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authorTSR Berry <20988865+TSRBerry@users.noreply.github.com>2023-04-08 01:22:00 +0200
committerMary <thog@protonmail.com>2023-04-27 23:51:14 +0200
commitcee712105850ac3385cd0091a923438167433f9f (patch)
tree4a5274b21d8b7f938c0d0ce18736d3f2993b11b1 /Ryujinx.Graphics.OpenGL/Effects
parentcd124bda587ef09668a971fa1cac1c3f0cfc9f21 (diff)
Move solution and projects to src
Diffstat (limited to 'Ryujinx.Graphics.OpenGL/Effects')
-rw-r--r--Ryujinx.Graphics.OpenGL/Effects/FsrScalingFilter.cs177
-rw-r--r--Ryujinx.Graphics.OpenGL/Effects/FxaaPostProcessingEffect.cs81
-rw-r--r--Ryujinx.Graphics.OpenGL/Effects/IPostProcessingEffect.cs11
-rw-r--r--Ryujinx.Graphics.OpenGL/Effects/IScalingFilter.cs18
-rw-r--r--Ryujinx.Graphics.OpenGL/Effects/ShaderHelper.cs40
-rw-r--r--Ryujinx.Graphics.OpenGL/Effects/Shaders/ffx_a.h2656
-rw-r--r--Ryujinx.Graphics.OpenGL/Effects/Shaders/ffx_fsr1.h1199
-rw-r--r--Ryujinx.Graphics.OpenGL/Effects/Shaders/fsr_scaling.glsl88
-rw-r--r--Ryujinx.Graphics.OpenGL/Effects/Shaders/fsr_sharpening.glsl37
-rw-r--r--Ryujinx.Graphics.OpenGL/Effects/Shaders/fxaa.glsl1174
-rw-r--r--Ryujinx.Graphics.OpenGL/Effects/Shaders/smaa.hlsl1361
-rw-r--r--Ryujinx.Graphics.OpenGL/Effects/Shaders/smaa_blend.glsl26
-rw-r--r--Ryujinx.Graphics.OpenGL/Effects/Shaders/smaa_edge.glsl24
-rw-r--r--Ryujinx.Graphics.OpenGL/Effects/Shaders/smaa_neighbour.glsl26
-rw-r--r--Ryujinx.Graphics.OpenGL/Effects/SmaaPostProcessingEffect.cs261
-rw-r--r--Ryujinx.Graphics.OpenGL/Effects/Textures/SmaaAreaTexture.binbin179200 -> 0 bytes
-rw-r--r--Ryujinx.Graphics.OpenGL/Effects/Textures/SmaaSearchTexture.binbin1024 -> 0 bytes
17 files changed, 0 insertions, 7179 deletions
diff --git a/Ryujinx.Graphics.OpenGL/Effects/FsrScalingFilter.cs b/Ryujinx.Graphics.OpenGL/Effects/FsrScalingFilter.cs
deleted file mode 100644
index 16678bb7..00000000
--- a/Ryujinx.Graphics.OpenGL/Effects/FsrScalingFilter.cs
+++ /dev/null
@@ -1,177 +0,0 @@
-using OpenTK.Graphics.OpenGL;
-using Ryujinx.Common;
-using Ryujinx.Graphics.GAL;
-using Ryujinx.Graphics.OpenGL.Image;
-using System;
-using static Ryujinx.Graphics.OpenGL.Effects.ShaderHelper;
-
-namespace Ryujinx.Graphics.OpenGL.Effects
-{
- internal class FsrScalingFilter : IScalingFilter
- {
- private readonly OpenGLRenderer _renderer;
- private int _inputUniform;
- private int _outputUniform;
- private int _sharpeningUniform;
- private int _srcX0Uniform;
- private int _srcX1Uniform;
- private int _srcY0Uniform;
- private int _scalingShaderProgram;
- private int _sharpeningShaderProgram;
- private float _scale = 1;
- private int _srcY1Uniform;
- private int _dstX0Uniform;
- private int _dstX1Uniform;
- private int _dstY0Uniform;
- private int _dstY1Uniform;
- private int _scaleXUniform;
- private int _scaleYUniform;
- private TextureStorage _intermediaryTexture;
-
- public float Level
- {
- get => _scale;
- set
- {
- _scale = MathF.Max(0.01f, value);
- }
- }
-
- public FsrScalingFilter(OpenGLRenderer renderer, IPostProcessingEffect filter)
- {
- Initialize();
-
- _renderer = renderer;
- }
-
- public void Dispose()
- {
- if (_scalingShaderProgram != 0)
- {
- GL.DeleteProgram(_scalingShaderProgram);
- GL.DeleteProgram(_sharpeningShaderProgram);
- }
-
- _intermediaryTexture?.Dispose();
- }
-
- private void Initialize()
- {
- var scalingShader = EmbeddedResources.ReadAllText("Ryujinx.Graphics.OpenGL/Effects/Shaders/fsr_scaling.glsl");
- var sharpeningShader = EmbeddedResources.ReadAllText("Ryujinx.Graphics.OpenGL/Effects/Shaders/fsr_sharpening.glsl");
- var fsrA = EmbeddedResources.ReadAllText("Ryujinx.Graphics.OpenGL/Effects/Shaders/ffx_a.h");
- var fsr1 = EmbeddedResources.ReadAllText("Ryujinx.Graphics.OpenGL/Effects/Shaders/ffx_fsr1.h");
-
- scalingShader = scalingShader.Replace("#include \"ffx_a.h\"", fsrA);
- scalingShader = scalingShader.Replace("#include \"ffx_fsr1.h\"", fsr1);
- sharpeningShader = sharpeningShader.Replace("#include \"ffx_a.h\"", fsrA);
- sharpeningShader = sharpeningShader.Replace("#include \"ffx_fsr1.h\"", fsr1);
-
- _scalingShaderProgram = CompileProgram(scalingShader, ShaderType.ComputeShader);
- _sharpeningShaderProgram = CompileProgram(sharpeningShader, ShaderType.ComputeShader);
-
- _inputUniform = GL.GetUniformLocation(_scalingShaderProgram, "Source");
- _outputUniform = GL.GetUniformLocation(_scalingShaderProgram, "imgOutput");
- _sharpeningUniform = GL.GetUniformLocation(_sharpeningShaderProgram, "sharpening");
-
- _srcX0Uniform = GL.GetUniformLocation(_scalingShaderProgram, "srcX0");
- _srcX1Uniform = GL.GetUniformLocation(_scalingShaderProgram, "srcX1");
- _srcY0Uniform = GL.GetUniformLocation(_scalingShaderProgram, "srcY0");
- _srcY1Uniform = GL.GetUniformLocation(_scalingShaderProgram, "srcY1");
- _dstX0Uniform = GL.GetUniformLocation(_scalingShaderProgram, "dstX0");
- _dstX1Uniform = GL.GetUniformLocation(_scalingShaderProgram, "dstX1");
- _dstY0Uniform = GL.GetUniformLocation(_scalingShaderProgram, "dstY0");
- _dstY1Uniform = GL.GetUniformLocation(_scalingShaderProgram, "dstY1");
- _scaleXUniform = GL.GetUniformLocation(_scalingShaderProgram, "scaleX");
- _scaleYUniform = GL.GetUniformLocation(_scalingShaderProgram, "scaleY");
- }
-
- public void Run(
- TextureView view,
- TextureView destinationTexture,
- int width,
- int height,
- Extents2D source,
- Extents2D destination)
- {
- if (_intermediaryTexture == null || _intermediaryTexture.Info.Width != width || _intermediaryTexture.Info.Height != height)
- {
- _intermediaryTexture?.Dispose();
- var originalInfo = view.Info;
- var info = new TextureCreateInfo(width,
- height,
- originalInfo.Depth,
- originalInfo.Levels,
- originalInfo.Samples,
- originalInfo.BlockWidth,
- originalInfo.BlockHeight,
- originalInfo.BytesPerPixel,
- originalInfo.Format,
- originalInfo.DepthStencilMode,
- originalInfo.Target,
- originalInfo.SwizzleR,
- originalInfo.SwizzleG,
- originalInfo.SwizzleB,
- originalInfo.SwizzleA);
-
- _intermediaryTexture = new TextureStorage(_renderer, info, view.ScaleFactor);
- _intermediaryTexture.CreateDefaultView();
- }
-
- var textureView = _intermediaryTexture.CreateView(_intermediaryTexture.Info, 0, 0) as TextureView;
-
- int previousProgram = GL.GetInteger(GetPName.CurrentProgram);
- int previousUnit = GL.GetInteger(GetPName.ActiveTexture);
- GL.ActiveTexture(TextureUnit.Texture0);
- int previousTextureBinding = GL.GetInteger(GetPName.TextureBinding2D);
-
- GL.BindImageTexture(0, textureView.Handle, 0, false, 0, TextureAccess.ReadWrite, SizedInternalFormat.Rgba8);
-
- int threadGroupWorkRegionDim = 16;
- int dispatchX = (width + (threadGroupWorkRegionDim - 1)) / threadGroupWorkRegionDim;
- int dispatchY = (height + (threadGroupWorkRegionDim - 1)) / threadGroupWorkRegionDim;
-
- // Scaling pass
- float srcWidth = Math.Abs(source.X2 - source.X1);
- float srcHeight = Math.Abs(source.Y2 - source.Y1);
- float scaleX = srcWidth / view.Width;
- float scaleY = srcHeight / view.Height;
- GL.UseProgram(_scalingShaderProgram);
- view.Bind(0);
- GL.Uniform1(_inputUniform, 0);
- GL.Uniform1(_outputUniform, 0);
- GL.Uniform1(_srcX0Uniform, (float)source.X1);
- GL.Uniform1(_srcX1Uniform, (float)source.X2);
- GL.Uniform1(_srcY0Uniform, (float)source.Y1);
- GL.Uniform1(_srcY1Uniform, (float)source.Y2);
- GL.Uniform1(_dstX0Uniform, (float)destination.X1);
- GL.Uniform1(_dstX1Uniform, (float)destination.X2);
- GL.Uniform1(_dstY0Uniform, (float)destination.Y1);
- GL.Uniform1(_dstY1Uniform, (float)destination.Y2);
- GL.Uniform1(_scaleXUniform, scaleX);
- GL.Uniform1(_scaleYUniform, scaleY);
- GL.DispatchCompute(dispatchX, dispatchY, 1);
-
- GL.MemoryBarrier(MemoryBarrierFlags.ShaderImageAccessBarrierBit);
-
- // Sharpening Pass
- GL.UseProgram(_sharpeningShaderProgram);
- GL.BindImageTexture(0, destinationTexture.Handle, 0, false, 0, TextureAccess.ReadWrite, SizedInternalFormat.Rgba8);
- textureView.Bind(0);
- GL.Uniform1(_inputUniform, 0);
- GL.Uniform1(_outputUniform, 0);
- GL.Uniform1(_sharpeningUniform, 1.5f - (Level * 0.01f * 1.5f));
- GL.DispatchCompute(dispatchX, dispatchY, 1);
-
- GL.UseProgram(previousProgram);
- GL.MemoryBarrier(MemoryBarrierFlags.ShaderImageAccessBarrierBit);
-
- (_renderer.Pipeline as Pipeline).RestoreImages1And2();
-
- GL.ActiveTexture(TextureUnit.Texture0);
- GL.BindTexture(TextureTarget.Texture2D, previousTextureBinding);
-
- GL.ActiveTexture((TextureUnit)previousUnit);
- }
- }
-} \ No newline at end of file
diff --git a/Ryujinx.Graphics.OpenGL/Effects/FxaaPostProcessingEffect.cs b/Ryujinx.Graphics.OpenGL/Effects/FxaaPostProcessingEffect.cs
deleted file mode 100644
index 3a2d685b..00000000
--- a/Ryujinx.Graphics.OpenGL/Effects/FxaaPostProcessingEffect.cs
+++ /dev/null
@@ -1,81 +0,0 @@
-using OpenTK.Graphics.OpenGL;
-using Ryujinx.Common;
-using Ryujinx.Graphics.OpenGL.Image;
-
-namespace Ryujinx.Graphics.OpenGL.Effects
-{
- internal class FxaaPostProcessingEffect : IPostProcessingEffect
- {
- private readonly OpenGLRenderer _renderer;
- private int _resolutionUniform;
- private int _inputUniform;
- private int _outputUniform;
- private int _shaderProgram;
- private TextureStorage _textureStorage;
-
- public FxaaPostProcessingEffect(OpenGLRenderer renderer)
- {
- Initialize();
-
- _renderer = renderer;
- }
-
- public void Dispose()
- {
- if (_shaderProgram != 0)
- {
- GL.DeleteProgram(_shaderProgram);
- _textureStorage?.Dispose();
- }
- }
-
- private void Initialize()
- {
- _shaderProgram = ShaderHelper.CompileProgram(EmbeddedResources.ReadAllText("Ryujinx.Graphics.OpenGL/Effects/Shaders/fxaa.glsl"), ShaderType.ComputeShader);
-
- _resolutionUniform = GL.GetUniformLocation(_shaderProgram, "invResolution");
- _inputUniform = GL.GetUniformLocation(_shaderProgram, "inputTexture");
- _outputUniform = GL.GetUniformLocation(_shaderProgram, "imgOutput");
- }
-
- public TextureView Run(TextureView view, int width, int height)
- {
- if (_textureStorage == null || _textureStorage.Info.Width != view.Width || _textureStorage.Info.Height != view.Height)
- {
- _textureStorage?.Dispose();
- _textureStorage = new TextureStorage(_renderer, view.Info, view.ScaleFactor);
- _textureStorage.CreateDefaultView();
- }
-
- var textureView = _textureStorage.CreateView(view.Info, 0, 0) as TextureView;
-
- int previousProgram = GL.GetInteger(GetPName.CurrentProgram);
- int previousUnit = GL.GetInteger(GetPName.ActiveTexture);
- GL.ActiveTexture(TextureUnit.Texture0);
- int previousTextureBinding = GL.GetInteger(GetPName.TextureBinding2D);
-
- GL.BindImageTexture(0, textureView.Handle, 0, false, 0, TextureAccess.ReadWrite, SizedInternalFormat.Rgba8);
- GL.UseProgram(_shaderProgram);
-
- var dispatchX = BitUtils.DivRoundUp(view.Width, IPostProcessingEffect.LocalGroupSize);
- var dispatchY = BitUtils.DivRoundUp(view.Height, IPostProcessingEffect.LocalGroupSize);
-
- view.Bind(0);
- GL.Uniform1(_inputUniform, 0);
- GL.Uniform1(_outputUniform, 0);
- GL.Uniform2(_resolutionUniform, (float)view.Width, (float)view.Height);
- GL.DispatchCompute(dispatchX, dispatchY, 1);
- GL.UseProgram(previousProgram);
- GL.MemoryBarrier(MemoryBarrierFlags.ShaderImageAccessBarrierBit);
-
- (_renderer.Pipeline as Pipeline).RestoreImages1And2();
-
- GL.ActiveTexture(TextureUnit.Texture0);
- GL.BindTexture(TextureTarget.Texture2D, previousTextureBinding);
-
- GL.ActiveTexture((TextureUnit)previousUnit);
-
- return textureView;
- }
- }
-} \ No newline at end of file
diff --git a/Ryujinx.Graphics.OpenGL/Effects/IPostProcessingEffect.cs b/Ryujinx.Graphics.OpenGL/Effects/IPostProcessingEffect.cs
deleted file mode 100644
index 7a045a02..00000000
--- a/Ryujinx.Graphics.OpenGL/Effects/IPostProcessingEffect.cs
+++ /dev/null
@@ -1,11 +0,0 @@
-using Ryujinx.Graphics.OpenGL.Image;
-using System;
-
-namespace Ryujinx.Graphics.OpenGL.Effects
-{
- internal interface IPostProcessingEffect : IDisposable
- {
- const int LocalGroupSize = 64;
- TextureView Run(TextureView view, int width, int height);
- }
-} \ No newline at end of file
diff --git a/Ryujinx.Graphics.OpenGL/Effects/IScalingFilter.cs b/Ryujinx.Graphics.OpenGL/Effects/IScalingFilter.cs
deleted file mode 100644
index e1e1b2c1..00000000
--- a/Ryujinx.Graphics.OpenGL/Effects/IScalingFilter.cs
+++ /dev/null
@@ -1,18 +0,0 @@
-using Ryujinx.Graphics.GAL;
-using Ryujinx.Graphics.OpenGL.Image;
-using System;
-
-namespace Ryujinx.Graphics.OpenGL.Effects
-{
- internal interface IScalingFilter : IDisposable
- {
- float Level { get; set; }
- void Run(
- TextureView view,
- TextureView destinationTexture,
- int width,
- int height,
- Extents2D source,
- Extents2D destination);
- }
-} \ No newline at end of file
diff --git a/Ryujinx.Graphics.OpenGL/Effects/ShaderHelper.cs b/Ryujinx.Graphics.OpenGL/Effects/ShaderHelper.cs
deleted file mode 100644
index 72c5a98f..00000000
--- a/Ryujinx.Graphics.OpenGL/Effects/ShaderHelper.cs
+++ /dev/null
@@ -1,40 +0,0 @@
-using OpenTK.Graphics.OpenGL;
-using System;
-
-namespace Ryujinx.Graphics.OpenGL.Effects
-{
- internal static class ShaderHelper
- {
- public static int CompileProgram(string shaderCode, ShaderType shaderType)
- {
- var shader = GL.CreateShader(shaderType);
- GL.ShaderSource(shader, shaderCode);
- GL.CompileShader(shader);
-
- var program = GL.CreateProgram();
- GL.AttachShader(program, shader);
- GL.LinkProgram(program);
-
- GL.DetachShader(program, shader);
- GL.DeleteShader(shader);
-
- return program;
- }
-
- public static int CompileProgram(string[] shaders, ShaderType shaderType)
- {
- var shader = GL.CreateShader(shaderType);
- GL.ShaderSource(shader, shaders.Length, shaders, (int[])null);
- GL.CompileShader(shader);
-
- var program = GL.CreateProgram();
- GL.AttachShader(program, shader);
- GL.LinkProgram(program);
-
- GL.DetachShader(program, shader);
- GL.DeleteShader(shader);
-
- return program;
- }
- }
-}
diff --git a/Ryujinx.Graphics.OpenGL/Effects/Shaders/ffx_a.h b/Ryujinx.Graphics.OpenGL/Effects/Shaders/ffx_a.h
deleted file mode 100644
index d04bff55..00000000
--- a/Ryujinx.Graphics.OpenGL/Effects/Shaders/ffx_a.h
+++ /dev/null
@@ -1,2656 +0,0 @@
-//==============================================================================================================================
-//
-// [A] SHADER PORTABILITY 1.20210629
-//
-//==============================================================================================================================
-// FidelityFX Super Resolution Sample
-//
-// Copyright (c) 2021 Advanced Micro Devices, Inc. All rights reserved.
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files(the "Software"), to deal
-// in the Software without restriction, including without limitation the rights
-// to use, copy, modify, merge, publish, distribute, sublicense, and / or sell
-// copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions :
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
-// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
-// THE SOFTWARE.
-//------------------------------------------------------------------------------------------------------------------------------
-// MIT LICENSE
-// ===========
-// Copyright (c) 2014 Michal Drobot (for concepts used in "FLOAT APPROXIMATIONS").
-// -----------
-// Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation
-// files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy,
-// modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the
-// Software is furnished to do so, subject to the following conditions:
-// -----------
-// The above copyright notice and this permission notice shall be included in all copies or substantial portions of the
-// Software.
-// -----------
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE
-// WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
-// COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
-// ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
-//------------------------------------------------------------------------------------------------------------------------------
-// ABOUT
-// =====
-// Common central point for high-level shading language and C portability for various shader headers.
-//------------------------------------------------------------------------------------------------------------------------------
-// DEFINES
-// =======
-// A_CPU ..... Include the CPU related code.
-// A_GPU ..... Include the GPU related code.
-// A_GLSL .... Using GLSL.
-// A_HLSL .... Using HLSL.
-// A_HLSL_6_2 Using HLSL 6.2 with new 'uint16_t' and related types (requires '-enable-16bit-types').
-// A_NO_16_BIT_CAST Don't use instructions that are not availabe in SPIR-V (needed for running A_HLSL_6_2 on Vulkan)
-// A_GCC ..... Using a GCC compatible compiler (else assume MSVC compatible compiler by default).
-// =======
-// A_BYTE .... Support 8-bit integer.
-// A_HALF .... Support 16-bit integer and floating point.
-// A_LONG .... Support 64-bit integer.
-// A_DUBL .... Support 64-bit floating point.
-// =======
-// A_WAVE .... Support wave-wide operations.
-//------------------------------------------------------------------------------------------------------------------------------
-// To get #include "ffx_a.h" working in GLSL use '#extension GL_GOOGLE_include_directive:require'.
-//------------------------------------------------------------------------------------------------------------------------------
-// SIMPLIFIED TYPE SYSTEM
-// ======================
-// - All ints will be unsigned with exception of when signed is required.
-// - Type naming simplified and shortened "A<type><#components>",
-// - H = 16-bit float (half)
-// - F = 32-bit float (float)
-// - D = 64-bit float (double)
-// - P = 1-bit integer (predicate, not using bool because 'B' is used for byte)
-// - B = 8-bit integer (byte)
-// - W = 16-bit integer (word)
-// - U = 32-bit integer (unsigned)
-// - L = 64-bit integer (long)
-// - Using "AS<type><#components>" for signed when required.
-//------------------------------------------------------------------------------------------------------------------------------
-// TODO
-// ====
-// - Make sure 'ALerp*(a,b,m)' does 'b*m+(-a*m+a)' (2 ops).
-//------------------------------------------------------------------------------------------------------------------------------
-// CHANGE LOG
-// ==========
-// 20200914 - Expanded wave ops and prx code.
-// 20200713 - Added [ZOL] section, fixed serious bugs in sRGB and Rec.709 color conversion code, etc.
-//==============================================================================================================================
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-//_____________________________________________________________/\_______________________________________________________________
-//==============================================================================================================================
-// COMMON
-//==============================================================================================================================
-#define A_2PI 6.28318530718
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-//_____________________________________________________________/\_______________________________________________________________
-//==============================================================================================================================
-//
-//
-// CPU
-//
-//
-//==============================================================================================================================
-#ifdef A_CPU
- // Supporting user defined overrides.
- #ifndef A_RESTRICT
- #define A_RESTRICT __restrict
- #endif
-//------------------------------------------------------------------------------------------------------------------------------
- #ifndef A_STATIC
- #define A_STATIC static
- #endif
-//------------------------------------------------------------------------------------------------------------------------------
- // Same types across CPU and GPU.
- // Predicate uses 32-bit integer (C friendly bool).
- typedef uint32_t AP1;
- typedef float AF1;
- typedef double AD1;
- typedef uint8_t AB1;
- typedef uint16_t AW1;
- typedef uint32_t AU1;
- typedef uint64_t AL1;
- typedef int8_t ASB1;
- typedef int16_t ASW1;
- typedef int32_t ASU1;
- typedef int64_t ASL1;
-//------------------------------------------------------------------------------------------------------------------------------
- #define AD1_(a) ((AD1)(a))
- #define AF1_(a) ((AF1)(a))
- #define AL1_(a) ((AL1)(a))
- #define AU1_(a) ((AU1)(a))
-//------------------------------------------------------------------------------------------------------------------------------
- #define ASL1_(a) ((ASL1)(a))
- #define ASU1_(a) ((ASU1)(a))
-//------------------------------------------------------------------------------------------------------------------------------
- A_STATIC AU1 AU1_AF1(AF1 a){union{AF1 f;AU1 u;}bits;bits.f=a;return bits.u;}
-//------------------------------------------------------------------------------------------------------------------------------
- #define A_TRUE 1
- #define A_FALSE 0
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-//_____________________________________________________________/\_______________________________________________________________
-//==============================================================================================================================
-//
-// CPU/GPU PORTING
-//
-//------------------------------------------------------------------------------------------------------------------------------
-// Get CPU and GPU to share all setup code, without duplicate code paths.
-// This uses a lower-case prefix for special vector constructs.
-// - In C restrict pointers are used.
-// - In the shading language, in/inout/out arguments are used.
-// This depends on the ability to access a vector value in both languages via array syntax (aka color[2]).
-//==============================================================================================================================
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-//_____________________________________________________________/\_______________________________________________________________
-//==============================================================================================================================
-// VECTOR ARGUMENT/RETURN/INITIALIZATION PORTABILITY
-//==============================================================================================================================
- #define retAD2 AD1 *A_RESTRICT
- #define retAD3 AD1 *A_RESTRICT
- #define retAD4 AD1 *A_RESTRICT
- #define retAF2 AF1 *A_RESTRICT
- #define retAF3 AF1 *A_RESTRICT
- #define retAF4 AF1 *A_RESTRICT
- #define retAL2 AL1 *A_RESTRICT
- #define retAL3 AL1 *A_RESTRICT
- #define retAL4 AL1 *A_RESTRICT
- #define retAU2 AU1 *A_RESTRICT
- #define retAU3 AU1 *A_RESTRICT
- #define retAU4 AU1 *A_RESTRICT
-//------------------------------------------------------------------------------------------------------------------------------
- #define inAD2 AD1 *A_RESTRICT
- #define inAD3 AD1 *A_RESTRICT
- #define inAD4 AD1 *A_RESTRICT
- #define inAF2 AF1 *A_RESTRICT
- #define inAF3 AF1 *A_RESTRICT
- #define inAF4 AF1 *A_RESTRICT
- #define inAL2 AL1 *A_RESTRICT
- #define inAL3 AL1 *A_RESTRICT
- #define inAL4 AL1 *A_RESTRICT
- #define inAU2 AU1 *A_RESTRICT
- #define inAU3 AU1 *A_RESTRICT
- #define inAU4 AU1 *A_RESTRICT
-//------------------------------------------------------------------------------------------------------------------------------
- #define inoutAD2 AD1 *A_RESTRICT
- #define inoutAD3 AD1 *A_RESTRICT
- #define inoutAD4 AD1 *A_RESTRICT
- #define inoutAF2 AF1 *A_RESTRICT
- #define inoutAF3 AF1 *A_RESTRICT
- #define inoutAF4 AF1 *A_RESTRICT
- #define inoutAL2 AL1 *A_RESTRICT
- #define inoutAL3 AL1 *A_RESTRICT
- #define inoutAL4 AL1 *A_RESTRICT
- #define inoutAU2 AU1 *A_RESTRICT
- #define inoutAU3 AU1 *A_RESTRICT
- #define inoutAU4 AU1 *A_RESTRICT
-//------------------------------------------------------------------------------------------------------------------------------
- #define outAD2 AD1 *A_RESTRICT
- #define outAD3 AD1 *A_RESTRICT
- #define outAD4 AD1 *A_RESTRICT
- #define outAF2 AF1 *A_RESTRICT
- #define outAF3 AF1 *A_RESTRICT
- #define outAF4 AF1 *A_RESTRICT
- #define outAL2 AL1 *A_RESTRICT
- #define outAL3 AL1 *A_RESTRICT
- #define outAL4 AL1 *A_RESTRICT
- #define outAU2 AU1 *A_RESTRICT
- #define outAU3 AU1 *A_RESTRICT
- #define outAU4 AU1 *A_RESTRICT
-//------------------------------------------------------------------------------------------------------------------------------
- #define varAD2(x) AD1 x[2]
- #define varAD3(x) AD1 x[3]
- #define varAD4(x) AD1 x[4]
- #define varAF2(x) AF1 x[2]
- #define varAF3(x) AF1 x[3]
- #define varAF4(x) AF1 x[4]
- #define varAL2(x) AL1 x[2]
- #define varAL3(x) AL1 x[3]
- #define varAL4(x) AL1 x[4]
- #define varAU2(x) AU1 x[2]
- #define varAU3(x) AU1 x[3]
- #define varAU4(x) AU1 x[4]
-//------------------------------------------------------------------------------------------------------------------------------
- #define initAD2(x,y) {x,y}
- #define initAD3(x,y,z) {x,y,z}
- #define initAD4(x,y,z,w) {x,y,z,w}
- #define initAF2(x,y) {x,y}
- #define initAF3(x,y,z) {x,y,z}
- #define initAF4(x,y,z,w) {x,y,z,w}
- #define initAL2(x,y) {x,y}
- #define initAL3(x,y,z) {x,y,z}
- #define initAL4(x,y,z,w) {x,y,z,w}
- #define initAU2(x,y) {x,y}
- #define initAU3(x,y,z) {x,y,z}
- #define initAU4(x,y,z,w) {x,y,z,w}
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-//_____________________________________________________________/\_______________________________________________________________
-//==============================================================================================================================
-// SCALAR RETURN OPS
-//------------------------------------------------------------------------------------------------------------------------------
-// TODO
-// ====
-// - Replace transcendentals with manual versions.
-//==============================================================================================================================
- #ifdef A_GCC
- A_STATIC AD1 AAbsD1(AD1 a){return __builtin_fabs(a);}
- A_STATIC AF1 AAbsF1(AF1 a){return __builtin_fabsf(a);}
- A_STATIC AU1 AAbsSU1(AU1 a){return AU1_(__builtin_abs(ASU1_(a)));}
- A_STATIC AL1 AAbsSL1(AL1 a){return AL1_(__builtin_llabs(ASL1_(a)));}
- #else
- A_STATIC AD1 AAbsD1(AD1 a){return fabs(a);}
- A_STATIC AF1 AAbsF1(AF1 a){return fabsf(a);}
- A_STATIC AU1 AAbsSU1(AU1 a){return AU1_(abs(ASU1_(a)));}
- A_STATIC AL1 AAbsSL1(AL1 a){return AL1_(labs((long)ASL1_(a)));}
- #endif
-//------------------------------------------------------------------------------------------------------------------------------
- #ifdef A_GCC
- A_STATIC AD1 ACosD1(AD1 a){return __builtin_cos(a);}
- A_STATIC AF1 ACosF1(AF1 a){return __builtin_cosf(a);}
- #else
- A_STATIC AD1 ACosD1(AD1 a){return cos(a);}
- A_STATIC AF1 ACosF1(AF1 a){return cosf(a);}
- #endif
-//------------------------------------------------------------------------------------------------------------------------------
- A_STATIC AD1 ADotD2(inAD2 a,inAD2 b){return a[0]*b[0]+a[1]*b[1];}
- A_STATIC AD1 ADotD3(inAD3 a,inAD3 b){return a[0]*b[0]+a[1]*b[1]+a[2]*b[2];}
- A_STATIC AD1 ADotD4(inAD4 a,inAD4 b){return a[0]*b[0]+a[1]*b[1]+a[2]*b[2]+a[3]*b[3];}
- A_STATIC AF1 ADotF2(inAF2 a,inAF2 b){return a[0]*b[0]+a[1]*b[1];}
- A_STATIC AF1 ADotF3(inAF3 a,inAF3 b){return a[0]*b[0]+a[1]*b[1]+a[2]*b[2];}
- A_STATIC AF1 ADotF4(inAF4 a,inAF4 b){return a[0]*b[0]+a[1]*b[1]+a[2]*b[2]+a[3]*b[3];}
-//------------------------------------------------------------------------------------------------------------------------------
- #ifdef A_GCC
- A_STATIC AD1 AExp2D1(AD1 a){return __builtin_exp2(a);}
- A_STATIC AF1 AExp2F1(AF1 a){return __builtin_exp2f(a);}
- #else
- A_STATIC AD1 AExp2D1(AD1 a){return exp2(a);}
- A_STATIC AF1 AExp2F1(AF1 a){return exp2f(a);}
- #endif
-//------------------------------------------------------------------------------------------------------------------------------
- #ifdef A_GCC
- A_STATIC AD1 AFloorD1(AD1 a){return __builtin_floor(a);}
- A_STATIC AF1 AFloorF1(AF1 a){return __builtin_floorf(a);}
- #else
- A_STATIC AD1 AFloorD1(AD1 a){return floor(a);}
- A_STATIC AF1 AFloorF1(AF1 a){return floorf(a);}
- #endif
-//------------------------------------------------------------------------------------------------------------------------------
- A_STATIC AD1 ALerpD1(AD1 a,AD1 b,AD1 c){return b*c+(-a*c+a);}
- A_STATIC AF1 ALerpF1(AF1 a,AF1 b,AF1 c){return b*c+(-a*c+a);}
-//------------------------------------------------------------------------------------------------------------------------------
- #ifdef A_GCC
- A_STATIC AD1 ALog2D1(AD1 a){return __builtin_log2(a);}
- A_STATIC AF1 ALog2F1(AF1 a){return __builtin_log2f(a);}
- #else
- A_STATIC AD1 ALog2D1(AD1 a){return log2(a);}
- A_STATIC AF1 ALog2F1(AF1 a){return log2f(a);}
- #endif
-//------------------------------------------------------------------------------------------------------------------------------
- A_STATIC AD1 AMaxD1(AD1 a,AD1 b){return a>b?a:b;}
- A_STATIC AF1 AMaxF1(AF1 a,AF1 b){return a>b?a:b;}
- A_STATIC AL1 AMaxL1(AL1 a,AL1 b){return a>b?a:b;}
- A_STATIC AU1 AMaxU1(AU1 a,AU1 b){return a>b?a:b;}
-//------------------------------------------------------------------------------------------------------------------------------
- // These follow the convention that A integer types don't have signage, until they are operated on.
- A_STATIC AL1 AMaxSL1(AL1 a,AL1 b){return (ASL1_(a)>ASL1_(b))?a:b;}
- A_STATIC AU1 AMaxSU1(AU1 a,AU1 b){return (ASU1_(a)>ASU1_(b))?a:b;}
-//------------------------------------------------------------------------------------------------------------------------------
- A_STATIC AD1 AMinD1(AD1 a,AD1 b){return a<b?a:b;}
- A_STATIC AF1 AMinF1(AF1 a,AF1 b){return a<b?a:b;}
- A_STATIC AL1 AMinL1(AL1 a,AL1 b){return a<b?a:b;}
- A_STATIC AU1 AMinU1(AU1 a,AU1 b){return a<b?a:b;}
-//------------------------------------------------------------------------------------------------------------------------------
- A_STATIC AL1 AMinSL1(AL1 a,AL1 b){return (ASL1_(a)<ASL1_(b))?a:b;}
- A_STATIC AU1 AMinSU1(AU1 a,AU1 b){return (ASU1_(a)<ASU1_(b))?a:b;}
-//------------------------------------------------------------------------------------------------------------------------------
- A_STATIC AD1 ARcpD1(AD1 a){return 1.0/a;}
- A_STATIC AF1 ARcpF1(AF1 a){return 1.0f/a;}
-//------------------------------------------------------------------------------------------------------------------------------
- A_STATIC AL1 AShrSL1(AL1 a,AL1 b){return AL1_(ASL1_(a)>>ASL1_(b));}
- A_STATIC AU1 AShrSU1(AU1 a,AU1 b){return AU1_(ASU1_(a)>>ASU1_(b));}
-//------------------------------------------------------------------------------------------------------------------------------
- #ifdef A_GCC
- A_STATIC AD1 ASinD1(AD1 a){return __builtin_sin(a);}
- A_STATIC AF1 ASinF1(AF1 a){return __builtin_sinf(a);}
- #else
- A_STATIC AD1 ASinD1(AD1 a){return sin(a);}
- A_STATIC AF1 ASinF1(AF1 a){return sinf(a);}
- #endif
-//------------------------------------------------------------------------------------------------------------------------------
- #ifdef A_GCC
- A_STATIC AD1 ASqrtD1(AD1 a){return __builtin_sqrt(a);}
- A_STATIC AF1 ASqrtF1(AF1 a){return __builtin_sqrtf(a);}
- #else
- A_STATIC AD1 ASqrtD1(AD1 a){return sqrt(a);}
- A_STATIC AF1 ASqrtF1(AF1 a){return sqrtf(a);}
- #endif
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-//_____________________________________________________________/\_______________________________________________________________
-//==============================================================================================================================
-// SCALAR RETURN OPS - DEPENDENT
-//==============================================================================================================================
- A_STATIC AD1 AClampD1(AD1 x,AD1 n,AD1 m){return AMaxD1(n,AMinD1(x,m));}
- A_STATIC AF1 AClampF1(AF1 x,AF1 n,AF1 m){return AMaxF1(n,AMinF1(x,m));}
-//------------------------------------------------------------------------------------------------------------------------------
- A_STATIC AD1 AFractD1(AD1 a){return a-AFloorD1(a);}
- A_STATIC AF1 AFractF1(AF1 a){return a-AFloorF1(a);}
-//------------------------------------------------------------------------------------------------------------------------------
- A_STATIC AD1 APowD1(AD1 a,AD1 b){return AExp2D1(b*ALog2D1(a));}
- A_STATIC AF1 APowF1(AF1 a,AF1 b){return AExp2F1(b*ALog2F1(a));}
-//------------------------------------------------------------------------------------------------------------------------------
- A_STATIC AD1 ARsqD1(AD1 a){return ARcpD1(ASqrtD1(a));}
- A_STATIC AF1 ARsqF1(AF1 a){return ARcpF1(ASqrtF1(a));}
-//------------------------------------------------------------------------------------------------------------------------------
- A_STATIC AD1 ASatD1(AD1 a){return AMinD1(1.0,AMaxD1(0.0,a));}
- A_STATIC AF1 ASatF1(AF1 a){return AMinF1(1.0f,AMaxF1(0.0f,a));}
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-//_____________________________________________________________/\_______________________________________________________________
-//==============================================================================================================================
-// VECTOR OPS
-//------------------------------------------------------------------------------------------------------------------------------
-// These are added as needed for production or prototyping, so not necessarily a complete set.
-// They follow a convention of taking in a destination and also returning the destination value to increase utility.
-//==============================================================================================================================
- A_STATIC retAD2 opAAbsD2(outAD2 d,inAD2 a){d[0]=AAbsD1(a[0]);d[1]=AAbsD1(a[1]);return d;}
- A_STATIC retAD3 opAAbsD3(outAD3 d,inAD3 a){d[0]=AAbsD1(a[0]);d[1]=AAbsD1(a[1]);d[2]=AAbsD1(a[2]);return d;}
- A_STATIC retAD4 opAAbsD4(outAD4 d,inAD4 a){d[0]=AAbsD1(a[0]);d[1]=AAbsD1(a[1]);d[2]=AAbsD1(a[2]);d[3]=AAbsD1(a[3]);return d;}
-//------------------------------------------------------------------------------------------------------------------------------
- A_STATIC retAF2 opAAbsF2(outAF2 d,inAF2 a){d[0]=AAbsF1(a[0]);d[1]=AAbsF1(a[1]);return d;}
- A_STATIC retAF3 opAAbsF3(outAF3 d,inAF3 a){d[0]=AAbsF1(a[0]);d[1]=AAbsF1(a[1]);d[2]=AAbsF1(a[2]);return d;}
- A_STATIC retAF4 opAAbsF4(outAF4 d,inAF4 a){d[0]=AAbsF1(a[0]);d[1]=AAbsF1(a[1]);d[2]=AAbsF1(a[2]);d[3]=AAbsF1(a[3]);return d;}
-//==============================================================================================================================
- A_STATIC retAD2 opAAddD2(outAD2 d,inAD2 a,inAD2 b){d[0]=a[0]+b[0];d[1]=a[1]+b[1];return d;}
- A_STATIC retAD3 opAAddD3(outAD3 d,inAD3 a,inAD3 b){d[0]=a[0]+b[0];d[1]=a[1]+b[1];d[2]=a[2]+b[2];return d;}
- A_STATIC retAD4 opAAddD4(outAD4 d,inAD4 a,inAD4 b){d[0]=a[0]+b[0];d[1]=a[1]+b[1];d[2]=a[2]+b[2];d[3]=a[3]+b[3];return d;}
-//------------------------------------------------------------------------------------------------------------------------------
- A_STATIC retAF2 opAAddF2(outAF2 d,inAF2 a,inAF2 b){d[0]=a[0]+b[0];d[1]=a[1]+b[1];return d;}
- A_STATIC retAF3 opAAddF3(outAF3 d,inAF3 a,inAF3 b){d[0]=a[0]+b[0];d[1]=a[1]+b[1];d[2]=a[2]+b[2];return d;}
- A_STATIC retAF4 opAAddF4(outAF4 d,inAF4 a,inAF4 b){d[0]=a[0]+b[0];d[1]=a[1]+b[1];d[2]=a[2]+b[2];d[3]=a[3]+b[3];return d;}
-//==============================================================================================================================
- A_STATIC retAD2 opAAddOneD2(outAD2 d,inAD2 a,AD1 b){d[0]=a[0]+b;d[1]=a[1]+b;return d;}
- A_STATIC retAD3 opAAddOneD3(outAD3 d,inAD3 a,AD1 b){d[0]=a[0]+b;d[1]=a[1]+b;d[2]=a[2]+b;return d;}
- A_STATIC retAD4 opAAddOneD4(outAD4 d,inAD4 a,AD1 b){d[0]=a[0]+b;d[1]=a[1]+b;d[2]=a[2]+b;d[3]=a[3]+b;return d;}
-//------------------------------------------------------------------------------------------------------------------------------
- A_STATIC retAF2 opAAddOneF2(outAF2 d,inAF2 a,AF1 b){d[0]=a[0]+b;d[1]=a[1]+b;return d;}
- A_STATIC retAF3 opAAddOneF3(outAF3 d,inAF3 a,AF1 b){d[0]=a[0]+b;d[1]=a[1]+b;d[2]=a[2]+b;return d;}
- A_STATIC retAF4 opAAddOneF4(outAF4 d,inAF4 a,AF1 b){d[0]=a[0]+b;d[1]=a[1]+b;d[2]=a[2]+b;d[3]=a[3]+b;return d;}
-//==============================================================================================================================
- A_STATIC retAD2 opACpyD2(outAD2 d,inAD2 a){d[0]=a[0];d[1]=a[1];return d;}
- A_STATIC retAD3 opACpyD3(outAD3 d,inAD3 a){d[0]=a[0];d[1]=a[1];d[2]=a[2];return d;}
- A_STATIC retAD4 opACpyD4(outAD4 d,inAD4 a){d[0]=a[0];d[1]=a[1];d[2]=a[2];d[3]=a[3];return d;}
-//------------------------------------------------------------------------------------------------------------------------------
- A_STATIC retAF2 opACpyF2(outAF2 d,inAF2 a){d[0]=a[0];d[1]=a[1];return d;}
- A_STATIC retAF3 opACpyF3(outAF3 d,inAF3 a){d[0]=a[0];d[1]=a[1];d[2]=a[2];return d;}
- A_STATIC retAF4 opACpyF4(outAF4 d,inAF4 a){d[0]=a[0];d[1]=a[1];d[2]=a[2];d[3]=a[3];return d;}
-//==============================================================================================================================
- A_STATIC retAD2 opALerpD2(outAD2 d,inAD2 a,inAD2 b,inAD2 c){d[0]=ALerpD1(a[0],b[0],c[0]);d[1]=ALerpD1(a[1],b[1],c[1]);return d;}
- A_STATIC retAD3 opALerpD3(outAD3 d,inAD3 a,inAD3 b,inAD3 c){d[0]=ALerpD1(a[0],b[0],c[0]);d[1]=ALerpD1(a[1],b[1],c[1]);d[2]=ALerpD1(a[2],b[2],c[2]);return d;}
- A_STATIC retAD4 opALerpD4(outAD4 d,inAD4 a,inAD4 b,inAD4 c){d[0]=ALerpD1(a[0],b[0],c[0]);d[1]=ALerpD1(a[1],b[1],c[1]);d[2]=ALerpD1(a[2],b[2],c[2]);d[3]=ALerpD1(a[3],b[3],c[3]);return d;}
-//------------------------------------------------------------------------------------------------------------------------------
- A_STATIC retAF2 opALerpF2(outAF2 d,inAF2 a,inAF2 b,inAF2 c){d[0]=ALerpF1(a[0],b[0],c[0]);d[1]=ALerpF1(a[1],b[1],c[1]);return d;}
- A_STATIC retAF3 opALerpF3(outAF3 d,inAF3 a,inAF3 b,inAF3 c){d[0]=ALerpF1(a[0],b[0],c[0]);d[1]=ALerpF1(a[1],b[1],c[1]);d[2]=ALerpF1(a[2],b[2],c[2]);return d;}
- A_STATIC retAF4 opALerpF4(outAF4 d,inAF4 a,inAF4 b,inAF4 c){d[0]=ALerpF1(a[0],b[0],c[0]);d[1]=ALerpF1(a[1],b[1],c[1]);d[2]=ALerpF1(a[2],b[2],c[2]);d[3]=ALerpF1(a[3],b[3],c[3]);return d;}
-//==============================================================================================================================
- A_STATIC retAD2 opALerpOneD2(outAD2 d,inAD2 a,inAD2 b,AD1 c){d[0]=ALerpD1(a[0],b[0],c);d[1]=ALerpD1(a[1],b[1],c);return d;}
- A_STATIC retAD3 opALerpOneD3(outAD3 d,inAD3 a,inAD3 b,AD1 c){d[0]=ALerpD1(a[0],b[0],c);d[1]=ALerpD1(a[1],b[1],c);d[2]=ALerpD1(a[2],b[2],c);return d;}
- A_STATIC retAD4 opALerpOneD4(outAD4 d,inAD4 a,inAD4 b,AD1 c){d[0]=ALerpD1(a[0],b[0],c);d[1]=ALerpD1(a[1],b[1],c);d[2]=ALerpD1(a[2],b[2],c);d[3]=ALerpD1(a[3],b[3],c);return d;}
-//------------------------------------------------------------------------------------------------------------------------------
- A_STATIC retAF2 opALerpOneF2(outAF2 d,inAF2 a,inAF2 b,AF1 c){d[0]=ALerpF1(a[0],b[0],c);d[1]=ALerpF1(a[1],b[1],c);return d;}
- A_STATIC retAF3 opALerpOneF3(outAF3 d,inAF3 a,inAF3 b,AF1 c){d[0]=ALerpF1(a[0],b[0],c);d[1]=ALerpF1(a[1],b[1],c);d[2]=ALerpF1(a[2],b[2],c);return d;}
- A_STATIC retAF4 opALerpOneF4(outAF4 d,inAF4 a,inAF4 b,AF1 c){d[0]=ALerpF1(a[0],b[0],c);d[1]=ALerpF1(a[1],b[1],c);d[2]=ALerpF1(a[2],b[2],c);d[3]=ALerpF1(a[3],b[3],c);return d;}
-//==============================================================================================================================
- A_STATIC retAD2 opAMaxD2(outAD2 d,inAD2 a,inAD2 b){d[0]=AMaxD1(a[0],b[0]);d[1]=AMaxD1(a[1],b[1]);return d;}
- A_STATIC retAD3 opAMaxD3(outAD3 d,inAD3 a,inAD3 b){d[0]=AMaxD1(a[0],b[0]);d[1]=AMaxD1(a[1],b[1]);d[2]=AMaxD1(a[2],b[2]);return d;}
- A_STATIC retAD4 opAMaxD4(outAD4 d,inAD4 a,inAD4 b){d[0]=AMaxD1(a[0],b[0]);d[1]=AMaxD1(a[1],b[1]);d[2]=AMaxD1(a[2],b[2]);d[3]=AMaxD1(a[3],b[3]);return d;}
-//------------------------------------------------------------------------------------------------------------------------------
- A_STATIC retAF2 opAMaxF2(outAF2 d,inAF2 a,inAF2 b){d[0]=AMaxF1(a[0],b[0]);d[1]=AMaxF1(a[1],b[1]);return d;}
- A_STATIC retAF3 opAMaxF3(outAF3 d,inAF3 a,inAF3 b){d[0]=AMaxF1(a[0],b[0]);d[1]=AMaxF1(a[1],b[1]);d[2]=AMaxF1(a[2],b[2]);return d;}
- A_STATIC retAF4 opAMaxF4(outAF4 d,inAF4 a,inAF4 b){d[0]=AMaxF1(a[0],b[0]);d[1]=AMaxF1(a[1],b[1]);d[2]=AMaxF1(a[2],b[2]);d[3]=AMaxF1(a[3],b[3]);return d;}
-//==============================================================================================================================
- A_STATIC retAD2 opAMinD2(outAD2 d,inAD2 a,inAD2 b){d[0]=AMinD1(a[0],b[0]);d[1]=AMinD1(a[1],b[1]);return d;}
- A_STATIC retAD3 opAMinD3(outAD3 d,inAD3 a,inAD3 b){d[0]=AMinD1(a[0],b[0]);d[1]=AMinD1(a[1],b[1]);d[2]=AMinD1(a[2],b[2]);return d;}
- A_STATIC retAD4 opAMinD4(outAD4 d,inAD4 a,inAD4 b){d[0]=AMinD1(a[0],b[0]);d[1]=AMinD1(a[1],b[1]);d[2]=AMinD1(a[2],b[2]);d[3]=AMinD1(a[3],b[3]);return d;}
-//------------------------------------------------------------------------------------------------------------------------------
- A_STATIC retAF2 opAMinF2(outAF2 d,inAF2 a,inAF2 b){d[0]=AMinF1(a[0],b[0]);d[1]=AMinF1(a[1],b[1]);return d;}
- A_STATIC retAF3 opAMinF3(outAF3 d,inAF3 a,inAF3 b){d[0]=AMinF1(a[0],b[0]);d[1]=AMinF1(a[1],b[1]);d[2]=AMinF1(a[2],b[2]);return d;}
- A_STATIC retAF4 opAMinF4(outAF4 d,inAF4 a,inAF4 b){d[0]=AMinF1(a[0],b[0]);d[1]=AMinF1(a[1],b[1]);d[2]=AMinF1(a[2],b[2]);d[3]=AMinF1(a[3],b[3]);return d;}
-//==============================================================================================================================
- A_STATIC retAD2 opAMulD2(outAD2 d,inAD2 a,inAD2 b){d[0]=a[0]*b[0];d[1]=a[1]*b[1];return d;}
- A_STATIC retAD3 opAMulD3(outAD3 d,inAD3 a,inAD3 b){d[0]=a[0]*b[0];d[1]=a[1]*b[1];d[2]=a[2]*b[2];return d;}
- A_STATIC retAD4 opAMulD4(outAD4 d,inAD4 a,inAD4 b){d[0]=a[0]*b[0];d[1]=a[1]*b[1];d[2]=a[2]*b[2];d[3]=a[3]*b[3];return d;}
-//------------------------------------------------------------------------------------------------------------------------------
- A_STATIC retAF2 opAMulF2(outAF2 d,inAF2 a,inAF2 b){d[0]=a[0]*b[0];d[1]=a[1]*b[1];return d;}
- A_STATIC retAF3 opAMulF3(outAF3 d,inAF3 a,inAF3 b){d[0]=a[0]*b[0];d[1]=a[1]*b[1];d[2]=a[2]*b[2];return d;}
- A_STATIC retAF4 opAMulF4(outAF4 d,inAF4 a,inAF4 b){d[0]=a[0]*b[0];d[1]=a[1]*b[1];d[2]=a[2]*b[2];d[3]=a[3]*b[3];return d;}
-//==============================================================================================================================
- A_STATIC retAD2 opAMulOneD2(outAD2 d,inAD2 a,AD1 b){d[0]=a[0]*b;d[1]=a[1]*b;return d;}
- A_STATIC retAD3 opAMulOneD3(outAD3 d,inAD3 a,AD1 b){d[0]=a[0]*b;d[1]=a[1]*b;d[2]=a[2]*b;return d;}
- A_STATIC retAD4 opAMulOneD4(outAD4 d,inAD4 a,AD1 b){d[0]=a[0]*b;d[1]=a[1]*b;d[2]=a[2]*b;d[3]=a[3]*b;return d;}
-//------------------------------------------------------------------------------------------------------------------------------
- A_STATIC retAF2 opAMulOneF2(outAF2 d,inAF2 a,AF1 b){d[0]=a[0]*b;d[1]=a[1]*b;return d;}
- A_STATIC retAF3 opAMulOneF3(outAF3 d,inAF3 a,AF1 b){d[0]=a[0]*b;d[1]=a[1]*b;d[2]=a[2]*b;return d;}
- A_STATIC retAF4 opAMulOneF4(outAF4 d,inAF4 a,AF1 b){d[0]=a[0]*b;d[1]=a[1]*b;d[2]=a[2]*b;d[3]=a[3]*b;return d;}
-//==============================================================================================================================
- A_STATIC retAD2 opANegD2(outAD2 d,inAD2 a){d[0]=-a[0];d[1]=-a[1];return d;}
- A_STATIC retAD3 opANegD3(outAD3 d,inAD3 a){d[0]=-a[0];d[1]=-a[1];d[2]=-a[2];return d;}
- A_STATIC retAD4 opANegD4(outAD4 d,inAD4 a){d[0]=-a[0];d[1]=-a[1];d[2]=-a[2];d[3]=-a[3];return d;}
-//------------------------------------------------------------------------------------------------------------------------------
- A_STATIC retAF2 opANegF2(outAF2 d,inAF2 a){d[0]=-a[0];d[1]=-a[1];return d;}
- A_STATIC retAF3 opANegF3(outAF3 d,inAF3 a){d[0]=-a[0];d[1]=-a[1];d[2]=-a[2];return d;}
- A_STATIC retAF4 opANegF4(outAF4 d,inAF4 a){d[0]=-a[0];d[1]=-a[1];d[2]=-a[2];d[3]=-a[3];return d;}
-//==============================================================================================================================
- A_STATIC retAD2 opARcpD2(outAD2 d,inAD2 a){d[0]=ARcpD1(a[0]);d[1]=ARcpD1(a[1]);return d;}
- A_STATIC retAD3 opARcpD3(outAD3 d,inAD3 a){d[0]=ARcpD1(a[0]);d[1]=ARcpD1(a[1]);d[2]=ARcpD1(a[2]);return d;}
- A_STATIC retAD4 opARcpD4(outAD4 d,inAD4 a){d[0]=ARcpD1(a[0]);d[1]=ARcpD1(a[1]);d[2]=ARcpD1(a[2]);d[3]=ARcpD1(a[3]);return d;}
-//------------------------------------------------------------------------------------------------------------------------------
- A_STATIC retAF2 opARcpF2(outAF2 d,inAF2 a){d[0]=ARcpF1(a[0]);d[1]=ARcpF1(a[1]);return d;}
- A_STATIC retAF3 opARcpF3(outAF3 d,inAF3 a){d[0]=ARcpF1(a[0]);d[1]=ARcpF1(a[1]);d[2]=ARcpF1(a[2]);return d;}
- A_STATIC retAF4 opARcpF4(outAF4 d,inAF4 a){d[0]=ARcpF1(a[0]);d[1]=ARcpF1(a[1]);d[2]=ARcpF1(a[2]);d[3]=ARcpF1(a[3]);return d;}
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-//_____________________________________________________________/\_______________________________________________________________
-//==============================================================================================================================
-// HALF FLOAT PACKING
-//==============================================================================================================================
- // Convert float to half (in lower 16-bits of output).
