 48, 0, 77,
105, 99, 114, 111, 115, 111,
102, 116, 32, 40, 82, 41,
32, 72, 76, 83, 76, 32,
83, 104, 97, 100, 101, 114,
32, 67, 111, 109, 112, 105,
108, 101, 114, 32, 49, 48,
46, 49, 0, 171, 81, 0,
0, 5, 1, 0, 15, 160,
0, 0, 0, 63, 0, 0,
0, 0, 0, 0, 127, 63,
0, 0, 0, 59, 31, 0,
0, 2, 0, 0, 0, 128,
0, 0, 3, 176, 31, 0,
0, 2, 0, 0, 0, 144,
0, 8, 15, 160, 31, 0,
0, 2, 0, 0, 0, 144,
1, 8, 15, 160, 1, 0,
0, 2, 0, 0, 2, 128,
1, 0, 85, 160, 6, 0,
0, 2, 1, 0, 1, 128,
0, 0, 0, 160, 6, 0,
0, 2, 1, 0, 2, 128,
0, 0, 85, 160, 5, 0,
0, 3, 0, 0, 12, 128,
0, 0, 27, 176, 0, 0,
27, 160, 19, 0, 0, 2,
0, 0, 12, 128, 0, 0,
228, 128, 2, 0, 0, 3,
2, 0, 3, 128, 0, 0,
27, 129, 1, 0, 0, 160,
4, 0, 0, 4, 2, 0,
3, 128, 2, 0, 228, 128,
1, 0, 228, 128, 0, 0,
228, 176, 2, 0, 0, 3,
3, 0, 3, 128, 1, 0,
228, 128, 2, 0, 228, 128,
1, 0, 0, 2, 1, 0,
4, 128, 1, 0, 85, 160,
2, 0, 0, 3, 4, 0,
1, 128, 1, 0, 170, 128,
2, 0, 0, 128, 2, 0,
0, 3, 4, 0, 2, 128,
1, 0, 85, 128, 2, 0,
85, 128, 2, 0, 0, 3,
1, 0, 1, 128, 1, 0,
0, 128, 2, 0, 0, 128,
2, 0, 0, 3, 1, 0,
2, 128, 1, 0, 170, 128,
2, 0, 85, 128, 66, 0,
0, 3, 3, 0, 15, 128,
3, 0, 228, 128, 0, 8,
228, 160, 66, 0, 0, 3,
2, 0, 15, 128, 2, 0,
228, 128, 0, 8, 228, 160,
66, 0, 0, 3, 1, 0,
15, 128, 1, 0, 228, 128,
0, 8, 228, 160, 66, 0,
0, 3, 4, 0, 15, 128,
4, 0, 228, 128, 0, 8,
228, 160, 4, 0, 0, 4,
0, 0, 1, 128, 3, 0,
0, 128, 1, 0, 170, 160,
1, 0, 255, 160, 1, 0,
0, 2, 3, 0, 2, 128,
1, 0, 85, 160, 4, 0,
0, 4, 2, 0, 1, 128,
2, 0, 0, 128, 1, 0,
170, 160, 1, 0, 255, 160,
4, 0, 0, 4, 1, 0,
1, 128, 1, 0, 0, 128,
1, 0, 170, 160, 1, 0,
255, 160, 4, 0, 0, 4,
3, 0, 1, 128, 4, 0,
0, 128, 1, 0, 170, 160,
1, 0, 255, 160, 1, 0,
0, 2, 1, 0, 2, 128,
1, 0, 85, 160, 1, 0,
0, 2, 2, 0, 2, 128,
1, 0, 85, 160, 66, 0,
0, 3, 4, 0, 15, 128,
0, 0, 228, 128, 1, 8,
228, 160, 66, 0, 0, 3,
3, 0, 15, 128, 3, 0,
228, 128, 1, 8, 228, 160,
66, 0, 0, 3, 1, 0,
15, 128, 1, 0, 228, 128,
1, 8, 228, 160, 66, 0,
0, 3, 2, 0, 15, 128,
2, 0, 228, 128, 1, 8,
228, 160, 18, 0, 0, 4,
5, 0, 15, 128, 0, 0,
255, 128, 4, 0, 228, 128,
3, 0, 228, 128, 18, 0,
0, 4, 3, 0, 15, 128,
0, 0, 255, 128, 1, 0,
228, 128, 2, 0, 228, 128,
18, 0, 0, 4, 1, 0,
15, 128, 0, 0, 170, 128,
5, 0, 228, 128, 3, 0,
228, 128, 1, 0, 0, 2,
0, 8, 15, 128, 1, 0,
228, 128, 255, 255, 0, 0
};
#endif

