#ifndef USER_SETTINGS_H #define USER_SETTINGS_H ///////////////////////////// DRIVER CAPABILITIES //////////////////////////// // The Cg compiler uses different "profiles" with different capabilities. // This shader requires a Cg compilation profile >= arbfp1, but a few options // require higher profiles like fp30 or fp40. The shader can't detect profile // or driver capabilities, so instead you must comment or uncomment the lines // below with "//" before "#define." Disable an option if you get compilation // errors resembling those listed. Generally speaking, all of these options // will run on nVidia cards, but only DRIVERS_ALLOW_TEX2DBIAS (if that) is // likely to run on ATI/AMD, due to the Cg compiler's profile limitations. // Derivatives: Unsupported on fp20, ps_1_1, ps_1_2, ps_1_3, and arbfp1. // Among other things, derivatives help us fix anisotropic filtering artifacts // with curved manually tiled phosphor mask coords. Related errors: // error C3004: function "float2 ddx(float2);" not supported in this profile // error C3004: function "float2 ddy(float2);" not supported in this profile //#define DRIVERS_ALLOW_DERIVATIVES // Fine derivatives: Unsupported on older ATI cards. // Fine derivatives enable 2x2 fragment block communication, letting us perform // fast single-pass blur operations. If your card uses coarse derivatives and // these are enabled, blurs could look broken. Derivatives are a prerequisite. #ifdef DRIVERS_ALLOW_DERIVATIVES #define DRIVERS_ALLOW_FINE_DERIVATIVES #endif // Dynamic looping: Requires an fp30 or newer profile. // This makes phosphor mask resampling faster in some cases. Related errors: // error C5013: profile does not support "for" statements and "for" could not // be unrolled //#define DRIVERS_ALLOW_DYNAMIC_BRANCHES // Without DRIVERS_ALLOW_DYNAMIC_BRANCHES, we need to use unrollable loops. // Using one static loop avoids overhead if the user is right, but if the user // is wrong (loops are allowed), breaking a loop into if-blocked pieces with a // binary search can potentially save some iterations. However, it may fail: // error C6001: Temporary register limit of 32 exceeded; 35 registers // needed to compile program //#define ACCOMODATE_POSSIBLE_DYNAMIC_LOOPS // tex2Dlod: Requires an fp40 or newer profile. This can be used to disable // anisotropic filtering, thereby fixing related artifacts. Related errors: // error C3004: function "float4 tex2Dlod(sampler2D, float4);" not supported in // this profile //#define DRIVERS_ALLOW_TEX2DLOD // tex2Dbias: Requires an fp30 or newer profile. This can be used to alleviate // artifacts from anisotropic filtering and mipmapping. Related errors: // error C3004: function "float4 tex2Dbias(sampler2D, float4);" not supported // in this profile //#define DRIVERS_ALLOW_TEX2DBIAS // Integrated graphics compatibility: Integrated graphics like Intel HD 4000 // impose stricter limitations on register counts and instructions. Enable // INTEGRATED_GRAPHICS_COMPATIBILITY_MODE if you still see error C6001 or: // error C6002: Instruction limit of 1024 exceeded: 1523 instructions needed // to compile program. // Enabling integrated graphics compatibility mode will automatically disable: // 1.) PHOSPHOR_MASK_MANUALLY_RESIZE: The phosphor mask will be softer. // (This may be reenabled in a later release.) // 2.) RUNTIME_GEOMETRY_MODE // 3.) The high-quality 4x4 Gaussian resize for the bloom approximation #define INTEGRATED_GRAPHICS_COMPATIBILITY_MODE //////////////////////////// USER CODEPATH OPTIONS /////////////////////////// // To disable a #define option, turn its line into a comment with "//." // RUNTIME VS. COMPILE-TIME OPTIONS (Major Performance Implications): // Enable runtime shader parameters in the Retroarch (etc.) GUI? They override // many of the options in this file and allow real-time tuning, but many of // them are slower. Disabling them and using this text file will boost FPS. //#define RUNTIME_SHADER_PARAMS_ENABLE // Specify the phosphor bloom sigma at runtime? This option is 10% slower, but // it's the only way to do a wide-enough full bloom with a runtime dot pitch. //#define RUNTIME_PHOSPHOR_BLOOM_SIGMA // Specify antialiasing weight parameters at