- // Same fast technique as documented here: ftp://ftp.fox-toolkit.org/pub/fasthalffloatconversion.pdf
- // Supports denormals.
- // Conversion rules are to make computations possibly "safer" on the GPU,
- // -INF & -NaN -> -65504
- // +INF & +NaN -> +65504
- A_STATIC AU1 AU1_AH1_AF1(AF1 f){
- static AW1 base[512]={
- 0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,
- 0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,
- 0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,
- 0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,
- 0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,
- 0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,
- 0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0001,0x0002,0x0004,0x0008,0x0010,0x0020,0x0040,0x0080,0x0100,
- 0x0200,0x0400,0x0800,0x0c00,0x1000,0x1400,0x1800,0x1c00,0x2000,0x2400,0x2800,0x2c00,0x3000,0x3400,0x3800,0x3c00,
- 0x4000,0x4400,0x4800,0x4c00,0x5000,0x5400,0x5800,0x5c00,0x6000,0x6400,0x6800,0x6c00,0x7000,0x7400,0x7800,0x7bff,
- 0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,
- 0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,
- 0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,
- 0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,
- 0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,
- 0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,
- 0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,
- 0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,
- 0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,
- 0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,
- 0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,
- 0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,
- 0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,
- 0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8001,0x8002,0x8004,0x8008,0x8010,0x8020,0x8040,0x8080,0x8100,
- 0x8200,0x8400,0x8800,0x8c00,0x9000,0x9400,0x9800,0x9c00,0xa000,0xa400,0xa800,0xac00,0xb000,0xb400,0xb800,0xbc00,
- 0xc000,0xc400,0xc800,0xcc00,0xd000,0xd400,0xd800,0xdc00,0xe000,0xe400,0xe800,0xec00,0xf000,0xf400,0xf800,0xfbff,
- 0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,
- 0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,
- 0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,
- 0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,
- 0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,
- 0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,
- 0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff};
- static AB1 shift[512]={
- 0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,
- 0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,
- 0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,
- 0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,
- 0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,
- 0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,
- 0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x17,0x16,0x15,0x14,0x13,0x12,0x11,0x10,0x0f,
- 0x0e,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,
- 0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x18,
- 0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,
- 0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,
- 0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,
- 0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,
- 0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,
- 0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,
- 0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,
- 0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,
- 0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,
- 0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,
- 0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,
- 0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,
- 0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,
- 0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x17,0x16,0x15,0x14,0x13,0x12,0x11,0x10,0x0f,
- 0x0e,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,
- 0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x18,
- 0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,
- 0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,
- 0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,
- 0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,
- 0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,
- 0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,
- 0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18};
- union{AF1 f;AU1 u;}bits;bits.f=f;AU1 u=bits.u;AU1 i=u>>23;return (AU1)(base[i])+((u&0x7fffff)>>shift[i]);}
-//------------------------------------------------------------------------------------------------------------------------------
- // Used to output packed constant.
- A_STATIC AU1 AU1_AH2_AF2(inAF2 a){return AU1_AH1_AF1(a[0])+(AU1_AH1_AF1(a[1])<<16);}
-#endif
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-//_____________________________________________________________/\_______________________________________________________________
-//==============================================================================================================================
-//
-//
-// GLSL
-//
-//
-//==============================================================================================================================
-#if defined(A_GLSL) && defined(A_GPU)
- #ifndef A_SKIP_EXT
- #ifdef A_HALF
- #extension GL_EXT_shader_16bit_storage:require
- #extension GL_EXT_shader_explicit_arithmetic_types:require
- #endif
-//------------------------------------------------------------------------------------------------------------------------------
- #ifdef A_LONG
- #extension GL_ARB_gpu_shader_int64:require
- #extension GL_NV_shader_atomic_int64:require
- #endif
-//------------------------------------------------------------------------------------------------------------------------------
- #ifdef A_WAVE
- #extension GL_KHR_shader_subgroup_arithmetic:require
- #extension GL_KHR_shader_subgroup_ballot:require
- #extension GL_KHR_shader_subgroup_quad:require
- #extension GL_KHR_shader_subgroup_shuffle:require
- #endif
- #endif
-//==============================================================================================================================
- #define AP1 bool
- #define AP2 bvec2
- #define AP3 bvec3
- #define AP4 bvec4
-//------------------------------------------------------------------------------------------------------------------------------
- #define AF1 float
- #define AF2 vec2
- #define AF3 vec3
- #define AF4 vec4
-//------------------------------------------------------------------------------------------------------------------------------
- #define AU1 uint
- #define AU2 uvec2
- #define AU3 uvec3
- #define AU4 uvec4
-//------------------------------------------------------------------------------------------------------------------------------
- #define ASU1 int
- #define ASU2 ivec2
- #define ASU3 ivec3
- #define ASU4 ivec4
-//==============================================================================================================================
- #define AF1_AU1(x) uintBitsToFloat(AU1(x))
- #define AF2_AU2(x) uintBitsToFloat(AU2(x))
- #define AF3_AU3(x) uintBitsToFloat(AU3(x))
- #define AF4_AU4(x) uintBitsToFloat(AU4(x))
-//------------------------------------------------------------------------------------------------------------------------------
- #define AU1_AF1(x) floatBitsToUint(AF1(x))
- #define AU2_AF2(x) floatBitsToUint(AF2(x))
- #define AU3_AF3(x) floatBitsToUint(AF3(x))
- #define AU4_AF4(x) floatBitsToUint(AF4(x))
-//------------------------------------------------------------------------------------------------------------------------------
- AU1 AU1_AH1_AF1_x(AF1 a){return packHalf2x16(AF2(a,0.0));}
- #define AU1_AH1_AF1(a) AU1_AH1_AF1_x(AF1(a))
-//------------------------------------------------------------------------------------------------------------------------------
- #define AU1_AH2_AF2 packHalf2x16
- #define AU1_AW2Unorm_AF2 packUnorm2x16
- #define AU1_AB4Unorm_AF4 packUnorm4x8
-//------------------------------------------------------------------------------------------------------------------------------
- #define AF2_AH2_AU1 unpackHalf2x16
- #define AF2_AW2Unorm_AU1 unpackUnorm2x16
- #define AF4_AB4Unorm_AU1 unpackUnorm4x8
-//==============================================================================================================================
- AF1 AF1_x(AF1 a){return AF1(a);}
- AF2 AF2_x(AF1 a){return AF2(a,a);}
- AF3 AF3_x(AF1 a){return AF3(a,a,a);}
- AF4 AF4_x(AF1 a){return AF4(a,a,a,a);}
- #define AF1_(a) AF1_x(AF1(a))
- #define AF2_(a) AF2_x(AF1(a))
- #define AF3_(a) AF3_x(AF1(a))
- #define AF4_(a) AF4_x(AF1(a))
-//------------------------------------------------------------------------------------------------------------------------------
- AU1 AU1_x(AU1 a){return AU1(a);}
- AU2 AU2_x(AU1 a){return AU2(a,a);}
- AU3 AU3_x(AU1 a){return AU3(a,a,a);}
- AU4 AU4_x(AU1 a){return AU4(a,a,a,a);}
- #define AU1_(a) AU1_x(AU1(a))
- #define AU2_(a) AU2_x(AU1(a))
- #define AU3_(a) AU3_x(AU1(a))
- #define AU4_(a) AU4_x(AU1(a))
-//==============================================================================================================================
- AU1 AAbsSU1(AU1 a){return AU1(abs(ASU1(a)));}
- AU2 AAbsSU2(AU2 a){return AU2(abs(ASU2(a)));}
- AU3 AAbsSU3(AU3 a){return AU3(abs(ASU3(a)));}
- AU4 AAbsSU4(AU4 a){return AU4(abs(ASU4(a)));}
-//------------------------------------------------------------------------------------------------------------------------------
- AU1 ABfe(AU1 src,AU1 off,AU1 bits){return bitfieldExtract(src,ASU1(off),ASU1(bits));}
- AU1 ABfi(AU1 src,AU1 ins,AU1 mask){return (ins&mask)|(src&(~mask));}
- // Proxy for V_BFI_B32 where the 'mask' is set as 'bits', 'mask=(1<<bits)-1', and 'bits' needs to be an immediate.
- AU1 ABfiM(AU1 src,AU1 ins,AU1 bits){return bitfieldInsert(src,ins,0,ASU1(bits));}
-//------------------------------------------------------------------------------------------------------------------------------
- // V_MED3_F32.
- AF1 AClampF1(AF1 x,AF1 n,AF1 m){return clamp(x,n,m);}
- AF2 AClampF2(AF2 x,AF2 n,AF2 m){return clamp(x,n,m);}
- AF3 AClampF3(AF3 x,AF3 n,AF3 m){return clamp(x,n,m);}
- AF4 AClampF4(AF4 x,AF4 n,AF4 m){return clamp(x,n,m);}
-//------------------------------------------------------------------------------------------------------------------------------
- // V_FRACT_F32 (note DX frac() is different).
- AF1 AFractF1(AF1 x){return fract(x);}
- AF2 AFractF2(AF2 x){return fract(x);}
- AF3 AFractF3(AF3 x){return fract(x);}
- AF4 AFractF4(AF4 x){return fract(x);}
-//------------------------------------------------------------------------------------------------------------------------------
- AF1 ALerpF1(AF1 x,AF1 y,AF1 a){return mix(x,y,a);}
- AF2 ALerpF2(AF2 x,AF2 y,AF2 a){return mix(x,y,a);}
- AF3 ALerpF3(AF3 x,AF3 y,AF3 a){return mix(x,y,a);}
- AF4 ALerpF4(AF4 x,AF4 y,AF4 a){return mix(x,y,a);}
-//------------------------------------------------------------------------------------------------------------------------------
- // V_MAX3_F32.
- AF1 AMax3F1(AF1 x,AF1 y,AF1 z){return max(x,max(y,z));}
- AF2 AMax3F2(AF2 x,AF2 y,AF2 z){return max(x,max(y,z));}
- AF3 AMax3F3(AF3 x,AF3 y,AF3 z){return max(x,max(y,z));}
- AF4 AMax3F4(AF4 x,AF4 y,AF4 z){return max(x,max(y,z));}
-//------------------------------------------------------------------------------------------------------------------------------
- AU1 AMax3SU1(AU1 x,AU1 y,AU1 z){return AU1(max(ASU1(x),max(ASU1(y),ASU1(z))));}
- AU2 AMax3SU2(AU2 x,AU2 y,AU2 z){return AU2(max(ASU2(x),max(ASU2(y),ASU2(z))));}
- AU3 AMax3SU3(AU3 x,AU3 y,AU3 z){return AU3(max(ASU3(x),max(ASU3(y),ASU3(z))));}
- AU4 AMax3SU4(AU4 x,AU4 y,AU4 z){return AU4(max(ASU4(x),max(ASU4(y),ASU4(z))));}
-//------------------------------------------------------------------------------------------------------------------------------
- AU1 AMax3U1(AU1 x,AU1 y,AU1 z){return max(x,max(y,z));}
- AU2 AMax3U2(AU2 x,AU2 y,AU2 z){return max(x,max(y,z));}
- AU3 AMax3U3(AU3 x,AU3 y,AU3 z){return max(x,max(y,z));}
- AU4 AMax3U4(AU4 x,AU4 y,AU4 z){return max(x,max(y,z));}
-//------------------------------------------------------------------------------------------------------------------------------
- AU1 AMaxSU1(AU1 a,AU1 b){return AU1(max(ASU1(a),ASU1(b)));}
- AU2 AMaxSU2(AU2 a,AU2 b){return AU2(max(ASU2(a),ASU2(b)));}
- AU3 AMaxSU3(AU3 a,AU3 b){return AU3(max(ASU3(a),ASU3(b)));}
- AU4 AMaxSU4(AU4 a,AU4 b){return AU4(max(ASU4(a),ASU4(b)));}
-//------------------------------------------------------------------------------------------------------------------------------
- // Clamp has an easier pattern match for med3 when some ordering is known.
- // V_MED3_F32.
- AF1 AMed3F1(AF1 x,AF1 y,AF1 z){return max(min(x,y),min(max(x,y),z));}
- AF2 AMed3F2(AF2 x,AF2 y,AF2 z){return max(min(x,y),min(max(x,y),z));}
- AF3 AMed3F3(AF3 x,AF3 y,AF3 z){return max(min(x,y),min(max(x,y),z));}
- AF4 AMed3F4(AF4 x,AF4 y,AF4 z){return max(min(x,y),min(max(x,y),z));}
-//------------------------------------------------------------------------------------------------------------------------------
- // V_MIN3_F32.
- AF1 AMin3F1(AF1 x,AF1 y,AF1 z){return min(x,min(y,z));}
- AF2 AMin3F2(AF2 x,AF2 y,AF2 z){return min(x,min(y,z));}
- AF3 AMin3F3(AF3 x,AF3 y,AF3 z){return min(x,min(y,z));}
- AF4 AMin3F4(AF4 x,AF4 y,AF4 z){return min(x,min(y,z));}
-//------------------------------------------------------------------------------------------------------------------------------
- AU1 AMin3SU1(AU1 x,AU1 y,AU1 z){return AU1(min(ASU1(x),min(ASU1(y),ASU1(z))));}
- AU2 AMin3SU2(AU2 x,AU2 y,AU2 z){return AU2(min(ASU2(x),min(ASU2(y),ASU2(z))));}
- AU3 AMin3SU3(AU3 x,AU3 y,AU3 z){return AU3(min(ASU3(x),min(ASU3(y),ASU3(z))));}
- AU4 AMin3SU4(AU4 x,AU4 y,AU4 z){return AU4(min(ASU4(x),min(ASU4(y),ASU4(z))));}
-//------------------------------------------------------------------------------------------------------------------------------
- AU1 AMin3U1(AU1 x,AU1 y,AU1 z){return min(x,min(y,z));}
- AU2 AMin3U2(AU2 x,AU2 y,AU2 z){return min(x,min(y,z));}
- AU3 AMin3U3(AU3 x,AU3 y,AU3 z){return min(x,min(y,z));}
- AU4 AMin3U4(AU4 x,AU4 y,AU4 z){return min(x,min(y,z));}
-//------------------------------------------------------------------------------------------------------------------------------
- AU1 AMinSU1(AU1 a,AU1 b){return AU1(min(ASU1(a),ASU1(b)));}
- AU2 AMinSU2(AU2 a,AU2 b){return AU2(min(ASU2(a),ASU2(b)));}
- AU3 AMinSU3(AU3 a,AU3 b){return AU3(min(ASU3(a),ASU3(b)));}
- AU4 AMinSU4(AU4 a,AU4 b){return AU4(min(ASU4(a),ASU4(b)));}
-//------------------------------------------------------------------------------------------------------------------------------
- // Normalized trig. Valid input domain is {-256 to +256}. No GLSL compiler intrinsic exists to map to this currently.
- // V_COS_F32.
- AF1 ANCosF1(AF1 x){return cos(x*AF1_(A_2PI));}
- AF2 ANCosF2(AF2 x){return cos(x*AF2_(A_2PI));}
- AF3 ANCosF3(AF3 x){return cos(x*AF3_(A_2PI));}
- AF4 ANCosF4(AF4 x){return cos(x*AF4_(A_2PI));}
-//------------------------------------------------------------------------------------------------------------------------------
- // Normalized trig. Valid input domain is {-256 to +256}. No GLSL compiler intrinsic exists to map to this currently.
- // V_SIN_F32.
- AF1 ANSinF1(AF1 x){return sin(x*AF1_(A_2PI));}
- AF2 ANSinF2(AF2 x){return sin(x*AF2_(A_2PI));}
- AF3 ANSinF3(AF3 x){return sin(x*AF3_(A_2PI));}
- AF4 ANSinF4(AF4 x){return sin(x*AF4_(A_2PI));}
-//------------------------------------------------------------------------------------------------------------------------------
- AF1 ARcpF1(AF1 x){return AF1_(1.0)/x;}
- AF2 ARcpF2(AF2 x){return AF2_(1.0)/x;}
- AF3 ARcpF3(AF3 x){return AF3_(1.0)/x;}
- AF4 ARcpF4(AF4 x){return AF4_(1.0)/x;}
-//------------------------------------------------------------------------------------------------------------------------------
- AF1 ARsqF1(AF1 x){return AF1_(1.0)/sqrt(x);}
- AF2 ARsqF2(AF2 x){return AF2_(1.0)/sqrt(x);}
- AF3 ARsqF3(AF3 x){return AF3_(1.0)/sqrt(x);}
- AF4 ARsqF4(AF4 x){return AF4_(1.0)/sqrt(x);}
-//------------------------------------------------------------------------------------------------------------------------------
- AF1 ASatF1(AF1 x){return clamp(x,AF1_(0.0),AF1_(1.0));}
- AF2 ASatF2(AF2 x){return clamp(x,AF2_(0.0),AF2_(1.0));}
- AF3 ASatF3(AF3 x){return clamp(x,AF3_(0.0),AF3_(1.0));}
- AF4 ASatF4(AF4 x){return clamp(x,AF4_(0.0),AF4_(1.0));}
-//------------------------------------------------------------------------------------------------------------------------------
- AU1 AShrSU1(AU1 a,AU1 b){return AU1(ASU1(a)>>ASU1(b));}
- AU2 AShrSU2(AU2 a,AU2 b){return AU2(ASU2(a)>>ASU2(b));}
- AU3 AShrSU3(AU3 a,AU3 b){return AU3(ASU3(a)>>ASU3(b));}
- AU4 AShrSU4(AU4 a,AU4 b){return AU4(ASU4(a)>>ASU4(b));}
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-//_____________________________________________________________/\_______________________________________________________________
-//==============================================================================================================================
-// GLSL BYTE
-//==============================================================================================================================
- #ifdef A_BYTE
- #define AB1 uint8_t
- #define AB2 u8vec2
- #define AB3 u8vec3
- #define AB4 u8vec4
-//------------------------------------------------------------------------------------------------------------------------------
- #define ASB1 int8_t
- #define ASB2 i8vec2
- #define ASB3 i8vec3
- #define ASB4 i8vec4
-//------------------------------------------------------------------------------------------------------------------------------
- AB1 AB1_x(AB1 a){return AB1(a);}
- AB2 AB2_x(AB1 a){return AB2(a,a);}
- AB3 AB3_x(AB1 a){return AB3(a,a,a);}
- AB4 AB4_x(AB1 a){return AB4(a,a,a,a);}
- #define AB1_(a) AB1_x(AB1(a))
- #define AB2_(a) AB2_x(AB1(a))
- #define AB3_(a) AB3_x(AB1(a))
- #define AB4_(a) AB4_x(AB1(a))
- #endif
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-//_____________________________________________________________/\_______________________________________________________________
-//==============================================================================================================================
-// GLSL HALF
-//==============================================================================================================================
- #ifdef A_HALF
- #define AH1 float16_t
- #define AH2 f16vec2
- #define AH3 f16vec3
- #define AH4 f16vec4
-//------------------------------------------------------------------------------------------------------------------------------
- #define AW1 uint16_t
- #define AW2 u16vec2
- #define AW3 u16vec3
- #define AW4 u16vec4
-//------------------------------------------------------------------------------------------------------------------------------
- #define ASW1 int16_t
- #define ASW2 i16vec2
- #define ASW3 i16vec3
- #define ASW4 i16vec4
-//==============================================================================================================================
- #define AH2_AU1(x) unpackFloat2x16(AU1(x))
- AH4 AH4_AU2_x(AU2 x){return AH4(unpackFloat2x16(x.x),unpackFloat2x16(x.y));}
- #define AH4_AU2(x) AH4_AU2_x(AU2(x))
- #define AW2_AU1(x) unpackUint2x16(AU1(x))
- #define AW4_AU2(x) unpackUint4x16(pack64(AU2(x)))
-//------------------------------------------------------------------------------------------------------------------------------
- #define AU1_AH2(x) packFloat2x16(AH2(x))
- AU2 AU2_AH4_x(AH4 x){return AU2(packFloat2x16(x.xy),packFloat2x16(x.zw));}
- #define AU2_AH4(x) AU2_AH4_x(AH4(x))
- #define AU1_AW2(x) packUint2x16(AW2(x))
- #define AU2_AW4(x) unpack32(packUint4x16(AW4(x)))
-//==============================================================================================================================
- #define AW1_AH1(x) halfBitsToUint16(AH1(x))
- #define AW2_AH2(x) halfBitsToUint16(AH2(x))
- #define AW3_AH3(x) halfBitsToUint16(AH3(x))
- #define AW4_AH4(x) halfBitsToUint16(AH4(x))
-//------------------------------------------------------------------------------------------------------------------------------
- #define AH1_AW1(x) uint16BitsToHalf(AW1(x))
- #define AH2_AW2(x) uint16BitsToHalf(AW2(x))
- #define AH3_AW3(x) uint16BitsToHalf(AW3(x))
- #define AH4_AW4(x) uint16BitsToHalf(AW4(x))
-//==============================================================================================================================
- AH1 AH1_x(AH1 a){return AH1(a);}
- AH2 AH2_x(AH1 a){return AH2(a,a);}
- AH3 AH3_x(AH1 a){return AH3(a,a,a);}
- AH4 AH4_x(AH1 a){return AH4(a,a,a,a);}
- #define AH1_(a) AH1_x(AH1(a))
- #define AH2_(a) AH2_x(AH1(a))
- #define AH3_(a) AH3_x(AH1(a))
- #define AH4_(a) AH4_x(AH1(a))
-//------------------------------------------------------------------------------------------------------------------------------
- AW1 AW1_x(AW1 a){return AW1(a);}
- AW2 AW2_x(AW1 a){return AW2(a,a);}
- AW3 AW3_x(AW1 a){return AW3(a,a,a);}
- AW4 AW4_x(AW1 a){return AW4(a,a,a,a);}
- #define AW1_(a) AW1_x(AW1(a))
- #define AW2_(a) AW2_x(AW1(a))
- #define AW3_(a) AW3_x(AW1(a))
- #define AW4_(a) AW4_x(AW1(a))
-//==============================================================================================================================
- AW1 AAbsSW1(AW1 a){return AW1(abs(ASW1(a)));}
- AW2 AAbsSW2(AW2 a){return AW2(abs(ASW2(a)));}
- AW3 AAbsSW3(AW3 a){return AW3(abs(ASW3(a)));}
- AW4 AAbsSW4(AW4 a){return AW4(abs(ASW4(a)));}
-//------------------------------------------------------------------------------------------------------------------------------
- AH1 AClampH1(AH1 x,AH1 n,AH1 m){return clamp(x,n,m);}
- AH2 AClampH2(AH2 x,AH2 n,AH2 m){return clamp(x,n,m);}
- AH3 AClampH3(AH3 x,AH3 n,AH3 m){return clamp(x,n,m);}
- AH4 AClampH4(AH4 x,AH4 n,AH4 m){return clamp(x,n,m);}
-//------------------------------------------------------------------------------------------------------------------------------
- AH1 AFractH1(AH1 x){return fract(x);}
- AH2 AFractH2(AH2 x){return fract(x);}
- AH3 AFractH3(AH3 x){return fract(x);}
- AH4 AFractH4(AH4 x){return fract(x);}
-//------------------------------------------------------------------------------------------------------------------------------
- AH1 ALerpH1(AH1 x,AH1 y,AH1 a){return mix(x,y,a);}
- AH2 ALerpH2(AH2 x,AH2 y,AH2 a){return mix(x,y,a);}
- AH3 ALerpH3(AH3 x,AH3 y,AH3 a){return mix(x,y,a);}
- AH4 ALerpH4(AH4 x,AH4 y,AH4 a){return mix(x,y,a);}
-//------------------------------------------------------------------------------------------------------------------------------
- // No packed version of max3.
- AH1 AMax3H1(AH1 x,AH1 y,AH1 z){return max(x,max(y,z));}
- AH2 AMax3H2(AH2 x,AH2 y,AH2 z){return max(x,max(y,z));}
- AH3 AMax3H3(AH3 x,AH3 y,AH3 z){return max(x,max(y,z));}
- AH4 AMax3H4(AH4 x,AH4 y,AH4 z){return max(x,max(y,z));}
-//------------------------------------------------------------------------------------------------------------------------------
- AW1 AMaxSW1(AW1 a,AW1 b){return AW1(max(ASU1(a),ASU1(b)));}
- AW2 AMaxSW2(AW2 a,AW2 b){return AW2(max(ASU2(a),ASU2(b)));}
- AW3 AMaxSW3(AW3 a,AW3 b){return AW3(max(ASU3(a),ASU3(b)));}
- AW4 AMaxSW4(AW4 a,AW4 b){return AW4(max(ASU4(a),ASU4(b)));}
-//------------------------------------------------------------------------------------------------------------------------------
- // No packed version of min3.
- AH1 AMin3H1(AH1 x,AH1 y,AH1 z){return min(x,min(y,z));}
- AH2 AMin3H2(AH2 x,AH2 y,AH2 z){return min(x,min(y,z));}
- AH3 AMin3H3(AH3 x,AH3 y,AH3 z){return min(x,min(y,z));}
- AH4 AMin3H4(AH4 x,AH4 y,AH4 z){return min(x,min(y,z));}
-//------------------------------------------------------------------------------------------------------------------------------
- AW1 AMinSW1(AW1 a,AW1 b){return AW1(min(ASU1(a),ASU1(b)));}
- AW2 AMinSW2(AW2 a,AW2 b){return AW2(min(ASU2(a),ASU2(b)));}
- AW3 AMinSW3(AW3 a,AW3 b){return AW3(min(ASU3(a),ASU3(b)));}
- AW4 AMinSW4(AW4 a,AW4 b){return AW4(min(ASU4(a),ASU4(b)));}
-//------------------------------------------------------------------------------------------------------------------------------
- AH1 ARcpH1(AH1 x){return AH1_(1.0)/x;}
- AH2 ARcpH2(AH2 x){return AH2_(1.0)/x;}
- AH3 ARcpH3(AH3 x){return AH3_(1.0)/x;}
- AH4 ARcpH4(AH4 x){return AH4_(1.0)/x;}
-//------------------------------------------------------------------------------------------------------------------------------
- AH1 ARsqH1(AH1 x){return AH1_(1.0)/sqrt(x);}
- AH2 ARsqH2(AH2 x){return AH2_(1.0)/sqrt(x);}
- AH3 ARsqH3(AH3 x){return AH3_(1.0)/sqrt(x);}
- AH4 ARsqH4(AH4 x){return AH4_(1.0)/sqrt(x);}
-//------------------------------------------------------------------------------------------------------------------------------
- AH1 ASatH1(AH1 x){return clamp(x,AH1_(0.0),AH1_(1.0));}
- AH2 ASatH2(AH2 x){return clamp(x,AH2_(0.0),AH2_(1.0));}
- AH3 ASatH3(AH3 x){return clamp(x,AH3_(0.0),AH3_(1.0));}
- AH4 ASatH4(AH4 x){return clamp(x,AH4_(0.0),AH4_(1.0));}
-//------------------------------------------------------------------------------------------------------------------------------
- AW1 AShrSW1(AW1 a,AW1 b){return AW1(ASW1(a)>>ASW1(b));}
- AW2 AShrSW2(AW2 a,AW2 b){return AW2(ASW2(a)>>ASW2(b));}
- AW3 AShrSW3(AW3 a,AW3 b){return AW3(ASW3(a)>>ASW3(b));}
- AW4 AShrSW4(AW4 a,AW4 b){return AW4(ASW4(a)>>ASW4(b));}
- #endif
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-//_____________________________________________________________/\_______________________________________________________________
-//==============================================================================================================================
-// GLSL DOUBLE
-//==============================================================================================================================
- #ifdef A_DUBL
- #define AD1 double
- #define AD2 dvec2
- #define AD3 dvec3
- #define AD4 dvec4
-//------------------------------------------------------------------------------------------------------------------------------
- AD1 AD1_x(AD1 a){return AD1(a);}
- AD2 AD2_x(AD1 a){return AD2(a,a);}
- AD3 AD3_x(AD1 a){return AD3(a,a,a);}
- AD4 AD4_x(AD1 a){return AD4(a,a,a,a);}
- #define AD1_(a) AD1_x(AD1(a))
- #define AD2_(a) AD2_x(AD1(a))
- #define AD3_(a) AD3_x(AD1(a))
- #define AD4_(a) AD4_x(AD1(a))
-//==============================================================================================================================
- AD1 AFractD1(AD1 x){return fract(x);}
- AD2 AFractD2(AD2 x){return fract(x);}
- AD3 AFractD3(AD3 x){return fract(x);}
- AD4 AFractD4(AD4 x){return fract(x);}
-//------------------------------------------------------------------------------------------------------------------------------
- AD1 ALerpD1(AD1 x,AD1 y,AD1 a){return mix(x,y,a);}
- AD2 ALerpD2(AD2 x,AD2 y,AD2 a){return mix(x,y,a);}
- AD3 ALerpD3(AD3 x,AD3 y,AD3 a){return mix(x,y,a);}
- AD4 ALerpD4(AD4 x,AD4 y,AD4 a){return mix(x,y,a);}
-//------------------------------------------------------------------------------------------------------------------------------
- AD1 ARcpD1(AD1 x){return AD1_(1.0)/x;}
- AD2 ARcpD2(AD2 x){return AD2_(1.0)/x;}
- AD3 ARcpD3(AD3 x){return AD3_(1.0)/x;}
- AD4 ARcpD4(AD4 x){return AD4_(1.0)/x;}
-//------------------------------------------------------------------------------------------------------------------------------
- AD1 ARsqD1(AD1 x){return AD1_(1.0)/sqrt(x);}
- AD2 ARsqD2(AD2 x){return AD2_(1.0)/sqrt(x);}
- AD3 ARsqD3(AD3 x){return AD3_(1.0)/sqrt(x);}
- AD4 ARsqD4(AD4 x){return AD4_(1.0)/sqrt(x);}
-//------------------------------------------------------------------------------------------------------------------------------
- AD1 ASatD1(AD1 x){return clamp(x,AD1_(0.0),AD1_(1.0));}
- AD2 ASatD2(AD2 x){return clamp(x,AD2_(0.0),AD2_(1.0));}
- AD3 ASatD3(AD3 x){return clamp(x,AD3_(0.0),AD3_(1.0));}
- AD4 ASatD4(AD4 x){return clamp(x,AD4_(0.0),AD4_(1.0));}
- #endif
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-//_____________________________________________________________/\_______________________________________________________________
-//==============================================================================================================================
-// GLSL LONG
-//==============================================================================================================================
- #ifdef A_LONG
- #define AL1 uint64_t
- #define AL2 u64vec2
- #define AL3 u64vec3
- #define AL4 u64vec4
-//------------------------------------------------------------------------------------------------------------------------------
- #define ASL1 int64_t
- #define ASL2 i64vec2
- #define ASL3 i64vec3
- #define ASL4 i64vec4
-//------------------------------------------------------------------------------------------------------------------------------
- #define AL1_AU2(x) packUint2x32(AU2(x))
- #define AU2_AL1(x) unpackUint2x32(AL1(x))
-//------------------------------------------------------------------------------------------------------------------------------
- AL1 AL1_x(AL1 a){return AL1(a);}
- AL2 AL2_x(AL1 a){return AL2(a,a);}
- AL3 AL3_x(AL1 a){return AL3(a,a,a);}
- AL4 AL4_x(AL1 a){return AL4(a,a,a,a);}
- #define AL1_(a) AL1_x(AL1(a))
- #define AL2_(a) AL2_x(AL1(a))
- #define AL3_(a) AL3_x(AL1(a))
- #define AL4_(a) AL4_x(AL1(a))
-//==============================================================================================================================
- AL1 AAbsSL1(AL1 a){return AL1(abs(ASL1(a)));}
- AL2 AAbsSL2(AL2 a){return AL2(abs(ASL2(a)));}
- AL3 AAbsSL3(AL3 a){return AL3(abs(ASL3(a)));}
- AL4 AAbsSL4(AL4 a){return AL4(abs(ASL4(a)));}
-//------------------------------------------------------------------------------------------------------------------------------
- AL1 AMaxSL1(AL1 a,AL1 b){return AL1(max(ASU1(a),ASU1(b)));}
- AL2 AMaxSL2(AL2 a,AL2 b){return AL2(max(ASU2(a),ASU2(b)));}
- AL3 AMaxSL3(AL3 a,AL3 b){return AL3(max(ASU3(a),ASU3(b)));}
- AL4 AMaxSL4(AL4 a,AL4 b){return AL4(max(ASU4(a),ASU4(b)));}
-//------------------------------------------------------------------------------------------------------------------------------
- AL1 AMinSL1(AL1 a,AL1 b){return AL1(min(ASU1(a),ASU1(b)));}
- AL2 AMinSL2(AL2 a,AL2 b){return AL2(min(ASU2(a),ASU2(b)));}
- AL3 AMinSL3(AL3 a,AL3 b){return AL3(min(ASU3(a),ASU3(b)));}
- AL4 AMinSL4(AL4 a,AL4 b){return AL4(min(ASU4(a),ASU4(b)));}
- #endif
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-//_____________________________________________________________/\_______________________________________________________________
-//==============================================================================================================================
-// WAVE OPERATIONS
-//==============================================================================================================================
- #ifdef A_WAVE
- // Where 'x' must be a compile time literal.