View file

@ -19,9 +19,12 @@ typedef struct D3D9RENDERER
IDirect3DTexture9* surface_tex[D3D9_TEXTURE_COUNT];
IDirect3DTexture9* palette_tex[D3D9_TEXTURE_COUNT];
IDirect3DPixelShader9* pixel_shader;
IDirect3DPixelShader9* pixel_shader_bilinear;
float scale_w;
float scale_h;
int bits_per_pixel;
int tex_width;
int tex_height;
} D3D9RENDERER;
BOOL d3d9_is_available();

View file

@ -130,8 +130,13 @@ BOOL d3d9_release()
g_d3d9.pixel_shader = NULL;
}
int i;
for (i = 0; i < D3D9_TEXTURE_COUNT; i++)
if (g_d3d9.pixel_shader_bilinear)
{
IDirect3DPixelShader9_Release(g_d3d9.pixel_shader_bilinear);
g_d3d9.pixel_shader_bilinear = NULL;
}
for (int i = 0; i < D3D9_TEXTURE_COUNT; i++)
{
if (g_d3d9.surface_tex[i])
{
@ -174,16 +179,16 @@ static BOOL d3d9_create_resouces()
int width = g_ddraw->width;
int height = g_ddraw->height;
int tex_width =
g_d3d9.tex_width =
width <= 1024 ? 1024 : width <= 2048 ? 2048 : width <= 4096 ? 4096 : width;
int tex_height =
height <= tex_width ? tex_width : height <= 2048 ? 2048 : height <= 4096 ? 4096 : height;
g_d3d9.tex_height =
height <= g_d3d9.tex_width ? g_d3d9.tex_width : height <= 2048 ? 2048 : height <= 4096 ? 4096 : height;
tex_width = tex_width > tex_height ? tex_width : tex_height;
g_d3d9.tex_width = g_d3d9.tex_width > g_d3d9.tex_height ? g_d3d9.tex_width : g_d3d9.tex_height;
g_d3d9.scale_w = (float)width / tex_width;;
g_d3d9.scale_h = (float)height / tex_height;
g_d3d9.scale_w = (float)width / g_d3d9.tex_width;;
g_d3d9.scale_h = (float)height / g_d3d9.tex_height;
err = err || FAILED(
IDirect3DDevice9_CreateVertexBuffer(
@ -201,8 +206,8 @@ static BOOL d3d9_create_resouces()
err = err || FAILED(
IDirect3DDevice9_CreateTexture(
g_d3d9.device,
tex_width,
tex_height,
g_d3d9.tex_width,
g_d3d9.tex_height,
1,
0,
g_ddraw->bpp == 16 ? D3DFMT_R5G6B5 : g_ddraw->bpp == 32 ? D3DFMT_X8R8G8B8 : D3DFMT_L8,
@ -234,6 +239,11 @@ static BOOL d3d9_create_resouces()
{
err = err || FAILED(
IDirect3DDevice9_CreatePixelShader(g_d3d9.device, (DWORD*)D3D9_PALETTE_SHADER, &g_d3d9.pixel_shader));
IDirect3DDevice9_CreatePixelShader(
g_d3d9.device,
(DWORD*)D3D9_PALETTE_SHADER_BILINEAR,
&g_d3d9.pixel_shader_bilinear);
}
return g_d3d9.vertex_buf && (g_d3d9.pixel_shader || g_ddraw->bpp == 16 || g_ddraw->bpp == 32) && !err;
@ -250,7 +260,22 @@ static BOOL d3d9_set_states()
if (g_ddraw->bpp == 8)
{
err = err || FAILED(IDirect3DDevice9_SetTexture(g_d3d9.device, 1, (IDirect3DBaseTexture9*)g_d3d9.palette_tex[0]));
err = err || FAILED(IDirect3DDevice9_SetPixelShader(g_d3d9.device, g_d3d9.pixel_shader));
BOOL bilinear =
g_ddraw->d3d9linear &&
g_d3d9.pixel_shader_bilinear &&
(g_ddraw->render.viewport.width != g_ddraw->width || g_ddraw->render.viewport.height != g_ddraw->height);
err = err || FAILED(
IDirect3DDevice9_SetPixelShader(
g_d3d9.device,
bilinear ? g_d3d9.pixel_shader_bilinear : g_d3d9.pixel_shader));
if (bilinear)
{
float texture_size[4] = { (float)g_d3d9.tex_width, (float)g_d3d9.tex_height, 0, 0 };
err = err || FAILED(IDirect3DDevice9_SetPixelShaderConstantF(g_d3d9.device, 0, texture_size, 1));
}
}
else
{