runtime? (Costs ~20% with cubics) //#define RUNTIME_ANTIALIAS_WEIGHTS // Specify subpixel offsets at runtime? (WARNING: EXTREMELY EXPENSIVE!) //#define RUNTIME_ANTIALIAS_SUBPIXEL_OFFSETS // Make beam_horiz_filter and beam_horiz_linear_rgb_weight into runtime shader // parameters? This will require more math or dynamic branching. //#define RUNTIME_SCANLINES_HORIZ_FILTER_COLORSPACE // Specify the tilt at runtime? This makes things about 3% slower. //#define RUNTIME_GEOMETRY_TILT // Specify the geometry mode at runtime? //#define RUNTIME_GEOMETRY_MODE // Specify the phosphor mask type (aperture grille, slot mask, shadow mask) and // mode (Lanczos-resize, hardware resize, or tile 1:1) at runtime, even without // dynamic branches? This is cheap if mask_resize_viewport_scale is small. //#define FORCE_RUNTIME_PHOSPHOR_MASK_MODE_TYPE_SELECT // PHOSPHOR MASK: // Manually resize the phosphor mask for best results (slower)? Disabling this // removes the option to do so, but it may be faster without dynamic branches. #define PHOSPHOR_MASK_MANUALLY_RESIZE // If we sinc-resize the mask, should we Lanczos-window it (slower but better)? #define PHOSPHOR_MASK_RESIZE_LANCZOS_WINDOW // Larger blurs are expensive, but we need them to blur larger triads. We can // detect the right blur if the triad size is static or our profile allows // dynamic branches, but otherwise we use the largest blur the user indicates // they might need: //#define PHOSPHOR_BLOOM_TRIADS_LARGER_THAN_3_PIXELS //#define PHOSPHOR_BLOOM_TRIADS_LARGER_THAN_6_PIXELS //#define PHOSPHOR_BLOOM_TRIADS_LARGER_THAN_9_PIXELS //#define PHOSPHOR_BLOOM_TRIADS_LARGER_THAN_12_PIXELS // Here's a helpful chart: // MaxTriadSize BlurSize MinTriadCountsByResolution // 3.0 9.0 480/640/960/1920 triads at 1080p/1440p/2160p/4320p, 4:3 aspect // 6.0 17.0 240/320/480/960 triads at 1080p/1440p/2160p/4320p, 4:3 aspect // 9.0 25.0 160/213/320/640 triads at 1080p/1440p/2160p/4320p, 4:3 aspect // 12.0 31.0 120/160/240/480 triads at 1080p/1440p/2160p/4320p, 4:3 aspect // 18.0 43.0 80/107/160/320 triads at 1080p/1440p/2160p/4320p, 4:3 aspect /////////////////////////////// USER PARAMETERS ////////////////////////////// // Note: Many of these static parameters are overridden by runtime shader // parameters when those are enabled. However, many others are static codepath // options that were cleaner or more convert to code as static constants. // GAMMA: static const float crt_gamma_static = 2.5; // range [1, 5] static const float lcd_gamma_static = 2.2; // range [1, 5] // LEVELS MANAGEMENT: // Control the final multiplicative image contrast: static const float levels_contrast_static = 1.0; // range [0, 4) // We auto-dim to avoid clipping between passes and restore brightness // later. Control the dim factor here: Lower values clip less but crush // blacks more (static only for now). static const float levels_autodim_temp = 0.5; // range (0, 1] // HALATION/DIFFUSION/BLOOM: // Halation weight: How much energy should be lost to electrons bounding // around under the CRT glass and exciting random phosphors? static const float halation_weight_static = 0.0; // range [0, 1] // Refractive diffusion weight: How much light should spread/diffuse from // refracting through the CRT glass? static const float diffusion_weight_static = 0.075; // range [0, 1] // Underestimate brightness: Bright areas bloom more, but we can base the // bloom brightpass on a lower brightness to sharpen phosphors, or a higher // brightness to soften them. Low values clip, but >= 0.8 looks okay. static const float bloom_underestimate_levels_static = 0.8; // range [0, 5] // Blur all colors more than necessary for a softer phosphor bloom? static const float bloom_excess_static = 0.0; // range [0, 1] // The BLOOM_APPROX pass approximates a phosphor blur early on with a small // blurred resize of the input (convergence offsets are applied as well). // There are three filter options (static option only for now): // 0.) Bilinear resize: A fast, close approximation to a 4x4 resize // if min_allowed_viewport_triads and the BLOOM_APPROX resolution are sane // and beam_max_sigma is low. // 1.) 