- AF1 AWaveXorF1(AF1 v,AU1 x){return subgroupShuffleXor(v,x);}
- AF2 AWaveXorF2(AF2 v,AU1 x){return subgroupShuffleXor(v,x);}
- AF3 AWaveXorF3(AF3 v,AU1 x){return subgroupShuffleXor(v,x);}
- AF4 AWaveXorF4(AF4 v,AU1 x){return subgroupShuffleXor(v,x);}
- AU1 AWaveXorU1(AU1 v,AU1 x){return subgroupShuffleXor(v,x);}
- AU2 AWaveXorU2(AU2 v,AU1 x){return subgroupShuffleXor(v,x);}
- AU3 AWaveXorU3(AU3 v,AU1 x){return subgroupShuffleXor(v,x);}
- AU4 AWaveXorU4(AU4 v,AU1 x){return subgroupShuffleXor(v,x);}
-//------------------------------------------------------------------------------------------------------------------------------
- #ifdef A_HALF
- AH2 AWaveXorH2(AH2 v,AU1 x){return AH2_AU1(subgroupShuffleXor(AU1_AH2(v),x));}
- AH4 AWaveXorH4(AH4 v,AU1 x){return AH4_AU2(subgroupShuffleXor(AU2_AH4(v),x));}
- AW2 AWaveXorW2(AW2 v,AU1 x){return AW2_AU1(subgroupShuffleXor(AU1_AW2(v),x));}
- AW4 AWaveXorW4(AW4 v,AU1 x){return AW4_AU2(subgroupShuffleXor(AU2_AW4(v),x));}
- #endif
- #endif
-//==============================================================================================================================
-#endif
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-//_____________________________________________________________/\_______________________________________________________________
-//==============================================================================================================================
-//
-//
-// HLSL
-//
-//
-//==============================================================================================================================
-#if defined(A_HLSL) && defined(A_GPU)
- #ifdef A_HLSL_6_2
- #define AP1 bool
- #define AP2 bool2
- #define AP3 bool3
- #define AP4 bool4
-//------------------------------------------------------------------------------------------------------------------------------
- #define AF1 float32_t
- #define AF2 float32_t2
- #define AF3 float32_t3
- #define AF4 float32_t4
-//------------------------------------------------------------------------------------------------------------------------------
- #define AU1 uint32_t
- #define AU2 uint32_t2
- #define AU3 uint32_t3
- #define AU4 uint32_t4
-//------------------------------------------------------------------------------------------------------------------------------
- #define ASU1 int32_t
- #define ASU2 int32_t2
- #define ASU3 int32_t3
- #define ASU4 int32_t4
- #else
- #define AP1 bool
- #define AP2 bool2
- #define AP3 bool3
- #define AP4 bool4
-//------------------------------------------------------------------------------------------------------------------------------
- #define AF1 float
- #define AF2 float2
- #define AF3 float3
- #define AF4 float4
-//------------------------------------------------------------------------------------------------------------------------------
- #define AU1 uint
- #define AU2 uint2
- #define AU3 uint3
- #define AU4 uint4
-//------------------------------------------------------------------------------------------------------------------------------
- #define ASU1 int
- #define ASU2 int2
- #define ASU3 int3
- #define ASU4 int4
- #endif
-//==============================================================================================================================
- #define AF1_AU1(x) asfloat(AU1(x))
- #define AF2_AU2(x) asfloat(AU2(x))
- #define AF3_AU3(x) asfloat(AU3(x))
- #define AF4_AU4(x) asfloat(AU4(x))
-//------------------------------------------------------------------------------------------------------------------------------
- #define AU1_AF1(x) asuint(AF1(x))
- #define AU2_AF2(x) asuint(AF2(x))
- #define AU3_AF3(x) asuint(AF3(x))
- #define AU4_AF4(x) asuint(AF4(x))
-//------------------------------------------------------------------------------------------------------------------------------
- AU1 AU1_AH1_AF1_x(AF1 a){return f32tof16(a);}
- #define AU1_AH1_AF1(a) AU1_AH1_AF1_x(AF1(a))
-//------------------------------------------------------------------------------------------------------------------------------
- AU1 AU1_AH2_AF2_x(AF2 a){return f32tof16(a.x)|(f32tof16(a.y)<<16);}
- #define AU1_AH2_AF2(a) AU1_AH2_AF2_x(AF2(a))
- #define AU1_AB4Unorm_AF4(x) D3DCOLORtoUBYTE4(AF4(x))
-//------------------------------------------------------------------------------------------------------------------------------
- AF2 AF2_AH2_AU1_x(AU1 x){return AF2(f16tof32(x&0xFFFF),f16tof32(x>>16));}
- #define AF2_AH2_AU1(x) AF2_AH2_AU1_x(AU1(x))
-//==============================================================================================================================
- AF1 AF1_x(AF1 a){return AF1(a);}
- AF2 AF2_x(AF1 a){return AF2(a,a);}
- AF3 AF3_x(AF1 a){return AF3(a,a,a);}
- AF4 AF4_x(AF1 a){return AF4(a,a,a,a);}
- #define AF1_(a) AF1_x(AF1(a))
- #define AF2_(a) AF2_x(AF1(a))
- #define AF3_(a) AF3_x(AF1(a))
- #define AF4_(a) AF4_x(AF1(a))
-//------------------------------------------------------------------------------------------------------------------------------
- AU1 AU1_x(AU1 a){return AU1(a);}
- AU2 AU2_x(AU1 a){return AU2(a,a);}
- AU3 AU3_x(AU1 a){return AU3(a,a,a);}
- AU4 AU4_x(AU1 a){return AU4(a,a,a,a);}
- #define AU1_(a) AU1_x(AU1(a))
- #define AU2_(a) AU2_x(AU1(a))
- #define AU3_(a) AU3_x(AU1(a))
- #define AU4_(a) AU4_x(AU1(a))
-//==============================================================================================================================
- AU1 AAbsSU1(AU1 a){return AU1(abs(ASU1(a)));}
- AU2 AAbsSU2(AU2 a){return AU2(abs(ASU2(a)));}
- AU3 AAbsSU3(AU3 a){return AU3(abs(ASU3(a)));}
- AU4 AAbsSU4(AU4 a){return AU4(abs(ASU4(a)));}
-//------------------------------------------------------------------------------------------------------------------------------
- AU1 ABfe(AU1 src,AU1 off,AU1 bits){AU1 mask=(1u<<bits)-1;return (src>>off)&mask;}
- AU1 ABfi(AU1 src,AU1 ins,AU1 mask){return (ins&mask)|(src&(~mask));}
- AU1 ABfiM(AU1 src,AU1 ins,AU1 bits){AU1 mask=(1u<<bits)-1;return (ins&mask)|(src&(~mask));}
-//------------------------------------------------------------------------------------------------------------------------------
- AF1 AClampF1(AF1 x,AF1 n,AF1 m){return max(n,min(x,m));}
- AF2 AClampF2(AF2 x,AF2 n,AF2 m){return max(n,min(x,m));}
- AF3 AClampF3(AF3 x,AF3 n,AF3 m){return max(n,min(x,m));}
- AF4 AClampF4(AF4 x,AF4 n,AF4 m){return max(n,min(x,m));}
-//------------------------------------------------------------------------------------------------------------------------------
- AF1 AFractF1(AF1 x){return x-floor(x);}
- AF2 AFractF2(AF2 x){return x-floor(x);}
- AF3 AFractF3(AF3 x){return x-floor(x);}
- AF4 AFractF4(AF4 x){return x-floor(x);}
-//------------------------------------------------------------------------------------------------------------------------------
- AF1 ALerpF1(AF1 x,AF1 y,AF1 a){return lerp(x,y,a);}
- AF2 ALerpF2(AF2 x,AF2 y,AF2 a){return lerp(x,y,a);}
- AF3 ALerpF3(AF3 x,AF3 y,AF3 a){return lerp(x,y,a);}
- AF4 ALerpF4(AF4 x,AF4 y,AF4 a){return lerp(x,y,a);}
-//------------------------------------------------------------------------------------------------------------------------------
- AF1 AMax3F1(AF1 x,AF1 y,AF1 z){return max(x,max(y,z));}
- AF2 AMax3F2(AF2 x,AF2 y,AF2 z){return max(x,max(y,z));}
- AF3 AMax3F3(AF3 x,AF3 y,AF3 z){return max(x,max(y,z));}
- AF4 AMax3F4(AF4 x,AF4 y,AF4 z){return max(x,max(y,z));}
-//------------------------------------------------------------------------------------------------------------------------------
- AU1 AMax3SU1(AU1 x,AU1 y,AU1 z){return AU1(max(ASU1(x),max(ASU1(y),ASU1(z))));}
- AU2 AMax3SU2(AU2 x,AU2 y,AU2 z){return AU2(max(ASU2(x),max(ASU2(y),ASU2(z))));}
- AU3 AMax3SU3(AU3 x,AU3 y,AU3 z){return AU3(max(ASU3(x),max(ASU3(y),ASU3(z))));}
- AU4 AMax3SU4(AU4 x,AU4 y,AU4 z){return AU4(max(ASU4(x),max(ASU4(y),ASU4(z))));}
-//------------------------------------------------------------------------------------------------------------------------------
- AU1 AMax3U1(AU1 x,AU1 y,AU1 z){return max(x,max(y,z));}
- AU2 AMax3U2(AU2 x,AU2 y,AU2 z){return max(x,max(y,z));}
- AU3 AMax3U3(AU3 x,AU3 y,AU3 z){return max(x,max(y,z));}
- AU4 AMax3U4(AU4 x,AU4 y,AU4 z){return max(x,max(y,z));}
-//------------------------------------------------------------------------------------------------------------------------------
- AU1 AMaxSU1(AU1 a,AU1 b){return AU1(max(ASU1(a),ASU1(b)));}
- AU2 AMaxSU2(AU2 a,AU2 b){return AU2(max(ASU2(a),ASU2(b)));}
- AU3 AMaxSU3(AU3 a,AU3 b){return AU3(max(ASU3(a),ASU3(b)));}
- AU4 AMaxSU4(AU4 a,AU4 b){return AU4(max(ASU4(a),ASU4(b)));}
-//------------------------------------------------------------------------------------------------------------------------------
- AF1 AMed3F1(AF1 x,AF1 y,AF1 z){return max(min(x,y),min(max(x,y),z));}
- AF2 AMed3F2(AF2 x,AF2 y,AF2 z){return max(min(x,y),min(max(x,y),z));}
- AF3 AMed3F3(AF3 x,AF3 y,AF3 z){return max(min(x,y),min(max(x,y),z));}
- AF4 AMed3F4(AF4 x,AF4 y,AF4 z){return max(min(x,y),min(max(x,y),z));}
-//------------------------------------------------------------------------------------------------------------------------------
- AF1 AMin3F1(AF1 x,AF1 y,AF1 z){return min(x,min(y,z));}
- AF2 AMin3F2(AF2 x,AF2 y,AF2 z){return min(x,min(y,z));}
- AF3 AMin3F3(AF3 x,AF3 y,AF3 z){return min(x,min(y,z));}
- AF4 AMin3F4(AF4 x,AF4 y,AF4 z){return min(x,min(y,z));}
-//------------------------------------------------------------------------------------------------------------------------------
- AU1 AMin3SU1(AU1 x,AU1 y,AU1 z){return AU1(min(ASU1(x),min(ASU1(y),ASU1(z))));}
- AU2 AMin3SU2(AU2 x,AU2 y,AU2 z){return AU2(min(ASU2(x),min(ASU2(y),ASU2(z))));}
- AU3 AMin3SU3(AU3 x,AU3 y,AU3 z){return AU3(min(ASU3(x),min(ASU3(y),ASU3(z))));}
- AU4 AMin3SU4(AU4 x,AU4 y,AU4 z){return AU4(min(ASU4(x),min(ASU4(y),ASU4(z))));}
-//------------------------------------------------------------------------------------------------------------------------------
- AU1 AMin3U1(AU1 x,AU1 y,AU1 z){return min(x,min(y,z));}
- AU2 AMin3U2(AU2 x,AU2 y,AU2 z){return min(x,min(y,z));}
- AU3 AMin3U3(AU3 x,AU3 y,AU3 z){return min(x,min(y,z));}
- AU4 AMin3U4(AU4 x,AU4 y,AU4 z){return min(x,min(y,z));}
-//------------------------------------------------------------------------------------------------------------------------------
- AU1 AMinSU1(AU1 a,AU1 b){return AU1(min(ASU1(a),ASU1(b)));}
- AU2 AMinSU2(AU2 a,AU2 b){return AU2(min(ASU2(a),ASU2(b)));}
- AU3 AMinSU3(AU3 a,AU3 b){return AU3(min(ASU3(a),ASU3(b)));}
- AU4 AMinSU4(AU4 a,AU4 b){return AU4(min(ASU4(a),ASU4(b)));}
-//------------------------------------------------------------------------------------------------------------------------------
- AF1 ANCosF1(AF1 x){return cos(x*AF1_(A_2PI));}
- AF2 ANCosF2(AF2 x){return cos(x*AF2_(A_2PI));}
- AF3 ANCosF3(AF3 x){return cos(x*AF3_(A_2PI));}
- AF4 ANCosF4(AF4 x){return cos(x*AF4_(A_2PI));}
-//------------------------------------------------------------------------------------------------------------------------------
- AF1 ANSinF1(AF1 x){return sin(x*AF1_(A_2PI));}
- AF2 ANSinF2(AF2 x){return sin(x*AF2_(A_2PI));}
- AF3 ANSinF3(AF3 x){return sin(x*AF3_(A_2PI));}
- AF4 ANSinF4(AF4 x){return sin(x*AF4_(A_2PI));}
-//------------------------------------------------------------------------------------------------------------------------------
- AF1 ARcpF1(AF1 x){return rcp(x);}
- AF2 ARcpF2(AF2 x){return rcp(x);}
- AF3 ARcpF3(AF3 x){return rcp(x);}
- AF4 ARcpF4(AF4 x){return rcp(x);}
-//------------------------------------------------------------------------------------------------------------------------------
- AF1 ARsqF1(AF1 x){return rsqrt(x);}
- AF2 ARsqF2(AF2 x){return rsqrt(x);}
- AF3 ARsqF3(AF3 x){return rsqrt(x);}
- AF4 ARsqF4(AF4 x){return rsqrt(x);}
-//------------------------------------------------------------------------------------------------------------------------------
- AF1 ASatF1(AF1 x){return saturate(x);}
- AF2 ASatF2(AF2 x){return saturate(x);}
- AF3 ASatF3(AF3 x){return saturate(x);}
- AF4 ASatF4(AF4 x){return saturate(x);}
-//------------------------------------------------------------------------------------------------------------------------------
- AU1 AShrSU1(AU1 a,AU1 b){return AU1(ASU1(a)>>ASU1(b));}
- AU2 AShrSU2(AU2 a,AU2 b){return AU2(ASU2(a)>>ASU2(b));}
- AU3 AShrSU3(AU3 a,AU3 b){return AU3(ASU3(a)>>ASU3(b));}
- AU4 AShrSU4(AU4 a,AU4 b){return AU4(ASU4(a)>>ASU4(b));}
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-//_____________________________________________________________/\_______________________________________________________________
-//==============================================================================================================================
-// HLSL BYTE
-//==============================================================================================================================
- #ifdef A_BYTE
- #endif
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-//_____________________________________________________________/\_______________________________________________________________
-//==============================================================================================================================
-// HLSL HALF
-//==============================================================================================================================
- #ifdef A_HALF
- #ifdef A_HLSL_6_2
- #define AH1 float16_t
- #define AH2 float16_t2
- #define AH3 float16_t3
- #define AH4 float16_t4
-//------------------------------------------------------------------------------------------------------------------------------
- #define AW1 uint16_t
- #define AW2 uint16_t2
- #define AW3 uint16_t3
- #define AW4 uint16_t4
-//------------------------------------------------------------------------------------------------------------------------------
- #define ASW1 int16_t
- #define ASW2 int16_t2
- #define ASW3 int16_t3
- #define ASW4 int16_t4
- #else
- #define AH1 min16float
- #define AH2 min16float2
- #define AH3 min16float3
- #define AH4 min16float4
-//------------------------------------------------------------------------------------------------------------------------------
- #define AW1 min16uint
- #define AW2 min16uint2
- #define AW3 min16uint3
- #define AW4 min16uint4
-//------------------------------------------------------------------------------------------------------------------------------
- #define ASW1 min16int
- #define ASW2 min16int2
- #define ASW3 min16int3
- #define ASW4 min16int4
- #endif
-//==============================================================================================================================
- // Need to use manual unpack to get optimal execution (don't use packed types in buffers directly).
- // Unpack requires this pattern: https://gpuopen.com/first-steps-implementing-fp16/
- AH2 AH2_AU1_x(AU1 x){AF2 t=f16tof32(AU2(x&0xFFFF,x>>16));return AH2(t);}
- AH4 AH4_AU2_x(AU2 x){return AH4(AH2_AU1_x(x.x),AH2_AU1_x(x.y));}
- AW2 AW2_AU1_x(AU1 x){AU2 t=AU2(x&0xFFFF,x>>16);return AW2(t);}
- AW4 AW4_AU2_x(AU2 x){return AW4(AW2_AU1_x(x.x),AW2_AU1_x(x.y));}
- #define AH2_AU1(x) AH2_AU1_x(AU1(x))
- #define AH4_AU2(x) AH4_AU2_x(AU2(x))
- #define AW2_AU1(x) AW2_AU1_x(AU1(x))
- #define AW4_AU2(x) AW4_AU2_x(AU2(x))
-//------------------------------------------------------------------------------------------------------------------------------
- AU1 AU1_AH2_x(AH2 x){return f32tof16(x.x)+(f32tof16(x.y)<<16);}
- AU2 AU2_AH4_x(AH4 x){return AU2(AU1_AH2_x(x.xy),AU1_AH2_x(x.zw));}
- AU1 AU1_AW2_x(AW2 x){return AU1(x.x)+(AU1(x.y)<<16);}
- AU2 AU2_AW4_x(AW4 x){return AU2(AU1_AW2_x(x.xy),AU1_AW2_x(x.zw));}
- #define AU1_AH2(x) AU1_AH2_x(AH2(x))
- #define AU2_AH4(x) AU2_AH4_x(AH4(x))
- #define AU1_AW2(x) AU1_AW2_x(AW2(x))
- #define AU2_AW4(x) AU2_AW4_x(AW4(x))
-//==============================================================================================================================
- #if defined(A_HLSL_6_2) && !defined(A_NO_16_BIT_CAST)
- #define AW1_AH1(x) asuint16(x)
- #define AW2_AH2(x) asuint16(x)
- #define AW3_AH3(x) asuint16(x)
- #define AW4_AH4(x) asuint16(x)
- #else
- #define AW1_AH1(a) AW1(f32tof16(AF1(a)))
- #define AW2_AH2(a) AW2(AW1_AH1((a).x),AW1_AH1((a).y))
- #define AW3_AH3(a) AW3(AW1_AH1((a).x),AW1_AH1((a).y),AW1_AH1((a).z))
- #define AW4_AH4(a) AW4(AW1_AH1((a).x),AW1_AH1((a).y),AW1_AH1((a).z),AW1_AH1((a).w))
- #endif
-//------------------------------------------------------------------------------------------------------------------------------
- #if defined(A_HLSL_6_2) && !defined(A_NO_16_BIT_CAST)
- #define AH1_AW1(x) asfloat16(x)
- #define AH2_AW2(x) asfloat16(x)
- #define AH3_AW3(x) asfloat16(x)
- #define AH4_AW4(x) asfloat16(x)
- #else
- #define AH1_AW1(a) AH1(f16tof32(AU1(a)))
- #define AH2_AW2(a) AH2(AH1_AW1((a).x),AH1_AW1((a).y))
- #define AH3_AW3(a) AH3(AH1_AW1((a).x),AH1_AW1((a).y),AH1_AW1((a).z))
- #define AH4_AW4(a) AH4(AH1_AW1((a).x),AH1_AW1((a).y),AH1_AW1((a).z),AH1_AW1((a).w))
- #endif
-//==============================================================================================================================
- AH1 AH1_x(AH1 a){return AH1(a);}
- AH2 AH2_x(AH1 a){return AH2(a,a);}
- AH3 AH3_x(AH1 a){return AH3(a,a,a);}
- AH4 AH4_x(AH1 a){return AH4(a,a,a,a);}
- #define AH1_(a) AH1_x(AH1(a))
- #define AH2_(a) AH2_x(AH1(a))
- #define AH3_(a) AH3_x(AH1(a))
- #define AH4_(a) AH4_x(AH1(a))
-//------------------------------------------------------------------------------------------------------------------------------
- AW1 AW1_x(AW1 a){return AW1(a);}
- AW2 AW2_x(AW1 a){return AW2(a,a);}
- AW3 AW3_x(AW1 a){return AW3(a,a,a);}
- AW4 AW4_x(AW1 a){return AW4(a,a,a,a);}
- #define AW1_(a) AW1_x(AW1(a))
- #define AW2_(a) AW2_x(AW1(a))
- #define AW3_(a) AW3_x(AW1(a))
- #define AW4_(a) AW4_x(AW1(a))
-//==============================================================================================================================
- AW1 AAbsSW1(AW1 a){return AW1(abs(ASW1(a)));}
- AW2 AAbsSW2(AW2 a){return AW2(abs(ASW2(a)));}
- AW3 AAbsSW3(AW3 a){return AW3(abs(ASW3(a)));}
- AW4 AAbsSW4(AW4 a){return AW4(abs(ASW4(a)));}
-//------------------------------------------------------------------------------------------------------------------------------
- AH1 AClampH1(AH1 x,AH1 n,AH1 m){return max(n,min(x,m));}
- AH2 AClampH2(AH2 x,AH2 n,AH2 m){return max(n,min(x,m));}
- AH3 AClampH3(AH3 x,AH3 n,AH3 m){return max(n,min(x,m));}
- AH4 AClampH4(AH4 x,AH4 n,AH4 m){return max(n,min(x,m));}
-//------------------------------------------------------------------------------------------------------------------------------
- // V_FRACT_F16 (note DX frac() is different).
- AH1 AFractH1(AH1 x){return x-floor(x);}
- AH2 AFractH2(AH2 x){return x-floor(x);}
- AH3 AFractH3(AH3 x){return x-floor(x);}
- AH4 AFractH4(AH4 x){return x-floor(x);}
-//------------------------------------------------------------------------------------------------------------------------------
- AH1 ALerpH1(AH1 x,AH1 y,AH1 a){return lerp(x,y,a);}
- AH2 ALerpH2(AH2 x,AH2 y,AH2 a){return lerp(x,y,a);}
- AH3 ALerpH3(AH3 x,AH3 y,AH3 a){return lerp(x,y,a);}
- AH4 ALerpH4(AH4 x,AH4 y,AH4 a){return lerp(x,y,a);}
-//------------------------------------------------------------------------------------------------------------------------------
- AH1 AMax3H1(AH1 x,AH1 y,AH1 z){return max(x,max(y,z));}
- AH2 AMax3H2(AH2 x,AH2 y,AH2 z){return max(x,max(y,z));}
- AH3 AMax3H3(AH3 x,AH3 y,AH3 z){return max(x,max(y,z));}
- AH4 AMax3H4(AH4 x,AH4 y,AH4 z){return max(x,max(y,z));}
-//------------------------------------------------------------------------------------------------------------------------------
- AW1 AMaxSW1(AW1 a,AW1 b){return AW1(max(ASU1(a),ASU1(b)));}
- AW2 AMaxSW2(AW2 a,AW2 b){return AW2(max(ASU2(a),ASU2(b)));}
- AW3 AMaxSW3(AW3 a,AW3 b){return AW3(max(ASU3(a),ASU3(b)));}
- AW4 AMaxSW4(AW4 a,AW4 b){return AW4(max(ASU4(a),ASU4(b)));}
-//------------------------------------------------------------------------------------------------------------------------------
- AH1 AMin3H1(AH1 x,AH1 y,AH1 z){return min(x,min(y,z));}
- AH2 AMin3H2(AH2 x,AH2 y,AH2 z){return min(x,min(y,z));}
- AH3 AMin3H3(AH3 x,AH3 y,AH3 z){return min(x,min(y,z));}
- AH4 AMin3H4(AH4 x,AH4 y,AH4 z){return min(x,min(y,z));}
-//------------------------------------------------------------------------------------------------------------------------------
- AW1 AMinSW1(AW1 a,AW1 b){return AW1(min(ASU1(a),ASU1(b)));}
- AW2 AMinSW2(AW2 a,AW2 b){return AW2(min(ASU2(a),ASU2(b)));}
- AW3 AMinSW3(AW3 a,AW3 b){return AW3(min(ASU3(a),ASU3(b)));}
- AW4 AMinSW4(AW4 a,AW4 b){return AW4(min(ASU4(a),ASU4(b)));}
-//------------------------------------------------------------------------------------------------------------------------------
- AH1 ARcpH1(AH1 x){return rcp(x);}
- AH2 ARcpH2(AH2 x){return rcp(x);}
- AH3 ARcpH3(AH3 x){return rcp(x);}
- AH4 ARcpH4(AH4 x){return rcp(x);}
-//------------------------------------------------------------------------------------------------------------------------------
- AH1 ARsqH1(AH1 x){return rsqrt(x);}
- AH2 ARsqH2(AH2 x){return rsqrt(x);}
- AH3 ARsqH3(AH3 x){return rsqrt(x);}
- AH4 ARsqH4(AH4 x){return rsqrt(x);}
-//------------------------------------------------------------------------------------------------------------------------------
- AH1 ASatH1(AH1 x){return saturate(x);}
- AH2 ASatH2(AH2 x){return saturate(x);}
- AH3 ASatH3(AH3 x){return saturate(x);}
- AH4 ASatH4(AH4 x){return saturate(x);}
-//------------------------------------------------------------------------------------------------------------------------------
- AW1 AShrSW1(AW1 a,AW1 b){return AW1(ASW1(a)>>ASW1(b));}
- AW2 AShrSW2(AW2 a,AW2 b){return AW2(ASW2(a)>>ASW2(b));}
- AW3 AShrSW3(AW3 a,AW3 b){return AW3(ASW3(a)>>ASW3(b));}
- AW4 AShrSW4(AW4 a,AW4 b){return AW4(ASW4(a)>>ASW4(b));}
- #endif
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-//_____________________________________________________________/\_______________________________________________________________
-//==============================================================================================================================
-// HLSL DOUBLE
-//==============================================================================================================================
- #ifdef A_DUBL
- #ifdef A_HLSL_6_2
- #define AD1 float64_t
- #define AD2 float64_t2
- #define AD3 float64_t3
- #define AD4 float64_t4
- #else
- #define AD1 double
- #define AD2 double2
- #define AD3 double3
- #define AD4 double4
- #endif
-//------------------------------------------------------------------------------------------------------------------------------
- AD1 AD1_x(AD1 a){return AD1(a);}
- AD2 AD2_x(AD1 a){return AD2(a,a);}
- AD3 AD3_x(AD1 a){return AD3(a,a,a);}
- AD4 AD4_x(AD1 a){return AD4(a,a,a,a);}
- #define AD1_(a) AD1_x(AD1(a))
- #define AD2_(a) AD2_x(AD1(a))
- #define AD3_(a) AD3_x(AD1(a))
- #define AD4_(a) AD4_x(AD1(a))
-//==============================================================================================================================
- AD1 AFractD1(AD1 a){return a-floor(a);}
- AD2 AFractD2(AD2 a){return a-floor(a);}
- AD3 AFractD3(AD3 a){return a-floor(a);}
- AD4 AFractD4(AD4 a){return a-floor(a);}
-//------------------------------------------------------------------------------------------------------------------------------
- AD1 ALerpD1(AD1 x,AD1 y,AD1 a){return lerp(x,y,a);}
- AD2 ALerpD2(AD2 x,AD2 y,AD2 a){return lerp(x,y,a);}
- AD3 ALerpD3(AD3 x,AD3 y,AD3 a){return lerp(x,y,a);}
- AD4 ALerpD4(AD4 x,AD4 y,AD4 a){return lerp(x,y,a);}
-//------------------------------------------------------------------------------------------------------------------------------
- AD1 ARcpD1(AD1 x){return rcp(x);}
- AD2 ARcpD2(AD2 x){return rcp(x);}
- AD3 ARcpD3(AD3 x){return rcp(x);}
- AD4 ARcpD4(AD4 x){return rcp(x);}
-//------------------------------------------------------------------------------------------------------------------------------
- AD1 ARsqD1(AD1 x){return rsqrt(x);}
- AD2 ARsqD2(AD2 x){return rsqrt(x);}
- AD3 ARsqD3(AD3 x){return rsqrt(x);}
- AD4 ARsqD4(AD4 x){return rsqrt(x);}
-//------------------------------------------------------------------------------------------------------------------------------
- AD1 ASatD1(AD1 x){return saturate(x);}
- AD2 ASatD2(AD2 x){return saturate(x);}
- AD3 ASatD3(AD3 x){return saturate(x);}
- AD4 ASatD4(AD4 x){return saturate(x);}
- #endif
-//==============================================================================================================================
-// HLSL WAVE
-//==============================================================================================================================
- #ifdef A_WAVE
- // Where 'x' must be a compile time literal.
- AF1 AWaveXorF1(AF1 v,AU1 x){return WaveReadLaneAt(v,WaveGetLaneIndex()^x);}
- AF2 AWaveXorF2(AF2 v,AU1 x){return WaveReadLaneAt(v,WaveGetLaneIndex()^x);}
- AF3 AWaveXorF3(AF3 v,AU1 x){return WaveReadLaneAt(v,WaveGetLaneIndex()^x);}
- AF4 AWaveXorF4(AF4 v,AU1 x){return WaveReadLaneAt(v,WaveGetLaneIndex()^x);}
- AU1 AWaveXorU1(AU1 v,AU1 x){return WaveReadLaneAt(v,WaveGetLaneIndex()^x);}
- AU2 AWaveXorU1(AU2 v,AU1 x){return WaveReadLaneAt(v,WaveGetLaneIndex()^x);}
- AU3 AWaveXorU1(AU3 v,AU1 x){return WaveReadLaneAt(v,WaveGetLaneIndex()^x);}
- AU4 AWaveXorU1(AU4 v,AU1 x){return WaveReadLaneAt(v,WaveGetLaneIndex()^x);}
-//------------------------------------------------------------------------------------------------------------------------------
- #ifdef A_HALF
- AH2 AWaveXorH2(AH2 v,AU1 x){return AH2_AU1(WaveReadLaneAt(AU1_AH2(v),WaveGetLaneIndex()^x));}
- AH4 AWaveXorH4(AH4 v,AU1 x){return AH4_AU2(WaveReadLaneAt(AU2_AH4(v),WaveGetLaneIndex()^x));}
- AW2 AWaveXorW2(AW2 v,AU1 x){return AW2_AU1(WaveReadLaneAt(AU1_AW2(v),WaveGetLaneIndex()^x));}
- AW4 AWaveXorW4(AW4 v,AU1 x){return AW4_AU1(WaveReadLaneAt(AU1_AW4(v),WaveGetLaneIndex()^x));}
- #endif
- #endif
-//==============================================================================================================================
-#endif
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-//_____________________________________________________________/\_______________________________________________________________
-//==============================================================================================================================
-//
-//
-// GPU COMMON
-//
-//
-//==============================================================================================================================
-#ifdef A_GPU
- // Negative and positive infinity.
- #define A_INFP_F AF1_AU1(0x7f800000u)
- #define A_INFN_F AF1_AU1(0xff800000u)
-//------------------------------------------------------------------------------------------------------------------------------
- // Copy sign from 's' to positive 'd'.
- AF1 ACpySgnF1(AF1 d,AF1 s){return AF1_AU1(AU1_AF1(d)|(AU1_AF1(s)&AU1_(0x80000000u)));}
- AF2 ACpySgnF2(AF2 d,AF2 s){return AF2_AU2(AU2_AF2(d)|(AU2_AF2(s)&AU2_(0x80000000u)));}
- AF3 ACpySgnF3(AF3 d,AF3 s){return AF3_AU3(AU3_AF3(d)|(AU3_AF3(s)&AU3_(0x80000000u)));}
- AF4 ACpySgnF4(AF4 d,AF4 s){return AF4_AU4(AU4_AF4(d)|(AU4_AF4(s)&AU4_(0x80000000u)));}
-//------------------------------------------------------------------------------------------------------------------------------
- // Single operation to return (useful to create a mask to use in lerp for branch free logic),
- // m=NaN := 0
- // m>=0 := 0
- // m<0 := 1
- // Uses the following useful floating point logic,
- // saturate(+a*(-INF)==-INF) := 0
- // saturate( 0*(-INF)== NaN) := 0
- // saturate(-a*(-INF)==+INF) := 1
- AF1 ASignedF1(AF1 m){return ASatF1(m*AF1_(A_INFN_F));}
- AF2 ASignedF2(AF2 m){return ASatF2(m*AF2_(A_INFN_F));}
- AF3 ASignedF3(AF3 m){return ASatF3(m*AF3_(A_INFN_F));}
- AF4 ASignedF4(AF4 m){return ASatF4(m*AF4_(A_INFN_F));}
-//------------------------------------------------------------------------------------------------------------------------------
- AF1 AGtZeroF1(AF1 m){return ASatF1(m*AF1_(A_INFP_F));}
- AF2 AGtZeroF2(AF2 m){return ASatF2(m*AF2_(A_INFP_F));}
- AF3 AGtZeroF3(AF3 m){return ASatF3(m*AF3_(A_INFP_F));}
- AF4 AGtZeroF4(AF4 m){return ASatF4(m*AF4_(A_INFP_F));}
-//==============================================================================================================================
- #ifdef A_HALF
- #ifdef A_HLSL_6_2
- #define A_INFP_H AH1_AW1((uint16_t)0x7c00u)
- #define A_INFN_H AH1_AW1((uint16_t)0xfc00u)
- #else
- #define A_INFP_H AH1_AW1(0x7c00u)
- #define A_INFN_H AH1_AW1(0xfc00u)
- #endif
-
-//------------------------------------------------------------------------------------------------------------------------------
- AH1 ACpySgnH1(AH1 d,AH1 s){return AH1_AW1(AW1_AH1(d)|(AW1_AH1(s)&AW1_(0x8000u)));}
- AH2 ACpySgnH2(AH2 d,AH2 s){return AH2_AW2(AW2_AH2(d)|(AW2_AH2(s)&AW2_(0x8000u)));}
- AH3 ACpySgnH3(AH3 d,AH3 s){return AH3_AW3(AW3_AH3(d)|(AW3_AH3(s)&AW3_(0x8000u)));}
- AH4 ACpySgnH4(AH4 d,AH4 s){return AH4_AW4(AW4_AH4(d)|(AW4_AH4(s)&AW4_(0x8000u)));}
-//------------------------------------------------------------------------------------------------------------------------------
- AH1 ASignedH1(AH1 m){return ASatH1(m*AH1_(A_INFN_H));}
- AH2 ASignedH2(AH2 m){return ASatH2(m*AH2_(A_INFN_H));}
- AH3 ASignedH3(AH3 m){return ASatH3(m*AH3_(A_INFN_H));}
- AH4 ASignedH4(AH4 m){return ASatH4(m*AH4_(A_INFN_H));}
-//------------------------------------------------------------------------------------------------------------------------------
- AH1 AGtZeroH1(AH1 m){return ASatH1(m*AH1_(A_INFP_H));}
- AH2 AGtZeroH2(AH2 m){return ASatH2(m*AH2_(A_INFP_H));}
- AH3 AGtZeroH3(AH3 m){return ASatH3(m*AH3_(A_INFP_H));}
- AH4 AGtZeroH4(AH4 m){return ASatH4(m*AH4_(A_INFP_H));}
- #endif
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-//_____________________________________________________________/\_______________________________________________________________
-//==============================================================================================================================
-// [FIS] FLOAT INTEGER SORTABLE
-//------------------------------------------------------------------------------------------------------------------------------
-// Float to integer sortable.
-// - If sign bit=0, flip the sign bit (positives).
-// - If sign bit=1, flip all bits (negatives).
-// Integer sortable to float.
-// - If sign bit=1, flip the sign bit (positives).
-// - If sign bit=0, flip all bits (negatives).
-// Has nice side effects.
-// - Larger integers are more positive values.
-// - Float zero is mapped to center of integers (so clear to integer zero is a nice default for atomic max usage).
-// Burns 3 ops for conversion {shift,or,xor}.
-//==============================================================================================================================
- AU1 AFisToU1(AU1 x){return x^(( AShrSU1(x,AU1_(31)))|AU1_(0x80000000));}
- AU1 AFisFromU1(AU1 x){return x^((~AShrSU1(x,AU1_(31)))|AU1_(0x80000000));}
-//------------------------------------------------------------------------------------------------------------------------------
- // Just adjust high 16-bit value (useful when upper part of 32-bit word is a 16-bit float value).
- AU1 AFisToHiU1(AU1 x){return x^(( AShrSU1(x,AU1_(15)))|AU1_(0x80000000));}
- AU1 AFisFromHiU1(AU1 x){return x^((~AShrSU1(x,AU1_(15)))|AU1_(0x80000000));}
-//------------------------------------------------------------------------------------------------------------------------------
- #ifdef A_HALF
- AW1 AFisToW1(AW1 x){return x^(( AShrSW1(x,AW1_(15)))|AW1_(0x8000));}
- AW1 AFisFromW1(AW1 x){return x^((~AShrSW1(x,AW1_(15)))|AW1_(0x8000));}
-//------------------------------------------------------------------------------------------------------------------------------
- AW2 AFisToW2(AW2 x){return x^(( AShrSW2(x,AW2_(15)))|AW2_(0x8000));}
- AW2 AFisFromW2(AW2 x){return x^((~AShrSW2(x,AW2_(15)))|AW2_(0x8000));}
- #endif
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-//_____________________________________________________________/\_______________________________________________________________
-//==============================================================================================================================
-// [PERM] V_PERM_B32
-//------------------------------------------------------------------------------------------------------------------------------
-// Support for V_PERM_B32 started in the 3rd generation of GCN.
-//------------------------------------------------------------------------------------------------------------------------------
-// yyyyxxxx - The 'i' input.
-// 76543210
-// ========
-// HGFEDCBA - Naming on permutation.
-//------------------------------------------------------------------------------------------------------------------------------
-// TODO
-// ====
-// - Make sure compiler optimizes this.
-//==============================================================================================================================
- #ifdef A_HALF
- AU1 APerm0E0A(AU2 i){return((i.x )&0xffu)|((i.y<<16)&0xff0000u);}
- AU1 APerm0F0B(AU2 i){return((i.x>> 8)&0xffu)|((i.y<< 8)&0xff0000u);}
- AU1 APerm0G0C(AU2 i){return((i.x>>16)&0xffu)|((i.y )&0xff0000u);}
- AU1 APerm0H0D(AU2 i){return((i.x>>24)&0xffu)|((i.y>> 8)&0xff0000u);}
-//------------------------------------------------------------------------------------------------------------------------------
- AU1 APermHGFA(AU2 i){return((i.x )&0x000000ffu)|(i.y&0xffffff00u);}
- AU1 APermHGFC(AU2 i){return((i.x>>16)&0x000000ffu)|(i.y&0xffffff00u);}
- AU1 APermHGAE(AU2 i){return((i.x<< 8)&0x0000ff00u)|(i.y&0xffff00ffu);}
- AU1 APermHGCE(AU2 i){return((i.x>> 8)&0x0000ff00u)|(i.y&0xffff00ffu);}
- AU1 APermHAFE(AU2 i){return((i.x<<16)&0x00ff0000u)|(i.y&0xff00ffffu);}
- AU1 APermHCFE(AU2 i){return((i.x )&0x00ff0000u)|(i.y&0xff00ffffu);}
- AU1 APermAGFE(AU2 i){return((i.x<<24)&0xff000000u)|(i.y&0x00ffffffu);}
- AU1 APermCGFE(AU2 i){return((i.x<< 8)&0xff000000u)|(i.y&0x00ffffffu);}
-//------------------------------------------------------------------------------------------------------------------------------
- AU1 APermGCEA(AU2 i){return((i.x)&0x00ff00ffu)|((i.y<<8)&0xff00ff00u);}
- AU1 APermGECA(AU2 i){return(((i.x)&0xffu)|((i.x>>8)&0xff00u)|((i.y<<16)&0xff0000u)|((i.y<<8)&0xff000000u));}
- #endif
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-//_____________________________________________________________/\_______________________________________________________________
-//==============================================================================================================================
-// [BUC] BYTE UNSIGNED CONVERSION
-//------------------------------------------------------------------------------------------------------------------------------
-// Designed to use the optimal conversion, enables the scaling to possibly be factored into other computation.
-// Works on a range of {0 to A_BUC_<32,16>}, for <32-bit, and 16-bit> respectively.
-//------------------------------------------------------------------------------------------------------------------------------
-// OPCODE NOTES
-// ============
-// GCN does not do UNORM or SNORM for bytes in opcodes.
-// - V_CVT_F32_UBYTE{0,1,2,3} - Unsigned byte to float.
-// - V_CVT_PKACC_U8_F32 - Float to unsigned byte (does bit-field insert into 32-bit integer).
-// V_PERM_B32 does byte packing with ability to zero fill bytes as well.
-// - Can pull out byte values from two sources, and zero fill upper 8-bits of packed hi and lo.
-//------------------------------------------------------------------------------------------------------------------------------
-// BYTE : FLOAT - ABuc{0,1,2,3}{To,From}U1() - Designed for V_CVT_F32_UBYTE* and V_CVT_PKACCUM_U8_F32 ops.
-// ==== =====
-// 0 : 0
-// 1 : 1
-// ...
-// 255 : 255
-// : 256 (just outside the encoding range)
-//------------------------------------------------------------------------------------------------------------------------------
-// BYTE : FLOAT - ABuc{0,1,2,3}{To,From}U2() - Designed for 16-bit denormal tricks and V_PERM_B32.
-// ==== =====
-// 0 : 0
-// 1 : 1/512
-// 2 : 1/256
-// ...
-// 64 : 1/8
-// 128 : 1/4
-// 255 : 255/512
-// : 1/2 (just outside the encoding range)
-//------------------------------------------------------------------------------------------------------------------------------
-// OPTIMAL IMPLEMENTATIONS ON AMD ARCHITECTURES
-// ============================================
-// r=ABuc0FromU1(i)
-// V_CVT_F32_UBYTE0 r,i
-// --------------------------------------------
-// r=ABuc0ToU1(d,i)
-// V_CVT_PKACCUM_U8_F32 r,i,0,d
-// --------------------------------------------
-// d=ABuc0FromU2(i)
-// Where 'k0' is an SGPR with 0x0E0A
-// Where 'k1' is an SGPR with {32768.0} packed into the lower 16-bits
-// V_PERM_B32 d,i.x,i.y,k0
-// V_PK_FMA_F16 d,d,k1.x,0
-// --------------------------------------------
-// r=ABuc0ToU2(d,i)
-// Where 'k0' is an SGPR with {1.0/32768.0} packed into the lower 16-bits
-// Where 'k1' is an SGPR with 0x????
-// Where 'k2' is an SGPR with 0x????
-// V_PK_FMA_F16 i,i,k0.x,0
-// V_PERM_B32 r.x,i,i,k1
-// V_PERM_B32 r.y,i,i,k2
-//==============================================================================================================================
- // Peak range for 32-bit and 16-bit operations.
- #define A_BUC_32 (255.0)
- #define A_BUC_16 (255.0/512.0)
-//==============================================================================================================================
- #if 1
- // Designed to be one V_CVT_PKACCUM_U8_F32.
- // The extra min is required to pattern match to V_CVT_PKACCUM_U8_F32.
- AU1 ABuc0ToU1(AU1 d,AF1 i){return (d&0xffffff00u)|((min(AU1(i),255u) )&(0x000000ffu));}
- AU1 ABuc1ToU1(AU1 d,AF1 i){return (d&0xffff00ffu)|((min(AU1(i),255u)<< 8)&(0x0000ff00u));}
- AU1 ABuc2ToU1(AU1 d,AF1 i){return (d&0xff00ffffu)|((min(AU1(i),255u)<<16)&(0x00ff0000u));}
- AU1 ABuc3ToU1(AU1 d,AF1 i){return (d&0x00ffffffu)|((min(AU1(i),255u)<<24)&(0xff000000u));}
-//------------------------------------------------------------------------------------------------------------------------------
- // Designed to be one V_CVT_F32_UBYTE*.
- AF1 ABuc0FromU1(AU1 i){return AF1((i )&255u);}
- AF1 ABuc1FromU1(AU1 i){return AF1((i>> 8)&255u);}
- AF1 ABuc2FromU1(AU1 i){return AF1((i>>16)&255u);}
- AF1 ABuc3FromU1(AU1 i){return AF1((i>>24)&255u);}
- #endif
-//==============================================================================================================================
- #ifdef A_HALF
- // Takes {x0,x1} and {y0,y1} and builds {{x0,y0},{x1,y1}}.
- AW2 ABuc01ToW2(AH2 x,AH2 y){x*=AH2_(1.0/32768.0);y*=AH2_(1.0/32768.0);
- return AW2_AU1(APermGCEA(AU2(AU1_AW2(AW2_AH2(x)),AU1_AW2(AW2_AH2(y)))));}
-//------------------------------------------------------------------------------------------------------------------------------
- // Designed for 3 ops to do SOA to AOS and conversion.
- AU2 ABuc0ToU2(AU2 d,AH2 i){AU1 b=AU1_AW2(AW2_AH2(i*AH2_(1.0/32768.0)));
- return AU2(APermHGFA(AU2(d.x,b)),APermHGFC(AU2(d.y,b)));}
- AU2 ABuc1ToU2(AU2 d,AH2 i){AU1 b=AU1_AW2(AW2_AH2(i*AH2_(1.0/32768.0)));
- return AU2(APermHGAE(AU2(d.x,b)),APermHGCE(AU2(d.y,b)));}
- AU2 ABuc2ToU2(AU2 d,AH2 i){AU1 b=AU1_AW2(AW2_AH2(i*AH2_(1.0/32768.0)));
- return AU2(APermHAFE(AU2(d.x,b)),APermHCFE(AU2(d.y,b)));}
- AU2 ABuc3ToU2(AU2 d,AH2 i){AU1 b=AU1_AW2(AW2_AH2(i*AH2_(1.0/32768.0)));
- return AU2(APermAGFE(AU2(d.x,b)),APermCGFE(AU2(d.y,b)));}
-//------------------------------------------------------------------------------------------------------------------------------
- // Designed for 2 ops to do both AOS to SOA, and conversion.
- AH2 ABuc0FromU2(AU2 i){return AH2_AW2(AW2_AU1(APerm0E0A(i)))*AH2_(32768.0);}
- AH2 ABuc1FromU2(AU2 i){return AH2_AW2(AW2_AU1(APerm0F0B(i)))*AH2_(32768.0);}
- AH2 ABuc2FromU2(AU2 i){return AH2_AW2(AW2_AU1(APerm0G0C(i)))*AH2_(32768.0);}
- AH2 ABuc3FromU2(AU2 i){return AH2_AW2(AW2_AU1(APerm0H0D(i)))*AH2_(32768.0);}
- #endif
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-//_____________________________________________________________/\_______________________________________________________________
-//==============================================================================================================================
-// [BSC] BYTE SIGNED CONVERSION
-//------------------------------------------------------------------------------------------------------------------------------
-// Similar to [BUC].
-// Works on a range of {-/+ A_BSC_<32,16>}, for <32-bit, and 16-bit> respectively.
-//------------------------------------------------------------------------------------------------------------------------------
-// ENCODING (without zero-based encoding)
-// ========
-// 0 = unused (can be used to mean something else)
-// 1 = lowest value
-// 128 = exact zero center (zero based encoding
-// 255 = highest value
-//------------------------------------------------------------------------------------------------------------------------------
-// Zero-based [Zb] flips the MSB bit of the byte (making 128 "exact zero" actually zero).
-// This is useful if there is a desire for cleared values to decode as zero.
-//------------------------------------------------------------------------------------------------------------------------------
-// BYTE : FLOAT - ABsc{0,1,2,3}{To,From}U2() - Designed for 16-bit denormal tricks and V_PERM_B32.
-// ==== =====
-// 0 : -127/512 (unused)
-// 1 : -126/512
-// 2 : -125/512
-// ...
-// 128 : 0
-// ...
-// 255 : 127/512
-// : 1/4 (just outside the encoding range)
-//==============================================================================================================================
- // Peak range for 32-bit and 16-bit operations.
- #define A_BSC_32 (127.0)
- #define A_BSC_16 (127.0/512.0)
-//==============================================================================================================================
- #if 1
- AU1 ABsc0ToU1(AU1 d,AF1 i){return (d&0xffffff00u)|((min(AU1(i+128.0),255u) )&(0x000000ffu));}
- AU1 ABsc1ToU1(AU1 d,AF1 i){return (d&0xffff00ffu)|((min(AU1(i+128.0),255u)<< 8)&(0x0000ff00u));}
- AU1 ABsc2ToU1(AU1 d,AF1 i){return (d&0xff00ffffu)|((min(AU1(i+128.0),255u)<<16)&(0x00ff0000u));}
- AU1 ABsc3ToU1(AU1 d,AF1 i){return (d&0x00ffffffu)|((min(AU1(i+128.0),255u)<<24)&(0xff000000u));}
-//------------------------------------------------------------------------------------------------------------------------------
- AU1 ABsc0ToZbU1(AU1 d,AF1 i){return ((d&0xffffff00u)|((min(AU1(trunc(i)+128.0),255u) )&(0x000000ffu)))^0x00000080u;}
- AU1 ABsc1ToZbU1(AU1 d,AF1 i){return ((d&0xffff00ffu)|((min(AU1(trunc(i)+128.0),255u)<< 8)&(0x0000ff00u)))^0x00008000u;}
- AU1 ABsc2ToZbU1(AU1 d,AF1 i){return ((d&0xff00ffffu)|((min(AU1(trunc(i)+128.0),255u)<<16)&(0x00ff0000u)))^0x00800000u;}
- AU1 ABsc3ToZbU1(AU1 d,AF1 i){return ((d&0x00ffffffu)|((min(AU1(trunc(i)+128.0),255u)<<24)&(0xff000000u)))^0x80000000u;}
-//------------------------------------------------------------------------------------------------------------------------------
- AF1 ABsc0FromU1(AU1 i){return AF1((i )&255u)-128.0;}
- AF1 ABsc1FromU1(AU1 i){return AF1((i>> 8)&255u)-128.0;}
- AF1 ABsc2FromU1(AU1 i){return AF1((i>>16)&255u)-128.0;}
- AF1 ABsc3FromU1(AU1 i){return AF1((i>>24)&255u)-128.0;}
-//------------------------------------------------------------------------------------------------------------------------------
- AF1 ABsc0FromZbU1(AU1 i){return AF1(((i )&255u)^0x80u)-128.0;}
- AF1 ABsc1FromZbU1(AU1 i){return AF1(((i>> 8)&255u)^0x80u)-128.0;}
- AF1 ABsc2FromZbU1(AU1 i){return AF1(((i>>16)&255u)^0x80u)-128.0;}
- AF1 ABsc3FromZbU1(AU1 i){return AF1(((i>>24)&255u)^0x80u)-128.0;}
- #endif
-//==============================================================================================================================
- #ifdef A_HALF
- // Takes {x0,x1} and {y0,y1} and builds {{x0,y0},{x1,y1}}.
- AW2 ABsc01ToW2(AH2 x,AH2 y){x=x*AH2_(1.0/32768.0)+AH2_(0.25/32768.0);y=y*AH2_(1.0/32768.0)+AH2_(0.25/32768.0);
- return AW2_AU1(APermGCEA(AU2(AU1_AW2(AW2_AH2(x)),AU1_AW2(AW2_AH2(y)))));}
-//------------------------------------------------------------------------------------------------------------------------------
- AU2 ABsc0ToU2(AU2 d,AH2 i){AU1 b=AU1_AW2(AW2_AH2(i*AH2_(1.0/32768.0)+AH2_(0.25/32768.0)));
- return AU2(APermHGFA(AU2(d.x,b)),APermHGFC(AU2(d.y,b)));}
- AU2 ABsc1ToU2(AU2 d,AH2 i){AU1 b=AU1_AW2(AW2_AH2(i*AH2_(1.0/32768.0)+AH2_(0.25/32768.0)));
- return AU2(APermHGAE(AU2(d.x,b)),APermHGCE(AU2(d.y,b)));}
- AU2 ABsc2ToU2(AU2 d,AH2 i){AU1 b=AU1_AW2(AW2_AH2(i*AH2_(1.0/32768.0)+AH2_(0.25/32768.0)));
- return AU2(APermHAFE(AU2(d.x,b)),APermHCFE(AU2(d.y,b)));}
- AU2 ABsc3ToU2(AU2 d,AH2 i){AU1 b=AU1_AW2(AW2_AH2(i*AH2_(1.0/32768.0)+AH2_(0.25/32768.0)));
- return AU2(APermAGFE(AU2(d.x,b)),APermCGFE(AU2(d.y,b)));}
-//------------------------------------------------------------------------------------------------------------------------------
- AU2 ABsc0ToZbU2(AU2 d,AH2 i){AU1 b=AU1_AW2(AW2_AH2(i*AH2_(1.0/32768.0)+AH2_(0.25/32768.0)))^0x00800080u;
- return AU2(APermHGFA(AU2(d.x,b)),APermHGFC(AU2(d.y,b)));}
- AU2 ABsc1ToZbU2(AU2 d,AH2 i){AU1 b=AU1_AW2(AW2_AH2(i*AH2_(1.0/32768.0)+AH2_(0.25/32768.0)))^0x00800080u;
- return AU2(APermHGAE(AU2(d.x,b)),APermHGCE(AU2(d.y,b)));}
- AU2 ABsc2ToZbU2(AU2 d,AH2 i){AU1 b=AU1_AW2(AW2_AH2(i*AH2_(1.0/32768.0)+AH2_(0.25/32768.0)))^0x00800080u;
- return AU2(APermHAFE(AU2(d.x,b)),APermHCFE(AU2(d.y,b)));}
- AU2 ABsc3ToZbU2(AU2 d,AH2 i){AU1 b=AU1_AW2(AW2_AH2(i*AH2_(1.0/32768.0)+AH2_(0.25/32768.0)))^0x00800080u;
- return AU2(APermAGFE(AU2(d.x,b)),APermCGFE(AU2(d.y,b)));}
-//------------------------------------------------------------------------------------------------------------------------------
- AH2 ABsc0FromU2(AU2 i){return AH2_AW2(AW2_AU1(APerm0E0A(i)))*AH2_(32768.0)-AH2_(0.25);}
- AH2 ABsc1FromU2(AU2 i){return AH2_AW2(AW2_AU1(APerm0F0B(i)))*AH2_(32768.0)-AH2_(0.25);}
- AH2 ABsc2FromU2(AU2 i){return AH2_AW2(AW2_AU1(APerm0G0C(i)))*AH2_(32768.0)-AH2_(0.25);}
- AH2 ABsc3FromU2(AU2 i){return AH2_AW2(AW2_AU1(APerm0H0D(i)))*AH2_(32768.0)-AH2_(0.25);}
-//------------------------------------------------------------------------------------------------------------------------------
- AH2 ABsc0FromZbU2(AU2 i){return AH2_AW2(AW2_AU1(APerm0E0A(i)^0x00800080u))*AH2_(32768.0)-AH2_(0.25);}
- AH2 ABsc1FromZbU2(AU2 i){return AH2_AW2(AW2_AU1(APerm0F0B(i)^0x00800080u))*AH2_(32768.0)-AH2_(0.25);}
- AH2 ABsc2FromZbU2(AU2 i){return AH2_AW2(AW2_AU1(APerm0G0C(i)^0x00800080u))*AH2_(32768.0)-AH2_(0.25);}
- AH2 ABsc3FromZbU2(AU2 i){return AH2_AW2(AW2_AU1(APerm0H0D(i)^0x00800080u))*AH2_(32768.0)-AH2_(0.25);}
- #endif
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-//_____________________________________________________________/\_______________________________________________________________
-//==============================================================================================================================
-// HALF APPROXIMATIONS
-//------------------------------------------------------------------------------------------------------------------------------
-// These support only positive inputs.
