slang-shaders/bezel/koko-aio/koko-aio.slangp

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2022-12-06 11:48:10 +11:00
# TODO:
# Guess more aspect ratios: edit. nope: Guessing is impossible..
# Update pipeline graph
# Investigate the possible use of mipmapping in bloom function too.
# Try to move flickering scanlines into main, maybe by faking them with screenlines?
# Performances:
# haswell igp: i5-4590 CPU @ 3.30GHz
# Output on aspect: full, 1080p, 16:9, 60fps
# All measurements made with aspect=full, so as long as ambient light is not used, the whole screen is filled by the shader.
# This means that all the measurements, but ambient light itself are likely higher than real use.
# input: mame, dynamite dux: 26/09/2022 27/10/2022 02/11/2022
# GPU% Delta% vs Basal:
# no shader: 11 -23.6 11 10 10
# basal: 34.6 0.0 31.5 29.5 27.7
# FXAA: 37.5 2.9 34.15 32.2
# scanlines: 36.5 1.9 32.3 31.5
# ...flickering: 36.2 1.6 32.4 32
#input glow gamma 3: 40 5.4 36.75 35.2
# rgb mask: 35.7 1.1 32.60 33.4 **
# slotmask: 36.5 1.9 33.6 32.1
# halo gamma 3: 40.0 5.4 36.9 35.5
# bloom(q2): 38 3.4 35.8 35 30.5
# color corrections: 35 0.4 31.6 29.5
# curvature warp: 39.2 4.6 33.5 34.1
# vignette+spot: 35.2 0.6 33.2 34
# ambient light: 38 3.4 32.1 33.6
# Bezel: 37.5 33.7
#-----------------------------------------------
#Total basal + all the features: 72.2 65.3 65.2 61.2 (bloom q1)
# Koko-aio shader is meant to be an all-in one crt shader.
# It can be configured with many parameters, so that can be
# scaled to run on even on modest gpus while still developed to
# run with heavier presets on at least Haswell+ iGpus.
# It is not meant to simulate the internal behaviour of CRT displays,
# but to give users the parameters to make their monitors to look similar.
# Several presets are included.
# Actually it provides emulation for:
# scanlines, screenlines, RGB vertical masks, horizontal slot masks,
# glowing, haloing, blooming, gamma and SATURATION correction,pixel_outi
# black frame insertions, interlace emulation, antialiasing.
# External code by:
# * CRT - Guest - Dr.Venom (single pass bloom function)
# * Nvidia (FXAA)
# Bezel texture contains the following infomations:
# - The red channel represents the luminance information
# - The green channel represents the highlights
# - The alpha channel in the inner frame represents the part of the bezel that will be filled by the game content
# - The blue channel represents the part of the bezel that will be filled by the game reflection.
textures = "monitor_body;bg_under;bg_over"
monitor_body = "textures/monitor_body.png"
monitor_body_linear = "true"
# Does this work?
monitor_body_wrap_mode = "clamp_to_edge"
monitor_body_mipmap = "true"
bg_under = "textures/background_under.png"
bg_under_linear = "true"
bg_under_wrap_mode = "mirrored_repeat"
bg_under_mipmap = "true"
bg_over = "textures/background_over.png"
bg_over_linear = "true"
bg_over_wrap_mode = "mirrored_repeat"
bg_over_mipmap = "true"
shaders = 17
# For P-uae defaults, doubling just y0 seems the best option.
# 90% of games are lowres in vertical size and p-uae defaults
# to 720 pixels width, which is enough for this preset to work as intended.
# Rest warned, that when a game sets an interlaced resolution, p-uae
# will output even 560 h-lines which, doubled, will result in
# 1120 h lines. too much even for a 1080p screen.
# Auto-Cropping/overscan emulation could be added in a future release.
# For other emulators/systems, probably it is best and safe to doulbe x0 too.
# In the first pass we draw an optional black border around the image for bezel purposes
# and scale the image to something better usable by FXAA
# Scaling y to 2x is needed by flickering scanlines pass.
shader0 = shaders/first_pass.slang
alias0 = "first_pass"
filter_linear0 = false
scale_type0 = source
scale_x0 = 2.0
scale_y0 = 2.0
wrap_mode0 = "mirrored_repeat"
float_framebuffer0 = false
# Nvidia fxaa pass:
# works good for "SD" resolutions
shader1 = shaders/fxaa.slang
alias1 = "FXAA_pass"
filter_linear1 = true
scale_type1 = source
scale1 = 1.0
# FXAA don't really need any mipmap, but avglum_pass several passes after it does.
# and for the weird way retroarch manages mipmaps, specify that FXAA_pass wants mipmaps
# makes first_pass mipmaps available to everyone.
# even if theoretically not needed, texture() occurrence in FXAA_pass needed to be switched
# to textureLod(..,0.0) or it acts weird, don't ask me why.
# yay.
mipmap_input1 = true
wrap_mode1 = "mirrored_repeat"
float_framebuffer1 = false
shader2 = shaders/shift_and_bleed.slang
alias2 = "shift_and_bleed_pass"
filter_linear2 = true
scale2 = 1.0
scale_type2 = source
float_framebuffer2 = false
mipmap_input2 = false
wrap_mode2 = "mirrored_repeat"