3x3 resize blur: Medium speed, soft/smeared from bilinear blurring, // always uses a static sigma regardless of beam_max_sigma or // mask_num_triads_desired. // 2.) True 4x4 Gaussian resize: Slowest, technically correct. // These options are more pronounced for the fast, unbloomed shader version. static const float bloom_approx_filter_static = 0.0; // ELECTRON BEAM SCANLINE DISTRIBUTION: // How many scanlines should contribute light to each pixel? Using more // scanlines is slower (especially for a generalized Gaussian) but less // distorted with larger beam sigmas (especially for a pure Gaussian). The // max_beam_sigma at which the closest unused weight is guaranteed < // 1.0/255.0 (for a 3x antialiased pure Gaussian) is: // 2 scanlines: max_beam_sigma = 0.2089; distortions begin ~0.34; 141.7 FPS pure, 131.9 FPS generalized // 3 scanlines, max_beam_sigma = 0.3879; distortions begin ~0.52; 137.5 FPS pure; 123.8 FPS generalized // 4 scanlines, max_beam_sigma = 0.5723; distortions begin ~0.70; 134.7 FPS pure; 117.2 FPS generalized // 5 scanlines, max_beam_sigma = 0.7591; distortions begin ~0.89; 131.6 FPS pure; 112.1 FPS generalized // 6 scanlines, max_beam_sigma = 0.9483; distortions begin ~1.08; 127.9 FPS pure; 105.6 FPS generalized static const float beam_num_scanlines = 2.0; // range [2, 6] // A generalized Gaussian beam varies shape with color too, now just width. // It's slower but more flexible (static option only for now). static const bool beam_generalized_gaussian = false; // What kind of scanline antialiasing do you want? // 0: Sample weights at 1x; 1: Sample weights at 3x; 2: Compute an integral // Integrals are slow (especially for generalized Gaussians) and rarely any // better than 3x antialiasing (static option only for now). static const float beam_antialias_level = 1.0; // range [0, 2] // Min/max standard deviations for scanline beams: Higher values widen and // soften scanlines. Depending on other options, low min sigmas can alias. static const float beam_min_sigma_static = 0.02; // range (0, 1] static const float beam_max_sigma_static = 0.3; // range (0, 1] // Beam width varies as a function of color: A power function (0) is more // configurable, but a spherical function (1) gives the widest beam // variability without aliasing (static option only for now). static const float beam_spot_shape_function = 0.0; // Spot shape power: Powers <= 1 give smoother spot shapes but lower // sharpness. Powers >= 1.0 are awful unless mix/max sigmas are close. static const float beam_spot_power_static = 1.0/3.0; // range (0, 16] // Generalized Gaussian max shape parameters: Higher values give flatter // scanline plateaus and steeper dropoffs, simultaneously widening and // sharpening scanlines at the cost of aliasing. 2.0 is pure Gaussian, and // values > ~40.0 cause artifacts with integrals. static const float beam_min_shape_static = 2.0; // range [2, 32] static const float beam_max_shape_static = 4.0; // range [2, 32] // Generalized Gaussian shape power: Affects how quickly the distribution // changes shape from Gaussian to steep/plateaued as color increases from 0 // to 1.0. Higher powers appear softer for most colors, and lower powers // appear sharper for most colors. static const float beam_shape_power_static = 1.0/4.0; // range (0, 16] // What filter should be used to sample scanlines horizontally? // 0: Quilez (fast), 1: Gaussian (configurable), 2: Lanczos2 (sharp) static const float beam_horiz_filter_static = 0.0; // Standard deviation for horizontal Gaussian resampling: static const float beam_horiz_sigma_static = 0.35; // range (0, 2/3] // Do horizontal scanline sampling in linear RGB (correct light mixing), // gamma-encoded RGB (darker, hard spot shape, may better match bandwidth- // limiting circuitry in some CRT's), or a weighted avg.? static const float beam_horiz_linear_rgb_weight_static = 1.0; // range [0, 1] // Simulate scanline misconvergence? This needs 3x horizontal texture // samples and 3x texture samples of BLOOM_APPROX and HALATION_BLUR in // later passes (static option only for now). static const bool beam_misconvergence = false; // Convergence offsets in x/y directions for R/G/B scanline beams in units // of scanlines. Positive offsets go right/down; ranges [-2, 