-// Did not see value yet in specialization for range.
-// Using quick testing, ended up mostly getting the same "best" approximation for various ranges.
-// With hardware that can co-execute transcendentals, the value in approximations could be less than expected.
-// However from a latency perspective, if execution of a transcendental is 4 clk, with no packed support, -> 8 clk total.
-// And co-execution would require a compiler interleaving a lot of independent work for packed usage.
-//------------------------------------------------------------------------------------------------------------------------------
-// The one Newton Raphson iteration form of rsq() was skipped (requires 6 ops total).
-// Same with sqrt(), as this could be x*rsq() (7 ops).
-//==============================================================================================================================
- #ifdef A_HALF
- // Minimize squared error across full positive range, 2 ops.
- // The 0x1de2 based approximation maps {0 to 1} input maps to < 1 output.
- AH1 APrxLoSqrtH1(AH1 a){return AH1_AW1((AW1_AH1(a)>>AW1_(1))+AW1_(0x1de2));}
- AH2 APrxLoSqrtH2(AH2 a){return AH2_AW2((AW2_AH2(a)>>AW2_(1))+AW2_(0x1de2));}
- AH3 APrxLoSqrtH3(AH3 a){return AH3_AW3((AW3_AH3(a)>>AW3_(1))+AW3_(0x1de2));}
- AH4 APrxLoSqrtH4(AH4 a){return AH4_AW4((AW4_AH4(a)>>AW4_(1))+AW4_(0x1de2));}
-//------------------------------------------------------------------------------------------------------------------------------
- // Lower precision estimation, 1 op.
- // Minimize squared error across {smallest normal to 16384.0}.
- AH1 APrxLoRcpH1(AH1 a){return AH1_AW1(AW1_(0x7784)-AW1_AH1(a));}
- AH2 APrxLoRcpH2(AH2 a){return AH2_AW2(AW2_(0x7784)-AW2_AH2(a));}
- AH3 APrxLoRcpH3(AH3 a){return AH3_AW3(AW3_(0x7784)-AW3_AH3(a));}
- AH4 APrxLoRcpH4(AH4 a){return AH4_AW4(AW4_(0x7784)-AW4_AH4(a));}
-//------------------------------------------------------------------------------------------------------------------------------
- // Medium precision estimation, one Newton Raphson iteration, 3 ops.
- AH1 APrxMedRcpH1(AH1 a){AH1 b=AH1_AW1(AW1_(0x778d)-AW1_AH1(a));return b*(-b*a+AH1_(2.0));}
- AH2 APrxMedRcpH2(AH2 a){AH2 b=AH2_AW2(AW2_(0x778d)-AW2_AH2(a));return b*(-b*a+AH2_(2.0));}
- AH3 APrxMedRcpH3(AH3 a){AH3 b=AH3_AW3(AW3_(0x778d)-AW3_AH3(a));return b*(-b*a+AH3_(2.0));}
- AH4 APrxMedRcpH4(AH4 a){AH4 b=AH4_AW4(AW4_(0x778d)-AW4_AH4(a));return b*(-b*a+AH4_(2.0));}
-//------------------------------------------------------------------------------------------------------------------------------
- // Minimize squared error across {smallest normal to 16384.0}, 2 ops.
- AH1 APrxLoRsqH1(AH1 a){return AH1_AW1(AW1_(0x59a3)-(AW1_AH1(a)>>AW1_(1)));}
- AH2 APrxLoRsqH2(AH2 a){return AH2_AW2(AW2_(0x59a3)-(AW2_AH2(a)>>AW2_(1)));}
- AH3 APrxLoRsqH3(AH3 a){return AH3_AW3(AW3_(0x59a3)-(AW3_AH3(a)>>AW3_(1)));}
- AH4 APrxLoRsqH4(AH4 a){return AH4_AW4(AW4_(0x59a3)-(AW4_AH4(a)>>AW4_(1)));}
- #endif
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-//_____________________________________________________________/\_______________________________________________________________
-//==============================================================================================================================
-// FLOAT APPROXIMATIONS
-//------------------------------------------------------------------------------------------------------------------------------
-// Michal Drobot has an excellent presentation on these: "Low Level Optimizations For GCN",
-// - Idea dates back to SGI, then to Quake 3, etc.
-// - https://michaldrobot.files.wordpress.com/2014/05/gcn_alu_opt_digitaldragons2014.pdf
-// - sqrt(x)=rsqrt(x)*x
-// - rcp(x)=rsqrt(x)*rsqrt(x) for positive x
-// - https://github.com/michaldrobot/ShaderFastLibs/blob/master/ShaderFastMathLib.h
-//------------------------------------------------------------------------------------------------------------------------------
-// These below are from perhaps less complete searching for optimal.
-// Used FP16 normal range for testing with +4096 32-bit step size for sampling error.
-// So these match up well with the half approximations.
-//==============================================================================================================================
- AF1 APrxLoSqrtF1(AF1 a){return AF1_AU1((AU1_AF1(a)>>AU1_(1))+AU1_(0x1fbc4639));}
- AF1 APrxLoRcpF1(AF1 a){return AF1_AU1(AU1_(0x7ef07ebb)-AU1_AF1(a));}
- AF1 APrxMedRcpF1(AF1 a){AF1 b=AF1_AU1(AU1_(0x7ef19fff)-AU1_AF1(a));return b*(-b*a+AF1_(2.0));}
- AF1 APrxLoRsqF1(AF1 a){return AF1_AU1(AU1_(0x5f347d74)-(AU1_AF1(a)>>AU1_(1)));}
-//------------------------------------------------------------------------------------------------------------------------------
- AF2 APrxLoSqrtF2(AF2 a){return AF2_AU2((AU2_AF2(a)>>AU2_(1))+AU2_(0x1fbc4639));}
- AF2 APrxLoRcpF2(AF2 a){return AF2_AU2(AU2_(0x7ef07ebb)-AU2_AF2(a));}
- AF2 APrxMedRcpF2(AF2 a){AF2 b=AF2_AU2(AU2_(0x7ef19fff)-AU2_AF2(a));return b*(-b*a+AF2_(2.0));}
- AF2 APrxLoRsqF2(AF2 a){return AF2_AU2(AU2_(0x5f347d74)-(AU2_AF2(a)>>AU2_(1)));}
-//------------------------------------------------------------------------------------------------------------------------------
- AF3 APrxLoSqrtF3(AF3 a){return AF3_AU3((AU3_AF3(a)>>AU3_(1))+AU3_(0x1fbc4639));}
- AF3 APrxLoRcpF3(AF3 a){return AF3_AU3(AU3_(0x7ef07ebb)-AU3_AF3(a));}
- AF3 APrxMedRcpF3(AF3 a){AF3 b=AF3_AU3(AU3_(0x7ef19fff)-AU3_AF3(a));return b*(-b*a+AF3_(2.0));}
- AF3 APrxLoRsqF3(AF3 a){return AF3_AU3(AU3_(0x5f347d74)-(AU3_AF3(a)>>AU3_(1)));}
-//------------------------------------------------------------------------------------------------------------------------------
- AF4 APrxLoSqrtF4(AF4 a){return AF4_AU4((AU4_AF4(a)>>AU4_(1))+AU4_(0x1fbc4639));}
- AF4 APrxLoRcpF4(AF4 a){return AF4_AU4(AU4_(0x7ef07ebb)-AU4_AF4(a));}
- AF4 APrxMedRcpF4(AF4 a){AF4 b=AF4_AU4(AU4_(0x7ef19fff)-AU4_AF4(a));return b*(-b*a+AF4_(2.0));}
- AF4 APrxLoRsqF4(AF4 a){return AF4_AU4(AU4_(0x5f347d74)-(AU4_AF4(a)>>AU4_(1)));}
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-//_____________________________________________________________/\_______________________________________________________________
-//==============================================================================================================================
-// PQ APPROXIMATIONS
-//------------------------------------------------------------------------------------------------------------------------------
-// PQ is very close to x^(1/8). The functions below Use the fast float approximation method to do
-// PQ<~>Gamma2 (4th power and fast 4th root) and PQ<~>Linear (8th power and fast 8th root). Maximum error is ~0.2%.
-//==============================================================================================================================
-// Helpers
- AF1 Quart(AF1 a) { a = a * a; return a * a;}
- AF1 Oct(AF1 a) { a = a * a; a = a * a; return a * a; }
- AF2 Quart(AF2 a) { a = a * a; return a * a; }
- AF2 Oct(AF2 a) { a = a * a; a = a * a; return a * a; }
- AF3 Quart(AF3 a) { a = a * a; return a * a; }
- AF3 Oct(AF3 a) { a = a * a; a = a * a; return a * a; }
- AF4 Quart(AF4 a) { a = a * a; return a * a; }
- AF4 Oct(AF4 a) { a = a * a; a = a * a; return a * a; }
- //------------------------------------------------------------------------------------------------------------------------------
- AF1 APrxPQToGamma2(AF1 a) { return Quart(a); }
- AF1 APrxPQToLinear(AF1 a) { return Oct(a); }
- AF1 APrxLoGamma2ToPQ(AF1 a) { return AF1_AU1((AU1_AF1(a) >> AU1_(2)) + AU1_(0x2F9A4E46)); }
- AF1 APrxMedGamma2ToPQ(AF1 a) { AF1 b = AF1_AU1((AU1_AF1(a) >> AU1_(2)) + AU1_(0x2F9A4E46)); AF1 b4 = Quart(b); return b - b * (b4 - a) / (AF1_(4.0) * b4); }
- AF1 APrxHighGamma2ToPQ(AF1 a) { return sqrt(sqrt(a)); }
- AF1 APrxLoLinearToPQ(AF1 a) { return AF1_AU1((AU1_AF1(a) >> AU1_(3)) + AU1_(0x378D8723)); }
- AF1 APrxMedLinearToPQ(AF1 a) { AF1 b = AF1_AU1((AU1_AF1(a) >> AU1_(3)) + AU1_(0x378D8723)); AF1 b8 = Oct(b); return b - b * (b8 - a) / (AF1_(8.0) * b8); }
- AF1 APrxHighLinearToPQ(AF1 a) { return sqrt(sqrt(sqrt(a))); }
- //------------------------------------------------------------------------------------------------------------------------------
- AF2 APrxPQToGamma2(AF2 a) { return Quart(a); }
- AF2 APrxPQToLinear(AF2 a) { return Oct(a); }
- AF2 APrxLoGamma2ToPQ(AF2 a) { return AF2_AU2((AU2_AF2(a) >> AU2_(2)) + AU2_(0x2F9A4E46)); }
- AF2 APrxMedGamma2ToPQ(AF2 a) { AF2 b = AF2_AU2((AU2_AF2(a) >> AU2_(2)) + AU2_(0x2F9A4E46)); AF2 b4 = Quart(b); return b - b * (b4 - a) / (AF1_(4.0) * b4); }
- AF2 APrxHighGamma2ToPQ(AF2 a) { return sqrt(sqrt(a)); }
- AF2 APrxLoLinearToPQ(AF2 a) { return AF2_AU2((AU2_AF2(a) >> AU2_(3)) + AU2_(0x378D8723)); }
- AF2 APrxMedLinearToPQ(AF2 a) { AF2 b = AF2_AU2((AU2_AF2(a) >> AU2_(3)) + AU2_(0x378D8723)); AF2 b8 = Oct(b); return b - b * (b8 - a) / (AF1_(8.0) * b8); }
- AF2 APrxHighLinearToPQ(AF2 a) { return sqrt(sqrt(sqrt(a))); }
- //------------------------------------------------------------------------------------------------------------------------------
- AF3 APrxPQToGamma2(AF3 a) { return Quart(a); }
- AF3 APrxPQToLinear(AF3 a) { return Oct(a); }
- AF3 APrxLoGamma2ToPQ(AF3 a) { return AF3_AU3((AU3_AF3(a) >> AU3_(2)) + AU3_(0x2F9A4E46)); }
- AF3 APrxMedGamma2ToPQ(AF3 a) { AF3 b = AF3_AU3((AU3_AF3(a) >> AU3_(2)) + AU3_(0x2F9A4E46)); AF3 b4 = Quart(b); return b - b * (b4 - a) / (AF1_(4.0) * b4); }
- AF3 APrxHighGamma2ToPQ(AF3 a) { return sqrt(sqrt(a)); }
- AF3 APrxLoLinearToPQ(AF3 a) { return AF3_AU3((AU3_AF3(a) >> AU3_(3)) + AU3_(0x378D8723)); }
- AF3 APrxMedLinearToPQ(AF3 a) { AF3 b = AF3_AU3((AU3_AF3(a) >> AU3_(3)) + AU3_(0x378D8723)); AF3 b8 = Oct(b); return b - b * (b8 - a) / (AF1_(8.0) * b8); }
- AF3 APrxHighLinearToPQ(AF3 a) { return sqrt(sqrt(sqrt(a))); }
- //------------------------------------------------------------------------------------------------------------------------------
- AF4 APrxPQToGamma2(AF4 a) { return Quart(a); }
- AF4 APrxPQToLinear(AF4 a) { return Oct(a); }
- AF4 APrxLoGamma2ToPQ(AF4 a) { return AF4_AU4((AU4_AF4(a) >> AU4_(2)) + AU4_(0x2F9A4E46)); }
- AF4 APrxMedGamma2ToPQ(AF4 a) { AF4 b = AF4_AU4((AU4_AF4(a) >> AU4_(2)) + AU4_(0x2F9A4E46)); AF4 b4 = Quart(b); return b - b * (b4 - a) / (AF1_(4.0) * b4); }
- AF4 APrxHighGamma2ToPQ(AF4 a) { return sqrt(sqrt(a)); }
- AF4 APrxLoLinearToPQ(AF4 a) { return AF4_AU4((AU4_AF4(a) >> AU4_(3)) + AU4_(0x378D8723)); }
- AF4 APrxMedLinearToPQ(AF4 a) { AF4 b = AF4_AU4((AU4_AF4(a) >> AU4_(3)) + AU4_(0x378D8723)); AF4 b8 = Oct(b); return b - b * (b8 - a) / (AF1_(8.0) * b8); }
- AF4 APrxHighLinearToPQ(AF4 a) { return sqrt(sqrt(sqrt(a))); }
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-//_____________________________________________________________/\_______________________________________________________________
-//==============================================================================================================================
-// PARABOLIC SIN & COS
-//------------------------------------------------------------------------------------------------------------------------------
-// Approximate answers to transcendental questions.
-//------------------------------------------------------------------------------------------------------------------------------
-//==============================================================================================================================
- #if 1
- // Valid input range is {-1 to 1} representing {0 to 2 pi}.
- // Output range is {-1/4 to 1/4} representing {-1 to 1}.
- AF1 APSinF1(AF1 x){return x*abs(x)-x;} // MAD.
- AF2 APSinF2(AF2 x){return x*abs(x)-x;}
- AF1 APCosF1(AF1 x){x=AFractF1(x*AF1_(0.5)+AF1_(0.75));x=x*AF1_(2.0)-AF1_(1.0);return APSinF1(x);} // 3x MAD, FRACT
- AF2 APCosF2(AF2 x){x=AFractF2(x*AF2_(0.5)+AF2_(0.75));x=x*AF2_(2.0)-AF2_(1.0);return APSinF2(x);}
- AF2 APSinCosF1(AF1 x){AF1 y=AFractF1(x*AF1_(0.5)+AF1_(0.75));y=y*AF1_(2.0)-AF1_(1.0);return APSinF2(AF2(x,y));}
- #endif
-//------------------------------------------------------------------------------------------------------------------------------
- #ifdef A_HALF
- // For a packed {sin,cos} pair,
- // - Native takes 16 clocks and 4 issue slots (no packed transcendentals).
- // - Parabolic takes 8 clocks and 8 issue slots (only fract is non-packed).
- AH1 APSinH1(AH1 x){return x*abs(x)-x;}
- AH2 APSinH2(AH2 x){return x*abs(x)-x;} // AND,FMA
- AH1 APCosH1(AH1 x){x=AFractH1(x*AH1_(0.5)+AH1_(0.75));x=x*AH1_(2.0)-AH1_(1.0);return APSinH1(x);}
- AH2 APCosH2(AH2 x){x=AFractH2(x*AH2_(0.5)+AH2_(0.75));x=x*AH2_(2.0)-AH2_(1.0);return APSinH2(x);} // 3x FMA, 2xFRACT, AND
- AH2 APSinCosH1(AH1 x){AH1 y=AFractH1(x*AH1_(0.5)+AH1_(0.75));y=y*AH1_(2.0)-AH1_(1.0);return APSinH2(AH2(x,y));}
- #endif
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-//_____________________________________________________________/\_______________________________________________________________
-//==============================================================================================================================
-// [ZOL] ZERO ONE LOGIC
-//------------------------------------------------------------------------------------------------------------------------------
-// Conditional free logic designed for easy 16-bit packing, and backwards porting to 32-bit.
-//------------------------------------------------------------------------------------------------------------------------------
-// 0 := false
-// 1 := true
-//------------------------------------------------------------------------------------------------------------------------------
-// AndNot(x,y) -> !(x&y) .... One op.
-// AndOr(x,y,z) -> (x&y)|z ... One op.
-// GtZero(x) -> x>0.0 ..... One op.
-// Sel(x,y,z) -> x?y:z ..... Two ops, has no precision loss.
-// Signed(x) -> x<0.0 ..... One op.
-// ZeroPass(x,y) -> x?0:y ..... Two ops, 'y' is a pass through safe for aliasing as integer.
-//------------------------------------------------------------------------------------------------------------------------------
-// OPTIMIZATION NOTES
-// ==================
-// - On Vega to use 2 constants in a packed op, pass in as one AW2 or one AH2 'k.xy' and use as 'k.xx' and 'k.yy'.
-// For example 'a.xy*k.xx+k.yy'.
-//==============================================================================================================================
- #if 1
- AU1 AZolAndU1(AU1 x,AU1 y){return min(x,y);}
- AU2 AZolAndU2(AU2 x,AU2 y){return min(x,y);}
- AU3 AZolAndU3(AU3 x,AU3 y){return min(x,y);}
- AU4 AZolAndU4(AU4 x,AU4 y){return min(x,y);}
-//------------------------------------------------------------------------------------------------------------------------------
- AU1 AZolNotU1(AU1 x){return x^AU1_(1);}
- AU2 AZolNotU2(AU2 x){return x^AU2_(1);}
- AU3 AZolNotU3(AU3 x){return x^AU3_(1);}
- AU4 AZolNotU4(AU4 x){return x^AU4_(1);}
-//------------------------------------------------------------------------------------------------------------------------------
- AU1 AZolOrU1(AU1 x,AU1 y){return max(x,y);}
- AU2 AZolOrU2(AU2 x,AU2 y){return max(x,y);}
- AU3 AZolOrU3(AU3 x,AU3 y){return max(x,y);}
- AU4 AZolOrU4(AU4 x,AU4 y){return max(x,y);}
-//==============================================================================================================================
- AU1 AZolF1ToU1(AF1 x){return AU1(x);}
- AU2 AZolF2ToU2(AF2 x){return AU2(x);}
- AU3 AZolF3ToU3(AF3 x){return AU3(x);}
- AU4 AZolF4ToU4(AF4 x){return AU4(x);}
-//------------------------------------------------------------------------------------------------------------------------------
- // 2 ops, denormals don't work in 32-bit on PC (and if they are enabled, OMOD is disabled).
- AU1 AZolNotF1ToU1(AF1 x){return AU1(AF1_(1.0)-x);}
- AU2 AZolNotF2ToU2(AF2 x){return AU2(AF2_(1.0)-x);}
- AU3 AZolNotF3ToU3(AF3 x){return AU3(AF3_(1.0)-x);}
- AU4 AZolNotF4ToU4(AF4 x){return AU4(AF4_(1.0)-x);}
-//------------------------------------------------------------------------------------------------------------------------------
- AF1 AZolU1ToF1(AU1 x){return AF1(x);}
- AF2 AZolU2ToF2(AU2 x){return AF2(x);}
- AF3 AZolU3ToF3(AU3 x){return AF3(x);}
- AF4 AZolU4ToF4(AU4 x){return AF4(x);}
-//==============================================================================================================================
- AF1 AZolAndF1(AF1 x,AF1 y){return min(x,y);}
- AF2 AZolAndF2(AF2 x,AF2 y){return min(x,y);}
- AF3 AZolAndF3(AF3 x,AF3 y){return min(x,y);}
- AF4 AZolAndF4(AF4 x,AF4 y){return min(x,y);}
-//------------------------------------------------------------------------------------------------------------------------------
- AF1 ASolAndNotF1(AF1 x,AF1 y){return (-x)*y+AF1_(1.0);}
- AF2 ASolAndNotF2(AF2 x,AF2 y){return (-x)*y+AF2_(1.0);}
- AF3 ASolAndNotF3(AF3 x,AF3 y){return (-x)*y+AF3_(1.0);}
- AF4 ASolAndNotF4(AF4 x,AF4 y){return (-x)*y+AF4_(1.0);}
-//------------------------------------------------------------------------------------------------------------------------------
- AF1 AZolAndOrF1(AF1 x,AF1 y,AF1 z){return ASatF1(x*y+z);}
- AF2 AZolAndOrF2(AF2 x,AF2 y,AF2 z){return ASatF2(x*y+z);}
- AF3 AZolAndOrF3(AF3 x,AF3 y,AF3 z){return ASatF3(x*y+z);}
- AF4 AZolAndOrF4(AF4 x,AF4 y,AF4 z){return ASatF4(x*y+z);}
-//------------------------------------------------------------------------------------------------------------------------------
- AF1 AZolGtZeroF1(AF1 x){return ASatF1(x*AF1_(A_INFP_F));}
- AF2 AZolGtZeroF2(AF2 x){return ASatF2(x*AF2_(A_INFP_F));}
- AF3 AZolGtZeroF3(AF3 x){return ASatF3(x*AF3_(A_INFP_F));}
- AF4 AZolGtZeroF4(AF4 x){return ASatF4(x*AF4_(A_INFP_F));}
-//------------------------------------------------------------------------------------------------------------------------------
- AF1 AZolNotF1(AF1 x){return AF1_(1.0)-x;}
- AF2 AZolNotF2(AF2 x){return AF2_(1.0)-x;}
- AF3 AZolNotF3(AF3 x){return AF3_(1.0)-x;}
- AF4 AZolNotF4(AF4 x){return AF4_(1.0)-x;}
-//------------------------------------------------------------------------------------------------------------------------------
- AF1 AZolOrF1(AF1 x,AF1 y){return max(x,y);}
- AF2 AZolOrF2(AF2 x,AF2 y){return max(x,y);}
- AF3 AZolOrF3(AF3 x,AF3 y){return max(x,y);}
- AF4 AZolOrF4(AF4 x,AF4 y){return max(x,y);}
-//------------------------------------------------------------------------------------------------------------------------------
- AF1 AZolSelF1(AF1 x,AF1 y,AF1 z){AF1 r=(-x)*z+z;return x*y+r;}
- AF2 AZolSelF2(AF2 x,AF2 y,AF2 z){AF2 r=(-x)*z+z;return x*y+r;}
- AF3 AZolSelF3(AF3 x,AF3 y,AF3 z){AF3 r=(-x)*z+z;return x*y+r;}
- AF4 AZolSelF4(AF4 x,AF4 y,AF4 z){AF4 r=(-x)*z+z;return x*y+r;}
-//------------------------------------------------------------------------------------------------------------------------------
- AF1 AZolSignedF1(AF1 x){return ASatF1(x*AF1_(A_INFN_F));}
- AF2 AZolSignedF2(AF2 x){return ASatF2(x*AF2_(A_INFN_F));}
- AF3 AZolSignedF3(AF3 x){return ASatF3(x*AF3_(A_INFN_F));}
- AF4 AZolSignedF4(AF4 x){return ASatF4(x*AF4_(A_INFN_F));}
-//------------------------------------------------------------------------------------------------------------------------------
- AF1 AZolZeroPassF1(AF1 x,AF1 y){return AF1_AU1((AU1_AF1(x)!=AU1_(0))?AU1_(0):AU1_AF1(y));}
- AF2 AZolZeroPassF2(AF2 x,AF2 y){return AF2_AU2((AU2_AF2(x)!=AU2_(0))?AU2_(0):AU2_AF2(y));}
- AF3 AZolZeroPassF3(AF3 x,AF3 y){return AF3_AU3((AU3_AF3(x)!=AU3_(0))?AU3_(0):AU3_AF3(y));}
- AF4 AZolZeroPassF4(AF4 x,AF4 y){return AF4_AU4((AU4_AF4(x)!=AU4_(0))?AU4_(0):AU4_AF4(y));}
- #endif
-//==============================================================================================================================
- #ifdef A_HALF
- AW1 AZolAndW1(AW1 x,AW1 y){return min(x,y);}
- AW2 AZolAndW2(AW2 x,AW2 y){return min(x,y);}
- AW3 AZolAndW3(AW3 x,AW3 y){return min(x,y);}
- AW4 AZolAndW4(AW4 x,AW4 y){return min(x,y);}
-//------------------------------------------------------------------------------------------------------------------------------
- AW1 AZolNotW1(AW1 x){return x^AW1_(1);}
- AW2 AZolNotW2(AW2 x){return x^AW2_(1);}
- AW3 AZolNotW3(AW3 x){return x^AW3_(1);}
- AW4 AZolNotW4(AW4 x){return x^AW4_(1);}
-//------------------------------------------------------------------------------------------------------------------------------
- AW1 AZolOrW1(AW1 x,AW1 y){return max(x,y);}
- AW2 AZolOrW2(AW2 x,AW2 y){return max(x,y);}
- AW3 AZolOrW3(AW3 x,AW3 y){return max(x,y);}
- AW4 AZolOrW4(AW4 x,AW4 y){return max(x,y);}
-//==============================================================================================================================
- // Uses denormal trick.
- AW1 AZolH1ToW1(AH1 x){return AW1_AH1(x*AH1_AW1(AW1_(1)));}
- AW2 AZolH2ToW2(AH2 x){return AW2_AH2(x*AH2_AW2(AW2_(1)));}
- AW3 AZolH3ToW3(AH3 x){return AW3_AH3(x*AH3_AW3(AW3_(1)));}
- AW4 AZolH4ToW4(AH4 x){return AW4_AH4(x*AH4_AW4(AW4_(1)));}
-//------------------------------------------------------------------------------------------------------------------------------
- // AMD arch lacks a packed conversion opcode.
- AH1 AZolW1ToH1(AW1 x){return AH1_AW1(x*AW1_AH1(AH1_(1.0)));}
- AH2 AZolW2ToH2(AW2 x){return AH2_AW2(x*AW2_AH2(AH2_(1.0)));}
- AH3 AZolW1ToH3(AW3 x){return AH3_AW3(x*AW3_AH3(AH3_(1.0)));}
- AH4 AZolW2ToH4(AW4 x){return AH4_AW4(x*AW4_AH4(AH4_(1.0)));}
-//==============================================================================================================================
- AH1 AZolAndH1(AH1 x,AH1 y){return min(x,y);}
- AH2 AZolAndH2(AH2 x,AH2 y){return min(x,y);}
- AH3 AZolAndH3(AH3 x,AH3 y){return min(x,y);}
- AH4 AZolAndH4(AH4 x,AH4 y){return min(x,y);}
-//------------------------------------------------------------------------------------------------------------------------------
- AH1 ASolAndNotH1(AH1 x,AH1 y){return (-x)*y+AH1_(1.0);}
- AH2 ASolAndNotH2(AH2 x,AH2 y){return (-x)*y+AH2_(1.0);}
- AH3 ASolAndNotH3(AH3 x,AH3 y){return (-x)*y+AH3_(1.0);}
- AH4 ASolAndNotH4(AH4 x,AH4 y){return (-x)*y+AH4_(1.0);}
-//------------------------------------------------------------------------------------------------------------------------------
- AH1 AZolAndOrH1(AH1 x,AH1 y,AH1 z){return ASatH1(x*y+z);}
- AH2 AZolAndOrH2(AH2 x,AH2 y,AH2 z){return ASatH2(x*y+z);}
- AH3 AZolAndOrH3(AH3 x,AH3 y,AH3 z){return ASatH3(x*y+z);}
- AH4 AZolAndOrH4(AH4 x,AH4 y,AH4 z){return ASatH4(x*y+z);}
-//------------------------------------------------------------------------------------------------------------------------------
- AH1 AZolGtZeroH1(AH1 x){return ASatH1(x*AH1_(A_INFP_H));}
- AH2 AZolGtZeroH2(AH2 x){return ASatH2(x*AH2_(A_INFP_H));}
- AH3 AZolGtZeroH3(AH3 x){return ASatH3(x*AH3_(A_INFP_H));}
- AH4 AZolGtZeroH4(AH4 x){return ASatH4(x*AH4_(A_INFP_H));}
-//------------------------------------------------------------------------------------------------------------------------------
- AH1 AZolNotH1(AH1 x){return AH1_(1.0)-x;}
- AH2 AZolNotH2(AH2 x){return AH2_(1.0)-x;}
- AH3 AZolNotH3(AH3 x){return AH3_(1.0)-x;}
- AH4 AZolNotH4(AH4 x){return AH4_(1.0)-x;}
-//------------------------------------------------------------------------------------------------------------------------------
- AH1 AZolOrH1(AH1 x,AH1 y){return max(x,y);}
- AH2 AZolOrH2(AH2 x,AH2 y){return max(x,y);}
- AH3 AZolOrH3(AH3 x,AH3 y){return max(x,y);}
- AH4 AZolOrH4(AH4 x,AH4 y){return max(x,y);}
-//------------------------------------------------------------------------------------------------------------------------------
- AH1 AZolSelH1(AH1 x,AH1 y,AH1 z){AH1 r=(-x)*z+z;return x*y+r;}
- AH2 AZolSelH2(AH2 x,AH2 y,AH2 z){AH2 r=(-x)*z+z;return x*y+r;}
- AH3 AZolSelH3(AH3 x,AH3 y,AH3 z){AH3 r=(-x)*z+z;return x*y+r;}
- AH4 AZolSelH4(AH4 x,AH4 y,AH4 z){AH4 r=(-x)*z+z;return x*y+r;}
-//------------------------------------------------------------------------------------------------------------------------------
- AH1 AZolSignedH1(AH1 x){return ASatH1(x*AH1_(A_INFN_H));}
- AH2 AZolSignedH2(AH2 x){return ASatH2(x*AH2_(A_INFN_H));}
- AH3 AZolSignedH3(AH3 x){return ASatH3(x*AH3_(A_INFN_H));}
- AH4 AZolSignedH4(AH4 x){return ASatH4(x*AH4_(A_INFN_H));}
- #endif
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-//_____________________________________________________________/\_______________________________________________________________
-//==============================================================================================================================
-// COLOR CONVERSIONS
-//------------------------------------------------------------------------------------------------------------------------------
-// These are all linear to/from some other space (where 'linear' has been shortened out of the function name).
-// So 'ToGamma' is 'LinearToGamma', and 'FromGamma' is 'LinearFromGamma'.
-// These are branch free implementations.
-// The AToSrgbF1() function is useful for stores for compute shaders for GPUs without hardware linear->sRGB store conversion.
-//------------------------------------------------------------------------------------------------------------------------------
-// TRANSFER FUNCTIONS
-// ==================
-// 709 ..... Rec709 used for some HDTVs
-// Gamma ... Typically 2.2 for some PC displays, or 2.4-2.5 for CRTs, or 2.2 FreeSync2 native
-// Pq ...... PQ native for HDR10
-// Srgb .... The sRGB output, typical of PC displays, useful for 10-bit output, or storing to 8-bit UNORM without SRGB type
-// Two ..... Gamma 2.0, fastest conversion (useful for intermediate pass approximations)
-// Three ... Gamma 3.0, less fast, but good for HDR.
-//------------------------------------------------------------------------------------------------------------------------------
-// KEEPING TO SPEC
-// ===============
-// Both Rec.709 and sRGB have a linear segment which as spec'ed would intersect the curved segment 2 times.
-// (a.) For 8-bit sRGB, steps {0 to 10.3} are in the linear region (4% of the encoding range).
-// (b.) For 8-bit 709, steps {0 to 20.7} are in the linear region (8% of the encoding range).
-// Also there is a slight step in the transition regions.
-// Precision of the coefficients in the spec being the likely cause.
-// Main usage case of the sRGB code is to do the linear->sRGB converstion in a compute shader before store.
-// This is to work around lack of hardware (typically only ROP does the conversion for free).
-// To "correct" the linear segment, would be to introduce error, because hardware decode of sRGB->linear is fixed (and free).
-// So this header keeps with the spec.
-// For linear->sRGB transforms, the linear segment in some respects reduces error, because rounding in that region is linear.
-// Rounding in the curved region in hardware (and fast software code) introduces error due to rounding in non-linear.
-//------------------------------------------------------------------------------------------------------------------------------
-// FOR PQ
-// ======
-// Both input and output is {0.0-1.0}, and where output 1.0 represents 10000.0 cd/m^2.
-// All constants are only specified to FP32 precision.
-// External PQ source reference,
-// - https://github.com/ampas/aces-dev/blob/master/transforms/ctl/utilities/ACESlib.Utilities_Color.a1.0.1.ctl
-//------------------------------------------------------------------------------------------------------------------------------
-// PACKED VERSIONS
-// ===============
-// These are the A*H2() functions.
-// There is no PQ functions as FP16 seemed to not have enough precision for the conversion.
-// The remaining functions are "good enough" for 8-bit, and maybe 10-bit if not concerned about a few 1-bit errors.
-// Precision is lowest in the 709 conversion, higher in sRGB, higher still in Two and Gamma (when using 2.2 at least).
-//------------------------------------------------------------------------------------------------------------------------------
-// NOTES
-// =====
-// Could be faster for PQ conversions to be in ALU or a texture lookup depending on usage case.
-//==============================================================================================================================
- #if 1
- AF1 ATo709F1(AF1 c){AF3 j=AF3(0.018*4.5,4.5,0.45);AF2 k=AF2(1.099,-0.099);
- return clamp(j.x ,c*j.y ,pow(c,j.z )*k.x +k.y );}
- AF2 ATo709F2(AF2 c){AF3 j=AF3(0.018*4.5,4.5,0.45);AF2 k=AF2(1.099,-0.099);
- return clamp(j.xx ,c*j.yy ,pow(c,j.zz )*k.xx +k.yy );}
- AF3 ATo709F3(AF3 c){AF3 j=AF3(0.018*4.5,4.5,0.45);AF2 k=AF2(1.099,-0.099);
- return clamp(j.xxx,c*j.yyy,pow(c,j.zzz)*k.xxx+k.yyy);}
-//------------------------------------------------------------------------------------------------------------------------------
- // Note 'rcpX' is '1/x', where the 'x' is what would be used in AFromGamma().
- AF1 AToGammaF1(AF1 c,AF1 rcpX){return pow(c,AF1_(rcpX));}
- AF2 AToGammaF2(AF2 c,AF1 rcpX){return pow(c,AF2_(rcpX));}
- AF3 AToGammaF3(AF3 c,AF1 rcpX){return pow(c,AF3_(rcpX));}
-//------------------------------------------------------------------------------------------------------------------------------
- AF1 AToPqF1(AF1 x){AF1 p=pow(x,AF1_(0.159302));
- return pow((AF1_(0.835938)+AF1_(18.8516)*p)/(AF1_(1.0)+AF1_(18.6875)*p),AF1_(78.8438));}
- AF2 AToPqF1(AF2 x){AF2 p=pow(x,AF2_(0.159302));
- return pow((AF2_(0.835938)+AF2_(18.8516)*p)/(AF2_(1.0)+AF2_(18.6875)*p),AF2_(78.8438));}
- AF3 AToPqF1(AF3 x){AF3 p=pow(x,AF3_(0.159302));
- return pow((AF3_(0.835938)+AF3_(18.8516)*p)/(AF3_(1.0)+AF3_(18.6875)*p),AF3_(78.8438));}
-//------------------------------------------------------------------------------------------------------------------------------
- AF1 AToSrgbF1(AF1 c){AF3 j=AF3(0.0031308*12.92,12.92,1.0/2.4);AF2 k=AF2(1.055,-0.055);
- return clamp(j.x ,c*j.y ,pow(c,j.z )*k.x +k.y );}
- AF2 AToSrgbF2(AF2 c){AF3 j=AF3(0.0031308*12.92,12.92,1.0/2.4);AF2 k=AF2(1.055,-0.055);
- return clamp(j.xx ,c*j.yy ,pow(c,j.zz )*k.xx +k.yy );}
- AF3 AToSrgbF3(AF3 c){AF3 j=AF3(0.0031308*12.92,12.92,1.0/2.4);AF2 k=AF2(1.055,-0.055);
- return clamp(j.xxx,c*j.yyy,pow(c,j.zzz)*k.xxx+k.yyy);}
-//------------------------------------------------------------------------------------------------------------------------------
- AF1 AToTwoF1(AF1 c){return sqrt(c);}
- AF2 AToTwoF2(AF2 c){return sqrt(c);}
- AF3 AToTwoF3(AF3 c){return sqrt(c);}
-//------------------------------------------------------------------------------------------------------------------------------
- AF1 AToThreeF1(AF1 c){return pow(c,AF1_(1.0/3.0));}
- AF2 AToThreeF2(AF2 c){return pow(c,AF2_(1.0/3.0));}
- AF3 AToThreeF3(AF3 c){return pow(c,AF3_(1.0/3.0));}
- #endif
-//==============================================================================================================================
- #if 1
- // Unfortunately median won't work here.
- AF1 AFrom709F1(AF1 c){AF3 j=AF3(0.081/4.5,1.0/4.5,1.0/0.45);AF2 k=AF2(1.0/1.099,0.099/1.099);
- return AZolSelF1(AZolSignedF1(c-j.x ),c*j.y ,pow(c*k.x +k.y ,j.z ));}
- AF2 AFrom709F2(AF2 c){AF3 j=AF3(0.081/4.5,1.0/4.5,1.0/0.45);AF2 k=AF2(1.0/1.099,0.099/1.099);
- return AZolSelF2(AZolSignedF2(c-j.xx ),c*j.yy ,pow(c*k.xx +k.yy ,j.zz ));}
- AF3 AFrom709F3(AF3 c){AF3 j=AF3(0.081/4.5,1.0/4.5,1.0/0.45);AF2 k=AF2(1.0/1.099,0.099/1.099);
- return AZolSelF3(AZolSignedF3(c-j.xxx),c*j.yyy,pow(c*k.xxx+k.yyy,j.zzz));}
-//------------------------------------------------------------------------------------------------------------------------------
- AF1 AFromGammaF1(AF1 c,AF1 x){return pow(c,AF1_(x));}
- AF2 AFromGammaF2(AF2 c,AF1 x){return pow(c,AF2_(x));}
- AF3 AFromGammaF3(AF3 c,AF1 x){return pow(c,AF3_(x));}
-//------------------------------------------------------------------------------------------------------------------------------
- AF1 AFromPqF1(AF1 x){AF1 p=pow(x,AF1_(0.0126833));
- return pow(ASatF1(p-AF1_(0.835938))/(AF1_(18.8516)-AF1_(18.6875)*p),AF1_(6.27739));}
- AF2 AFromPqF1(AF2 x){AF2 p=pow(x,AF2_(0.0126833));
- return pow(ASatF2(p-AF2_(0.835938))/(AF2_(18.8516)-AF2_(18.6875)*p),AF2_(6.27739));}
- AF3 AFromPqF1(AF3 x){AF3 p=pow(x,AF3_(0.0126833));
- return pow(ASatF3(p-AF3_(0.835938))/(AF3_(18.8516)-AF3_(18.6875)*p),AF3_(6.27739));}
-//------------------------------------------------------------------------------------------------------------------------------
- // Unfortunately median won't work here.
- AF1 AFromSrgbF1(AF1 c){AF3 j=AF3(0.04045/12.92,1.0/12.92,2.4);AF2 k=AF2(1.0/1.055,0.055/1.055);
- return AZolSelF1(AZolSignedF1(c-j.x ),c*j.y ,pow(c*k.x +k.y ,j.z ));}
- AF2 AFromSrgbF2(AF2 c){AF3 j=AF3(0.04045/12.92,1.0/12.92,2.4);AF2 k=AF2(1.0/1.055,0.055/1.055);
- return AZolSelF2(AZolSignedF2(c-j.xx ),c*j.yy ,pow(c*k.xx +k.yy ,j.zz ));}
- AF3 AFromSrgbF3(AF3 c){AF3 j=AF3(0.04045/12.92,1.0/12.92,2.4);AF2 k=AF2(1.0/1.055,0.055/1.055);
- return AZolSelF3(AZolSignedF3(c-j.xxx),c*j.yyy,pow(c*k.xxx+k.yyy,j.zzz));}
-//------------------------------------------------------------------------------------------------------------------------------
- AF1 AFromTwoF1(AF1 c){return c*c;}
- AF2 AFromTwoF2(AF2 c){return c*c;}
- AF3 AFromTwoF3(AF3 c){return c*c;}
-//------------------------------------------------------------------------------------------------------------------------------
- AF1 AFromThreeF1(AF1 c){return c*c*c;}
- AF2 AFromThreeF2(AF2 c){return c*c*c;}
- AF3 AFromThreeF3(AF3 c){return c*c*c;}
- #endif
-//==============================================================================================================================
- #ifdef A_HALF
- AH1 ATo709H1(AH1 c){AH3 j=AH3(0.018*4.5,4.5,0.45);AH2 k=AH2(1.099,-0.099);
- return clamp(j.x ,c*j.y ,pow(c,j.z )*k.x +k.y );}
- AH2 ATo709H2(AH2 c){AH3 j=AH3(0.018*4.5,4.5,0.45);AH2 k=AH2(1.099,-0.099);
- return clamp(j.xx ,c*j.yy ,pow(c,j.zz )*k.xx +k.yy );}
- AH3 ATo709H3(AH3 c){AH3 j=AH3(0.018*4.5,4.5,0.45);AH2 k=AH2(1.099,-0.099);
- return clamp(j.xxx,c*j.yyy,pow(c,j.zzz)*k.xxx+k.yyy);}
-//------------------------------------------------------------------------------------------------------------------------------
- AH1 AToGammaH1(AH1 c,AH1 rcpX){return pow(c,AH1_(rcpX));}
- AH2 AToGammaH2(AH2 c,AH1 rcpX){return pow(c,AH2_(rcpX));}
- AH3 AToGammaH3(AH3 c,AH1 rcpX){return pow(c,AH3_(rcpX));}
-//------------------------------------------------------------------------------------------------------------------------------
- AH1 AToSrgbH1(AH1 c){AH3 j=AH3(0.0031308*12.92,12.92,1.0/2.4);AH2 k=AH2(1.055,-0.055);
- return clamp(j.x ,c*j.y ,pow(c,j.z )*k.x +k.y );}
- AH2 AToSrgbH2(AH2 c){AH3 j=AH3(0.0031308*12.92,12.92,1.0/2.4);AH2 k=AH2(1.055,-0.055);
- return clamp(j.xx ,c*j.yy ,pow(c,j.zz )*k.xx +k.yy );}
- AH3 AToSrgbH3(AH3 c){AH3 j=AH3(0.0031308*12.92,12.92,1.0/2.4);AH2 k=AH2(1.055,-0.055);
- return clamp(j.xxx,c*j.yyy,pow(c,j.zzz)*k.xxx+k.yyy);}
-//------------------------------------------------------------------------------------------------------------------------------
- AH1 AToTwoH1(AH1 c){return sqrt(c);}
- AH2 AToTwoH2(AH2 c){return sqrt(c);}
- AH3 AToTwoH3(AH3 c){return sqrt(c);}
-//------------------------------------------------------------------------------------------------------------------------------
- AH1 AToThreeF1(AH1 c){return pow(c,AH1_(1.0/3.0));}
- AH2 AToThreeF2(AH2 c){return pow(c,AH2_(1.0/3.0));}
- AH3 AToThreeF3(AH3 c){return pow(c,AH3_(1.0/3.0));}
- #endif
-//==============================================================================================================================
- #ifdef A_HALF
- AH1 AFrom709H1(AH1 c){AH3 j=AH3(0.081/4.5,1.0/4.5,1.0/0.45);AH2 k=AH2(1.0/1.099,0.099/1.099);
- return AZolSelH1(AZolSignedH1(c-j.x ),c*j.y ,pow(c*k.x +k.y ,j.z ));}
- AH2 AFrom709H2(AH2 c){AH3 j=AH3(0.081/4.5,1.0/4.5,1.0/0.45);AH2 k=AH2(1.0/1.099,0.099/1.099);
- return AZolSelH2(AZolSignedH2(c-j.xx ),c*j.yy ,pow(c*k.xx +k.yy ,j.zz ));}
- AH3 AFrom709H3(AH3 c){AH3 j=AH3(0.081/4.5,1.0/4.5,1.0/0.45);AH2 k=AH2(1.0/1.099,0.099/1.099);
- return AZolSelH3(AZolSignedH3(c-j.xxx),c*j.yyy,pow(c*k.xxx+k.yyy,j.zzz));}
-//------------------------------------------------------------------------------------------------------------------------------
- AH1 AFromGammaH1(AH1 c,AH1 x){return pow(c,AH1_(x));}
- AH2 AFromGammaH2(AH2 c,AH1 x){return pow(c,AH2_(x));}
- AH3 AFromGammaH3(AH3 c,AH1 x){return pow(c,AH3_(x));}
-//------------------------------------------------------------------------------------------------------------------------------
- AH1 AHromSrgbF1(AH1 c){AH3 j=AH3(0.04045/12.92,1.0/12.92,2.4);AH2 k=AH2(1.0/1.055,0.055/1.055);
- return AZolSelH1(AZolSignedH1(c-j.x ),c*j.y ,pow(c*k.x +k.y ,j.z ));}
- AH2 AHromSrgbF2(AH2 c){AH3 j=AH3(0.04045/12.92,1.0/12.92,2.4);AH2 k=AH2(1.0/1.055,0.055/1.055);
- return AZolSelH2(AZolSignedH2(c-j.xx ),c*j.yy ,pow(c*k.xx +k.yy ,j.zz ));}
- AH3 AHromSrgbF3(AH3 c){AH3 j=AH3(0.04045/12.92,1.0/12.92,2.4);AH2 k=AH2(1.0/1.055,0.055/1.055);
- return AZolSelH3(AZolSignedH3(c-j.xxx),c*j.yyy,pow(c*k.xxx+k.yyy,j.zzz));}
-//------------------------------------------------------------------------------------------------------------------------------
- AH1 AFromTwoH1(AH1 c){return c*c;}
- AH2 AFromTwoH2(AH2 c){return c*c;}
- AH3 AFromTwoH3(AH3 c){return c*c;}
-//------------------------------------------------------------------------------------------------------------------------------
- AH1 AFromThreeH1(AH1 c){return c*c*c;}
- AH2 AFromThreeH2(AH2 c){return c*c*c;}
- AH3 AFromThreeH3(AH3 c){return c*c*c;}
- #endif
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-//_____________________________________________________________/\_______________________________________________________________
-//==============================================================================================================================
-// CS REMAP
-//==============================================================================================================================
- // Simple remap 64x1 to 8x8 with rotated 2x2 pixel quads in quad linear.