# Blur and glow the image as requested
# This pass aims to simulate the signal input power.
# Glowing will be used to weighting the scanlines.
# In this pass we also generate flickering scanlines by blindly blanking
# alternate lines at #frame interval
shader3 = shaders/in_glow.slang
alias3 = "in_glow_pass"
filter_linear3 = true
scale3 = 1.0
scale_type3 = source
float_framebuffer3 = true
wrap_mode3 = "mirrored_repeat"
# This essentially is the same as glowing by a code point of view.
# But this pass will be added later on instead of mixed
shader4 = shaders/halo.slang
alias4 = "halo_pass"
filter_linear4 = true
scale4 = 1.0
scale_type4 = source
float_framebuffer4 = true
mipmap_input4 = false
wrap_mode4 = "mirrored_repeat"
# Get the average luminance needed by ambilight here, because:
# * mipmap_input only works on "Source" texture
# * the following pass does not use the previous one
# * the previous pass represents scene changes.
# The rgb channels of the following pass contains luminance info
# Used by the bezel code to light up the bezel corners.
# The alpha channel contains the sum/3.0 of rgb channels
# used to detect scene changes.
shader5 = shaders/avglum_pass.slang
alias5 = "avglum_pass"
filter_linear5 = true
scale_type5 = source
scale5 = 0.5
wrap_mode5 = "mirrored_repeat"
mipmap_input5 = false
# The following 2 passes will blur the mirrored part of main pass
# to emulate bezel reflections.
shader6 = shaders/reflection_blur_h.slang
alias6 = "reflected_blurred_pass1"
filter_linear6 = true
scale_type6 = source
scale6 = 1.0
wrap_mode6 = "mirrored_repeat"
shader7 = shaders/reflection_blur_v.slang
alias7 = "reflected_blurred_pass2"
filter_linear7 = true
scale_type7 = source
scale7 = 1.0
wrap_mode7 = "mirrored_repeat"
# In the subsequent passes we do first a fast bloom by first
# sampling the original texture and scale it down to keep
# it fast, next we do subsequent blurd of the bloomed
# pass.
shader8 = shaders/bloom_pass_1.slang
alias8 = "bloom_pass_1"
filter_linear8 = true
scale_type8 = source
scale8 = 1.0
# I NEED TO SET **THIS** TO mirrored_repeat TO HAVE THE PREVIOUS PASS mirrored_repeated (!?)
wrap_mode8 = "mirrored_repeat"
float_framebuffer8 = true
shader9 = shaders/bloom_pass_2.slang
alias9 = "bloom_pass_2"
filter_linear9 = true
scale_type9 = source
scale9 = 0.5
wrap_mode9 = "clamp_to_edge"
shader10 = shaders/bloom_pass_3.slang
alias10 = "bloom_pass_3"
filter_linear10 = true
scale_type10 = source
scale10 = 1.0
wrap_mode10 = "clamp_to_edge"
shader11 = shaders/bloom_pass_4.slang
alias11 = "bloom_pass_final"
filter_linear11 = true
scale_type11 = source
scale11 = 1.0
wrap_mode11 = "mirrored_repeat"
# Back led lights:
# Since the next pass will need mipmaps of the original image, and is only possible to get mipmaps
from the very previous pass, the next one will just passthrough the original image
#
shader12 = shaders/ambi_push_pass.slang
alias12 = "ambi_push_pass"
# I NEED TO SET **THIS** TO true TO HAVE THE PREVIOUS PASS linearly filtered
filter_linear12 = true
scale_type12 = source
scale12 = 1.0
wrap_mode12 = "mirrored_repeat"
mipmap_input12 = false
float_framebuffer12 = true
# Gather mipmaps from prevous pass and use them to light virtual leds under the virtual monitor
shader13 = shaders/ambi_pre_pass.slang
alias13 = "ambi_pre_pass1"
filter_linear13 = true
scale_type13 = source
scale13 = 1.0
mipmap_input13 = true
wrap_mode13 = "clamp_to_border"
float_framebuffer13 = false
# Temporally smooth led lights.
shader14 = shaders/ambi_temporal_pass.slang
alias14 = "ambi_temporal_pass"
filter_linear14 = true
scale_type14 = source
float_framebuffer14 = true
# In this pass we gather information about the rotated state of the source
# This information can only be taken when a pass scales to viewport
# So use a low output resolution to keep things as light as possible.
# The feedback of this pass will be queried by previous ones.
# I tried to move this into final_pass, but the gpu consumption was higher.
shader15 = shaders/isrotated.slang
alias15 = "isrotated_pass"
filter_linear15 = true
scale15 = 0.1
scale_type15 = viewport
wrap_mode15 = "mirrored_repeat"
# In this pass we emulate scanlines, glowing,
# RGB vertical mask, slot mask,haloing and color corrections
# This pass pass will do the composition of the previous passes
# with the bloomed image, vignette and spot light, black frame insertions
# and Bezel emulation
shader16 = shaders/final_pass.slang
alias16 = "final_pass"
filter_linear16 = true
scale_type16 = viewport
scale16 = 1.0
wrap_mode16 = "mirrored_repeat"