2] static const float2 convergence_offsets_r_static = float2(0.1, 0.2); static const float2 convergence_offsets_g_static = float2(0.3, 0.4); static const float2 convergence_offsets_b_static = float2(0.5, 0.6); // Detect interlacing (static option only for now)? static const bool interlace_detect = true; // Assume 1080-line sources are interlaced? static const bool interlace_1080i_static = false; // For interlaced sources, assume TFF (top-field first) or BFF order? // (Whether this matters depends on the nature of the interlaced input.) static const bool interlace_bff_static = false; // ANTIALIASING: // What AA level do you want for curvature/overscan/subpixels? Options: // 0x (none), 1x (sample subpixels), 4x, 5x, 6x, 7x, 8x, 12x, 16x, 20x, 24x // (Static option only for now) static const float aa_level = 12.0; // range [0, 24] // What antialiasing filter do you want (static option only)? Options: // 0: Box (separable), 1: Box (cylindrical), // 2: Tent (separable), 3: Tent (cylindrical), // 4: Gaussian (separable), 5: Gaussian (cylindrical), // 6: Cubic* (separable), 7: Cubic* (cylindrical, poor) // 8: Lanczos Sinc (separable), 9: Lanczos Jinc (cylindrical, poor) // * = Especially slow with RUNTIME_ANTIALIAS_WEIGHTS static const float aa_filter = 8.0; // range [0, 9] // Flip the sample grid on odd/even frames (static option only for now)? static const bool aa_temporal = false; // Use RGB subpixel offsets for antialiasing? The pixel is at green, and // the blue offset is the negative r offset; range [0, 0.5] static const float2 aa_subpixel_r_offset_static = float2(0.0, 0.0);//float2(0.0); // Cubics: See http://www.imagemagick.org/Usage/filter/#mitchell // 1.) "Keys cubics" with B = 1 - 2C are considered the highest quality. // 2.) C = 0.5 (default) is Catmull-Rom; higher C's apply sharpening. // 3.) C = 1.0/3.0 is the Mitchell-Netravali filter. // 4.) C = 0.0 is a soft spline filter. static const float aa_cubic_c_static = 0.5; // range [0, 4] // Standard deviation for Gaussian antialiasing: Try 0.5/aa_pixel_diameter. static const float aa_gauss_sigma_static = 0.5; // range [0.0625, 1.0] // PHOSPHOR MASK: // Mask type: 0 = aperture grille, 1 = slot mask, 2 = EDP shadow mask static const float mask_type_static = 1.0; // range [0, 2] // We can sample the mask three ways. Pick 2/3 from: Pretty/Fast/Flexible. // 0.) Sinc-resize to the desired dot pitch manually (pretty/slow/flexible). // This requires PHOSPHOR_MASK_MANUALLY_RESIZE to be #defined. // 1.) Hardware-resize to the desired dot pitch (ugly/fast/flexible). This // is halfway decent with LUT mipmapping but atrocious without it. // 2.) Tile it without resizing at a 1:1 texel:pixel ratio for flat coords // (pretty/fast/inflexible). Each input LUT has a fixed dot pitch. // This mode reuses the same masks, so triads will be enormous unless // you change the mask LUT filenames in your .cgp file. static const float mask_sample_mode_static = 0.0; // range [0, 2] // Prefer setting the triad size (0.0) or number on the screen (1.0)? // If RUNTIME_PHOSPHOR_BLOOM_SIGMA isn't #defined, the specified triad size // will always be used to calculate the full bloom sigma statically. static const float mask_specify_num_triads_static = 0.0; // range [0, 1] // Specify the phosphor triad size, in pixels. Each tile (usually with 8 // triads) will be rounded to the nearest integer tile size and clamped to // obey minimum size constraints (imposed to reduce downsize taps) and // maximum size constraints (imposed to have a sane MASK_RESIZE FBO size). // To increase the size limit, double the viewport-relative scales for the // two MASK_RESIZE passes in crt-royale.cgp and user-cgp-contants.h. // range [1, mask_texture_small_size/mask_triads_per_tile] static const float mask_triad_size_desired_static = 24.0 / 8.0; // If mask_specify_num_triads is 1.0/true, we'll go by this instead (the // final size will be rounded and constrained as above); default 480.0 static const float mask_num_triads_desired_static = 480.0; // How many lobes should the sinc/Lanczos resizer use? More lobes require // more samples and avoid moire a bit better, but some is unavoidable // depending on the destination size (static option