- // 543210
- // ======
- // ..xxx.
- // yy...y
- AU2 ARmp8x8(AU1 a){return AU2(ABfe(a,1u,3u),ABfiM(ABfe(a,3u,3u),a,1u));}
-//==============================================================================================================================
- // More complex remap 64x1 to 8x8 which is necessary for 2D wave reductions.
- // 543210
- // ======
- // .xx..x
- // y..yy.
- // Details,
- // LANE TO 8x8 MAPPING
- // ===================
- // 00 01 08 09 10 11 18 19
- // 02 03 0a 0b 12 13 1a 1b
- // 04 05 0c 0d 14 15 1c 1d
- // 06 07 0e 0f 16 17 1e 1f
- // 20 21 28 29 30 31 38 39
- // 22 23 2a 2b 32 33 3a 3b
- // 24 25 2c 2d 34 35 3c 3d
- // 26 27 2e 2f 36 37 3e 3f
- AU2 ARmpRed8x8(AU1 a){return AU2(ABfiM(ABfe(a,2u,3u),a,1u),ABfiM(ABfe(a,3u,3u),ABfe(a,1u,2u),2u));}
-//==============================================================================================================================
- #ifdef A_HALF
- AW2 ARmp8x8H(AU1 a){return AW2(ABfe(a,1u,3u),ABfiM(ABfe(a,3u,3u),a,1u));}
- AW2 ARmpRed8x8H(AU1 a){return AW2(ABfiM(ABfe(a,2u,3u),a,1u),ABfiM(ABfe(a,3u,3u),ABfe(a,1u,2u),2u));}
- #endif
-#endif
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-//_____________________________________________________________/\_______________________________________________________________
-//==============================================================================================================================
-//
-// REFERENCE
-//
-//------------------------------------------------------------------------------------------------------------------------------
-// IEEE FLOAT RULES
-// ================
-// - saturate(NaN)=0, saturate(-INF)=0, saturate(+INF)=1
-// - {+/-}0 * {+/-}INF = NaN
-// - -INF + (+INF) = NaN
-// - {+/-}0 / {+/-}0 = NaN
-// - {+/-}INF / {+/-}INF = NaN
-// - a<(-0) := sqrt(a) = NaN (a=-0.0 won't NaN)
-// - 0 == -0
-// - 4/0 = +INF
-// - 4/-0 = -INF
-// - 4+INF = +INF
-// - 4-INF = -INF
-// - 4*(+INF) = +INF
-// - 4*(-INF) = -INF
-// - -4*(+INF) = -INF
-// - sqrt(+INF) = +INF
-//------------------------------------------------------------------------------------------------------------------------------
-// FP16 ENCODING
-// =============
-// fedcba9876543210
-// ----------------
-// ......mmmmmmmmmm 10-bit mantissa (encodes 11-bit 0.5 to 1.0 except for denormals)
-// .eeeee.......... 5-bit exponent
-// .00000.......... denormals
-// .00001.......... -14 exponent
-// .11110.......... 15 exponent
-// .111110000000000 infinity
-// .11111nnnnnnnnnn NaN with n!=0
-// s............... sign
-//------------------------------------------------------------------------------------------------------------------------------
-// FP16/INT16 ALIASING DENORMAL
-// ============================
-// 11-bit unsigned integers alias with half float denormal/normal values,
-// 1 = 2^(-24) = 1/16777216 ....................... first denormal value
-// 2 = 2^(-23)
-// ...
-// 1023 = 2^(-14)*(1-2^(-10)) = 2^(-14)*(1-1/1024) ... last denormal value
-// 1024 = 2^(-14) = 1/16384 .......................... first normal value that still maps to integers
-// 2047 .............................................. last normal value that still maps to integers
-// Scaling limits,
-// 2^15 = 32768 ...................................... largest power of 2 scaling
-// Largest pow2 conversion mapping is at *32768,
-// 1 : 2^(-9) = 1/512
-// 2 : 1/256
-// 4 : 1/128
-// 8 : 1/64
-// 16 : 1/32
-// 32 : 1/16
-// 64 : 1/8
-// 128 : 1/4
-// 256 : 1/2
-// 512 : 1
-// 1024 : 2
-// 2047 : a little less than 4
-//==============================================================================================================================
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-//_____________________________________________________________/\_______________________________________________________________
-//==============================================================================================================================
-//
-//
-// GPU/CPU PORTABILITY
-//
-//
-//------------------------------------------------------------------------------------------------------------------------------
-// This is the GPU implementation.
-// See the CPU implementation for docs.
-//==============================================================================================================================
-#ifdef A_GPU
- #define A_TRUE true
- #define A_FALSE false
- #define A_STATIC
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-//_____________________________________________________________/\_______________________________________________________________
-//==============================================================================================================================
-// VECTOR ARGUMENT/RETURN/INITIALIZATION PORTABILITY
-//==============================================================================================================================
- #define retAD2 AD2
- #define retAD3 AD3
- #define retAD4 AD4
- #define retAF2 AF2
- #define retAF3 AF3
- #define retAF4 AF4
- #define retAL2 AL2
- #define retAL3 AL3
- #define retAL4 AL4
- #define retAU2 AU2
- #define retAU3 AU3
- #define retAU4 AU4
-//------------------------------------------------------------------------------------------------------------------------------
- #define inAD2 in AD2
- #define inAD3 in AD3
- #define inAD4 in AD4
- #define inAF2 in AF2
- #define inAF3 in AF3
- #define inAF4 in AF4
- #define inAL2 in AL2
- #define inAL3 in AL3
- #define inAL4 in AL4
- #define inAU2 in AU2
- #define inAU3 in AU3
- #define inAU4 in AU4
-//------------------------------------------------------------------------------------------------------------------------------
- #define inoutAD2 inout AD2
- #define inoutAD3 inout AD3
- #define inoutAD4 inout AD4
- #define inoutAF2 inout AF2
- #define inoutAF3 inout AF3
- #define inoutAF4 inout AF4
- #define inoutAL2 inout AL2
- #define inoutAL3 inout AL3
- #define inoutAL4 inout AL4
- #define inoutAU2 inout AU2
- #define inoutAU3 inout AU3
- #define inoutAU4 inout AU4
-//------------------------------------------------------------------------------------------------------------------------------
- #define outAD2 out AD2
- #define outAD3 out AD3
- #define outAD4 out AD4
- #define outAF2 out AF2
- #define outAF3 out AF3
- #define outAF4 out AF4
- #define outAL2 out AL2
- #define outAL3 out AL3
- #define outAL4 out AL4
- #define outAU2 out AU2
- #define outAU3 out AU3
- #define outAU4 out AU4
-//------------------------------------------------------------------------------------------------------------------------------
- #define varAD2(x) AD2 x
- #define varAD3(x) AD3 x
- #define varAD4(x) AD4 x
- #define varAF2(x) AF2 x
- #define varAF3(x) AF3 x
- #define varAF4(x) AF4 x
- #define varAL2(x) AL2 x
- #define varAL3(x) AL3 x
- #define varAL4(x) AL4 x
- #define varAU2(x) AU2 x
- #define varAU3(x) AU3 x
- #define varAU4(x) AU4 x
-//------------------------------------------------------------------------------------------------------------------------------
- #define initAD2(x,y) AD2(x,y)
- #define initAD3(x,y,z) AD3(x,y,z)
- #define initAD4(x,y,z,w) AD4(x,y,z,w)
- #define initAF2(x,y) AF2(x,y)
- #define initAF3(x,y,z) AF3(x,y,z)
- #define initAF4(x,y,z,w) AF4(x,y,z,w)
- #define initAL2(x,y) AL2(x,y)
- #define initAL3(x,y,z) AL3(x,y,z)
- #define initAL4(x,y,z,w) AL4(x,y,z,w)
- #define initAU2(x,y) AU2(x,y)
- #define initAU3(x,y,z) AU3(x,y,z)
- #define initAU4(x,y,z,w) AU4(x,y,z,w)
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-//_____________________________________________________________/\_______________________________________________________________
-//==============================================================================================================================
-// SCALAR RETURN OPS
-//==============================================================================================================================
- #define AAbsD1(a) abs(AD1(a))
- #define AAbsF1(a) abs(AF1(a))
-//------------------------------------------------------------------------------------------------------------------------------
- #define ACosD1(a) cos(AD1(a))
- #define ACosF1(a) cos(AF1(a))
-//------------------------------------------------------------------------------------------------------------------------------
- #define ADotD2(a,b) dot(AD2(a),AD2(b))
- #define ADotD3(a,b) dot(AD3(a),AD3(b))
- #define ADotD4(a,b) dot(AD4(a),AD4(b))
- #define ADotF2(a,b) dot(AF2(a),AF2(b))
- #define ADotF3(a,b) dot(AF3(a),AF3(b))
- #define ADotF4(a,b) dot(AF4(a),AF4(b))
-//------------------------------------------------------------------------------------------------------------------------------
- #define AExp2D1(a) exp2(AD1(a))
- #define AExp2F1(a) exp2(AF1(a))
-//------------------------------------------------------------------------------------------------------------------------------
- #define AFloorD1(a) floor(AD1(a))
- #define AFloorF1(a) floor(AF1(a))
-//------------------------------------------------------------------------------------------------------------------------------
- #define ALog2D1(a) log2(AD1(a))
- #define ALog2F1(a) log2(AF1(a))
-//------------------------------------------------------------------------------------------------------------------------------
- #define AMaxD1(a,b) max(a,b)
- #define AMaxF1(a,b) max(a,b)
- #define AMaxL1(a,b) max(a,b)
- #define AMaxU1(a,b) max(a,b)
-//------------------------------------------------------------------------------------------------------------------------------
- #define AMinD1(a,b) min(a,b)
- #define AMinF1(a,b) min(a,b)
- #define AMinL1(a,b) min(a,b)
- #define AMinU1(a,b) min(a,b)
-//------------------------------------------------------------------------------------------------------------------------------
- #define ASinD1(a) sin(AD1(a))
- #define ASinF1(a) sin(AF1(a))
-//------------------------------------------------------------------------------------------------------------------------------
- #define ASqrtD1(a) sqrt(AD1(a))
- #define ASqrtF1(a) sqrt(AF1(a))
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-//_____________________________________________________________/\_______________________________________________________________
-//==============================================================================================================================
-// SCALAR RETURN OPS - DEPENDENT
-//==============================================================================================================================
- #define APowD1(a,b) pow(AD1(a),AF1(b))
- #define APowF1(a,b) pow(AF1(a),AF1(b))
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-//_____________________________________________________________/\_______________________________________________________________
-//==============================================================================================================================
-// VECTOR OPS
-//------------------------------------------------------------------------------------------------------------------------------
-// These are added as needed for production or prototyping, so not necessarily a complete set.
-// They follow a convention of taking in a destination and also returning the destination value to increase utility.
-//==============================================================================================================================
- #ifdef A_DUBL
- AD2 opAAbsD2(outAD2 d,inAD2 a){d=abs(a);return d;}
- AD3 opAAbsD3(outAD3 d,inAD3 a){d=abs(a);return d;}
- AD4 opAAbsD4(outAD4 d,inAD4 a){d=abs(a);return d;}
-//------------------------------------------------------------------------------------------------------------------------------
- AD2 opAAddD2(outAD2 d,inAD2 a,inAD2 b){d=a+b;return d;}
- AD3 opAAddD3(outAD3 d,inAD3 a,inAD3 b){d=a+b;return d;}
- AD4 opAAddD4(outAD4 d,inAD4 a,inAD4 b){d=a+b;return d;}
-//------------------------------------------------------------------------------------------------------------------------------
- AD2 opAAddOneD2(outAD2 d,inAD2 a,AD1 b){d=a+AD2_(b);return d;}
- AD3 opAAddOneD3(outAD3 d,inAD3 a,AD1 b){d=a+AD3_(b);return d;}
- AD4 opAAddOneD4(outAD4 d,inAD4 a,AD1 b){d=a+AD4_(b);return d;}
-//------------------------------------------------------------------------------------------------------------------------------
- AD2 opACpyD2(outAD2 d,inAD2 a){d=a;return d;}
- AD3 opACpyD3(outAD3 d,inAD3 a){d=a;return d;}
- AD4 opACpyD4(outAD4 d,inAD4 a){d=a;return d;}
-//------------------------------------------------------------------------------------------------------------------------------
- AD2 opALerpD2(outAD2 d,inAD2 a,inAD2 b,inAD2 c){d=ALerpD2(a,b,c);return d;}
- AD3 opALerpD3(outAD3 d,inAD3 a,inAD3 b,inAD3 c){d=ALerpD3(a,b,c);return d;}
- AD4 opALerpD4(outAD4 d,inAD4 a,inAD4 b,inAD4 c){d=ALerpD4(a,b,c);return d;}
-//------------------------------------------------------------------------------------------------------------------------------
- AD2 opALerpOneD2(outAD2 d,inAD2 a,inAD2 b,AD1 c){d=ALerpD2(a,b,AD2_(c));return d;}
- AD3 opALerpOneD3(outAD3 d,inAD3 a,inAD3 b,AD1 c){d=ALerpD3(a,b,AD3_(c));return d;}
- AD4 opALerpOneD4(outAD4 d,inAD4 a,inAD4 b,AD1 c){d=ALerpD4(a,b,AD4_(c));return d;}
-//------------------------------------------------------------------------------------------------------------------------------
- AD2 opAMaxD2(outAD2 d,inAD2 a,inAD2 b){d=max(a,b);return d;}
- AD3 opAMaxD3(outAD3 d,inAD3 a,inAD3 b){d=max(a,b);return d;}
- AD4 opAMaxD4(outAD4 d,inAD4 a,inAD4 b){d=max(a,b);return d;}
-//------------------------------------------------------------------------------------------------------------------------------
- AD2 opAMinD2(outAD2 d,inAD2 a,inAD2 b){d=min(a,b);return d;}
- AD3 opAMinD3(outAD3 d,inAD3 a,inAD3 b){d=min(a,b);return d;}
- AD4 opAMinD4(outAD4 d,inAD4 a,inAD4 b){d=min(a,b);return d;}
-//------------------------------------------------------------------------------------------------------------------------------
- AD2 opAMulD2(outAD2 d,inAD2 a,inAD2 b){d=a*b;return d;}
- AD3 opAMulD3(outAD3 d,inAD3 a,inAD3 b){d=a*b;return d;}
- AD4 opAMulD4(outAD4 d,inAD4 a,inAD4 b){d=a*b;return d;}
-//------------------------------------------------------------------------------------------------------------------------------
- AD2 opAMulOneD2(outAD2 d,inAD2 a,AD1 b){d=a*AD2_(b);return d;}
- AD3 opAMulOneD3(outAD3 d,inAD3 a,AD1 b){d=a*AD3_(b);return d;}
- AD4 opAMulOneD4(outAD4 d,inAD4 a,AD1 b){d=a*AD4_(b);return d;}
-//------------------------------------------------------------------------------------------------------------------------------
- AD2 opANegD2(outAD2 d,inAD2 a){d=-a;return d;}
- AD3 opANegD3(outAD3 d,inAD3 a){d=-a;return d;}
- AD4 opANegD4(outAD4 d,inAD4 a){d=-a;return d;}
-//------------------------------------------------------------------------------------------------------------------------------
- AD2 opARcpD2(outAD2 d,inAD2 a){d=ARcpD2(a);return d;}
- AD3 opARcpD3(outAD3 d,inAD3 a){d=ARcpD3(a);return d;}
- AD4 opARcpD4(outAD4 d,inAD4 a){d=ARcpD4(a);return d;}
- #endif
-//==============================================================================================================================
- AF2 opAAbsF2(outAF2 d,inAF2 a){d=abs(a);return d;}
- AF3 opAAbsF3(outAF3 d,inAF3 a){d=abs(a);return d;}
- AF4 opAAbsF4(outAF4 d,inAF4 a){d=abs(a);return d;}
-//------------------------------------------------------------------------------------------------------------------------------
- AF2 opAAddF2(outAF2 d,inAF2 a,inAF2 b){d=a+b;return d;}
- AF3 opAAddF3(outAF3 d,inAF3 a,inAF3 b){d=a+b;return d;}
- AF4 opAAddF4(outAF4 d,inAF4 a,inAF4 b){d=a+b;return d;}
-//------------------------------------------------------------------------------------------------------------------------------
- AF2 opAAddOneF2(outAF2 d,inAF2 a,AF1 b){d=a+AF2_(b);return d;}
- AF3 opAAddOneF3(outAF3 d,inAF3 a,AF1 b){d=a+AF3_(b);return d;}
- AF4 opAAddOneF4(outAF4 d,inAF4 a,AF1 b){d=a+AF4_(b);return d;}
-//------------------------------------------------------------------------------------------------------------------------------
- AF2 opACpyF2(outAF2 d,inAF2 a){d=a;return d;}
- AF3 opACpyF3(outAF3 d,inAF3 a){d=a;return d;}
- AF4 opACpyF4(outAF4 d,inAF4 a){d=a;return d;}
-//------------------------------------------------------------------------------------------------------------------------------
- AF2 opALerpF2(outAF2 d,inAF2 a,inAF2 b,inAF2 c){d=ALerpF2(a,b,c);return d;}
- AF3 opALerpF3(outAF3 d,inAF3 a,inAF3 b,inAF3 c){d=ALerpF3(a,b,c);return d;}
- AF4 opALerpF4(outAF4 d,inAF4 a,inAF4 b,inAF4 c){d=ALerpF4(a,b,c);return d;}
-//------------------------------------------------------------------------------------------------------------------------------
- AF2 opALerpOneF2(outAF2 d,inAF2 a,inAF2 b,AF1 c){d=ALerpF2(a,b,AF2_(c));return d;}
- AF3 opALerpOneF3(outAF3 d,inAF3 a,inAF3 b,AF1 c){d=ALerpF3(a,b,AF3_(c));return d;}
- AF4 opALerpOneF4(outAF4 d,inAF4 a,inAF4 b,AF1 c){d=ALerpF4(a,b,AF4_(c));return d;}
-//------------------------------------------------------------------------------------------------------------------------------
- AF2 opAMaxF2(outAF2 d,inAF2 a,inAF2 b){d=max(a,b);return d;}
- AF3 opAMaxF3(outAF3 d,inAF3 a,inAF3 b){d=max(a,b);return d;}
- AF4 opAMaxF4(outAF4 d,inAF4 a,inAF4 b){d=max(a,b);return d;}
-//------------------------------------------------------------------------------------------------------------------------------
- AF2 opAMinF2(outAF2 d,inAF2 a,inAF2 b){d=min(a,b);return d;}
- AF3 opAMinF3(outAF3 d,inAF3 a,inAF3 b){d=min(a,b);return d;}
- AF4 opAMinF4(outAF4 d,inAF4 a,inAF4 b){d=min(a,b);return d;}
-//------------------------------------------------------------------------------------------------------------------------------
- AF2 opAMulF2(outAF2 d,inAF2 a,inAF2 b){d=a*b;return d;}
- AF3 opAMulF3(outAF3 d,inAF3 a,inAF3 b){d=a*b;return d;}
- AF4 opAMulF4(outAF4 d,inAF4 a,inAF4 b){d=a*b;return d;}
-//------------------------------------------------------------------------------------------------------------------------------
- AF2 opAMulOneF2(outAF2 d,inAF2 a,AF1 b){d=a*AF2_(b);return d;}
- AF3 opAMulOneF3(outAF3 d,inAF3 a,AF1 b){d=a*AF3_(b);return d;}
- AF4 opAMulOneF4(outAF4 d,inAF4 a,AF1 b){d=a*AF4_(b);return d;}
-//------------------------------------------------------------------------------------------------------------------------------
- AF2 opANegF2(outAF2 d,inAF2 a){d=-a;return d;}
- AF3 opANegF3(outAF3 d,inAF3 a){d=-a;return d;}
- AF4 opANegF4(outAF4 d,inAF4 a){d=-a;return d;}
-//------------------------------------------------------------------------------------------------------------------------------
- AF2 opARcpF2(outAF2 d,inAF2 a){d=ARcpF2(a);return d;}
- AF3 opARcpF3(outAF3 d,inAF3 a){d=ARcpF3(a);return d;}
- AF4 opARcpF4(outAF4 d,inAF4 a){d=ARcpF4(a);return d;}
-#endif
diff --git a/Ryujinx.Graphics.OpenGL/Effects/Shaders/ffx_fsr1.h b/Ryujinx.Graphics.OpenGL/Effects/Shaders/ffx_fsr1.h
deleted file mode 100644
index 4e0b3d54..00000000
--- a/Ryujinx.Graphics.OpenGL/Effects/Shaders/ffx_fsr1.h
+++ /dev/null
@@ -1,1199 +0,0 @@
-//_____________________________________________________________/\_______________________________________________________________
-//==============================================================================================================================
-//
-//
-// AMD FidelityFX SUPER RESOLUTION [FSR 1] ::: SPATIAL SCALING & EXTRAS - v1.20210629
-//
-//
-//------------------------------------------------------------------------------------------------------------------------------
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-//------------------------------------------------------------------------------------------------------------------------------
-// FidelityFX Super Resolution Sample
-//
-// Copyright (c) 2021 Advanced Micro Devices, Inc. All rights reserved.
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files(the "Software"), to deal
-// in the Software without restriction, including without limitation the rights
-// to use, copy, modify, merge, publish, distribute, sublicense, and / or sell
-// copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions :
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
-// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
-// THE SOFTWARE.
-//------------------------------------------------------------------------------------------------------------------------------
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-//------------------------------------------------------------------------------------------------------------------------------
-// ABOUT
-// =====
-// FSR is a collection of algorithms relating to generating a higher resolution image.
-// This specific header focuses on single-image non-temporal image scaling, and related tools.
-//
-// The core functions are EASU and RCAS:
-// [EASU] Edge Adaptive Spatial Upsampling ....... 1x to 4x area range spatial scaling, clamped adaptive elliptical filter.
-// [RCAS] Robust Contrast Adaptive Sharpening .... A non-scaling variation on CAS.
-// RCAS needs to be applied after EASU as a separate pass.
-//
-// Optional utility functions are:
-// [LFGA] Linear Film Grain Applicator ........... Tool to apply film grain after scaling.
-// [SRTM] Simple Reversible Tone-Mapper .......... Linear HDR {0 to FP16_MAX} to {0 to 1} and back.
-// [TEPD] Temporal Energy Preserving Dither ...... Temporally energy preserving dithered {0 to 1} linear to gamma 2.0 conversion.
-// See each individual sub-section for inline documentation.
-//------------------------------------------------------------------------------------------------------------------------------
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-//------------------------------------------------------------------------------------------------------------------------------
-// FUNCTION PERMUTATIONS
-// =====================
-// *F() ..... Single item computation with 32-bit.
-// *H() ..... Single item computation with 16-bit, with packing (aka two 16-bit ops in parallel) when possible.
-// *Hx2() ... Processing two items in parallel with 16-bit, easier packing.
-// Not all interfaces in this file have a *Hx2() form.
-//==============================================================================================================================
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-//_____________________________________________________________/\_______________________________________________________________
-//==============================================================================================================================
-//
-// FSR - [EASU] EDGE ADAPTIVE SPATIAL UPSAMPLING
-//
-//------------------------------------------------------------------------------------------------------------------------------
-// EASU provides a high quality spatial-only scaling at relatively low cost.
-// Meaning EASU is appropiate for laptops and other low-end GPUs.
-// Quality from 1x to 4x area scaling is good.
-//------------------------------------------------------------------------------------------------------------------------------
-// The scalar uses a modified fast approximation to the standard lanczos(size=2) kernel.
-// EASU runs in a single pass, so it applies a directionally and anisotropically adaptive radial lanczos.
-// This is also kept as simple as possible to have minimum runtime.
-//------------------------------------------------------------------------------------------------------------------------------
-// The lanzcos filter has negative lobes, so by itself it will introduce ringing.
-// To remove all ringing, the algorithm uses the nearest 2x2 input texels as a neighborhood,
-// and limits output to the minimum and maximum of that neighborhood.
-//------------------------------------------------------------------------------------------------------------------------------
-// Input image requirements:
-//
-// Color needs to be encoded as 3 channel[red, green, blue](e.g.XYZ not supported)
-// Each channel needs to be in the range[0, 1]
-// Any color primaries are supported
-// Display / tonemapping curve needs to be as if presenting to sRGB display or similar(e.g.Gamma 2.0)
-// There should be no banding in the input
-// There should be no high amplitude noise in the input
-// There should be no noise in the input that is not at input pixel granularity
-// For performance purposes, use 32bpp formats
-//------------------------------------------------------------------------------------------------------------------------------
-// Best to apply EASU at the end of the frame after tonemapping
-// but before film grain or composite of the UI.
-//------------------------------------------------------------------------------------------------------------------------------
-// Example of including this header for D3D HLSL :
-//
-// #define A_GPU 1
-// #define A_HLSL 1
-// #define A_HALF 1
-// #include "ffx_a.h"
-// #define FSR_EASU_H 1
-// #define FSR_RCAS_H 1
-// //declare input callbacks
-// #include "ffx_fsr1.h"
-//
-// Example of including this header for Vulkan GLSL :
-//
-// #define A_GPU 1
-// #define A_GLSL 1
-// #define A_HALF 1
-// #include "ffx_a.h"
-// #define FSR_EASU_H 1
-// #define FSR_RCAS_H 1
-// //declare input callbacks
-// #include "ffx_fsr1.h"
-//
-// Example of including this header for Vulkan HLSL :
-//
-// #define A_GPU 1
-// #define A_HLSL 1
-// #define A_HLSL_6_2 1
-// #define A_NO_16_BIT_CAST 1
-// #define A_HALF 1
-// #include "ffx_a.h"
-// #define FSR_EASU_H 1
-// #define FSR_RCAS_H 1
-// //declare input callbacks
-// #include "ffx_fsr1.h"
-//
-// Example of declaring the required input callbacks for GLSL :
-// The callbacks need to gather4 for each color channel using the specified texture coordinate 'p'.
-// EASU uses gather4 to reduce position computation logic and for free Arrays of Structures to Structures of Arrays conversion.
-//
-// AH4 FsrEasuRH(AF2 p){return AH4(textureGather(sampler2D(tex,sam),p,0));}
-// AH4 FsrEasuGH(AF2 p){return AH4(textureGather(sampler2D(tex,sam),p,1));}
-// AH4 FsrEasuBH(AF2 p){return AH4(textureGather(sampler2D(tex,sam),p,2));}
-// ...
-// The FsrEasuCon function needs to be called from the CPU or GPU to set up constants.
-// The difference in viewport and input image size is there to support Dynamic Resolution Scaling.
-// To use FsrEasuCon() on the CPU, define A_CPU before including ffx_a and ffx_fsr1.
-// Including a GPU example here, the 'con0' through 'con3' values would be stored out to a constant buffer.
-// AU4 con0,con1,con2,con3;
-// FsrEasuCon(con0,con1,con2,con3,
-// 1920.0,1080.0, // Viewport size (top left aligned) in the input image which is to be scaled.
-// 3840.0,2160.0, // The size of the input image.
-// 2560.0,1440.0); // The output resolution.
-//==============================================================================================================================
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-//_____________________________________________________________/\_______________________________________________________________
-//==============================================================================================================================
-// CONSTANT SETUP
-//==============================================================================================================================
-// Call to setup required constant values (works on CPU or GPU).
-A_STATIC void FsrEasuCon(
-outAU4 con0,
-outAU4 con1,
-outAU4 con2,
-outAU4 con3,
-// This the rendered image resolution being upscaled
-AF1 inputViewportInPixelsX,
-AF1 inputViewportInPixelsY,
-// This is the resolution of the resource containing the input image (useful for dynamic resolution)
-AF1 inputSizeInPixelsX,
-AF1 inputSizeInPixelsY,
-// This is the display resolution which the input image gets upscaled to
-AF1 outputSizeInPixelsX,
-AF1 outputSizeInPixelsY){
- // Output integer position to a pixel position in viewport.
- con0[0]=AU1_AF1(inputViewportInPixelsX*ARcpF1(outputSizeInPixelsX));
- con0[1]=AU1_AF1(inputViewportInPixelsY*ARcpF1(outputSizeInPixelsY));
- con0[2]=AU1_AF1(AF1_(0.5)*inputViewportInPixelsX*ARcpF1(outputSizeInPixelsX)-AF1_(0.5));
- con0[3]=AU1_AF1(AF1_(0.5)*inputViewportInPixelsY*ARcpF1(outputSizeInPixelsY)-AF1_(0.5));
- // Viewport pixel position to normalized image space.
- // This is used to get upper-left of 'F' tap.
- con1[0]=AU1_AF1(ARcpF1(inputSizeInPixelsX));
- con1[1]=AU1_AF1(ARcpF1(inputSizeInPixelsY));
- // Centers of gather4, first offset from upper-left of 'F'.
- // +---+---+
- // | | |
- // +--(0)--+
- // | b | c |
- // +---F---+---+---+
- // | e | f | g | h |
- // +--(1)--+--(2)--+
- // | i | j | k | l |
- // +---+---+---+---+
- // | n | o |
- // +--(3)--+
- // | | |
- // +---+---+
- con1[2]=AU1_AF1(AF1_( 1.0)*ARcpF1(inputSizeInPixelsX));
- con1[3]=AU1_AF1(AF1_(-1.0)*ARcpF1(inputSizeInPixelsY));
- // These are from (0) instead of 'F'.
- con2[0]=AU1_AF1(AF1_(-1.0)*ARcpF1(inputSizeInPixelsX));
- con2[1]=AU1_AF1(AF1_( 2.0)*ARcpF1(inputSizeInPixelsY));
- con2[2]=AU1_AF1(AF1_( 1.0)*ARcpF1(inputSizeInPixelsX));
- con2[3]=AU1_AF1(AF1_( 2.0)*ARcpF1(inputSizeInPixelsY));
- con3[0]=AU1_AF1(AF1_( 0.0)*ARcpF1(inputSizeInPixelsX));
- con3[1]=AU1_AF1(AF1_( 4.0)*ARcpF1(inputSizeInPixelsY));
- con3[2]=con3[3]=0;}
-
-//If the an offset into the input image resource
-A_STATIC void FsrEasuConOffset(
- outAU4 con0,
- outAU4 con1,
- outAU4 con2,
- outAU4 con3,
- // This the rendered image resolution being upscaled
- AF1 inputViewportInPixelsX,
- AF1 inputViewportInPixelsY,
- // This is the resolution of the resource containing the input image (useful for dynamic resolution)
- AF1 inputSizeInPixelsX,
- AF1 inputSizeInPixelsY,
- // This is the display resolution which the input image gets upscaled to
- AF1 outputSizeInPixelsX,
- AF1 outputSizeInPixelsY,
- // This is the input image offset into the resource containing it (useful for dynamic resolution)
- AF1 inputOffsetInPixelsX,
- AF1 inputOffsetInPixelsY) {
- FsrEasuCon(con0, con1, con2, con3, inputViewportInPixelsX, inputViewportInPixelsY, inputSizeInPixelsX, inputSizeInPixelsY, outputSizeInPixelsX, outputSizeInPixelsY);
- con0[2] = AU1_AF1(AF1_(0.5) * inputViewportInPixelsX * ARcpF1(outputSizeInPixelsX) - AF1_(0.5) + inputOffsetInPixelsX);
- con0[3] = AU1_AF1(AF1_(0.5) * inputViewportInPixelsY * ARcpF1(outputSizeInPixelsY) - AF1_(0.5) + inputOffsetInPixelsY);
-}
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-//_____________________________________________________________/\_______________________________________________________________
-//==============================================================================================================================
-// NON-PACKED 32-BIT VERSION
-//==============================================================================================================================
-#if defined(A_GPU)&&defined(FSR_EASU_F)
- // Input callback prototypes, need to be implemented by calling shader
- AF4 FsrEasuRF(AF2 p);
- AF4 FsrEasuGF(AF2 p);
- AF4 FsrEasuBF(AF2 p);
-//------------------------------------------------------------------------------------------------------------------------------
- // Filtering for a given tap for the scalar.
- void FsrEasuTapF(
- inout AF3 aC, // Accumulated color, with negative lobe.
- inout AF1 aW, // Accumulated weight.
- AF2 off, // Pixel offset from resolve position to tap.
- AF2 dir, // Gradient direction.
- AF2 len, // Length.
- AF1 lob, // Negative lobe strength.
- AF1 clp, // Clipping point.
- AF3 c){ // Tap color.
- // Rotate offset by direction.
- AF2 v;
- v.x=(off.x*( dir.x))+(off.y*dir.y);
- v.y=(off.x*(-dir.y))+(off.y*dir.x);
- // Anisotropy.
- v*=len;
- // Compute distance^2.
- AF1 d2=v.x*v.x+v.y*v.y;
- // Limit to the window as at corner, 2 taps can easily be outside.
- d2=min(d2,clp);
- // Approximation of lancos2 without sin() or rcp(), or sqrt() to get x.
- // (25/16 * (2/5 * x^2 - 1)^2 - (25/16 - 1)) * (1/4 * x^2 - 1)^2
- // |_______________________________________| |_______________|
- // base window
- // The general form of the 'base' is,
- // (a*(b*x^2-1)^2-(a-1))
- // Where 'a=1/(2*b-b^2)' and 'b' moves around the negative lobe.
- AF1 wB=AF1_(2.0/5.0)*d2+AF1_(-1.0);
- AF1 wA=lob*d2+AF1_(-1.0);
- wB*=wB;
- wA*=wA;
- wB=AF1_(25.0/16.0)*wB+AF1_(-(25.0/16.0-1.0));
- AF1 w=wB*wA;
- // Do weighted average.
- aC+=c*w;aW+=w;}
-//------------------------------------------------------------------------------------------------------------------------------
- // Accumulate direction and length.
- void FsrEasuSetF(
- inout AF2 dir,
- inout AF1 len,
- AF2 pp,
- AP1 biS,AP1 biT,AP1 biU,AP1 biV,
- AF1 lA,AF1 lB,AF1 lC,AF1 lD,AF1 lE){
- // Compute bilinear weight, branches factor out as predicates are compiler time immediates.
- // s t
- // u v
- AF1 w = AF1_(0.0);
- if(biS)w=(AF1_(1.0)-pp.x)*(AF1_(1.0)-pp.y);
- if(biT)w= pp.x *(AF1_(1.0)-pp.y);
- if(biU)w=(AF1_(1.0)-pp.x)* pp.y ;
- if(biV)w= pp.x * pp.y ;
- // Direction is the '+' diff.
- // a
- // b c d
- // e
- // Then takes magnitude from abs average of both sides of 'c'.
- // Length converts gradient reversal to 0, smoothly to non-reversal at 1, shaped, then adding horz and vert terms.
- AF1 dc=lD-lC;
- AF1 cb=lC-lB;
- AF1 lenX=max(abs(dc),abs(cb));
- lenX=APrxLoRcpF1(lenX);
- AF1 dirX=lD-lB;
- dir.x+=dirX*w;
- lenX=ASatF1(abs(dirX)*lenX);
- lenX*=lenX;
- len+=lenX*w;
- // Repeat for the y axis.
- AF1 ec=lE-lC;
- AF1 ca=lC-lA;
- AF1 lenY=max(abs(ec),abs(ca));
- lenY=APrxLoRcpF1(lenY);
- AF1 dirY=lE-lA;
- dir.y+=dirY*w;
- lenY=ASatF1(abs(dirY)*lenY);
- lenY*=lenY;
- len+=lenY*w;}
-//------------------------------------------------------------------------------------------------------------------------------
- void FsrEasuF(
- out AF3 pix,
- AU2 ip, // Integer pixel position in output.
- AU4 con0, // Constants generated by FsrEasuCon().
- AU4 con1,
- AU4 con2,
- AU4 con3){
-//------------------------------------------------------------------------------------------------------------------------------
- // Get position of 'f'.
- AF2 pp=AF2(ip)*AF2_AU2(con0.xy)+AF2_AU2(con0.zw);
- AF2 fp=floor(pp);
- pp-=fp;
-//------------------------------------------------------------------------------------------------------------------------------
- // 12-tap kernel.
- // b c
- // e f g h
- // i j k l
- // n o
- // Gather 4 ordering.
- // a b
- // r g
- // For packed FP16, need either {rg} or {ab} so using the following setup for gather in all versions,
- // a b <- unused (z)
- // r g
- // a b a b
- // r g r g
- // a b
- // r g <- unused (z)
- // Allowing dead-code removal to remove the 'z's.
- AF2 p0=fp*AF2_AU2(con1.xy)+AF2_AU2(con1.zw);
- // These are from p0 to avoid pulling two constants on pre-Navi hardware.
- AF2 p1=p0+AF2_AU2(con2.xy);
- AF2 p2=p0+AF2_AU2(con2.zw);
- AF2 p3=p0+AF2_AU2(con3.xy);
- AF4 bczzR=FsrEasuRF(p0);
- AF4 bczzG=FsrEasuGF(p0);
- AF4 bczzB=FsrEasuBF(p0);
- AF4 ijfeR=FsrEasuRF(p1);
- AF4 ijfeG=FsrEasuGF(p1);
- AF4 ijfeB=FsrEasuBF(p1);
- AF4 klhgR=FsrEasuRF(p2);
- AF4 klhgG=FsrEasuGF(p2);
- AF4 klhgB=FsrEasuBF(p2);
- AF4 zzonR=FsrEasuRF(p3);
- AF4 zzonG=FsrEasuGF(p3);
- AF4 zzonB=FsrEasuBF(p3);
-//------------------------------------------------------------------------------------------------------------------------------
- // Simplest multi-channel approximate luma possible (luma times 2, in 2 FMA/MAD).
- AF4 bczzL=bczzB*AF4_(0.5)+(bczzR*AF4_(0.5)+bczzG);
- AF4 ijfeL=ijfeB*AF4_(0.5)+(ijfeR*AF4_(0.5)+ijfeG);
- AF4 klhgL=klhgB*AF4_(0.5)+(klhgR*AF4_(0.5)+klhgG);
- AF4 zzonL=zzonB*AF4_(0.5)+(zzonR*AF4_(0.5)+zzonG);
- // Rename.
- AF1 bL=bczzL.x;
- AF1 cL=bczzL.y;
- AF1 iL=ijfeL.x;
- AF1 jL=ijfeL.y;
- AF1 fL=ijfeL.z;
- AF1 eL=ijfeL.w;
- AF1 kL=klhgL.x;
- AF1 lL=klhgL.y;
- AF1 hL=klhgL.z;
- AF1 gL=klhgL.w;
- AF1 oL=zzonL.z;
- AF1 nL=zzonL.w;
- // Accumulate for bilinear interpolation.
- AF2 dir=AF2_(0.0);
- AF1 len=AF1_(0.0);
- FsrEasuSetF(dir,len,pp,true, false,false,false,bL,eL,fL,gL,jL);
- FsrEasuSetF(dir,len,pp,false,true ,false,false,cL,fL,gL,hL,kL);
- FsrEasuSetF(dir,len,pp,false,false,true ,false,fL,iL,jL,kL,nL);
- FsrEasuSetF(dir,len,pp,false,false,false,true ,gL,jL,kL,lL,oL);
-//------------------------------------------------------------------------------------------------------------------------------
- // Normalize with approximation, and cleanup close to zero.
- AF2 dir2=dir*dir;
- AF1 dirR=dir2.x+dir2.y;
- AP1 zro=dirR<AF1_(1.0/32768.0);
- dirR=APrxLoRsqF1(dirR);
- dirR=zro?AF1_(1.0):dirR;
- dir.x=zro?AF1_(1.0):dir.x;
- dir*=AF2_(dirR);
- // Transform from {0 to 2} to {0 to 1} range, and shape with square.
- len=len*AF1_(0.5);
- len*=len;
- // Stretch kernel {1.0 vert|horz, to sqrt(2.0) on diagonal}.
- AF1 stretch=(dir.x*dir.x+dir.y*dir.y)*APrxLoRcpF1(max(abs(dir.x),abs(dir.y)));
- // Anisotropic length after rotation,
- // x := 1.0 lerp to 'stretch' on edges
- // y := 1.0 lerp to 2x on edges
- AF2 len2=AF2(AF1_(1.0)+(stretch-AF1_(1.0))*len,AF1_(1.0)+AF1_(-0.5)*len);
- // Based on the amount of 'edge',
- // the window shifts from +/-{sqrt(2.0) to slightly beyond 2.0}.
- AF1 lob=AF1_(0.5)+AF1_((1.0/4.0-0.04)-0.5)*len;
- // Set distance^2 clipping point to the end of the adjustable window.
- AF1 clp=APrxLoRcpF1(lob);
-//------------------------------------------------------------------------------------------------------------------------------
- // Accumulation mixed with min/max of 4 nearest.
- // b c
- // e f g h
- // i j k l
- // n o
- AF3 min4=min(AMin3F3(AF3(ijfeR.z,ijfeG.z,ijfeB.z),AF3(klhgR.w,klhgG.w,klhgB.w),AF3(ijfeR.y,ijfeG.y,ijfeB.y)),
- AF3(klhgR.x,klhgG.x,klhgB.x));
- AF3 max4=max(AMax3F3(AF3(ijfeR.z,ijfeG.z,ijfeB.z),AF3(klhgR.w,klhgG.w,klhgB.w),AF3(ijfeR.y,ijfeG.y,ijfeB.y)),
- AF3(klhgR.x,klhgG.x,klhgB.x));
- // Accumulation.
- AF3 aC=AF3_(0.0);
- AF1 aW=AF1_(0.0);
- FsrEasuTapF(aC,aW,AF2( 0.0,-1.0)-pp,dir,len2,lob,clp,AF3(bczzR.x,bczzG.x,bczzB.x)); // b
- FsrEasuTapF(aC,aW,AF2( 1.0,-1.0)-pp,dir,len2,lob,clp,AF3(bczzR.y,bczzG.y,bczzB.y)); // c
- FsrEasuTapF(aC,aW,AF2(-1.0, 1.0)-pp,dir,len2,lob,clp,AF3(ijfeR.x,ijfeG.x,ijfeB.x)); // i
- FsrEasuTapF(aC,aW,AF2( 0.0, 1.0)-pp,dir,len2,lob,clp,AF3(ijfeR.y,ijfeG.y,ijfeB.y)); // j
- FsrEasuTapF(aC,aW,AF2( 0.0, 0.0)-pp,dir,len2,lob,clp,AF3(ijfeR.z,ijfeG.z,ijfeB.z)); // f
- FsrEasuTapF(aC,aW,AF2(-1.0, 0.0)-pp,dir,len2,lob,clp,AF3(ijfeR.w,ijfeG.w,ijfeB.w)); // e
- FsrEasuTapF(aC,aW,AF2( 1.0, 1.0)-pp,dir,len2,lob,clp,AF3(klhgR.x,klhgG.x,klhgB.x)); // k
- FsrEasuTapF(aC,aW,AF2( 2.0, 1.0)-pp,dir,len2,lob,clp,AF3(klhgR.y,klhgG.y,klhgB.y)); // l
- FsrEasuTapF(aC,aW,AF2( 2.0, 0.0)-pp,dir,len2,lob,clp,AF3(klhgR.z,klhgG.z,klhgB.z)); // h
- FsrEasuTapF(aC,aW,AF2( 1.0, 0.0)-pp,dir,len2,lob,clp,AF3(klhgR.w,klhgG.w,klhgB.w)); // g
- FsrEasuTapF(aC,aW,AF2( 1.0, 2.0)-pp,dir,len2,lob,clp,AF3(zzonR.z,zzonG.z,zzonB.z)); // o
- FsrEasuTapF(aC,aW,AF2( 0.0, 2.0)-pp,dir,len2,lob,clp,AF3(zzonR.w,zzonG.w,zzonB.w)); // n
-//------------------------------------------------------------------------------------------------------------------------------
- // Normalize and dering.
- pix=min(max4,max(min4,aC*AF3_(ARcpF1(aW))));}
-#endif
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-//_____________________________________________________________/\_______________________________________________________________
-//==============================================================================================================================
-// PACKED 16-BIT VERSION
-//==============================================================================================================================
-#if defined(A_GPU)&&defined(A_HALF)&&defined(FSR_EASU_H)
-// Input callback prototypes, need to be implemented by calling shader
- AH4 FsrEasuRH(AF2 p);
- AH4 FsrEasuGH(AF2 p);
- AH4 FsrEasuBH(AF2 p);
-//------------------------------------------------------------------------------------------------------------------------------
- // This runs 2 taps in parallel.
- void FsrEasuTapH(
- inout AH2 aCR,inout AH2 aCG,inout AH2 aCB,
- inout AH2 aW,
- AH2 offX,AH2 offY,
- AH2 dir,
- AH2 len,
- AH1 lob,
- AH1 clp,
- AH2 cR,AH2 cG,AH2 cB){
- AH2 vX,vY;
- vX=offX* dir.xx +offY*dir.yy;
- vY=offX*(-dir.yy)+offY*dir.xx;
- vX*=len.x;vY*=len.y;
- AH2 d2=vX*vX+vY*vY;
- d2=min(d2,AH2_(clp));
- AH2 wB=AH2_(2.0/5.0)*d2+AH2_(-1.0);
- AH2 wA=AH2_(lob)*d2+AH2_(-1.0);
- wB*=wB;
- wA*=wA;
- wB=AH2_(25.0/16.0)*wB+AH2_(-(25.0/16.0-1.0));
- AH2 w=wB*wA;
- aCR+=cR*w;aCG+=cG*w;aCB+=cB*w;aW+=w;}
-//------------------------------------------------------------------------------------------------------------------------------
- // This runs 2 taps in parallel.
- void FsrEasuSetH(
- inout AH2 dirPX,inout AH2 dirPY,
- inout AH2 lenP,
- AH2 pp,
- AP1 biST,AP1 biUV,
- AH2 lA,AH2 lB,AH2 lC,AH2 lD,AH2 lE){
- AH2 w = AH2_(0.0);
- if(biST)w=(AH2(1.0,0.0)+AH2(-pp.x,pp.x))*AH2_(AH1_(1.0)-pp.y);
- if(biUV)w=(AH2(1.0,0.0)+AH2(-pp.x,pp.x))*AH2_( pp.y);
- // ABS is not free in the packed FP16 path.