for now). static const float mask_sinc_lobes = 3.0; // range [2, 4] // The mask is resized using a variable number of taps in each dimension, // but some Cg profiles always fetch a constant number of taps no matter // what (no dynamic branching). We can limit the maximum number of taps if // we statically limit the minimum phosphor triad size. Larger values are // faster, but the limit IS enforced (static option only, forever); // range [1, mask_texture_small_size/mask_triads_per_tile] // TODO: Make this 1.0 and compensate with smarter sampling! static const float mask_min_allowed_triad_size = mask_specify_num_triads_static; // GEOMETRY: // Geometry mode: // 0: Off (default), 1: Spherical mapping (like cgwg's), // 2: Alt. spherical mapping (more bulbous), 3: Cylindrical/Trinitron static const float geom_mode_static = 0.0; // range [0, 3] // Radius of curvature: Measured in units of your viewport's diagonal size. static const float geom_radius_static = 2.0; // range [1/(2*pi), 1024] // View dist is the distance from the player to their physical screen, in // units of the viewport's diagonal size. It controls the field of view. static const float geom_view_dist_static = 2.0; // range [0.5, 1024] // Tilt angle in radians (clockwise around up and right vectors): static const float2 geom_tilt_angle_static = float2(0.0, 0.0); // range [-pi, pi] // Aspect ratio: When the true viewport size is unknown, this value is used // to help convert between the phosphor triad size and count, along with // the mask_resize_viewport_scale constant from user-cgp-constants.h. Set // this equal to Retroarch's display aspect ratio (DAR) for best results; // range [1, geom_max_aspect_ratio from user-cgp-constants.h]; // default (256/224)*(54/47) = 1.313069909 (see below) static const float geom_aspect_ratio_static = 1.313069909; // Before getting into overscan, here's some general aspect ratio info: // - DAR = display aspect ratio = SAR * PAR; as in your Retroarch setting // - SAR = storage aspect ratio = DAR / PAR; square pixel emulator frame AR // - PAR = pixel aspect ratio = DAR / SAR; holds regardless of cropping // Geometry processing has to "undo" the screen-space 2D DAR to calculate // 3D view vectors, then reapplies the aspect ratio to the simulated CRT in // uv-space. To ensure the source SAR is intended for a ~4:3 DAR, either: // a.) Enable Retroarch's "Crop Overscan" // b.) Readd horizontal padding: Set overscan to e.g. N*(1.0, 240.0/224.0) // Real consoles use horizontal black padding in the signal, but emulators // often crop this without cropping the vertical padding; a 256x224 [S]NES // frame (8:7 SAR) is intended for a ~4:3 DAR, but a 256x240 frame is not. // The correct [S]NES PAR is 54:47, found by blargg and NewRisingSun: // http://board.zsnes.com/phpBB3/viewtopic.php?f=22&t=11928&start=50 // http://forums.nesdev.com/viewtopic.php?p=24815#p24815 // For flat output, it's okay to set DAR = [existing] SAR * [correct] PAR // without doing a. or b., but horizontal image borders will be tighter // than vertical ones, messing up curvature and overscan. Fixing the // padding first corrects this. // Overscan: Amount to "zoom in" before cropping. You can zoom uniformly // or adjust x/y independently to e.g. readd horizontal padding, as noted // above: Values < 1.0 zoom out; range (0, inf) static const float2 geom_overscan_static = float2(1.0, 1.0);// * 1.005 * (1.0, 240/224.0) // Compute a proper pixel-space to texture-space matrix even without ddx()/ // ddy()? This is ~8.5% slower but improves antialiasing/subpixel filtering // with strong curvature (static option only for now). static const bool geom_force_correct_tangent_matrix = false; // BORDERS: // Rounded border size in texture uv coords: static const float border_size_static = 0.015; // range [0, 0.5] // Border darkness: Moderate values darken the border smoothly, and high // values make the image very dark just inside the border: static const float border_darkness_static = 2.0; // range [0, inf) // Border compression: High numbers compress border transitions, narrowing // the dark border area. static const float border_compress_static = 2.5; // range [1, inf) #endif // USER_SETTINGS_H