- AH2 dc=lD-lC;
- AH2 cb=lC-lB;
- AH2 lenX=max(abs(dc),abs(cb));
- lenX=ARcpH2(lenX);
- AH2 dirX=lD-lB;
- dirPX+=dirX*w;
- lenX=ASatH2(abs(dirX)*lenX);
- lenX*=lenX;
- lenP+=lenX*w;
- AH2 ec=lE-lC;
- AH2 ca=lC-lA;
- AH2 lenY=max(abs(ec),abs(ca));
- lenY=ARcpH2(lenY);
- AH2 dirY=lE-lA;
- dirPY+=dirY*w;
- lenY=ASatH2(abs(dirY)*lenY);
- lenY*=lenY;
- lenP+=lenY*w;}
-//------------------------------------------------------------------------------------------------------------------------------
- void FsrEasuH(
- out AH3 pix,
- AU2 ip,
- AU4 con0,
- AU4 con1,
- AU4 con2,
- AU4 con3){
-//------------------------------------------------------------------------------------------------------------------------------
- AF2 pp=AF2(ip)*AF2_AU2(con0.xy)+AF2_AU2(con0.zw);
- AF2 fp=floor(pp);
- pp-=fp;
- AH2 ppp=AH2(pp);
-//------------------------------------------------------------------------------------------------------------------------------
- AF2 p0=fp*AF2_AU2(con1.xy)+AF2_AU2(con1.zw);
- AF2 p1=p0+AF2_AU2(con2.xy);
- AF2 p2=p0+AF2_AU2(con2.zw);
- AF2 p3=p0+AF2_AU2(con3.xy);
- AH4 bczzR=FsrEasuRH(p0);
- AH4 bczzG=FsrEasuGH(p0);
- AH4 bczzB=FsrEasuBH(p0);
- AH4 ijfeR=FsrEasuRH(p1);
- AH4 ijfeG=FsrEasuGH(p1);
- AH4 ijfeB=FsrEasuBH(p1);
- AH4 klhgR=FsrEasuRH(p2);
- AH4 klhgG=FsrEasuGH(p2);
- AH4 klhgB=FsrEasuBH(p2);
- AH4 zzonR=FsrEasuRH(p3);
- AH4 zzonG=FsrEasuGH(p3);
- AH4 zzonB=FsrEasuBH(p3);
-//------------------------------------------------------------------------------------------------------------------------------
- AH4 bczzL=bczzB*AH4_(0.5)+(bczzR*AH4_(0.5)+bczzG);
- AH4 ijfeL=ijfeB*AH4_(0.5)+(ijfeR*AH4_(0.5)+ijfeG);
- AH4 klhgL=klhgB*AH4_(0.5)+(klhgR*AH4_(0.5)+klhgG);
- AH4 zzonL=zzonB*AH4_(0.5)+(zzonR*AH4_(0.5)+zzonG);
- AH1 bL=bczzL.x;
- AH1 cL=bczzL.y;
- AH1 iL=ijfeL.x;
- AH1 jL=ijfeL.y;
- AH1 fL=ijfeL.z;
- AH1 eL=ijfeL.w;
- AH1 kL=klhgL.x;
- AH1 lL=klhgL.y;
- AH1 hL=klhgL.z;
- AH1 gL=klhgL.w;
- AH1 oL=zzonL.z;
- AH1 nL=zzonL.w;
- // This part is different, accumulating 2 taps in parallel.
- AH2 dirPX=AH2_(0.0);
- AH2 dirPY=AH2_(0.0);
- AH2 lenP=AH2_(0.0);
- FsrEasuSetH(dirPX,dirPY,lenP,ppp,true, false,AH2(bL,cL),AH2(eL,fL),AH2(fL,gL),AH2(gL,hL),AH2(jL,kL));
- FsrEasuSetH(dirPX,dirPY,lenP,ppp,false,true ,AH2(fL,gL),AH2(iL,jL),AH2(jL,kL),AH2(kL,lL),AH2(nL,oL));
- AH2 dir=AH2(dirPX.r+dirPX.g,dirPY.r+dirPY.g);
- AH1 len=lenP.r+lenP.g;
-//------------------------------------------------------------------------------------------------------------------------------
- AH2 dir2=dir*dir;
- AH1 dirR=dir2.x+dir2.y;
- AP1 zro=dirR<AH1_(1.0/32768.0);
- dirR=APrxLoRsqH1(dirR);
- dirR=zro?AH1_(1.0):dirR;
- dir.x=zro?AH1_(1.0):dir.x;
- dir*=AH2_(dirR);
- len=len*AH1_(0.5);
- len*=len;
- AH1 stretch=(dir.x*dir.x+dir.y*dir.y)*APrxLoRcpH1(max(abs(dir.x),abs(dir.y)));
- AH2 len2=AH2(AH1_(1.0)+(stretch-AH1_(1.0))*len,AH1_(1.0)+AH1_(-0.5)*len);
- AH1 lob=AH1_(0.5)+AH1_((1.0/4.0-0.04)-0.5)*len;
- AH1 clp=APrxLoRcpH1(lob);
-//------------------------------------------------------------------------------------------------------------------------------
- // FP16 is different, using packed trick to do min and max in same operation.
- AH2 bothR=max(max(AH2(-ijfeR.z,ijfeR.z),AH2(-klhgR.w,klhgR.w)),max(AH2(-ijfeR.y,ijfeR.y),AH2(-klhgR.x,klhgR.x)));
- AH2 bothG=max(max(AH2(-ijfeG.z,ijfeG.z),AH2(-klhgG.w,klhgG.w)),max(AH2(-ijfeG.y,ijfeG.y),AH2(-klhgG.x,klhgG.x)));
- AH2 bothB=max(max(AH2(-ijfeB.z,ijfeB.z),AH2(-klhgB.w,klhgB.w)),max(AH2(-ijfeB.y,ijfeB.y),AH2(-klhgB.x,klhgB.x)));
- // This part is different for FP16, working pairs of taps at a time.
- AH2 pR=AH2_(0.0);
- AH2 pG=AH2_(0.0);
- AH2 pB=AH2_(0.0);
- AH2 pW=AH2_(0.0);
- FsrEasuTapH(pR,pG,pB,pW,AH2( 0.0, 1.0)-ppp.xx,AH2(-1.0,-1.0)-ppp.yy,dir,len2,lob,clp,bczzR.xy,bczzG.xy,bczzB.xy);
- FsrEasuTapH(pR,pG,pB,pW,AH2(-1.0, 0.0)-ppp.xx,AH2( 1.0, 1.0)-ppp.yy,dir,len2,lob,clp,ijfeR.xy,ijfeG.xy,ijfeB.xy);
- FsrEasuTapH(pR,pG,pB,pW,AH2( 0.0,-1.0)-ppp.xx,AH2( 0.0, 0.0)-ppp.yy,dir,len2,lob,clp,ijfeR.zw,ijfeG.zw,ijfeB.zw);
- FsrEasuTapH(pR,pG,pB,pW,AH2( 1.0, 2.0)-ppp.xx,AH2( 1.0, 1.0)-ppp.yy,dir,len2,lob,clp,klhgR.xy,klhgG.xy,klhgB.xy);
- FsrEasuTapH(pR,pG,pB,pW,AH2( 2.0, 1.0)-ppp.xx,AH2( 0.0, 0.0)-ppp.yy,dir,len2,lob,clp,klhgR.zw,klhgG.zw,klhgB.zw);
- FsrEasuTapH(pR,pG,pB,pW,AH2( 1.0, 0.0)-ppp.xx,AH2( 2.0, 2.0)-ppp.yy,dir,len2,lob,clp,zzonR.zw,zzonG.zw,zzonB.zw);
- AH3 aC=AH3(pR.x+pR.y,pG.x+pG.y,pB.x+pB.y);
- AH1 aW=pW.x+pW.y;
-//------------------------------------------------------------------------------------------------------------------------------
- // Slightly different for FP16 version due to combined min and max.
- pix=min(AH3(bothR.y,bothG.y,bothB.y),max(-AH3(bothR.x,bothG.x,bothB.x),aC*AH3_(ARcpH1(aW))));}
-#endif
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-//_____________________________________________________________/\_______________________________________________________________
-//==============================================================================================================================
-//
-// FSR - [RCAS] ROBUST CONTRAST ADAPTIVE SHARPENING
-//
-//------------------------------------------------------------------------------------------------------------------------------
-// CAS uses a simplified mechanism to convert local contrast into a variable amount of sharpness.
-// RCAS uses a more exact mechanism, solving for the maximum local sharpness possible before clipping.
-// RCAS also has a built in process to limit sharpening of what it detects as possible noise.
-// RCAS sharper does not support scaling, as it should be applied after EASU scaling.
-// Pass EASU output straight into RCAS, no color conversions necessary.
-//------------------------------------------------------------------------------------------------------------------------------
-// RCAS is based on the following logic.
-// RCAS uses a 5 tap filter in a cross pattern (same as CAS),
-// w n
-// w 1 w for taps w m e
-// w s
-// Where 'w' is the negative lobe weight.
-// output = (w*(n+e+w+s)+m)/(4*w+1)
-// RCAS solves for 'w' by seeing where the signal might clip out of the {0 to 1} input range,
-// 0 == (w*(n+e+w+s)+m)/(4*w+1) -> w = -m/(n+e+w+s)
-// 1 == (w*(n+e+w+s)+m)/(4*w+1) -> w = (1-m)/(n+e+w+s-4*1)
-// Then chooses the 'w' which results in no clipping, limits 'w', and multiplies by the 'sharp' amount.
-// This solution above has issues with MSAA input as the steps along the gradient cause edge detection issues.
-// So RCAS uses 4x the maximum and 4x the minimum (depending on equation)in place of the individual taps.
-// As well as switching from 'm' to either the minimum or maximum (depending on side), to help in energy conservation.
-// This stabilizes RCAS.
-// RCAS does a simple highpass which is normalized against the local contrast then shaped,
-// 0.25
-// 0.25 -1 0.25
-// 0.25
-// This is used as a noise detection filter, to reduce the effect of RCAS on grain, and focus on real edges.
-//
-// GLSL example for the required callbacks :
-//
-// AH4 FsrRcasLoadH(ASW2 p){return AH4(imageLoad(imgSrc,ASU2(p)));}
-// void FsrRcasInputH(inout AH1 r,inout AH1 g,inout AH1 b)
-// {
-// //do any simple input color conversions here or leave empty if none needed
-// }
-//
-// FsrRcasCon need to be called from the CPU or GPU to set up constants.
-// Including a GPU example here, the 'con' value would be stored out to a constant buffer.
-//
-// AU4 con;
-// FsrRcasCon(con,
-// 0.0); // The scale is {0.0 := maximum sharpness, to N>0, where N is the number of stops (halving) of the reduction of sharpness}.
-// ---------------
-// RCAS sharpening supports a CAS-like pass-through alpha via,
-// #define FSR_RCAS_PASSTHROUGH_ALPHA 1
-// RCAS also supports a define to enable a more expensive path to avoid some sharpening of noise.
-// Would suggest it is better to apply film grain after RCAS sharpening (and after scaling) instead of using this define,
-// #define FSR_RCAS_DENOISE 1
-//==============================================================================================================================
-// This is set at the limit of providing unnatural results for sharpening.
-#define FSR_RCAS_LIMIT (0.25-(1.0/16.0))
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-//_____________________________________________________________/\_______________________________________________________________
-//==============================================================================================================================
-// CONSTANT SETUP
-//==============================================================================================================================
-// Call to setup required constant values (works on CPU or GPU).
-A_STATIC void FsrRcasCon(
-outAU4 con,
-// The scale is {0.0 := maximum, to N>0, where N is the number of stops (halving) of the reduction of sharpness}.
-AF1 sharpness){
- // Transform from stops to linear value.
- sharpness=AExp2F1(-sharpness);
- varAF2(hSharp)=initAF2(sharpness,sharpness);
- con[0]=AU1_AF1(sharpness);
- con[1]=AU1_AH2_AF2(hSharp);
- con[2]=0;
- con[3]=0;}
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-//_____________________________________________________________/\_______________________________________________________________
-//==============================================================================================================================
-// NON-PACKED 32-BIT VERSION
-//==============================================================================================================================
-#if defined(A_GPU)&&defined(FSR_RCAS_F)
- // Input callback prototypes that need to be implemented by calling shader
- AF4 FsrRcasLoadF(ASU2 p);
- void FsrRcasInputF(inout AF1 r,inout AF1 g,inout AF1 b);
-//------------------------------------------------------------------------------------------------------------------------------
- void FsrRcasF(
- out AF1 pixR, // Output values, non-vector so port between RcasFilter() and RcasFilterH() is easy.
- out AF1 pixG,
- out AF1 pixB,
- #ifdef FSR_RCAS_PASSTHROUGH_ALPHA
- out AF1 pixA,
- #endif
- AU2 ip, // Integer pixel position in output.
- AU4 con){ // Constant generated by RcasSetup().
- // Algorithm uses minimal 3x3 pixel neighborhood.
- // b
- // d e f
- // h
- ASU2 sp=ASU2(ip);
- AF3 b=FsrRcasLoadF(sp+ASU2( 0,-1)).rgb;
- AF3 d=FsrRcasLoadF(sp+ASU2(-1, 0)).rgb;
- #ifdef FSR_RCAS_PASSTHROUGH_ALPHA
- AF4 ee=FsrRcasLoadF(sp);
- AF3 e=ee.rgb;pixA=ee.a;
- #else
- AF3 e=FsrRcasLoadF(sp).rgb;
- #endif
- AF3 f=FsrRcasLoadF(sp+ASU2( 1, 0)).rgb;
- AF3 h=FsrRcasLoadF(sp+ASU2( 0, 1)).rgb;
- // Rename (32-bit) or regroup (16-bit).
- AF1 bR=b.r;
- AF1 bG=b.g;
- AF1 bB=b.b;
- AF1 dR=d.r;
- AF1 dG=d.g;
- AF1 dB=d.b;
- AF1 eR=e.r;
- AF1 eG=e.g;
- AF1 eB=e.b;
- AF1 fR=f.r;
- AF1 fG=f.g;
- AF1 fB=f.b;
- AF1 hR=h.r;
- AF1 hG=h.g;
- AF1 hB=h.b;
- // Run optional input transform.
- FsrRcasInputF(bR,bG,bB);
- FsrRcasInputF(dR,dG,dB);
- FsrRcasInputF(eR,eG,eB);
- FsrRcasInputF(fR,fG,fB);
- FsrRcasInputF(hR,hG,hB);
- // Luma times 2.
- AF1 bL=bB*AF1_(0.5)+(bR*AF1_(0.5)+bG);
- AF1 dL=dB*AF1_(0.5)+(dR*AF1_(0.5)+dG);
- AF1 eL=eB*AF1_(0.5)+(eR*AF1_(0.5)+eG);
- AF1 fL=fB*AF1_(0.5)+(fR*AF1_(0.5)+fG);
- AF1 hL=hB*AF1_(0.5)+(hR*AF1_(0.5)+hG);
- // Noise detection.
- AF1 nz=AF1_(0.25)*bL+AF1_(0.25)*dL+AF1_(0.25)*fL+AF1_(0.25)*hL-eL;
- nz=ASatF1(abs(nz)*APrxMedRcpF1(AMax3F1(AMax3F1(bL,dL,eL),fL,hL)-AMin3F1(AMin3F1(bL,dL,eL),fL,hL)));
- nz=AF1_(-0.5)*nz+AF1_(1.0);
- // Min and max of ring.
- AF1 mn4R=min(AMin3F1(bR,dR,fR),hR);
- AF1 mn4G=min(AMin3F1(bG,dG,fG),hG);
- AF1 mn4B=min(AMin3F1(bB,dB,fB),hB);
- AF1 mx4R=max(AMax3F1(bR,dR,fR),hR);
- AF1 mx4G=max(AMax3F1(bG,dG,fG),hG);
- AF1 mx4B=max(AMax3F1(bB,dB,fB),hB);
- // Immediate constants for peak range.
- AF2 peakC=AF2(1.0,-1.0*4.0);
- // Limiters, these need to be high precision RCPs.
- AF1 hitMinR=min(mn4R,eR)*ARcpF1(AF1_(4.0)*mx4R);
- AF1 hitMinG=min(mn4G,eG)*ARcpF1(AF1_(4.0)*mx4G);
- AF1 hitMinB=min(mn4B,eB)*ARcpF1(AF1_(4.0)*mx4B);
- AF1 hitMaxR=(peakC.x-max(mx4R,eR))*ARcpF1(AF1_(4.0)*mn4R+peakC.y);
- AF1 hitMaxG=(peakC.x-max(mx4G,eG))*ARcpF1(AF1_(4.0)*mn4G+peakC.y);
- AF1 hitMaxB=(peakC.x-max(mx4B,eB))*ARcpF1(AF1_(4.0)*mn4B+peakC.y);
- AF1 lobeR=max(-hitMinR,hitMaxR);
- AF1 lobeG=max(-hitMinG,hitMaxG);
- AF1 lobeB=max(-hitMinB,hitMaxB);
- AF1 lobe=max(AF1_(-FSR_RCAS_LIMIT),min(AMax3F1(lobeR,lobeG,lobeB),AF1_(0.0)))*AF1_AU1(con.x);
- // Apply noise removal.
- #ifdef FSR_RCAS_DENOISE
- lobe*=nz;
- #endif
- // Resolve, which needs the medium precision rcp approximation to avoid visible tonality changes.
- AF1 rcpL=APrxMedRcpF1(AF1_(4.0)*lobe+AF1_(1.0));
- pixR=(lobe*bR+lobe*dR+lobe*hR+lobe*fR+eR)*rcpL;
- pixG=(lobe*bG+lobe*dG+lobe*hG+lobe*fG+eG)*rcpL;
- pixB=(lobe*bB+lobe*dB+lobe*hB+lobe*fB+eB)*rcpL;
- return;}
-#endif
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-//_____________________________________________________________/\_______________________________________________________________
-//==============================================================================================================================
-// NON-PACKED 16-BIT VERSION
-//==============================================================================================================================
-#if defined(A_GPU)&&defined(A_HALF)&&defined(FSR_RCAS_H)
- // Input callback prototypes that need to be implemented by calling shader
- AH4 FsrRcasLoadH(ASW2 p);
- void FsrRcasInputH(inout AH1 r,inout AH1 g,inout AH1 b);
-//------------------------------------------------------------------------------------------------------------------------------
- void FsrRcasH(
- out AH1 pixR, // Output values, non-vector so port between RcasFilter() and RcasFilterH() is easy.
- out AH1 pixG,
- out AH1 pixB,
- #ifdef FSR_RCAS_PASSTHROUGH_ALPHA
- out AH1 pixA,
- #endif
- AU2 ip, // Integer pixel position in output.
- AU4 con){ // Constant generated by RcasSetup().
- // Sharpening algorithm uses minimal 3x3 pixel neighborhood.
- // b
- // d e f
- // h
- ASW2 sp=ASW2(ip);
- AH3 b=FsrRcasLoadH(sp+ASW2( 0,-1)).rgb;
- AH3 d=FsrRcasLoadH(sp+ASW2(-1, 0)).rgb;
- #ifdef FSR_RCAS_PASSTHROUGH_ALPHA
- AH4 ee=FsrRcasLoadH(sp);
- AH3 e=ee.rgb;pixA=ee.a;
- #else
- AH3 e=FsrRcasLoadH(sp).rgb;
- #endif
- AH3 f=FsrRcasLoadH(sp+ASW2( 1, 0)).rgb;
- AH3 h=FsrRcasLoadH(sp+ASW2( 0, 1)).rgb;
- // Rename (32-bit) or regroup (16-bit).
- AH1 bR=b.r;
- AH1 bG=b.g;
- AH1 bB=b.b;
- AH1 dR=d.r;
- AH1 dG=d.g;
- AH1 dB=d.b;
- AH1 eR=e.r;
- AH1 eG=e.g;
- AH1 eB=e.b;
- AH1 fR=f.r;
- AH1 fG=f.g;
- AH1 fB=f.b;
- AH1 hR=h.r;
- AH1 hG=h.g;
- AH1 hB=h.b;
- // Run optional input transform.
- FsrRcasInputH(bR,bG,bB);
- FsrRcasInputH(dR,dG,dB);
- FsrRcasInputH(eR,eG,eB);
- FsrRcasInputH(fR,fG,fB);
- FsrRcasInputH(hR,hG,hB);
- // Luma times 2.
- AH1 bL=bB*AH1_(0.5)+(bR*AH1_(0.5)+bG);
- AH1 dL=dB*AH1_(0.5)+(dR*AH1_(0.5)+dG);
- AH1 eL=eB*AH1_(0.5)+(eR*AH1_(0.5)+eG);
- AH1 fL=fB*AH1_(0.5)+(fR*AH1_(0.5)+fG);
- AH1 hL=hB*AH1_(0.5)+(hR*AH1_(0.5)+hG);
- // Noise detection.
- AH1 nz=AH1_(0.25)*bL+AH1_(0.25)*dL+AH1_(0.25)*fL+AH1_(0.25)*hL-eL;
- nz=ASatH1(abs(nz)*APrxMedRcpH1(AMax3H1(AMax3H1(bL,dL,eL),fL,hL)-AMin3H1(AMin3H1(bL,dL,eL),fL,hL)));
- nz=AH1_(-0.5)*nz+AH1_(1.0);
- // Min and max of ring.
- AH1 mn4R=min(AMin3H1(bR,dR,fR),hR);
- AH1 mn4G=min(AMin3H1(bG,dG,fG),hG);
- AH1 mn4B=min(AMin3H1(bB,dB,fB),hB);
- AH1 mx4R=max(AMax3H1(bR,dR,fR),hR);
- AH1 mx4G=max(AMax3H1(bG,dG,fG),hG);
- AH1 mx4B=max(AMax3H1(bB,dB,fB),hB);
- // Immediate constants for peak range.
- AH2 peakC=AH2(1.0,-1.0*4.0);
- // Limiters, these need to be high precision RCPs.
- AH1 hitMinR=min(mn4R,eR)*ARcpH1(AH1_(4.0)*mx4R);
- AH1 hitMinG=min(mn4G,eG)*ARcpH1(AH1_(4.0)*mx4G);
- AH1 hitMinB=min(mn4B,eB)*ARcpH1(AH1_(4.0)*mx4B);
- AH1 hitMaxR=(peakC.x-max(mx4R,eR))*ARcpH1(AH1_(4.0)*mn4R+peakC.y);
- AH1 hitMaxG=(peakC.x-max(mx4G,eG))*ARcpH1(AH1_(4.0)*mn4G+peakC.y);
- AH1 hitMaxB=(peakC.x-max(mx4B,eB))*ARcpH1(AH1_(4.0)*mn4B+peakC.y);
- AH1 lobeR=max(-hitMinR,hitMaxR);
- AH1 lobeG=max(-hitMinG,hitMaxG);
- AH1 lobeB=max(-hitMinB,hitMaxB);
- AH1 lobe=max(AH1_(-FSR_RCAS_LIMIT),min(AMax3H1(lobeR,lobeG,lobeB),AH1_(0.0)))*AH2_AU1(con.y).x;
- // Apply noise removal.
- #ifdef FSR_RCAS_DENOISE
- lobe*=nz;
- #endif
- // Resolve, which needs the medium precision rcp approximation to avoid visible tonality changes.
- AH1 rcpL=APrxMedRcpH1(AH1_(4.0)*lobe+AH1_(1.0));
- pixR=(lobe*bR+lobe*dR+lobe*hR+lobe*fR+eR)*rcpL;
- pixG=(lobe*bG+lobe*dG+lobe*hG+lobe*fG+eG)*rcpL;
- pixB=(lobe*bB+lobe*dB+lobe*hB+lobe*fB+eB)*rcpL;}
-#endif
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-//_____________________________________________________________/\_______________________________________________________________
-//==============================================================================================================================
-// PACKED 16-BIT VERSION
-//==============================================================================================================================
-#if defined(A_GPU)&&defined(A_HALF)&&defined(FSR_RCAS_HX2)
- // Input callback prototypes that need to be implemented by the calling shader
- AH4 FsrRcasLoadHx2(ASW2 p);
- void FsrRcasInputHx2(inout AH2 r,inout AH2 g,inout AH2 b);
-//------------------------------------------------------------------------------------------------------------------------------
- // Can be used to convert from packed Structures of Arrays to Arrays of Structures for store.
- void FsrRcasDepackHx2(out AH4 pix0,out AH4 pix1,AH2 pixR,AH2 pixG,AH2 pixB){
- #ifdef A_HLSL
- // Invoke a slower path for DX only, since it won't allow uninitialized values.
- pix0.a=pix1.a=0.0;
- #endif
- pix0.rgb=AH3(pixR.x,pixG.x,pixB.x);
- pix1.rgb=AH3(pixR.y,pixG.y,pixB.y);}
-//------------------------------------------------------------------------------------------------------------------------------
- void FsrRcasHx2(
- // Output values are for 2 8x8 tiles in a 16x8 region.
- // pix<R,G,B>.x = left 8x8 tile
- // pix<R,G,B>.y = right 8x8 tile
- // This enables later processing to easily be packed as well.
- out AH2 pixR,
- out AH2 pixG,
- out AH2 pixB,
- #ifdef FSR_RCAS_PASSTHROUGH_ALPHA
- out AH2 pixA,
- #endif
- AU2 ip, // Integer pixel position in output.
- AU4 con){ // Constant generated by RcasSetup().
- // No scaling algorithm uses minimal 3x3 pixel neighborhood.
- ASW2 sp0=ASW2(ip);
- AH3 b0=FsrRcasLoadHx2(sp0+ASW2( 0,-1)).rgb;
- AH3 d0=FsrRcasLoadHx2(sp0+ASW2(-1, 0)).rgb;
- #ifdef FSR_RCAS_PASSTHROUGH_ALPHA
- AH4 ee0=FsrRcasLoadHx2(sp0);
- AH3 e0=ee0.rgb;pixA.r=ee0.a;
- #else
- AH3 e0=FsrRcasLoadHx2(sp0).rgb;
- #endif
- AH3 f0=FsrRcasLoadHx2(sp0+ASW2( 1, 0)).rgb;
- AH3 h0=FsrRcasLoadHx2(sp0+ASW2( 0, 1)).rgb;
- ASW2 sp1=sp0+ASW2(8,0);
- AH3 b1=FsrRcasLoadHx2(sp1+ASW2( 0,-1)).rgb;
- AH3 d1=FsrRcasLoadHx2(sp1+ASW2(-1, 0)).rgb;
- #ifdef FSR_RCAS_PASSTHROUGH_ALPHA
- AH4 ee1=FsrRcasLoadHx2(sp1);
- AH3 e1=ee1.rgb;pixA.g=ee1.a;
- #else
- AH3 e1=FsrRcasLoadHx2(sp1).rgb;
- #endif
- AH3 f1=FsrRcasLoadHx2(sp1+ASW2( 1, 0)).rgb;
- AH3 h1=FsrRcasLoadHx2(sp1+ASW2( 0, 1)).rgb;
- // Arrays of Structures to Structures of Arrays conversion.
- AH2 bR=AH2(b0.r,b1.r);
- AH2 bG=AH2(b0.g,b1.g);
- AH2 bB=AH2(b0.b,b1.b);
- AH2 dR=AH2(d0.r,d1.r);
- AH2 dG=AH2(d0.g,d1.g);
- AH2 dB=AH2(d0.b,d1.b);
- AH2 eR=AH2(e0.r,e1.r);
- AH2 eG=AH2(e0.g,e1.g);
- AH2 eB=AH2(e0.b,e1.b);
- AH2 fR=AH2(f0.r,f1.r);
- AH2 fG=AH2(f0.g,f1.g);
- AH2 fB=AH2(f0.b,f1.b);
- AH2 hR=AH2(h0.r,h1.r);
- AH2 hG=AH2(h0.g,h1.g);
- AH2 hB=AH2(h0.b,h1.b);
- // Run optional input transform.
- FsrRcasInputHx2(bR,bG,bB);
- FsrRcasInputHx2(dR,dG,dB);
- FsrRcasInputHx2(eR,eG,eB);
- FsrRcasInputHx2(fR,fG,fB);
- FsrRcasInputHx2(hR,hG,hB);
- // Luma times 2.
- AH2 bL=bB*AH2_(0.5)+(bR*AH2_(0.5)+bG);
- AH2 dL=dB*AH2_(0.5)+(dR*AH2_(0.5)+dG);
- AH2 eL=eB*AH2_(0.5)+(eR*AH2_(0.5)+eG);
- AH2 fL=fB*AH2_(0.5)+(fR*AH2_(0.5)+fG);
- AH2 hL=hB*AH2_(0.5)+(hR*AH2_(0.5)+hG);
- // Noise detection.
- AH2 nz=AH2_(0.25)*bL+AH2_(0.25)*dL+AH2_(0.25)*fL+AH2_(0.25)*hL-eL;
- nz=ASatH2(abs(nz)*APrxMedRcpH2(AMax3H2(AMax3H2(bL,dL,eL),fL,hL)-AMin3H2(AMin3H2(bL,dL,eL),fL,hL)));
- nz=AH2_(-0.5)*nz+AH2_(1.0);
- // Min and max of ring.
- AH2 mn4R=min(AMin3H2(bR,dR,fR),hR);
- AH2 mn4G=min(AMin3H2(bG,dG,fG),hG);
- AH2 mn4B=min(AMin3H2(bB,dB,fB),hB);
- AH2 mx4R=max(AMax3H2(bR,dR,fR),hR);
- AH2 mx4G=max(AMax3H2(bG,dG,fG),hG);
- AH2 mx4B=max(AMax3H2(bB,dB,fB),hB);
- // Immediate constants for peak range.
- AH2 peakC=AH2(1.0,-1.0*4.0);
- // Limiters, these need to be high precision RCPs.
- AH2 hitMinR=min(mn4R,eR)*ARcpH2(AH2_(4.0)*mx4R);
- AH2 hitMinG=min(mn4G,eG)*ARcpH2(AH2_(4.0)*mx4G);
- AH2 hitMinB=min(mn4B,eB)*ARcpH2(AH2_(4.0)*mx4B);
- AH2 hitMaxR=(peakC.x-max(mx4R,eR))*ARcpH2(AH2_(4.0)*mn4R+peakC.y);
- AH2 hitMaxG=(peakC.x-max(mx4G,eG))*ARcpH2(AH2_(4.0)*mn4G+peakC.y);
- AH2 hitMaxB=(peakC.x-max(mx4B,eB))*ARcpH2(AH2_(4.0)*mn4B+peakC.y);
- AH2 lobeR=max(-hitMinR,hitMaxR);
- AH2 lobeG=max(-hitMinG,hitMaxG);
- AH2 lobeB=max(-hitMinB,hitMaxB);
- AH2 lobe=max(AH2_(-FSR_RCAS_LIMIT),min(AMax3H2(lobeR,lobeG,lobeB),AH2_(0.0)))*AH2_(AH2_AU1(con.y).x);
- // Apply noise removal.
- #ifdef FSR_RCAS_DENOISE
- lobe*=nz;
- #endif
- // Resolve, which needs the medium precision rcp approximation to avoid visible tonality changes.
- AH2 rcpL=APrxMedRcpH2(AH2_(4.0)*lobe+AH2_(1.0));
- pixR=(lobe*bR+lobe*dR+lobe*hR+lobe*fR+eR)*rcpL;
- pixG=(lobe*bG+lobe*dG+lobe*hG+lobe*fG+eG)*rcpL;
- pixB=(lobe*bB+lobe*dB+lobe*hB+lobe*fB+eB)*rcpL;}
-#endif
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-//_____________________________________________________________/\_______________________________________________________________
-//==============================================================================================================================
-//
-// FSR - [LFGA] LINEAR FILM GRAIN APPLICATOR
-//
-//------------------------------------------------------------------------------------------------------------------------------
-// Adding output-resolution film grain after scaling is a good way to mask both rendering and scaling artifacts.
-// Suggest using tiled blue noise as film grain input, with peak noise frequency set for a specific look and feel.
-// The 'Lfga*()' functions provide a convenient way to introduce grain.
-// These functions limit grain based on distance to signal limits.
-// This is done so that the grain is temporally energy preserving, and thus won't modify image tonality.
-// Grain application should be done in a linear colorspace.
-// The grain should be temporally changing, but have a temporal sum per pixel that adds to zero (non-biased).
-//------------------------------------------------------------------------------------------------------------------------------
-// Usage,
-// FsrLfga*(
-// color, // In/out linear colorspace color {0 to 1} ranged.
-// grain, // Per pixel grain texture value {-0.5 to 0.5} ranged, input is 3-channel to support colored grain.
-// amount); // Amount of grain (0 to 1} ranged.
-//------------------------------------------------------------------------------------------------------------------------------
-// Example if grain texture is monochrome: 'FsrLfgaF(color,AF3_(grain),amount)'
-//==============================================================================================================================
-#if defined(A_GPU)
- // Maximum grain is the minimum distance to the signal limit.
- void FsrLfgaF(inout AF3 c,AF3 t,AF1 a){c+=(t*AF3_(a))*min(AF3_(1.0)-c,c);}
-#endif
-//==============================================================================================================================
-#if defined(A_GPU)&&defined(A_HALF)
- // Half precision version (slower).
- void FsrLfgaH(inout AH3 c,AH3 t,AH1 a){c+=(t*AH3_(a))*min(AH3_(1.0)-c,c);}
-//------------------------------------------------------------------------------------------------------------------------------
- // Packed half precision version (faster).
- void FsrLfgaHx2(inout AH2 cR,inout AH2 cG,inout AH2 cB,AH2 tR,AH2 tG,AH2 tB,AH1 a){
- cR+=(tR*AH2_(a))*min(AH2_(1.0)-cR,cR);cG+=(tG*AH2_(a))*min(AH2_(1.0)-cG,cG);cB+=(tB*AH2_(a))*min(AH2_(1.0)-cB,cB);}
-#endif
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-//_____________________________________________________________/\_______________________________________________________________
-//==============================================================================================================================
-//
-// FSR - [SRTM] SIMPLE REVERSIBLE TONE-MAPPER
-//
-//------------------------------------------------------------------------------------------------------------------------------
-// This provides a way to take linear HDR color {0 to FP16_MAX} and convert it into a temporary {0 to 1} ranged post-tonemapped linear.
-// The tonemapper preserves RGB ratio, which helps maintain HDR color bleed during filtering.
-//------------------------------------------------------------------------------------------------------------------------------
-// Reversible tonemapper usage,
-// FsrSrtm*(color); // {0 to FP16_MAX} converted to {0 to 1}.
-// FsrSrtmInv*(color); // {0 to 1} converted into {0 to 32768, output peak safe for FP16}.
-//==============================================================================================================================
-#if defined(A_GPU)
- void FsrSrtmF(inout AF3 c){c*=AF3_(ARcpF1(AMax3F1(c.r,c.g,c.b)+AF1_(1.0)));}
- // The extra max solves the c=1.0 case (which is a /0).
- void FsrSrtmInvF(inout AF3 c){c*=AF3_(ARcpF1(max(AF1_(1.0/32768.0),AF1_(1.0)-AMax3F1(c.r,c.g,c.b))));}
-#endif
-//==============================================================================================================================
-#if defined(A_GPU)&&defined(A_HALF)
- void FsrSrtmH(inout AH3 c){c*=AH3_(ARcpH1(AMax3H1(c.r,c.g,c.b)+AH1_(1.0)));}
- void FsrSrtmInvH(inout AH3 c){c*=AH3_(ARcpH1(max(AH1_(1.0/32768.0),AH1_(1.0)-AMax3H1(c.r,c.g,c.b))));}
-//------------------------------------------------------------------------------------------------------------------------------
- void FsrSrtmHx2(inout AH2 cR,inout AH2 cG,inout AH2 cB){
- AH2 rcp=ARcpH2(AMax3H2(cR,cG,cB)+AH2_(1.0));cR*=rcp;cG*=rcp;cB*=rcp;}
- void FsrSrtmInvHx2(inout AH2 cR,inout AH2 cG,inout AH2 cB){
- AH2 rcp=ARcpH2(max(AH2_(1.0/32768.0),AH2_(1.0)-AMax3H2(cR,cG,cB)));cR*=rcp;cG*=rcp;cB*=rcp;}
-#endif
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-//_____________________________________________________________/\_______________________________________________________________
-//==============================================================================================================================
-//
-// FSR - [TEPD] TEMPORAL ENERGY PRESERVING DITHER
-//
-//------------------------------------------------------------------------------------------------------------------------------
-// Temporally energy preserving dithered {0 to 1} linear to gamma 2.0 conversion.
-// Gamma 2.0 is used so that the conversion back to linear is just to square the color.
-// The conversion comes in 8-bit and 10-bit modes, designed for output to 8-bit UNORM or 10:10:10:2 respectively.
-// Given good non-biased temporal blue noise as dither input,
-// the output dither will temporally conserve energy.
-// This is done by choosing the linear nearest step point instead of perceptual nearest.
-// See code below for details.
-//------------------------------------------------------------------------------------------------------------------------------
-// DX SPEC RULES FOR FLOAT->UNORM 8-BIT CONVERSION
-// ===============================================
-// - Output is 'uint(floor(saturate(n)*255.0+0.5))'.
-// - Thus rounding is to nearest.
-// - NaN gets converted to zero.
-// - INF is clamped to {0.0 to 1.0}.
-//==============================================================================================================================
-#if defined(A_GPU)
- // Hand tuned integer position to dither value, with more values than simple checkerboard.
- // Only 32-bit has enough precision for this compddation.
- // Output is {0 to <1}.
- AF1 FsrTepdDitF(AU2 p,AU1 f){
- AF1 x=AF1_(p.x+f);
- AF1 y=AF1_(p.y);
- // The 1.61803 golden ratio.
- AF1 a=AF1_((1.0+sqrt(5.0))/2.0);
- // Number designed to provide a good visual pattern.
- AF1 b=AF1_(1.0/3.69);
- x=x*a+(y*b);
- return AFractF1(x);}
-//------------------------------------------------------------------------------------------------------------------------------
- // This version is 8-bit gamma 2.0.
- // The 'c' input is {0 to 1}.
- // Output is {0 to 1} ready for image store.
- void FsrTepdC8F(inout AF3 c,AF1 dit){
- AF3 n=sqrt(c);
- n=floor(n*AF3_(255.0))*AF3_(1.0/255.0);
- AF3 a=n*n;
- AF3 b=n+AF3_(1.0/255.0);b=b*b;
- // Ratio of 'a' to 'b' required to produce 'c'.
- // APrxLoRcpF1() won't work here (at least for very high dynamic ranges).
- // APrxMedRcpF1() is an IADD,FMA,MUL.
- AF3 r=(c-b)*APrxMedRcpF3(a-b);
- // Use the ratio as a cutoff to choose 'a' or 'b'.
- // AGtZeroF1() is a MUL.
- c=ASatF3(n+AGtZeroF3(AF3_(dit)-r)*AF3_(1.0/255.0));}
-//------------------------------------------------------------------------------------------------------------------------------
- // This version is 10-bit gamma 2.0.
- // The 'c' input is {0 to 1}.
- // Output is {0 to 1} ready for image store.
- void FsrTepdC10F(inout AF3 c,AF1 dit){
- AF3 n=sqrt(c);
- n=floor(n*AF3_(1023.0))*AF3_(1.0/1023.0);
- AF3 a=n*n;
- AF3 b=n+AF3_(1.0/1023.0);b=b*b;
- AF3 r=(c-b)*APrxMedRcpF3(a-b);
- c=ASatF3(n+AGtZeroF3(AF3_(dit)-r)*AF3_(1.0/1023.0));}
-#endif
-//==============================================================================================================================
-#if defined(A_GPU)&&defined(A_HALF)
- AH1 FsrTepdDitH(AU2 p,AU1 f){
- AF1 x=AF1_(p.x+f);
- AF1 y=AF1_(p.y);
- AF1 a=AF1_((1.0+sqrt(5.0))/2.0);
- AF1 b=AF1_(1.0/3.69);
- x=x*a+(y*b);
- return AH1(AFractF1(x));}
-//------------------------------------------------------------------------------------------------------------------------------
- void FsrTepdC8H(inout AH3 c,AH1 dit){
- AH3 n=sqrt(c);
- n=floor(n*AH3_(255.0))*AH3_(1.0/255.0);
- AH3 a=n*n;
- AH3 b=n+AH3_(1.0/255.0);b=b*b;
- AH3 r=(c-b)*APrxMedRcpH3(a-b);
- c=ASatH3(n+AGtZeroH3(AH3_(dit)-r)*AH3_(1.0/255.0));}
-//------------------------------------------------------------------------------------------------------------------------------
- void FsrTepdC10H(inout AH3 c,AH1 dit){
- AH3 n=sqrt(c);
- n=floor(n*AH3_(1023.0))*AH3_(1.0/1023.0);
- AH3 a=n*n;
- AH3 b=n+AH3_(1.0/1023.0);b=b*b;
- AH3 r=(c-b)*APrxMedRcpH3(a-b);
- c=ASatH3(n+AGtZeroH3(AH3_(dit)-r)*AH3_(1.0/1023.0));}
-//==============================================================================================================================
- // This computes dither for positions 'p' and 'p+{8,0}'.
- AH2 FsrTepdDitHx2(AU2 p,AU1 f){
- AF2 x;
- x.x=AF1_(p.x+f);
- x.y=x.x+AF1_(8.0);
- AF1 y=AF1_(p.y);
- AF1 a=AF1_((1.0+sqrt(5.0))/2.0);
- AF1 b=AF1_(1.0/3.69);
- x=x*AF2_(a)+AF2_(y*b);
- return AH2(AFractF2(x));}
-//------------------------------------------------------------------------------------------------------------------------------
- void FsrTepdC8Hx2(inout AH2 cR,inout AH2 cG,inout AH2 cB,AH2 dit){
- AH2 nR=sqrt(cR);
- AH2 nG=sqrt(cG);
- AH2 nB=sqrt(cB);
- nR=floor(nR*AH2_(255.0))*AH2_(1.0/255.0);
- nG=floor(nG*AH2_(255.0))*AH2_(1.0/255.0);
- nB=floor(nB*AH2_(255.0))*AH2_(1.0/255.0);
- AH2 aR=nR*nR;
- AH2 aG=nG*nG;
- AH2 aB=nB*nB;
- AH2 bR=nR+AH2_(1.0/255.0);bR=bR*bR;
- AH2 bG=nG+AH2_(1.0/255.0);bG=bG*bG;
- AH2 bB=nB+AH2_(1.0/255.0);bB=bB*bB;
- AH2 rR=(cR-bR)*APrxMedRcpH2(aR-bR);
- AH2 rG=(cG-bG)*APrxMedRcpH2(aG-bG);
- AH2 rB=(cB-bB)*APrxMedRcpH2(aB-bB);
- cR=ASatH2(nR+AGtZeroH2(dit-rR)*AH2_(1.0/255.0));
- cG=ASatH2(nG+AGtZeroH2(dit-rG)*AH2_(1.0/255.0));
- cB=ASatH2(nB+AGtZeroH2(dit-rB)*AH2_(1.0/255.0));}
-//------------------------------------------------------------------------------------------------------------------------------
- void FsrTepdC10Hx2(inout AH2 cR,inout AH2 cG,inout AH2 cB,AH2 dit){
- AH2 nR=sqrt(cR);
- AH2 nG=sqrt(cG);
- AH2 nB=sqrt(cB);
- nR=floor(nR*AH2_(1023.0))*AH2_(1.0/1023.0);
- nG=floor(nG*AH2_(1023.0))*AH2_(1.0/1023.0);
- nB=floor(nB*AH2_(1023.0))*AH2_(1.0/1023.0);
- AH2 aR=nR*nR;
- AH2 aG=nG*nG;
- AH2 aB=nB*nB;
- AH2 bR=nR+AH2_(1.0/1023.0);bR=bR*bR;
- AH2 bG=nG+AH2_(1.0/1023.0);bG=bG*bG;
- AH2 bB=nB+AH2_(1.0/1023.0);bB=bB*bB;
- AH2 rR=(cR-bR)*APrxMedRcpH2(aR-bR);
- AH2 rG=(cG-bG)*APrxMedRcpH2(aG-bG);
- AH2 rB=(cB-bB)*APrxMedRcpH2(aB-bB);
- cR=ASatH2(nR+AGtZeroH2(dit-rR)*AH2_(1.0/1023.0));
- cG=ASatH2(nG+AGtZeroH2(dit-rG)*AH2_(1.0/1023.0));
- cB=ASatH2(nB+AGtZeroH2(dit-rB)*AH2_(1.0/1023.0));}
-#endif
diff --git a/Ryujinx.Graphics.OpenGL/Effects/Shaders/fsr_scaling.glsl b/Ryujinx.Graphics.OpenGL/Effects/Shaders/fsr_scaling.glsl
deleted file mode 100644
index 8e8755db..00000000
--- a/Ryujinx.Graphics.OpenGL/Effects/Shaders/fsr_scaling.glsl
+++ /dev/null
@@ -1,88 +0,0 @@
-#version 430 core
-precision mediump float;
-layout (local_size_x = 64) in;
-layout(rgba8, binding = 0, location=0) uniform image2D imgOutput;
-layout( location=1 ) uniform sampler2D Source;
-layout( location=2 ) uniform float srcX0;
-layout( location=3 ) uniform float srcX1;
-layout( location=4 ) uniform float srcY0;
-layout( location=5 ) uniform float srcY1;
-layout( location=6 ) uniform float dstX0;
-layout( location=7 ) uniform float dstX1;
-layout( location=8 ) uniform float dstY0;
-layout( location=9 ) uniform float dstY1;
-layout( location=10 ) uniform float scaleX;
-layout( location=11 ) uniform float scaleY;
-
-#define A_GPU 1
-#define A_GLSL 1
-#include "ffx_a.h"
-
-#define FSR_EASU_F 1
-AU4 con0, con1, con2, con3;
-float srcW, srcH, dstW, dstH;
-vec2 bLeft, tRight;
-
-AF2 translate(AF2 pos) {
- return AF2(pos.x * scaleX, pos.y * scaleY);
-}
-
-void setBounds(vec2 bottomLeft, vec2 topRight) {
- bLeft = bottomLeft;
- tRight = topRight;
-}
-
-AF2 translateDest(AF2 pos) {
- AF2 translatedPos = AF2(pos.x, pos.y);
- translatedPos.x = dstX1 < dstX0 ? dstX1 - translatedPos.x : translatedPos.x;
- translatedPos.y = dstY0 > dstY1 ? dstY0 + dstY1 - translatedPos.y - 1: translatedPos.y;
- return translatedPos;
-}
-
-AF4 FsrEasuRF(AF2 p) { AF4 res = textureGather(Source, translate(p), 0); return res; }
-AF4 FsrEasuGF(AF2 p) { AF4 res = textureGather(Source, translate(p), 1); return res; }
-AF4 FsrEasuBF(AF2 p) { AF4 res = textureGather(Source, translate(p), 2); return res; }
-
-#include "ffx_fsr1.h"
-
-float insideBox(vec2 v) {
- vec2 s = step(bLeft, v) - step(tRight, v);
- return s.x * s.y;
-}
-
-void CurrFilter(AU2 pos)
-{
- if((insideBox(vec2(pos.x, pos.y))) == 0) {
- imageStore(imgOutput, ASU2(pos.x, pos.y), AF4(0,0,0,1));
- return;
- }
- AF3 c;
- FsrEasuF(c, AU2(pos.x - bLeft.x, pos.y - bLeft.y), con0, con1, con2, con3);
- imageStore(imgOutput, ASU2(translateDest(pos)), AF4(c, 1));
-}
-
-void main() {
- srcW = abs(srcX1 - srcX0);
- srcH = abs(srcY1 - srcY0);
- dstW = abs(dstX1 - dstX0);
- dstH = abs(dstY1 - dstY0);
-
- AU2 gxy = ARmp8x8(gl_LocalInvocationID.x) + AU2(gl_WorkGroupID.x << 4u, gl_WorkGroupID.y << 4u);
-
- setBounds(vec2(dstX0 < dstX1 ? dstX0 : dstX1, dstY0 < dstY1 ? dstY0 : dstY1),
- vec2(dstX1 > dstX0 ? dstX1 : dstX0, dstY1 > dstY0 ? dstY1 : dstY0));
-
- // Upscaling
- FsrEasuCon(con0, con1, con2, con3,
- srcW, srcH, // Viewport size (top left aligned) in the input image which is to be scaled.
- srcW, srcH, // The size of the input image.
- dstW, dstH); // The output resolution.
-
- CurrFilter(gxy);
- gxy.x += 8u;
- CurrFilter(gxy);
- gxy.y += 8u;
- CurrFilter(gxy);
- gxy.x -= 8u;
- CurrFilter(gxy);
-} \ No newline at end of file
diff --git a/Ryujinx.Graphics.OpenGL/Effects/Shaders/fsr_sharpening.glsl b/Ryujinx.Graphics.OpenGL/Effects/Shaders/fsr_sharpening.glsl
deleted file mode 100644
index d3b98729..00000000
--- a/Ryujinx.Graphics.OpenGL/Effects/Shaders/fsr_sharpening.glsl
+++ /dev/null
@@ -1,37 +0,0 @@
-#version 430 core
-precision mediump float;
-layout (local_size_x = 64) in;
-layout(rgba8, binding = 0, location=0) uniform image2D imgOutput;
-layout( location=1 ) uniform sampler2D source;
-layout( location=2 ) uniform float sharpening;
-
-#define A_GPU 1
-#define A_GLSL 1
-#include "ffx_a.h"
-
-#define FSR_RCAS_F 1
-AU4 con0;
-
-AF4 FsrRcasLoadF(ASU2 p) { return AF4(texelFetch(source, p, 0)); }
-void FsrRcasInputF(inout AF1 r, inout AF1 g, inout AF1 b) {}
-
-#include "ffx_fsr1.h"
-
-void CurrFilter(AU2 pos)
-{
- AF3 c;
- FsrRcasF(c.r, c.g, c.b, pos, con0);
- imageStore(imgOutput, ASU2(pos), AF4(c, 1));
-}
-
-void main() {
- FsrRcasCon(con0, sharpening);
- AU2 gxy = ARmp8x8(gl_LocalInvocationID.x) + AU2(gl_WorkGroupID.x << 4u, gl_WorkGroupID.y << 4u);
- CurrFilter(gxy);
- gxy.x += 8u;
- CurrFilter(gxy);
- gxy.y += 8u;
- CurrFilter(gxy);
- gxy.x -= 8u;
- CurrFilter(gxy);
-} \ No newline at end of file
diff --git a/Ryujinx.Graphics.OpenGL/Effects/Shaders/fxaa.glsl b/Ryujinx.Graphics.OpenGL/Effects/Shaders/fxaa.glsl
deleted file mode 100644
index 8bdcbca6..00000000
--- a/Ryujinx.Graphics.OpenGL/Effects/Shaders/fxaa.glsl
+++ /dev/null
@@ -1,1174 +0,0 @@
-/*============================================================================
-
-
- NVIDIA FXAA 3.11 by TIMOTHY LOTTES
-
-
-------------------------------------------------------------------------------
-COPYRIGHT (C) 2010, 2011 NVIDIA CORPORATION. ALL RIGHTS RESERVED.
-------------------------------------------------------------------------------
-TO THE MAXIMUM EXTENT PERMITTED BY APPLICABLE LAW, THIS SOFTWARE IS PROVIDED
-*AS IS* AND NVIDIA AND ITS SUPPLIERS DISCLAIM ALL WARRANTIES, EITHER EXPRESS
-OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, IMPLIED WARRANTIES OF
-MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE. IN NO EVENT SHALL NVIDIA
-OR ITS SUPPLIERS BE LIABLE FOR ANY SPECIAL, INCIDENTAL, INDIRECT, OR
-CONSEQUENTIAL DAMAGES WHATSOEVER (INCLUDING, WITHOUT LIMITATION, DAMAGES FOR
-LOSS OF BUSINESS PROFITS, BUSINESS INTERRUPTION, LOSS OF BUSINESS INFORMATION,
-OR ANY OTHER PECUNIARY LOSS) ARISING OUT OF THE USE OF OR INABILITY TO USE
-THIS SOFTWARE, EVEN IF NVIDIA HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH
-DAMAGES.
-
-------------------------------------------------------------------------------
- INTEGRATION CHECKLIST
-------------------------------------------------------------------------------
-(1.)
-In the shader source, setup defines for the desired configuration.
-When providing multiple shaders (for different presets),
-simply setup the defines differently in multiple files.
-Example,
-
- #define FXAA_PC 1
- #define FXAA_HLSL_5 1
- #define FXAA_QUALITY__PRESET 12
-
-Or,
-
- #define FXAA_360 1
-
-Or,
-
- #define FXAA_PS3 1
-
-Etc.
-
-(2.)
-Then include this file,
-
- #include "Fxaa3_11.h"
-
-(3.)
-Then call the FXAA pixel shader from within your desired shader.
-Look at the FXAA Quality FxaaPixelShader() for docs on inputs.
-As for FXAA 3.11 all inputs for all shaders are the same
-to enable easy porting between platforms.
-
- return FxaaPixelShader(...);
-
-(4.)
-Insure pass prior to FXAA outputs RGBL (see next section).
-Or use,
-
- #define FXAA_GREEN_AS_LUMA 1
-
-(5.)
-Setup engine to provide the following constants
-which are used in the FxaaPixelShader() inputs,
-
- FxaaFloat2 fxaaQualityRcpFrame,
- FxaaFloat4 fxaaConsoleRcpFrameOpt,
- FxaaFloat4 fxaaConsoleRcpFrameOpt2,
- FxaaFloat4 fxaaConsole360RcpFrameOpt2,
- FxaaFloat fxaaQualitySubpix,
- FxaaFloat fxaaQualityEdgeThreshold,
- FxaaFloat fxaaQualityEdgeThresholdMin,
- FxaaFloat fxaaConsoleEdgeSharpness,
- FxaaFloat fxaaConsoleEdgeThreshold,
- FxaaFloat fxaaConsoleEdgeThresholdMin,
- FxaaFloat4 fxaaConsole360ConstDir
-
-Look at the FXAA Quality FxaaPixelShader() for docs on inputs.
-
-(6.)
-Have FXAA vertex shader run as a full screen triangle,
-and output "pos" and "fxaaConsolePosPos"
-such that inputs in the pixel shader provide,
-
- // {xy} = center of pixel
- FxaaFloat2 pos,
-
- // {xy__} = upper left of pixel
- // {__zw} = lower right of pixel
- FxaaFloat4 fxaaConsolePosPos,
-
-(7.)
-Insure the texture sampler(s) used by FXAA are set to bilinear filtering.
-
-
-------------------------------------------------------------------------------
- INTEGRATION - RGBL AND COLORSPACE
-------------------------------------------------------------------------------
-FXAA3 requires RGBL as input unless the following is set,
-
- #define FXAA_GREEN_AS_LUMA 1
-
-In which case the engine uses green in place of luma,
-and requires RGB input is in a non-linear colorspace.
-
-RGB should be LDR (low dynamic range).
-Specifically do FXAA after tonemapping.
-
-RGB data as returned by a texture fetch can be non-linear,
-or linear when FXAA_GREEN_AS_LUMA is not set.
-Note an "sRGB format" texture counts as linear,
-because the result of a texture fetch is linear data.
-Regular "RGBA8" textures in the sRGB colorspace are non-linear.
-
-If FXAA_GREEN_AS_LUMA is not set,
-luma must be stored in the alpha channel prior to running FXAA.
-This luma should be in a perceptual space (could be gamma 2.0).
-Example pass before FXAA where output is gamma 2.0 encoded,
-
- color.rgb = ToneMap(color.rgb); // linear color output
- color.rgb = sqrt(color.rgb); // gamma 2.0 color output
- return color;
-
-To use FXAA,
-
- color.rgb = ToneMap(color.rgb); // linear color output
- color.rgb = sqrt(color.rgb); // gamma 2.0 color output
- color.a = dot(color.rgb, FxaaFloat3(0.299, 0.587, 0.114)); // compute luma
- return color;
-
-Another example where output is linear encoded,
-say for instance writing to an sRGB formated render target,
-where the render target does the conversion back to sRGB after blending,
-
- color.rgb = ToneMap(color.rgb); // linear color output
- return color;
-
-To use FXAA,
-
- color.rgb = ToneMap(color.rgb); // linear color output
- color.a = sqrt(dot(color.rgb, FxaaFloat3(0.299, 0.587, 0.114))); // compute luma
- return color;
-
-Getting luma correct is required for the algorithm to work correctly.
-
-
-------------------------------------------------------------------------------
- BEING LINEARLY CORRECT?
-------------------------------------------------------------------------------
-Applying FXAA to a framebuffer with linear RGB color will look worse.
-This is very counter intuitive, but happends to be true in this case.
-The reason is because dithering artifacts will be more visiable
-in a linear colorspace.
-
-
-------------------------------------------------------------------------------
- COMPLEX INTEGRATION
-------------------------------------------------------------------------------
-Q. What if the engine is blending into RGB before wanting to run FXAA?
-
-A. In the last opaque pass prior to FXAA,
- have the pass write out luma into alpha.
- Then blend into RGB only.
- FXAA should be able to run ok
- assuming the blending pass did not any add aliasing.
- This should be the common case for particles and common blending passes.
-
-A. Or use FXAA_GREEN_AS_LUMA.
-
-============================================================================*/
-
-#version 430 core
-
-layout(local_size_x = 16, local_size_y = 16) in;
-layout(rgba8, binding = 0) uniform image2D imgOutput;
-
-uniform sampler2D inputTexture;
-layout(location=0) uniform vec2 invResolution;
-
-#define FXAA_QUALITY__PRESET 12
-#define FXAA_GREEN_AS_LUMA 1
-#define FXAA_PC 1
-#define FXAA_GLSL_130 1
-
-
-/*============================================================================
-
- INTEGRATION KNOBS
-
-/*==========================================================================*/
-#ifndef FXAA_PC
- //
- // FXAA Quality
- // The high quality PC algorithm.
- //
- #define FXAA_PC 0
-#endif
-/*--------------------------------------------------------------------------*/
-#ifndef FXAA_GLSL_120
- #define FXAA_GLSL_120 0
-#endif
-/*--------------------------------------------------------------------------*/
-#ifndef FXAA_GLSL_130
- #define FXAA_GLSL_130 0
-#endif
-/*==========================================================================*/
-#ifndef FXAA_GREEN_AS_LUMA
- //
- // For those using non-linear color,
- // and either not able to get luma in alpha, or not wanting to,
- // this enables FXAA to run using green as a proxy for luma.
- // So with this enabled, no need to pack luma in alpha.
- //
- // This will turn off AA on anything which lacks some amount of green.
- // Pure red and blue or combination of only R and B, will get no AA.
- //
- // Might want to lower the settings for both,
- // fxaaConsoleEdgeThresholdMin
- // fxaaQualityEdgeThresholdMin
- // In order to insure AA does not get turned off on colors
- // which contain a minor amount of green.
- //
- // 1 = On.
- // 0 = Off.
- //
- #define FXAA_GREEN_AS_LUMA 0
-#endif
-/*--------------------------------------------------------------------------*/
-#ifndef FXAA_EARLY_EXIT
- //
- // Controls algorithm's early exit path.
- // On PS3 turning this ON adds 2 cycles to the shader.
- // On 360 turning this OFF adds 10ths of a millisecond to the shader.
- // Turning this off on console will result in a more blurry image.
- // So this defaults to on.
- //
- // 1 = On.
- // 0 = Off.
- //
- #define FXAA_EARLY_EXIT 1
-#endif
-/*--------------------------------------------------------------------------*/
-#ifndef FXAA_DISCARD
- //
- // Only valid for PC OpenGL currently.
- // Probably will not work when FXAA_GREEN_AS_LUMA = 1.
- //
- // 1 = Use discard on pixels which don't need AA.
- // For APIs which enable concurrent TEX+ROP from same surface.
- // 0 = Return unchanged color on pixels which don't need AA.
- //
- #define FXAA_DISCARD 0
-#endif
-/*--------------------------------------------------------------------------*/
-#ifndef FXAA_FAST_PIXEL_OFFSET
- //
- // Used for GLSL 120 only.
- //
- // 1 = GL API supports fast pixel offsets
- // 0 = do not use fast pixel offsets
- //
- #ifdef GL_EXT_gpu_shader4
- #define FXAA_FAST_PIXEL_OFFSET 1
- #endif
- #ifdef GL_NV_gpu_shader5
- #define FXAA_FAST_PIXEL_OFFSET 1
- #endif
- #ifdef GL_ARB_gpu_shader5
- #define FXAA_FAST_PIXEL_OFFSET 1
- #endif
- #ifndef FXAA_FAST_PIXEL_OFFSET
- #define FXAA_FAST_PIXEL_OFFSET 0
- #endif
-#endif
-/*--------------------------------------------------------------------------*/
-#ifndef FXAA_GATHER4_ALPHA
- //
- // 1 = API supports gather4 on alpha channel.
- // 0 = API does not support gather4 on alpha channel.
- //
- #if (FXAA_HLSL_5 == 1)
- #define FXAA_GATHER4_ALPHA 1
- #endif
- #ifdef GL_ARB_gpu_shader5
- #define FXAA_GATHER4_ALPHA 1
- #endif
- #ifdef GL_NV_gpu_shader5
- #define FXAA_GATHER4_ALPHA 1
- #endif
- #ifndef FXAA_GATHER4_ALPHA
- #define FXAA_GATHER4_ALPHA 0
- #endif
-#endif
-
-/*============================================================================
- FXAA QUALITY - TUNING KNOBS
-------------------------------------------------------------------------------
-NOTE the other tuning knobs are now in the shader function inputs!
-============================================================================*/
-#ifndef FXAA_QUALITY__PRESET
- //
- // Choose the quality preset.
- // This needs to be compiled into the shader as it effects code.
- // Best option to include multiple presets is to
- // in each shader define the preset, then include this file.
- //
- // OPTIONS
- // -----------------------------------------------------------------------
- // 10 to 15 - default medium dither (10=fastest, 15=highest quality)
- // 20 to 29 - less dither, more expensive (20=fastest, 29=highest quality)
- // 39 - no dither, very expensive
- //
- // NOTES
- // -----------------------------------------------------------------------
- // 12 = slightly faster then FXAA 3.9 and higher edge quality (default)
- // 13 = about same speed as FXAA 3.9 and better than 12
- // 23 = closest to FXAA 3.9 visually and performance wise
- // _ = the lowest digit is directly related to performance
- // _ = the highest digit is directly related to style
- //
- #define FXAA_QUALITY__PRESET 12
-#endif
-
-
-/*============================================================================
-
- FXAA QUALITY - PRESETS
-
-============================================================================*/
-
-/*============================================================================
- FXAA QUALITY - MEDIUM DITHER PRESETS
-============================================================================*/
-#if (FXAA_QUALITY__PRESET == 10)
- #define FXAA_QUALITY__PS 3
- #define FXAA_QUALITY__P0 1.5
- #define FXAA_QUALITY__P1 3.0
- #define FXAA_QUALITY__P2 12.0
-#endif
-/*--------------------------------------------------------------------------*/
-#if (FXAA_QUALITY__PRESET == 11)
- #define FXAA_QUALITY__PS 4
- #define FXAA_QUALITY__P0 1.0
- #define FXAA_QUALITY__P1 1.5
- #define FXAA_QUALITY__P2 3.0
- #define FXAA_QUALITY__P3 12.0
-#endif
-/*--------------------------------------------------------------------------*/
-#if (FXAA_QUALITY__PRESET == 12)
- #define FXAA_QUALITY__PS 5
- #define FXAA_QUALITY__P0 1.0
- #define FXAA_QUALITY__P1 1.5
- #define FXAA_QUALITY__P2 2.0
- #define FXAA_QUALITY__P3 4.0
- #define FXAA_QUALITY__P4 12.0
-#endif
-/*--------------------------------------------------------------------------*/
-#if (FXAA_QUALITY__PRESET == 13)
- #define FXAA_QUALITY__PS 6
- #define FXAA_QUALITY__P0 1.0
- #define FXAA_QUALITY__P1 1.5
- #define FXAA_QUALITY__P2 2.0
- #define FXAA_QUALITY__P3 2.0
- #define FXAA_QUALITY__P4 4.0
- #define FXAA_QUALITY__P5 12.0
-#endif
-/*--------------------------------------------------------------------------*/
-#if (FXAA_QUALITY__PRESET == 14)
- #define FXAA_QUALITY__PS 7
- #define FXAA_QUALITY__P0 1.0
- #define FXAA_QUALITY__P1 1.5
- #define FXAA_QUALITY__P2 2.0
- #define FXAA_QUALITY__P3 2.0
- #define FXAA_QUALITY__P4 2.0
- #define FXAA_QUALITY__P5 4.0
- #define FXAA_QUALITY__P6 12.0
-#endif
-/*--------------------------------------------------------------------------*/
-#if (FXAA_QUALITY__PRESET == 15)
- #define FXAA_QUALITY__PS 8
- #define FXAA_QUALITY__P0 1.0
- #define FXAA_QUALITY__P1 1.5
- #define FXAA_QUALITY__P2 2.0
- #define FXAA_QUALITY__P3 2.0
- #define FXAA_QUALITY__P4 2.0
- #define FXAA_QUALITY__P5 2.0
- #define FXAA_QUALITY__P6 4.0
- #define FXAA_QUALITY__P7 12.0
-#endif
-
-/*============================================================================
- FXAA QUALITY - LOW DITHER PRESETS
-============================================================================*/
-#if (FXAA_QUALITY__PRESET == 20)
- #define FXAA_QUALITY__PS 3
- #define FXAA_QUALITY__P0 1.5
- #define FXAA_QUALITY__P1 2.0
- #define FXAA_QUALITY__P2 8.0
-#endif
-/*--------------------------------------------------------------------------*/
-#if (FXAA_QUALITY__PRESET == 21)
- #define FXAA_QUALITY__PS 4
- #define FXAA_QUALITY__P0 1.0
- #define FXAA_QUALITY__P1 1.5
- #define FXAA_QUALITY__P2 2.0
- #define FXAA_QUALITY__P3 8.0
-#endif
-/*--------------------------------------------------------------------------*/
-#if (FXAA_QUALITY__PRESET == 22)
- #define FXAA_QUALITY__PS 5
- #define FXAA_QUALITY__P0 1.0
- #define FXAA_QUALITY__P1 1.5
- #define FXAA_QUALITY__P2 2.0
- #define FXAA_QUALITY__P3 2.0
- #define FXAA_QUALITY__P4 8.0
-#endif
-/*--------------------------------------------------------------------------*/
-#if (FXAA_QUALITY__PRESET == 23)
- #define FXAA_QUALITY__PS 6
- #define FXAA_QUALITY__P0 1.0
- #define FXAA_QUALITY__P1 1.5
- #define FXAA_QUALITY__P2 2.0
- #define FXAA_QUALITY__P3 2.0
- #define FXAA_QUALITY__P4 2.0
- #define FXAA_QUALITY__P5 8.0
-#endif
-/*--------------------------------------------------------------------------*/
-#if (FXAA_QUALITY__PRESET == 24)
- #define FXAA_QUALITY__PS 7
- #define FXAA_QUALITY__P0 1.0
- #define FXAA_QUALITY__P1 1.5
- #define FXAA_QUALITY__P2 2.0
- #define FXAA_QUALITY__P3 2.0
- #define FXAA_QUALITY__P4 2.0
- #define FXAA_QUALITY__P5 3.0
- #define FXAA_QUALITY__P6 8.0
-#endif
-/*--------------------------------------------------------------------------*/
-#if (FXAA_QUALITY__PRESET == 25)
- #define FXAA_QUALITY__PS 8
- #define FXAA_QUALITY__P0 1.0
- #define FXAA_QUALITY__P1 1.5
- #define FXAA_QUALITY__P2 2.0
- #define FXAA_QUALITY__P3 2.0
- #define FXAA_QUALITY__P4 2.0
- #define FXAA_QUALITY__P5 2.0
- #define FXAA_QUALITY__P6 4.0
- #define FXAA_QUALITY__P7 8.0
-#endif
-/*--------------------------------------------------------------------------*/
-#if (FXAA_QUALITY__PRESET == 26)
- #define FXAA_QUALITY__PS 9
- #define FXAA_QUALITY__P0 1.0
- #define FXAA_QUALITY__P1 1.5
- #define FXAA_QUALITY__P2 2.0
- #define FXAA_QUALITY__P3 2.0
- #define FXAA_QUALITY__P4 2.0
- #define FXAA_QUALITY__P5 2.0
- #define FXAA_QUALITY__P6 2.0
- #define FXAA_QUALITY__P7 4.0
- #define FXAA_QUALITY__P8 8.0
-#endif
-/*--------------------------------------------------------------------------*/
-#if (FXAA_QUALITY__PRESET == 27)
- #define FXAA_QUALITY__PS 10
- #define FXAA_QUALITY__P0 1.0
- #define FXAA_QUALITY__P1 1.5
- #define FXAA_QUALITY__P2 2.0
- #define FXAA_QUALITY__P3 2.0
- #define FXAA_QUALITY__P4 2.0
- #define FXAA_QUALITY__P5 2.0
- #define FXAA_QUALITY__P6 2.0
- #define FXAA_QUALITY__P7 2.0
- #define FXAA_QUALITY__P8 4.0
- #define FXAA_QUALITY__P9 8.0
-#endif
-/*--------------------------------------------------------------------------*/
-#if (FXAA_QUALITY__PRESET == 28)
- #define FXAA_QUALITY__PS 11
- #define FXAA_QUALITY__P0 1.0
- #define FXAA_QUALITY__P1 1.5
- #define FXAA_QUALITY__P2 2.0
- #define FXAA_QUALITY__P3 2.0
- #define FXAA_QUALITY__P4 2.0
- #define FXAA_QUALITY__P5 2.0
- #define FXAA_QUALITY__P6 2.0
- #define FXAA_QUALITY__P7 2.0
- #define FXAA_QUALITY__P8 2.0
- #define FXAA_QUALITY__P9 4.0
- #define FXAA_QUALITY__P10 8.0
-#endif
-/*--------------------------------------------------------------------------*/
-#if (FXAA_QUALITY__PRESET == 29)
- #define FXAA_QUALITY__PS 12
- #define FXAA_QUALITY__P0 1.0
- #define FXAA_QUALITY__P1 1.5
- #define FXAA_QUALITY__P2 2.0
- #define FXAA_QUALITY__P3 2.0
- #define FXAA_QUALITY__P4 2.0
- #define FXAA_QUALITY__P5 2.0
- #define FXAA_QUALITY__P6 2.0
- #define FXAA_QUALITY__P7 2.0
- #define FXAA_QUALITY__P8 2.0
- #define FXAA_QUALITY__P9 2.0
- #define FXAA_QUALITY__P10 4.0
- #define FXAA_QUALITY__P11 8.0
-#endif
-
-/*============================================================================
- FXAA QUALITY - EXTREME QUALITY
-============================================================================*/
-#if (FXAA_QUALITY__PRESET == 39)
- #define FXAA_QUALITY__PS 12
- #define FXAA_QUALITY__P0 1.0
- #define FXAA_QUALITY__P1 1.0
- #define FXAA_QUALITY__P2 1.0
- #define FXAA_QUALITY__P3 1.0
- #define FXAA_QUALITY__P4 1.0
- #define FXAA_QUALITY__P5 1.5
- #define FXAA_QUALITY__P6 2.0
- #define FXAA_QUALITY__P7 2.0
- #define FXAA_QUALITY__P8 2.0
- #define FXAA_QUALITY__P9 2.0
- #define FXAA_QUALITY__P10 4.0
- #define FXAA_QUALITY__P11 8.0
-#endif
-
-
-
-/*============================================================================
-
- API PORTING
-
-============================================================================*/
-#if (FXAA_GLSL_120 == 1) || (FXAA_GLSL_130 == 1)
- #define FxaaBool bool
- #define FxaaDiscard discard
- #define FxaaFloat float
- #define FxaaFloat2 vec2
- #define FxaaFloat3 vec3
- #define FxaaFloat4 vec4
- #define FxaaHalf float
- #define FxaaHalf2 vec2
- #define FxaaHalf3 vec3
- #define FxaaHalf4 vec4
- #define FxaaInt2 ivec2
- #define FxaaSat(x) clamp(x, 0.0, 1.0)
- #define FxaaTex sampler2D
-#else
- #define FxaaBool bool
- #define FxaaDiscard clip(-1)
- #define FxaaFloat float
- #define FxaaFloat2 float2
- #define FxaaFloat3 float3
- #define FxaaFloat4 float4
- #define FxaaHalf half
- #define FxaaHalf2 half2
- #define FxaaHalf3 half3
- #define FxaaHalf4 half4
- #define FxaaSat(x) saturate(x)
-#endif
-/*--------------------------------------------------------------------------*/
-#if (FXAA_GLSL_120 == 1)
- // Requires,
- // #version 120
- // And at least,
- // #extension GL_EXT_gpu_shader4 : enable
- // (or set FXAA_FAST_PIXEL_OFFSET 1 to work like DX9)
- #define FxaaTexTop(t, p) texture2DLod(t, p, 0.0)
- #if (FXAA_FAST_PIXEL_OFFSET == 1)
- #define FxaaTexOff(t, p, o, r) texture2DLodOffset(t, p, 0.0, o)
- #else
- #define FxaaTexOff(t, p, o, r) texture2DLod(t, p + (o * r), 0.0)
- #endif
- #if (FXAA_GATHER4_ALPHA == 1)
- // use #extension GL_ARB_gpu_shader5 : enable
- #define FxaaTexAlpha4(t, p) textureGather(t, p, 3)
- #define FxaaTexOffAlpha4(t, p, o) textureGatherOffset(t, p, o, 3)
- #define FxaaTexGreen4(t, p) textureGather(t, p, 1)
- #define FxaaTexOffGreen4(t, p, o) textureGatherOffset(t, p, o, 1)
- #endif
-#endif
-/*--------------------------------------------------------------------------*/
-#if (FXAA_GLSL_130 == 1)
- // Requires "#version 130" or better
- #define FxaaTexTop(t, p) textureLod(t, p, 0.0)
- #define FxaaTexOff(t, p, o, r) textureLodOffset(t, p, 0.0, o)
- #if (FXAA_GATHER4_ALPHA == 1)
- // use #extension GL_ARB_gpu_shader5 : enable
- #define FxaaTexAlpha4(t, p) textureGather(t, p, 3)
- #define FxaaTexOffAlpha4(t, p, o) textureGatherOffset(t, p, o, 3)
- #define FxaaTexGreen4(t, p) textureGather(t, p, 1)
- #define FxaaTexOffGreen4(t, p, o) textureGatherOffset(t, p, o, 1)
- #endif
-#endif
-
-
-/*============================================================================
- GREEN AS LUMA OPTION SUPPORT FUNCTION
-============================================================================*/
-#if (FXAA_GREEN_AS_LUMA == 0)
- FxaaFloat FxaaLuma(FxaaFloat4 rgba) { return rgba.w; }
-#else
- FxaaFloat FxaaLuma(FxaaFloat4 rgba) { return rgba.y; }
-#endif
-
-
-
-
-/*============================================================================
-
- FXAA3 QUALITY - PC
-
-============================================================================*/
-#if (FXAA_PC == 1)
-/*--------------------------------------------------------------------------*/
-FxaaFloat4 FxaaPixelShader(
- //
- // Use noperspective interpolation here (turn off perspective interpolation).
- // {xy} = center of pixel
- FxaaFloat2 pos,
- //
- // Used only for FXAA Console, and not used on the 360 version.
- // Use noperspective interpolation here (turn off perspective interpolation).
- // {xy__} = upper left of pixel
- // {__zw} = lower right of pixel
- FxaaFloat4 fxaaConsolePosPos,
- //
- // Input color texture.
- // {rgb_} = color in linear or perceptual color space
- // if (FXAA_GREEN_AS_LUMA == 0)
- // {___a} = luma in perceptual color space (not linear)
- FxaaTex tex,
- //
- // Only used on the optimized 360 version of FXAA Console.
- // For everything but 360, just use the same input here as for "tex".
- // For 360, same texture, just alias with a 2nd sampler.
- // This sampler needs to have an exponent bias of -1.
- FxaaTex fxaaConsole360TexExpBiasNegOne,
- //
- // Only used on the optimized 360 version of FXAA Console.
- // For everything but 360, just use the same input here as for "tex".
- // For 360, same texture, just alias with a 3nd sampler.
- // This sampler needs to have an exponent bias of -2.
- FxaaTex fxaaConsole360TexExpBiasNegTwo,
- //
- // Only used on FXAA Quality.
- // This must be from a constant/uniform.
- // {x_} = 1.0/screenWidthInPixels
- // {_y} = 1.0/screenHeightInPixels
- FxaaFloat2 fxaaQualityRcpFrame,
- //
- // Only used on FXAA Console.
- // This must be from a constant/uniform.
- // This effects sub-pixel AA quality and inversely sharpness.
- // Where N ranges between,
- // N = 0.50 (default)
- // N = 0.33 (sharper)
- // {x___} = -N/screenWidthInPixels
- // {_y__} = -N/screenHeightInPixels
- // {__z_} = N/screenWidthInPixels
- // {___w} = N/screenHeightInPixels
- FxaaFloat4 fxaaConsoleRcpFrameOpt,
- //
- // Only used on FXAA Console.
- // Not used on 360, but used on PS3 and PC.
- // This must be from a constant/uniform.
- // {x___} = -2.0/screenWidthInPixels
- // {_y__} = -2.0/screenHeightInPixels
- // {__z_} = 2.0/screenWidthInPixels
- // {___w} = 2.0/screenHeightInPixels
- FxaaFloat4 fxaaConsoleRcpFrameOpt2,
- //
- // Only used on FXAA Console.
- // Only used on 360 in place of fxaaConsoleRcpFrameOpt2.
- // This must be from a constant/uniform.
- // {x___} = 8.0/screenWidthInPixels
- // {_y__} = 8.0/screenHeightInPixels
- // {__z_} = -4.0/screenWidthInPixels
- // {___w} = -4.0/screenHeightInPixels
- FxaaFloat4 fxaaConsole360RcpFrameOpt2,
- //
- // Only used on FXAA Quality.
- // This used to be the FXAA_QUALITY__SUBPIX define.
- // It is here now to allow easier tuning.
- // Choose the amount of sub-pixel aliasing removal.
- // This can effect sharpness.
- // 1.00 - upper limit (softer)
- // 0.75 - default amount of filtering
- // 0.50 - lower limit (sharper, less sub-pixel aliasing removal)
- // 0.25 - almost off
- // 0.00 - completely off
- FxaaFloat fxaaQualitySubpix,
- //
- // Only used on FXAA Quality.
- // This used to be the FXAA_QUALITY__EDGE_THRESHOLD define.
- // It is here now to allow easier tuning.
- // The minimum amount of local contrast required to apply algorithm.
- // 0.333 - too little (faster)
- // 0.250 - low quality
- // 0.166 - default
- // 0.125 - high quality
- // 0.063 - overkill (slower)
- FxaaFloat fxaaQualityEdgeThreshold,
- //
- // Only used on FXAA Quality.
- // This used to be the FXAA_QUALITY__EDGE_THRESHOLD_MIN define.
- // It is here now to allow easier tuning.
- // Trims the algorithm from processing darks.
- // 0.0833 - upper limit (default, the start of visible unfiltered edges)
- // 0.0625 - high quality (faster)
- // 0.0312 - visible limit (slower)
- // Special notes when using FXAA_GREEN_AS_LUMA,
- // Likely want to set this to zero.
- // As colors that are mostly not-green
- // will appear very dark in the green channel!
- // Tune by looking at mostly non-green content,
- // then start at zero and increase until aliasing is a problem.
- FxaaFloat fxaaQualityEdgeThresholdMin,
- //
- // Only used on FXAA Console.
- // This used to be the FXAA_CONSOLE__EDGE_SHARPNESS define.
- // It is here now to allow easier tuning.
- // This does not effect PS3, as this needs to be compiled in.
- // Use FXAA_CONSOLE__PS3_EDGE_SHARPNESS for PS3.
- // Due to the PS3 being ALU bound,
- // there are only three safe values here: 2 and 4 and 8.
- // These options use the shaders ability to a free *|/ by 2|4|8.
- // For all other platforms can be a non-power of two.
- // 8.0 is sharper (default!!!)
- // 4.0 is softer
- // 2.0 is really soft (good only for vector graphics inputs)
- FxaaFloat fxaaConsoleEdgeSharpness,
- //
- // Only used on FXAA Console.
- // This used to be the FXAA_CONSOLE__EDGE_THRESHOLD define.
- // It is here now to allow easier tuning.
- // This does not effect PS3, as this needs to be compiled in.
- // Use FXAA_CONSOLE__PS3_EDGE_THRESHOLD for PS3.
- // Due to the PS3 being ALU bound,
- // there are only two safe values here: 1/4 and 1/8.
- // These options use the shaders ability to a free *|/ by 2|4|8.
- // The console setting has a different mapping than the quality setting.
- // Other platforms can use other values.
- // 0.125 leaves less aliasing, but is softer (default!!!)
- // 0.25 leaves more aliasing, and is sharper
- FxaaFloat fxaaConsoleEdgeThreshold,
- //
- // Only used on FXAA Console.
- // This used to be the FXAA_CONSOLE__EDGE_THRESHOLD_MIN define.
- // It is here now to allow easier tuning.
- // Trims the algorithm from processing darks.
- // The console setting has a different mapping than the quality setting.
- // This only applies when FXAA_EARLY_EXIT is 1.
- // This does not apply to PS3,
- // PS3 was simplified to avoid more shader instructions.
- // 0.06 - faster but more aliasing in darks
- // 0.05 - default
- // 0.04 - slower and less aliasing in darks
- // Special notes when using FXAA_GREEN_AS_LUMA,
- // Likely want to set this to zero.
- // As colors that are mostly not-green
- // will appear very dark in the green channel!
- // Tune by looking at mostly non-green content,
- // then start at zero and increase until aliasing is a problem.
- FxaaFloat fxaaConsoleEdgeThresholdMin,
- //
- // Extra constants for 360 FXAA Console only.
- // Use zeros or anything else for other platforms.
- // These must be in physical constant registers and NOT immedates.
- // Immedates will result in compiler un-optimizing.
- // {xyzw} = float4(1.0, -1.0, 0.25, -0.25)
- FxaaFloat4 fxaaConsole360ConstDir
-) {
-/*--------------------------------------------------------------------------*/
- FxaaFloat2 posM;
- posM.x = pos.x;
- posM.y = pos.y;
- #if (FXAA_GATHER4_ALPHA == 1)
- #if (FXAA_DISCARD == 0)
- FxaaFloat4 rgbyM = FxaaTexTop(tex, posM);
- #if (FXAA_GREEN_AS_LUMA == 0)
- #define lumaM rgbyM.w
- #else
- #define lumaM rgbyM.y
- #endif
- #endif
- #if (FXAA_GREEN_AS_LUMA == 0)
- FxaaFloat4 luma4A = FxaaTexAlpha4(tex, posM);
- FxaaFloat4 luma4B = FxaaTexOffAlpha4(tex, posM, FxaaInt2(-1, -1));
- #else
- FxaaFloat4 luma4A = FxaaTexGreen4(tex, posM);
- FxaaFloat4 luma4B = FxaaTexOffGreen4(tex, posM, FxaaInt2(-1, -1));
- #endif
- #if (FXAA_DISCARD == 1)
- #define lumaM luma4A.w
- #endif
- #define lumaE luma4A.z
- #define lumaS luma4A.x
- #define lumaSE luma4A.y
- #define lumaNW luma4B.w
- #define lumaN luma4B.z
- #define lumaW luma4B.x
- #else
- FxaaFloat4 rgbyM = FxaaTexTop(tex, posM);
- #if (FXAA_GREEN_AS_LUMA == 0)
- #define lumaM rgbyM.w
- #else
- #define lumaM rgbyM.y
- #endif
- FxaaFloat lumaS = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 0, 1), fxaaQualityRcpFrame.xy));
- FxaaFloat lumaE = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 1, 0), fxaaQualityRcpFrame.xy));
- FxaaFloat lumaN = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 0,-1), fxaaQualityRcpFrame.xy));
- FxaaFloat lumaW = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(-1, 0), fxaaQualityRcpFrame.xy));
- #endif
-/*--------------------------------------------------------------------------*/
- FxaaFloat maxSM = max(lumaS, lumaM);
- FxaaFloat minSM = min(lumaS, lumaM);
- FxaaFloat maxESM = max(lumaE, maxSM);
- FxaaFloat minESM = min(lumaE, minSM);
- FxaaFloat maxWN = max(lumaN, lumaW);
- FxaaFloat minWN = min(lumaN, lumaW);
- FxaaFloat rangeMax = max(maxWN, maxESM);
- FxaaFloat rangeMin = min(minWN, minESM);
- FxaaFloat rangeMaxScaled = rangeMax * fxaaQualityEdgeThreshold;
- FxaaFloat range = rangeMax - rangeMin;
- FxaaFloat rangeMaxClamped = max(fxaaQualityEdgeThresholdMin, rangeMaxScaled);
- FxaaBool earlyExit = range < rangeMaxClamped;
-/*--------------------------------------------------------------------------*/
- if(earlyExit)
- #if (FXAA_DISCARD == 1)
- FxaaDiscard;
- #else
- return rgbyM;
- #endif
-/*--------------------------------------------------------------------------*/
- #if (FXAA_GATHER4_ALPHA == 0)
- FxaaFloat lumaNW = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(-1,-1), fxaaQualityRcpFrame.xy));
- FxaaFloat lumaSE = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 1, 1), fxaaQualityRcpFrame.xy));
- FxaaFloat lumaNE = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 1,-1), fxaaQualityRcpFrame.xy));
- FxaaFloat lumaSW = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(-1, 1), fxaaQualityRcpFrame.xy));
- #else
- FxaaFloat lumaNE = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(1, -1), fxaaQualityRcpFrame.xy));
- FxaaFloat lumaSW = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(-1, 1), fxaaQualityRcpFrame.xy));
- #endif
-/*--------------------------------------------------------------------------*/
- FxaaFloat lumaNS = lumaN + lumaS;
- FxaaFloat lumaWE = lumaW + lumaE;
- FxaaFloat subpixRcpRange = 1.0/range;
- FxaaFloat subpixNSWE = lumaNS + lumaWE;
- FxaaFloat edgeHorz1 = (-2.0 * lumaM) + lumaNS;
- FxaaFloat edgeVert1 = (-2.0 * lumaM) + lumaWE;
-/*--------------------------------------------------------------------------*/
- FxaaFloat lumaNESE = lumaNE + lumaSE;
- FxaaFloat lumaNWNE = lumaNW + lumaNE;
- FxaaFloat edgeHorz2 = (-2.0 * lumaE) + lumaNESE;
- FxaaFloat edgeVert2 = (-2.0 * lumaN) + lumaNWNE;
-/*--------------------------------------------------------------------------*/
- FxaaFloat lumaNWSW = lumaNW + lumaSW;
- FxaaFloat lumaSWSE = lumaSW + lumaSE;
- FxaaFloat edgeHorz4 = (abs(edgeHorz1) * 2.0) + abs(edgeHorz2);
- FxaaFloat edgeVert4 = (abs(edgeVert1) * 2.0) + abs(edgeVert2);
- FxaaFloat edgeHorz3 = (-2.0 * lumaW) + lumaNWSW;
- FxaaFloat edgeVert3 = (-2.0 * lumaS) + lumaSWSE;
- FxaaFloat edgeHorz = abs(edgeHorz3) + edgeHorz4;
- FxaaFloat edgeVert = abs(edgeVert3) + edgeVert4;
-/*--------------------------------------------------------------------------*/
- FxaaFloat subpixNWSWNESE = lumaNWSW + lumaNESE;
- FxaaFloat lengthSign = fxaaQualityRcpFrame.x;
- FxaaBool horzSpan = edgeHorz >= edgeVert;
- FxaaFloat subpixA = subpixNSWE * 2.0 + subpixNWSWNESE;
-/*--------------------------------------------------------------------------*/
- if(!horzSpan) lumaN = lumaW;
- if(!horzSpan) lumaS = lumaE;
- if(horzSpan) lengthSign = fxaaQualityRcpFrame.y;
- FxaaFloat subpixB = (subpixA * (1.0/12.0)) - lumaM;
-/*--------------------------------------------------------------------------*/
- FxaaFloat gradientN = lumaN - lumaM;
- FxaaFloat gradientS = lumaS - lumaM;
- FxaaFloat lumaNN = lumaN + lumaM;
- FxaaFloat lumaSS = lumaS + lumaM;
- FxaaBool pairN = abs(gradientN) >= abs(gradientS);
- FxaaFloat gradient = max(abs(gradientN), abs(gradientS));
- if(pairN) lengthSign = -lengthSign;
- FxaaFloat subpixC = FxaaSat(abs(subpixB) * subpixRcpRange);
-/*--------------------------------------------------------------------------*/
- FxaaFloat2 posB;
- posB.x = posM.x;
- posB.y = posM.y;
- FxaaFloat2 offNP;
- offNP.x = (!horzSpan) ? 0.0 : fxaaQualityRcpFrame.x;
- offNP.y = ( horzSpan) ? 0.0 : fxaaQualityRcpFrame.y;
- if(!horzSpan) posB.x += lengthSign * 0.5;
- if( horzSpan) posB.y += lengthSign * 0.5;
-/*--------------------------------------------------------------------------*/
- FxaaFloat2 posN;
- posN.x = posB.x - offNP.x * FXAA_QUALITY__P0;
- posN.y = posB.y - offNP.y * FXAA_QUALITY__P0;
- FxaaFloat2 posP;
- posP.x = posB.x + offNP.x * FXAA_QUALITY__P0;
- posP.y = posB.y + offNP.y * FXAA_QUALITY__P0;
- FxaaFloat subpixD = ((-2.0)*subpixC) + 3.0;
- FxaaFloat lumaEndN = FxaaLuma(FxaaTexTop(tex, posN));
- FxaaFloat subpixE = subpixC * subpixC;
- FxaaFloat lumaEndP = FxaaLuma(FxaaTexTop(tex, posP));
-/*--------------------------------------------------------------------------*/
- if(!pairN) lumaNN = lumaSS;
- FxaaFloat gradientScaled = gradient * 1.0/4.0;
- FxaaFloat lumaMM = lumaM - lumaNN * 0.5;
- FxaaFloat subpixF = subpixD * subpixE;
- FxaaBool lumaMLTZero = lumaMM < 0.0;
-/*--------------------------------------------------------------------------*/
- lumaEndN -= lumaNN * 0.5;
- lumaEndP -= lumaNN * 0.5;
- FxaaBool doneN = abs(lumaEndN) >= gradientScaled;
- FxaaBool doneP = abs(lumaEndP) >= gradientScaled;
- if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P1;
- if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P1;
- FxaaBool doneNP = (!doneN) || (!doneP);
- if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P1;
- if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P1;
-/*--------------------------------------------------------------------------*/
- if(doneNP) {
- if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
- if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
- if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
- if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
- doneN = abs(lumaEndN) >= gradientScaled;
- doneP = abs(lumaEndP) >= gradientScaled;
- if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P2;
- if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P2;
- doneNP = (!doneN) || (!doneP);
- if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P2;
- if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P2;
-/*--------------------------------------------------------------------------*/
- #if (FXAA_QUALITY__PS > 3)
- if(doneNP) {
- if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
- if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
- if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
- if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
- doneN = abs(lumaEndN) >= gradientScaled;
- doneP = abs(lumaEndP) >= gradientScaled;
- if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P3;
- if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P3;
- doneNP = (!doneN) || (!doneP);
- if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P3;
- if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P3;
-/*--------------------------------------------------------------------------*/
- #if (FXAA_QUALITY__PS > 4)
- if(doneNP) {
- if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
- if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
- if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
- if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
- doneN = abs(lumaEndN) >= gradientScaled;
- doneP = abs(lumaEndP) >= gradientScaled;
- if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P4;
- if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P4;
- doneNP = (!doneN) || (!doneP);
- if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P4;
- if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P4;
-/*--------------------------------------------------------------------------*/
- #if (FXAA_QUALITY__PS > 5)
- if(doneNP) {
- if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
- if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
- if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
- if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
- doneN = abs(lumaEndN) >= gradientScaled;
- doneP = abs(lumaEndP) >= gradientScaled;
- if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P5;
- if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P5;
- doneNP = (!doneN) || (!doneP);
- if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P5;
- if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P5;
-/*--------------------------------------------------------------------------*/
- #if (FXAA_QUALITY__PS > 6)
- if(doneNP) {
- if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
- if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
- if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
- if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
- doneN = abs(lumaEndN) >= gradientScaled;
- doneP = abs(lumaEndP) >= gradientScaled;
- if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P6;
- if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P6;
- doneNP = (!doneN) || (!doneP);
- if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P6;
- if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P6;
-/*--------------------------------------------------------------------------*/
- #if (FXAA_QUALITY__PS > 7)
- if(doneNP) {
- if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
- if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
- if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
- if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
- doneN = abs(lumaEndN) >= gradientScaled;
- doneP = abs(lumaEndP) >= gradientScaled;
- if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P7;
- if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P7;
- doneNP = (!doneN) || (!doneP);
- if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P7;
- if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P7;
-/*--------------------------------------------------------------------------*/
- #if (FXAA_QUALITY__PS > 8)
- if(doneNP) {
- if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
- if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
- if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
- if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
- doneN = abs(lumaEndN) >= gradientScaled;
- doneP = abs(lumaEndP) >= gradientScaled;
- if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P8;
- if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P8;
- doneNP = (!doneN) || (!doneP);
- if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P8;
- if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P8;
-/*--------------------------------------------------------------------------*/
- #if (FXAA_QUALITY__PS > 9)
- if(doneNP) {
- if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
- if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
- if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
- if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
- doneN = abs(lumaEndN) >= gradientScaled;
- doneP = abs(lumaEndP) >= gradientScaled;
- if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P9;
- if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P9;
- doneNP = (!doneN) || (!doneP);
- if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P9;
- if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P9;
-/*--------------------------------------------------------------------------*/
- #if (FXAA_QUALITY__PS > 10)
- if(doneNP) {
- if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
- if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
- if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
- if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
- doneN = abs(lumaEndN) >= gradientScaled;
- doneP = abs(lumaEndP) >= gradientScaled;
- if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P10;
- if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P10;
- doneNP = (!doneN) || (!doneP);
- if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P10;
- if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P10;
-/*--------------------------------------------------------------------------*/
- #if (FXAA_QUALITY__PS > 11)
- if(doneNP) {
- if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
- if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
- if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
- if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
- doneN = abs(lumaEndN) >= gradientScaled;
- doneP = abs(lumaEndP) >= gradientScaled;
- if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P11;
- if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P11;
- doneNP = (!doneN) || (!doneP);
- if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P11;
- if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P11;
-/*--------------------------------------------------------------------------*/
- #if (FXAA_QUALITY__PS > 12)
- if(doneNP) {
- if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
- if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
- if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
- if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
- doneN = abs(lumaEndN) >= gradientScaled;
- doneP = abs(lumaEndP) >= gradientScaled;
- if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P12;
- if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P12;
- doneNP = (!doneN) || (!doneP);
- if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P12;
- if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P12;
-/*--------------------------------------------------------------------------*/
- }
- #endif
-/*--------------------------------------------------------------------------*/
- }
- #endif
-/*--------------------------------------------------------------------------*/
- }
- #endif
-/*--------------------------------------------------------------------------*/
- }
- #endif
-/*--------------------------------------------------------------------------*/
- }
- #endif
-/*--------------------------------------------------------------------------*/
- }
- #endif
-/*--------------------------------------------------------------------------*/
- }
- #endif
-/*--------------------------------------------------------------------------*/
- }
- #endif
-/*--------------------------------------------------------------------------*/
- }
- #endif
-/*--------------------------------------------------------------------------*/
- }
- #endif
-/*--------------------------------------------------------------------------*/
- }
-/*--------------------------------------------------------------------------*/
- FxaaFloat dstN = posM.x - posN.x;
- FxaaFloat dstP = posP.x - posM.x;
- if(!horzSpan) dstN = posM.y - posN.y;
- if(!horzSpan) dstP = posP.y - posM.y;
-/*--------------------------------------------------------------------------*/
- FxaaBool goodSpanN = (lumaEndN < 0.0) != lumaMLTZero;
- FxaaFloat spanLength = (dstP + dstN);
- FxaaBool goodSpanP = (lumaEndP < 0.0) != lumaMLTZero;
- FxaaFloat spanLengthRcp = 1.0/spanLength;
-/*--------------------------------------------------------------------------*/
- FxaaBool directionN = dstN < dstP;
- FxaaFloat dst = min(dstN, dstP);
- FxaaBool goodSpan = directionN ? goodSpanN : goodSpanP;
- FxaaFloat subpixG = subpixF * subpixF;
- FxaaFloat pixelOffset = (dst * (-spanLengthRcp)) + 0.5;
- FxaaFloat subpixH = subpixG * fxaaQualitySubpix;
-/*--------------------------------------------------------------------------*/
- FxaaFloat pixelOffsetGood = goodSpan ? pixelOffset : 0.0;
- FxaaFloat pixelOffsetSubpix = max(pixelOffsetGood, subpixH);
- if(!horzSpan) posM.x += pixelOffsetSubpix * lengthSign;
- if( horzSpan) posM.y += pixelOffsetSubpix * lengthSign;
- #if (FXAA_DISCARD == 1)
- return FxaaTexTop(tex, posM);
- #else
- return FxaaFloat4(FxaaTexTop(tex, posM).xyz, lumaM);
- #endif
-}
-/*==========================================================================*/
-#endif
-
-vec4 mainImage(vec2 fragCoord)
-{
- vec2 rcpFrame = 1./invResolution.xy;
- vec2 uv2 = fragCoord.xy / invResolution.xy;
-
- float fxaaQualitySubpix = 0.75; // [0..1], default 0.75
- float fxaaQualityEdgeThreshold = 0.166; // [0.125..0.33], default 0.166
- float fxaaQualityEdgeThresholdMin = 0.02;//0.0625; // ?
- vec4 dummy4 = vec4(0.0,0.0,0.0,0.0);
- float dummy1 = 0.0;
-
- vec4 col = FxaaPixelShader(uv2, dummy4,
- inputTexture, inputTexture, inputTexture,
- rcpFrame, dummy4, dummy4, dummy4,
- fxaaQualitySubpix, fxaaQualityEdgeThreshold,
- fxaaQualityEdgeThresholdMin,
- dummy1, dummy1, dummy1, dummy4);
-
- vec4 fragColor = vec4( col.xyz, 1. );
-
- return fragColor;
-}
-
-void main()
-{
- ivec2 loc = ivec2(gl_GlobalInvocationID.x * 4, gl_GlobalInvocationID.y * 4);
- for(int i = 0; i < 4; i++)
- {
- for(int j = 0; j < 4; j++)
- {
- ivec2 texelCoord = ivec2(loc.x + i, loc.y + j);
- vec4 outColor = mainImage(texelCoord + vec2(0.5));
- imageStore(imgOutput, texelCoord, outColor);
- }
- }
-}
diff --git a/Ryujinx.Graphics.OpenGL/Effects/Shaders/smaa.hlsl b/Ryujinx.Graphics.OpenGL/Effects/Shaders/smaa.hlsl
deleted file mode 100644
index 2201f78c..00000000
--- a/Ryujinx.Graphics.OpenGL/Effects/Shaders/smaa.hlsl
+++ /dev/null
@@ -1,1361 +0,0 @@
-/**
- * Copyright (C) 2013 Jorge Jimenez (jorge@iryoku.com)
- * Copyright (C) 2013 Jose I. Echevarria (joseignacioechevarria@gmail.com)
- * Copyright (C) 2013 Belen Masia (bmasia@unizar.es)
- * Copyright (C) 2013 Fernando Navarro (fernandn@microsoft.com)
- * Copyright (C) 2013 Diego Gutierrez (diegog@unizar.es)
- *
- * Permission is hereby granted, free of charge, to any person obtaining a copy
- * this software and associated documentation files (the "Software"), to deal in
- * the Software without restriction, including without limitation the rights to
- * use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies
- * of the Software, and to permit persons to whom the Software is furnished to
- * do so, subject to the following conditions:
- *
- * The above copyright notice and this permission notice shall be included in
- * all copies or substantial portions of the Software. As clarification, there
- * is no requirement that the copyright notice and permission be included in
- * binary distributions of the Software.
- *
- * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
- * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
- * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
- * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
- * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
- * SOFTWARE.
- */
-
-
-/**
- * _______ ___ ___ ___ ___
- * / || \/ | / \ / \
- * | (---- | \ / | / ^ \ / ^ \
- * \ \ | |\/| | / /_\ \ / /_\ \
- * ----) | | | | | / _____ \ / _____ \
- * |_______/ |__| |__| /__/ \__\ /__/ \__\
- *
- * E N H A N C E D
- * S U B P I X E L M O R P H O L O G I C A L A N T I A L I A S I N G
- *
- * http://www.iryoku.com/smaa/
- *
- * Hi, welcome aboard!
- *
- * Here you'll find instructions to get the shader up and running as fast as
- * possible.
- *
- * IMPORTANTE NOTICE: when updating, remember to update both this file and the
- * precomputed textures! They may change from version to version.
- *
- * The shader has three passes, chained together as follows:
- *
- * |input|------------------�
- * v |
- * [ SMAA*EdgeDetection ] |
- * v |
- * |edgesTex| |
- * v |
- * [ SMAABlendingWeightCalculation ] |
- * v |
- * |blendTex| |
- * v |
- * [ SMAANeighborhoodBlending ] <------�
- * v
- * |output|
- *
- * Note that each [pass] has its own vertex and pixel shader. Remember to use
- * oversized triangles instead of quads to avoid overshading along the
- * diagonal.
- *
- * You've three edge detection methods to choose from: luma, color or depth.
- * They represent different quality/performance and anti-aliasing/sharpness
- * tradeoffs, so our recommendation is for you to choose the one that best
- * suits your particular scenario:
- *
- * - Depth edge detection is usually the fastest but it may miss some edges.
- *
- * - Luma edge detection is usually more expensive than depth edge detection,
- * but catches visible edges that depth edge detection can miss.
- *
- * - Color edge detection is usually the most expensive one but catches
- * chroma-only edges.
- *
- * For quickstarters: just use luma edge detection.
- *
- * The general advice is to not rush the integration process and ensure each
- * step is done correctly (don't try to integrate SMAA T2x with predicated edge
- * detection from the start!). Ok then, let's go!
- *
- * 1. The first step is to create two RGBA temporal render targets for holding
- * |edgesTex| and |blendTex|.
- *
- * In DX10 or DX11, you can use a RG render target for the edges texture.
- * In the case of NVIDIA GPUs, using RG render targets seems to actually be
- * slower.
- *
- * On the Xbox 360, you can use the same render target for resolving both
- * |edgesTex| and |blendTex|, as they aren't needed simultaneously.
- *
- * 2. Both temporal render targets |edgesTex| and |blendTex| must be cleared
- * each frame. Do not forget to clear the alpha channel!
- *
- * 3. The next step is loading the two supporting precalculated textures,
- * 'areaTex' and 'searchTex'. You'll find them in the 'Textures' folder as
- * C++ headers, and also as regular DDS files. They'll be needed for the
- * 'SMAABlendingWeightCalculation' pass.
- *
- * If you use the C++ headers, be sure to load them in the format specified
- * inside of them.
- *
- * You can also compress 'areaTex' and 'searchTex' using BC5 and BC4
- * respectively, if you have that option in your content processor pipeline.
- * When compressing then, you get a non-perceptible quality decrease, and a
- * marginal performance increase.
- *
- * 4. All samplers must be set to linear filtering and clamp.
- *
- * After you get the technique working, remember that 64-bit inputs have
- * half-rate linear filtering on GCN.
- *
- * If SMAA is applied to 64-bit color buffers, switching to point filtering
- * when accesing them will increase the performance. Search for
- * 'SMAASamplePoint' to see which textures may benefit from point
- * filtering, and where (which is basically the color input in the edge
- * detection and resolve passes).
- *
- * 5. All texture reads and buffer writes must be non-sRGB, with the exception
- * of the input read and the output write in
- * 'SMAANeighborhoodBlending' (and only in this pass!). If sRGB reads in
- * this last pass are not possible, the technique will work anyway, but
- * will perform antialiasing in gamma space.
- *
- * IMPORTANT: for best results the input read for the color/luma edge
- * detection should *NOT* be sRGB.
- *
- * 6. Before including SMAA.h you'll have to setup the render target metrics,
- * the target and any optional configuration defines. Optionally you can
- * use a preset.
- *
- * You have the following targets available:
- * SMAA_HLSL_3
- * SMAA_HLSL_4
- * SMAA_HLSL_4_1
- * SMAA_GLSL_3 *
- * SMAA_GLSL_4 *
- *
- * * (See SMAA_INCLUDE_VS and SMAA_INCLUDE_PS below).
- *
- * And four presets:
- * SMAA_PRESET_LOW (%60 of the quality)
- * SMAA_PRESET_MEDIUM (%80 of the quality)
- * SMAA_PRESET_HIGH (%95 of the quality)
- * SMAA_PRESET_ULTRA (%99 of the quality)
- *
- * For example:
- * #define SMAA_RT_METRICS float4(1.0 / 1280.0, 1.0 / 720.0, 1280.0, 720.0)
- * #define SMAA_HLSL_4
- * #define SMAA_PRESET_HIGH
- * #include "SMAA.h"
- *
- * Note that SMAA_RT_METRICS doesn't need to be a macro, it can be a
- * uniform variable. The code is designed to minimize the impact of not
- * using a constant value, but it is still better to hardcode it.
- *
- * Depending on how you encoded 'areaTex' and 'searchTex', you may have to
- * add (and customize) the following defines before including SMAA.h:
- * #define SMAA_AREATEX_SELECT(sample) sample.rg
- * #define SMAA_SEARCHTEX_SELECT(sample) sample.r
- *
- * If your engine is already using porting macros, you can define
- * SMAA_CUSTOM_SL, and define the porting functions by yourself.
- *
- * 7. Then, you'll have to setup the passes as indicated in the scheme above.
- * You can take a look into SMAA.fx, to see how we did it for our demo.
- * Checkout the function wrappers, you may want to copy-paste them!
- *
- * 8. It's recommended to validate the produced |edgesTex| and |blendTex|.
- * You can use a screenshot from your engine to compare the |edgesTex|
- * and |blendTex| produced inside of the engine with the results obtained
- * with the reference demo.
- *
- * 9. After you get the last pass to work, it's time to optimize. You'll have
- * to initialize a stencil buffer in the first pass (discard is already in
- * the code), then mask execution by using it the second pass. The last
- * pass should be executed in all pixels.
- *
- *
- * After this point you can choose to enable predicated thresholding,
- * temporal supersampling and motion blur integration:
- *
- * a) If you want to use predicated thresholding, take a look into
- * SMAA_PREDICATION; you'll need to pass an extra texture in the edge
- * detection pass.
- *
- * b) If you want to enable temporal supersampling (SMAA T2x):
- *
- * 1. The first step is to render using subpixel jitters. I won't go into
- * detail, but it's as simple as moving each vertex position in the
- * vertex shader, you can check how we do it in our DX10 demo.
- *
- * 2. Then, you must setup the temporal resolve. You may want to take a look
- * into SMAAResolve for resolving 2x modes. After you get it working, you'll
- * probably see ghosting everywhere. But fear not, you can enable the
- * CryENGINE temporal reprojection by setting the SMAA_REPROJECTION macro.
- * Check out SMAA_DECODE_VELOCITY if your velocity buffer is encoded.
- *
- * 3. The next step is to apply SMAA to each subpixel jittered frame, just as
- * done for 1x.
- *
- * 4. At this point you should already have something usable, but for best
- * results the proper area textures must be set depending on current jitter.
- * For this, the parameter 'subsampleIndices' of
- * 'SMAABlendingWeightCalculationPS' must be set as follows, for our T2x
- * mode:
- *
- * @SUBSAMPLE_INDICES
- *
- * | S# | Camera Jitter | subsampleIndices |
- * +----+------------------+---------------------+
- * | 0 | ( 0.25, -0.25) | float4(1, 1, 1, 0) |
- * | 1 | (-0.25, 0.25) | float4(2, 2, 2, 0) |
- *
- * These jitter positions assume a bottom-to-top y axis. S# stands for the
- * sample number.
- *
- * More information about temporal supersampling here:
- * http://iryoku.com/aacourse/downloads/13-Anti-Aliasing-Methods-in-CryENGINE-3.pdf
- *
- * c) If you want to enable spatial multisampling (SMAA S2x):
- *
- * 1. The scene must be rendered using MSAA 2x. The MSAA 2x buffer must be
- * created with:
- * - DX10: see below (*)
- * - DX10.1: D3D10_STANDARD_MULTISAMPLE_PATTERN or
- * - DX11: D3D11_STANDARD_MULTISAMPLE_PATTERN
- *
- * This allows to ensure that the subsample order matches the table in
- * @SUBSAMPLE_INDICES.
- *
- * (*) In the case of DX10, we refer the reader to:
- * - SMAA::detectMSAAOrder and
- * - SMAA::msaaReorder
- *
- * These functions allow to match the standard multisample patterns by
- * detecting the subsample order for a specific GPU, and reordering
- * them appropriately.
- *
- * 2. A shader must be run to output each subsample into a separate buffer
- * (DX10 is required). You can use SMAASeparate for this purpose, or just do
- * it in an existing pass (for example, in the tone mapping pass, which has
- * the advantage of feeding tone mapped subsamples to SMAA, which will yield
- * better results).
- *
- * 3. The full SMAA 1x pipeline must be run for each separated buffer, storing
- * the results in the final buffer. The second run should alpha blend with
- * the existing final buffer using a blending factor of 0.5.
- * 'subsampleIndices' must be adjusted as in the SMAA T2x case (see point
- * b).
- *
- * d) If you want to enable temporal supersampling on top of SMAA S2x
- * (which actually is SMAA 4x):
- *
- * 1. SMAA 4x consists on temporally jittering SMAA S2x, so the first step is
- * to calculate SMAA S2x for current frame. In this case, 'subsampleIndices'
- * must be set as follows:
- *
- * | F# | S# | Camera Jitter | Net Jitter | subsampleIndices |
- * +----+----+--------------------+-------------------+----------------------+
- * | 0 | 0 | ( 0.125, 0.125) | ( 0.375, -0.125) | float4(5, 3, 1, 3) |
- * | 0 | 1 | ( 0.125, 0.125) | (-0.125, 0.375) | float4(4, 6, 2, 3) |
- * +----+----+--------------------+-------------------+----------------------+
- * | 1 | 2 | (-0.125, -0.125) | ( 0.125, -0.375) | float4(3, 5, 1, 4) |
- * | 1 | 3 | (-0.125, -0.125) | (-0.375, 0.125) | float4(6, 4, 2, 4) |
- *
- * These jitter positions assume a bottom-to-top y axis. F# stands for the
- * frame number. S# stands for the sample number.
- *
- * 2. After calculating SMAA S2x for current frame (with the new subsample
- * indices), previous frame must be reprojected as in SMAA T2x mode (see
- * point b).
- *
- * e) If motion blur is used, you may want to do the edge detection pass
- * together with motion blur. This has two advantages:
- *
- * 1. Pixels under heavy motion can be omitted from the edge detection process.
- * For these pixels we can just store "no edge", as motion blur will take
- * care of them.
- * 2. The center pixel tap is reused.
- *
- * Note that in this case depth testing should be used instead of stenciling,
- * as we have to write all the pixels in the motion blur pass.
- *
- * That's it!
- */
-
-//-----------------------------------------------------------------------------
-// SMAA Presets
-
-/**
- * Note that if you use one of these presets, the following configuration
- * macros will be ignored if set in the "Configurable Defines" section.
- */
-
-#if defined(SMAA_PRESET_LOW)
-#define SMAA_THRESHOLD 0.15
-#define SMAA_MAX_SEARCH_STEPS 4
-#define SMAA_DISABLE_DIAG_DETECTION
-#define SMAA_DISABLE_CORNER_DETECTION
-#elif defined(SMAA_PRESET_MEDIUM)
-#define SMAA_THRESHOLD 0.1
-#define SMAA_MAX_SEARCH_STEPS 8
-#define SMAA_DISABLE_DIAG_DETECTION
-#define SMAA_DISABLE_CORNER_DETECTION
-#elif defined(SMAA_PRESET_HIGH)
-#define SMAA_THRESHOLD 0.1
-#define SMAA_MAX_SEARCH_STEPS 16
-#define SMAA_MAX_SEARCH_STEPS_DIAG 8
-#define SMAA_CORNER_ROUNDING 25
-#elif defined(SMAA_PRESET_ULTRA)
-#define SMAA_THRESHOLD 0.05
-#define SMAA_MAX_SEARCH_STEPS 32
-#define SMAA_MAX_SEARCH_STEPS_DIAG 16
-#define SMAA_CORNER_ROUNDING 25
-#endif
-
-//-----------------------------------------------------------------------------
-// Configurable Defines
-
-/**
- * SMAA_THRESHOLD specifies the threshold or sensitivity to edges.
- * Lowering this value you will be able to detect more edges at the expense of
- * performance.
- *
- * Range: [0, 0.5]
- * 0.1 is a reasonable value, and allows to catch most visible edges.
- * 0.05 is a rather overkill value, that allows to catch 'em all.
- *
- * If temporal supersampling is used, 0.2 could be a reasonable value, as low
- * contrast edges are properly filtered by just 2x.
- */
-#ifndef SMAA_THRESHOLD
-#define SMAA_THRESHOLD 0.1
-#endif
-
-/**
- * SMAA_DEPTH_THRESHOLD specifies the threshold for depth edge detection.
- *
- * Range: depends on the depth range of the scene.
- */
-#ifndef SMAA_DEPTH_THRESHOLD
-#define SMAA_DEPTH_THRESHOLD (0.1 * SMAA_THRESHOLD)
-#endif
-
-/**
- * SMAA_MAX_SEARCH_STEPS specifies the maximum steps performed in the
- * horizontal/vertical pattern searches, at each side of the pixel.
- *
- * In number of pixels, it's actually the double. So the maximum line length
- * perfectly handled by, for example 16, is 64 (by perfectly, we meant that
- * longer lines won't look as good, but still antialiased).
- *
- * Range: [0, 112]
- */
-#ifndef SMAA_MAX_SEARCH_STEPS
-#define SMAA_MAX_SEARCH_STEPS 16
-#endif
-
-/**
- * SMAA_MAX_SEARCH_STEPS_DIAG specifies the maximum steps performed in the
- * diagonal pattern searches, at each side of the pixel. In this case we jump
- * one pixel at time, instead of two.
- *
- * Range: [0, 20]
- *
- * On high-end machines it is cheap (between a 0.8x and 0.9x slower for 16
- * steps), but it can have a significant impact on older machines.
- *
- * Define SMAA_DISABLE_DIAG_DETECTION to disable diagonal processing.
- */
-#ifndef SMAA_MAX_SEARCH_STEPS_DIAG
-#define SMAA_MAX_SEARCH_STEPS_DIAG 8
-#endif
-
-/**
- * SMAA_CORNER_ROUNDING specifies how much sharp corners will be rounded.
- *
- * Range: [0, 100]
- *
- * Define SMAA_DISABLE_CORNER_DETECTION to disable corner processing.
- */
-#ifndef SMAA_CORNER_ROUNDING
-#define SMAA_CORNER_ROUNDING 25
-#endif
-
-/**
- * If there is an neighbor edge that has SMAA_LOCAL_CONTRAST_FACTOR times
- * bigger contrast than current edge, current edge will be discarded.
- *
- * This allows to eliminate spurious crossing edges, and is based on the fact
- * that, if there is too much contrast in a direction, that will hide
- * perceptually contrast in the other neighbors.
- */
-#ifndef SMAA_LOCAL_CONTRAST_ADAPTATION_FACTOR
-#define SMAA_LOCAL_CONTRAST_ADAPTATION_FACTOR 2.0
-#endif
-
-/**
- * Predicated thresholding allows to better preserve texture details and to
- * improve performance, by decreasing the number of detected edges using an
- * additional buffer like the light accumulation buffer, object ids or even the
- * depth buffer (the depth buffer usage may be limited to indoor or short range
- * scenes).
- *
- * It locally decreases the luma or color threshold if an edge is found in an
- * additional buffer (so the global threshold can be higher).
- *
- * This method was developed by Playstation EDGE MLAA team, and used in
- * Killzone 3, by using the light accumulation buffer. More information here:
- * http://iryoku.com/aacourse/downloads/06-MLAA-on-PS3.pptx
- */
-#ifndef SMAA_PREDICATION
-#define SMAA_PREDICATION 0
-#endif
-
-/**
- * Threshold to be used in the additional predication buffer.
- *
- * Range: depends on the input, so you'll have to find the magic number that
- * works for you.
- */
-#ifndef SMAA_PREDICATION_THRESHOLD
-#define SMAA_PREDICATION_THRESHOLD 0.01
-#endif
-
-/**
- * How much to scale the global threshold used for luma or color edge
- * detection when using predication.
- *
- * Range: [1, 5]
- */
-#ifndef SMAA_PREDICATION_SCALE
-#define SMAA_PREDICATION_SCALE 2.0
-#endif
-
-/**
- * How much to locally decrease the threshold.
- *
- * Range: [0, 1]
- */
-#ifndef SMAA_PREDICATION_STRENGTH
-#define SMAA_PREDICATION_STRENGTH 0.4
-#endif
-
-/**
- * Temporal reprojection allows to remove ghosting artifacts when using
- * temporal supersampling. We use the CryEngine 3 method which also introduces
- * velocity weighting. This feature is of extreme importance for totally
- * removing ghosting. More information here:
- * http://iryoku.com/aacourse/downloads/13-Anti-Aliasing-Methods-in-CryENGINE-3.pdf
- *
- * Note that you'll need to setup a velocity buffer for enabling reprojection.
- * For static geometry, saving the previous depth buffer is a viable
- * alternative.
- */
-#ifndef SMAA_REPROJECTION
-#define SMAA_REPROJECTION 0
-#endif
-
-/**
- * SMAA_REPROJECTION_WEIGHT_SCALE controls the velocity weighting. It allows to
- * remove ghosting trails behind the moving object, which are not removed by
- * just using reprojection. Using low values will exhibit ghosting, while using
- * high values will disable temporal supersampling under motion.
- *
- * Behind the scenes, velocity weighting removes temporal supersampling when
- * the velocity of the subsamples differs (meaning they are different objects).
- *
- * Range: [0, 80]
- */
-#ifndef SMAA_REPROJECTION_WEIGHT_SCALE
-#define SMAA_REPROJECTION_WEIGHT_SCALE 30.0
-#endif
-
-/**
- * On some compilers, discard cannot be used in vertex shaders. Thus, they need
- * to be compiled separately.
- */
-#ifndef SMAA_INCLUDE_VS
-#define SMAA_INCLUDE_VS 1
-#endif
-#ifndef SMAA_INCLUDE_PS
-#define SMAA_INCLUDE_PS 1
-#endif
-
-//-----------------------------------------------------------------------------
-// Texture Access Defines
-
-#ifndef SMAA_AREATEX_SELECT
-#if defined(SMAA_HLSL_3)
-#define SMAA_AREATEX_SELECT(sample) sample.ra
-#else
-#define SMAA_AREATEX_SELECT(sample) sample.rg
-#endif
-#endif
-
-#ifndef SMAA_SEARCHTEX_SELECT
-#define SMAA_SEARCHTEX_SELECT(sample) sample.r
-#endif
-
-#ifndef SMAA_DECODE_VELOCITY
-#define SMAA_DECODE_VELOCITY(sample) sample.rg
-#endif
-
-//-----------------------------------------------------------------------------
-// Non-Configurable Defines
-
-#define SMAA_AREATEX_MAX_DISTANCE 16
-#define SMAA_AREATEX_MAX_DISTANCE_DIAG 20
-#define SMAA_AREATEX_PIXEL_SIZE (1.0 / float2(160.0, 560.0))
-#define SMAA_AREATEX_SUBTEX_SIZE (1.0 / 7.0)
-#define SMAA_SEARCHTEX_SIZE float2(66.0, 33.0)
-#define SMAA_SEARCHTEX_PACKED_SIZE float2(64.0, 16.0)
-#define SMAA_CORNER_ROUNDING_NORM (float(SMAA_CORNER_ROUNDING) / 100.0)
-
-//-----------------------------------------------------------------------------
-// Porting Functions
-
-#if defined(SMAA_HLSL_3)
-#define SMAATexture2D(tex) sampler2D tex
-#define SMAATexturePass2D(tex) tex
-#define SMAASampleLevelZero(tex, coord) tex2Dlod(tex, float4(coord, 0.0, 0.0))
-#define SMAASampleLevelZeroPoint(tex, coord) tex2Dlod(tex, float4(coord, 0.0, 0.0))
-#define SMAASampleLevelZeroOffset(tex, coord, offset) tex2Dlod(tex, float4(coord + offset * SMAA_RT_METRICS.xy, 0.0, 0.0))
-#define SMAASample(tex, coord) tex2D(tex, coord)
-#define SMAASamplePoint(tex, coord) tex2D(tex, coord)
-#define SMAASampleOffset(tex, coord, offset) tex2D(tex, coord + offset * SMAA_RT_METRICS.xy)
-#define SMAA_FLATTEN [flatten]
-#define SMAA_BRANCH [branch]
-#endif
-#if defined(SMAA_HLSL_4) || defined(SMAA_HLSL_4_1)
-SamplerState LinearSampler { Filter = MIN_MAG_LINEAR_MIP_POINT; AddressU = Clamp; AddressV = Clamp; };
-SamplerState PointSampler { Filter = MIN_MAG_MIP_POINT; AddressU = Clamp; AddressV = Clamp; };
-#define SMAATexture2D(tex) Texture2D tex
-#define SMAATexturePass2D(tex) tex
-#define SMAASampleLevelZero(tex, coord) tex.SampleLevel(LinearSampler, coord, 0)
-#define SMAASampleLevelZeroPoint(tex, coord) tex.SampleLevel(PointSampler, coord, 0)
-#define SMAASampleLevelZeroOffset(tex, coord, offset) tex.SampleLevel(LinearSampler, coord, 0, offset)
-#define SMAASample(tex, coord) tex.Sample(LinearSampler, coord)
-#define SMAASamplePoint(tex, coord) tex.Sample(PointSampler, coord)
-#define SMAASampleOffset(tex, coord, offset) tex.Sample(LinearSampler, coord, offset)
-#define SMAA_FLATTEN [flatten]
-#define SMAA_BRANCH [branch]
-#define SMAATexture2DMS2(tex) Texture2DMS<float4, 2> tex
-#define SMAALoad(tex, pos, sample) tex.Load(pos, sample)
-#if defined(SMAA_HLSL_4_1)
-#define SMAAGather(tex, coord) tex.Gather(LinearSampler, coord, 0)
-#endif
-#endif
-#if defined(SMAA_GLSL_3) || defined(SMAA_GLSL_4)
-#define SMAATexture2D(tex) sampler2D tex
-#define SMAATexturePass2D(tex) tex
-#define SMAASampleLevelZero(tex, coord) textureLod(tex, coord, 0.0)
-#define SMAASampleLevelZeroPoint(tex, coord) textureLod(tex, coord, 0.0)
-#define SMAASampleLevelZeroOffset(tex, coord, offset) textureLodOffset(tex, coord, 0.0, offset)
-#define SMAASample(tex, coord) texture(tex, coord)
-#define SMAASamplePoint(tex, coord) texture(tex, coord)
-#define SMAASampleOffset(tex, coord, offset) texture(tex, coord, offset)
-#define SMAA_FLATTEN
-#define SMAA_BRANCH
-#define lerp(a, b, t) mix(a, b, t)
-#define saturate(a) clamp(a, 0.0, 1.0)
-#if defined(SMAA_GLSL_4)
-#define mad(a, b, c) fma(a, b, c)
-#define SMAAGather(tex, coord) textureGather(tex, coord)
-#else
-#define mad(a, b, c) (a * b + c)
-#endif
-#define float2 vec2
-#define float3 vec3
-#define float4 vec4
-#define int2 ivec2
-#define int3 ivec3
-#define int4 ivec4
-#define bool2 bvec2
-#define bool3 bvec3
-#define bool4 bvec4
-#endif
-
-#if !defined(SMAA_HLSL_3) && !defined(SMAA_HLSL_4) && !defined(SMAA_HLSL_4_1) && !defined(SMAA_GLSL_3) && !defined(SMAA_GLSL_4) && !defined(SMAA_CUSTOM_SL)
-#error you must define the shading language: SMAA_HLSL_*, SMAA_GLSL_* or SMAA_CUSTOM_SL
-#endif
-
-//-----------------------------------------------------------------------------
-// Misc functions
-
-/**
- * Gathers current pixel, and the top-left neighbors.
- */
-float3 SMAAGatherNeighbours(float2 texcoord,
- float4 offset[3],
- SMAATexture2D(tex)) {
- #ifdef SMAAGather
- return SMAAGather(tex, texcoord + SMAA_RT_METRICS.xy * float2(-0.5, -0.5)).grb;
- #else
- float P = SMAASamplePoint(tex, texcoord).r;
- float Pleft = SMAASamplePoint(tex, offset[0].xy).r;
- float Ptop = SMAASamplePoint(tex, offset[0].zw).r;
- return float3(P, Pleft, Ptop);
- #endif
-}
-
-/**
- * Adjusts the threshold by means of predication.
- */
-float2 SMAACalculatePredicatedThreshold(float2 texcoord,
- float4 offset[3],
- SMAATexture2D(predicationTex)) {
- float3 neighbours = SMAAGatherNeighbours(texcoord, offset, SMAATexturePass2D(predicationTex));
- float2 delta = abs(neighbours.xx - neighbours.yz);
- float2 edges = step(SMAA_PREDICATION_THRESHOLD, delta);
- return SMAA_PREDICATION_SCALE * SMAA_THRESHOLD * (1.0 - SMAA_PREDICATION_STRENGTH * edges);
-}
-
-/**
- * Conditional move:
- */
-void SMAAMovc(bool2 cond, inout float2 variable, float2 value) {
- SMAA_FLATTEN if (cond.x) variable.x = value.x;
- SMAA_FLATTEN if (cond.y) variable.y = value.y;
-}
-
-void SMAAMovc(bool4 cond, inout float4 variable, float4 value) {
- SMAAMovc(cond.xy, variable.xy, value.xy);
- SMAAMovc(cond.zw, variable.zw, value.zw);
-}
-
-
-#if SMAA_INCLUDE_VS
-//-----------------------------------------------------------------------------
-// Vertex Shaders
-
-/**
- * Edge Detection Vertex Shader
- */
-void SMAAEdgeDetectionVS(float2 texcoord,
- out float4 offset[3]) {
- offset[0] = mad(SMAA_RT_METRICS.xyxy, float4(-1.0, 0.0, 0.0, -1.0), texcoord.xyxy);
- offset[1] = mad(SMAA_RT_METRICS.xyxy, float4( 1.0, 0.0, 0.0, 1.0), texcoord.xyxy);
- offset[2] = mad(SMAA_RT_METRICS.xyxy, float4(-2.0, 0.0, 0.0, -2.0), texcoord.xyxy);
-}
-
-/**
- * Blend Weight Calculation Vertex Shader
- */
-void SMAABlendingWeightCalculationVS(float2 texcoord,
- out float2 pixcoord,
- out float4 offset[3]) {
- pixcoord = texcoord * SMAA_RT_METRICS.zw;
-
- // We will use these offsets for the searches later on (see @PSEUDO_GATHER4):
- offset[0] = mad(SMAA_RT_METRICS.xyxy, float4(-0.25, -0.125, 1.25, -0.125), texcoord.xyxy);
- offset[1] = mad(SMAA_RT_METRICS.xyxy, float4(-0.125, -0.25, -0.125, 1.25), texcoord.xyxy);
-
- // And these for the searches, they indicate the ends of the loops:
- offset[2] = mad(SMAA_RT_METRICS.xxyy,
- float4(-2.0, 2.0, -2.0, 2.0) * float(SMAA_MAX_SEARCH_STEPS),
- float4(offset[0].xz, offset[1].yw));
-}
-
-/**
- * Neighborhood Blending Vertex Shader
- */
-void SMAANeighborhoodBlendingVS(float2 texcoord,
- out float4 offset) {
- offset = mad(SMAA_RT_METRICS.xyxy, float4( 1.0, 0.0, 0.0, 1.0), texcoord.xyxy);
-}
-#endif // SMAA_INCLUDE_VS
-
-#if SMAA_INCLUDE_PS
-//-----------------------------------------------------------------------------
-// Edge Detection Pixel Shaders (First Pass)
-
-/**
- * Luma Edge Detection
- *
- * IMPORTANT NOTICE: luma edge detection requires gamma-corrected colors, and
- * thus 'colorTex' should be a non-sRGB texture.
- */
-float2 SMAALumaEdgeDetectionPS(float2 texcoord,
- float4 offset[3],
- SMAATexture2D(colorTex)
- #if SMAA_PREDICATION
- , SMAATexture2D(predicationTex)
- #endif
- ) {
- // Calculate the threshold:
- #if SMAA_PREDICATION
- float2 threshold = SMAACalculatePredicatedThreshold(texcoord, offset, SMAATexturePass2D(predicationTex));
- #else
- float2 threshold = float2(SMAA_THRESHOLD, SMAA_THRESHOLD);
- #endif
-
- // Calculate lumas:
- float3 weights = float3(0.2126, 0.7152, 0.0722);
- float L = dot(SMAASamplePoint(colorTex, texcoord).rgb, weights);
-
- float Lleft = dot(SMAASamplePoint(colorTex, offset[0].xy).rgb, weights);
- float Ltop = dot(SMAASamplePoint(colorTex, offset[0].zw).rgb, weights);
-
- // We do the usual threshold:
- float4 delta;
- delta.xy = abs(L - float2(Lleft, Ltop));
- float2 edges = step(threshold, delta.xy);
-
- // Then discard if there is no edge:
- if (dot(edges, float2(1.0, 1.0)) == 0.0)
- return float2(-2.0, -2.0);
-
- // Calculate right and bottom deltas:
- float Lright = dot(SMAASamplePoint(colorTex, offset[1].xy).rgb, weights);
- float Lbottom = dot(SMAASamplePoint(colorTex, offset[1].zw).rgb, weights);
- delta.zw = abs(L - float2(Lright, Lbottom));
-
- // Calculate the maximum delta in the direct neighborhood:
- float2 maxDelta = max(delta.xy, delta.zw);
-
- // Calculate left-left and top-top deltas:
- float Lleftleft = dot(SMAASamplePoint(colorTex, offset[2].xy).rgb, weights);
- float Ltoptop = dot(SMAASamplePoint(colorTex, offset[2].zw).rgb, weights);
- delta.zw = abs(float2(Lleft, Ltop) - float2(Lleftleft, Ltoptop));
-
- // Calculate the final maximum delta:
- maxDelta = max(maxDelta.xy, delta.zw);
- float finalDelta = max(maxDelta.x, maxDelta.y);
-
- // Local contrast adaptation:
- edges.xy *= step(finalDelta, SMAA_LOCAL_CONTRAST_ADAPTATION_FACTOR * delta.xy);
-
- return edges;
-}
-
-/**
- * Color Edge Detection
- *
- * IMPORTANT NOTICE: color edge detection requires gamma-corrected colors, and
- * thus 'colorTex' should be a non-sRGB texture.
- */
-float2 SMAAColorEdgeDetectionPS(float2 texcoord,
- float4 offset[3],
- SMAATexture2D(colorTex)
- #if SMAA_PREDICATION
- , SMAATexture2D(predicationTex)
- #endif
- ) {
- // Calculate the threshold:
- #if SMAA_PREDICATION
- float2 threshold = SMAACalculatePredicatedThreshold(texcoord, offset, predicationTex);
- #else
- float2 threshold = float2(SMAA_THRESHOLD, SMAA_THRESHOLD);
- #endif
-
- // Calculate color deltas:
- float4 delta;
- float3 C = SMAASamplePoint(colorTex, texcoord).rgb;
-
- float3 Cleft = SMAASamplePoint(colorTex, offset[0].xy).rgb;
- float3 t = abs(C - Cleft);
- delta.x = max(max(t.r, t.g), t.b);
-
- float3 Ctop = SMAASamplePoint(colorTex, offset[0].zw).rgb;
- t = abs(C - Ctop);
- delta.y = max(max(t.r, t.g), t.b);
-
- // We do the usual threshold:
- float2 edges = step(threshold, delta.xy);
-
- // Then discard if there is no edge:
- if (dot(edges, float2(1.0, 1.0)) == 0.0)
- return float2(-2.0, -2.0);
-
- // Calculate right and bottom deltas:
- float3 Cright = SMAASamplePoint(colorTex, offset[1].xy).rgb;
- t = abs(C - Cright);
- delta.z = max(max(t.r, t.g), t.b);
-
- float3 Cbottom = SMAASamplePoint(colorTex, offset[1].zw).rgb;
- t = abs(C - Cbottom);
- delta.w = max(max(t.r, t.g), t.b);
-
- // Calculate the maximum delta in the direct neighborhood:
- float2 maxDelta = max(delta.xy, delta.zw);
-
- // Calculate left-left and top-top deltas:
- float3 Cleftleft = SMAASamplePoint(colorTex, offset[2].xy).rgb;
- t = abs(C - Cleftleft);
- delta.z = max(max(t.r, t.g), t.b);
-
- float3 Ctoptop = SMAASamplePoint(colorTex, offset[2].zw).rgb;
- t = abs(C - Ctoptop);
- delta.w = max(max(t.r, t.g), t.b);
-
- // Calculate the final maximum delta:
- maxDelta = max(maxDelta.xy, delta.zw);
- float finalDelta = max(maxDelta.x, maxDelta.y);
-
- // Local contrast adaptation:
- edges.xy *= step(finalDelta, SMAA_LOCAL_CONTRAST_ADAPTATION_FACTOR * delta.xy);
-
- return edges;
-}
-
-/**
- * Depth Edge Detection
- */
-float2 SMAADepthEdgeDetectionPS(float2 texcoord,
- float4 offset[3],
- SMAATexture2D(depthTex)) {
- float3 neighbours = SMAAGatherNeighbours(texcoord, offset, SMAATexturePass2D(depthTex));
- float2 delta = abs(neighbours.xx - float2(neighbours.y, neighbours.z));
- float2 edges = step(SMAA_DEPTH_THRESHOLD, delta);
-
- if (dot(edges, float2(1.0, 1.0)) == 0.0)
- return float2(-2.0, -2.0);
-
- return edges;
-}
-
-//-----------------------------------------------------------------------------
-// Diagonal Search Functions
-
-#if !defined(SMAA_DISABLE_DIAG_DETECTION)
-
-/**
- * Allows to decode two binary values from a bilinear-filtered access.
- */
-float2 SMAADecodeDiagBilinearAccess(float2 e) {
- // Bilinear access for fetching 'e' have a 0.25 offset, and we are
- // interested in the R and G edges:
- //
- // +---G---+-------+
- // | x o R x |
- // +-------+-------+
- //
- // Then, if one of these edge is enabled:
- // Red: (0.75 * X + 0.25 * 1) => 0.25 or 1.0
- // Green: (0.75 * 1 + 0.25 * X) => 0.75 or 1.0
- //
- // This function will unpack the values (mad + mul + round):
- // wolframalpha.com: round(x * abs(5 * x - 5 * 0.75)) plot 0 to 1
- e.r = e.r * abs(5.0 * e.r - 5.0 * 0.75);
- return round(e);
-}
-
-float4 SMAADecodeDiagBilinearAccess(float4 e) {
- e.rb = e.rb * abs(5.0 * e.rb - 5.0 * 0.75);
- return round(e);
-}
-
-/**
- * These functions allows to perform diagonal pattern searches.
- */
-float2 SMAASearchDiag1(SMAATexture2D(edgesTex), float2 texcoord, float2 dir, out float2 e) {
- float4 coord = float4(texcoord, -1.0, 1.0);
- float3 t = float3(SMAA_RT_METRICS.xy, 1.0);
- while (coord.z < float(SMAA_MAX_SEARCH_STEPS_DIAG - 1) &&
- coord.w > 0.9) {
- coord.xyz = mad(t, float3(dir, 1.0), coord.xyz);
- e = SMAASampleLevelZero(edgesTex, coord.xy).rg;
- coord.w = dot(e, float2(0.5, 0.5));
- }
- return coord.zw;
-}
-
-float2 SMAASearchDiag2(SMAATexture2D(edgesTex), float2 texcoord, float2 dir, out float2 e) {
- float4 coord = float4(texcoord, -1.0, 1.0);
- coord.x += 0.25 * SMAA_RT_METRICS.x; // See @SearchDiag2Optimization
- float3 t = float3(SMAA_RT_METRICS.xy, 1.0);
- while (coord.z < float(SMAA_MAX_SEARCH_STEPS_DIAG - 1) &&
- coord.w > 0.9) {
- coord.xyz = mad(t, float3(dir, 1.0), coord.xyz);
-
- // @SearchDiag2Optimization
- // Fetch both edges at once using bilinear filtering:
- e = SMAASampleLevelZero(edgesTex, coord.xy).rg;
- e = SMAADecodeDiagBilinearAccess(e);
-
- // Non-optimized version:
- // e.g = SMAASampleLevelZero(edgesTex, coord.xy).g;
- // e.r = SMAASampleLevelZeroOffset(edgesTex, coord.xy, int2(1, 0)).r;
-
- coord.w = dot(e, float2(0.5, 0.5));
- }
- return coord.zw;
-}
-
-/**
- * Similar to SMAAArea, this calculates the area corresponding to a certain
- * diagonal distance and crossing edges 'e'.
- */
-float2 SMAAAreaDiag(SMAATexture2D(areaTex), float2 dist, float2 e, float offset) {
- float2 texcoord = mad(float2(SMAA_AREATEX_MAX_DISTANCE_DIAG, SMAA_AREATEX_MAX_DISTANCE_DIAG), e, dist);
-
- // We do a scale and bias for mapping to texel space:
- texcoord = mad(SMAA_AREATEX_PIXEL_SIZE, texcoord, 0.5 * SMAA_AREATEX_PIXEL_SIZE);
-
- // Diagonal areas are on the second half of the texture:
- texcoord.x += 0.5;
-
- // Move to proper place, according to the subpixel offset:
- texcoord.y += SMAA_AREATEX_SUBTEX_SIZE * offset;
-
- // Do it!
- return SMAA_AREATEX_SELECT(SMAASampleLevelZero(areaTex, texcoord));
-}
-
-/**
- * This searches for diagonal patterns and returns the corresponding weights.
- */
-float2 SMAACalculateDiagWeights(SMAATexture2D(edgesTex), SMAATexture2D(areaTex), float2 texcoord, float2 e, float4 subsampleIndices) {
- float2 weights = float2(0.0, 0.0);
-
- // Search for the line ends:
- float4 d;
- float2 end;
- if (e.r > 0.0) {
- d.xz = SMAASearchDiag1(SMAATexturePass2D(edgesTex), texcoord, float2(-1.0, 1.0), end);
- d.x += float(end.y > 0.9);
- } else
- d.xz = float2(0.0, 0.0);
- d.yw = SMAASearchDiag1(SMAATexturePass2D(edgesTex), texcoord, float2(1.0, -1.0), end);
-
- SMAA_BRANCH
- if (d.x + d.y > 2.0) { // d.x + d.y + 1 > 3
- // Fetch the crossing edges:
- float4 coords = mad(float4(-d.x + 0.25, d.x, d.y, -d.y - 0.25), SMAA_RT_METRICS.xyxy, texcoord.xyxy);
- float4 c;
- c.xy = SMAASampleLevelZeroOffset(edgesTex, coords.xy, int2(-1, 0)).rg;
- c.zw = SMAASampleLevelZeroOffset(edgesTex, coords.zw, int2( 1, 0)).rg;
- c.yxwz = SMAADecodeDiagBilinearAccess(c.xyzw);
-
- // Non-optimized version:
- // float4 coords = mad(float4(-d.x, d.x, d.y, -d.y), SMAA_RT_METRICS.xyxy, texcoord.xyxy);
- // float4 c;
- // c.x = SMAASampleLevelZeroOffset(edgesTex, coords.xy, int2(-1, 0)).g;
- // c.y = SMAASampleLevelZeroOffset(edgesTex, coords.xy, int2( 0, 0)).r;
- // c.z = SMAASampleLevelZeroOffset(edgesTex, coords.zw, int2( 1, 0)).g;
- // c.w = SMAASampleLevelZeroOffset(edgesTex, coords.zw, int2( 1, -1)).r;
-
- // Merge crossing edges at each side into a single value:
- float2 cc = mad(float2(2.0, 2.0), c.xz, c.yw);
-
- // Remove the crossing edge if we didn't found the end of the line:
- SMAAMovc(bool2(step(0.9, d.zw)), cc, float2(0.0, 0.0));
-
- // Fetch the areas for this line:
- weights += SMAAAreaDiag(SMAATexturePass2D(areaTex), d.xy, cc, subsampleIndices.z);
- }
-
- // Search for the line ends:
- d.xz = SMAASearchDiag2(SMAATexturePass2D(edgesTex), texcoord, float2(-1.0, -1.0), end);
- if (SMAASampleLevelZeroOffset(edgesTex, texcoord, int2(1, 0)).r > 0.0) {
- d.yw = SMAASearchDiag2(SMAATexturePass2D(edgesTex), texcoord, float2(1.0, 1.0), end);
- d.y += float(end.y > 0.9);
- } else
- d.yw = float2(0.0, 0.0);
-
- SMAA_BRANCH
- if (d.x + d.y > 2.0) { // d.x + d.y + 1 > 3
- // Fetch the crossing edges:
- float4 coords = mad(float4(-d.x, -d.x, d.y, d.y), SMAA_RT_METRICS.xyxy, texcoord.xyxy);
- float4 c;
- c.x = SMAASampleLevelZeroOffset(edgesTex, coords.xy, int2(-1, 0)).g;
- c.y = SMAASampleLevelZeroOffset(edgesTex, coords.xy, int2( 0, -1)).r;
- c.zw = SMAASampleLevelZeroOffset(edgesTex, coords.zw, int2( 1, 0)).gr;
- float2 cc = mad(float2(2.0, 2.0), c.xz, c.yw);
-
- // Remove the crossing edge if we didn't found the end of the line:
- SMAAMovc(bool2(step(0.9, d.zw)), cc, float2(0.0, 0.0));
-
- // Fetch the areas for this line:
- weights += SMAAAreaDiag(SMAATexturePass2D(areaTex), d.xy, cc, subsampleIndices.w).gr;
- }
-
- return weights;
-}
-#endif
-
-//-----------------------------------------------------------------------------
-// Horizontal/Vertical Search Functions
-
-/**
- * This allows to determine how much length should we add in the last step
- * of the searches. It takes the bilinearly interpolated edge (see
- * @PSEUDO_GATHER4), and adds 0, 1 or 2, depending on which edges and
- * crossing edges are active.
- */
-float SMAASearchLength(SMAATexture2D(searchTex), float2 e, float offset) {
- // The texture is flipped vertically, with left and right cases taking half
- // of the space horizontally:
- float2 scale = SMAA_SEARCHTEX_SIZE * float2(0.5, -1.0);
- float2 bias = SMAA_SEARCHTEX_SIZE * float2(offset, 1.0);
-
- // Scale and bias to access texel centers:
- scale += float2(-1.0, 1.0);
- bias += float2( 0.5, -0.5);
-
- // Convert from pixel coordinates to texcoords:
- // (We use SMAA_SEARCHTEX_PACKED_SIZE because the texture is cropped)
- scale *= 1.0 / SMAA_SEARCHTEX_PACKED_SIZE;
- bias *= 1.0 / SMAA_SEARCHTEX_PACKED_SIZE;
-
- // Lookup the search texture:
- return SMAA_SEARCHTEX_SELECT(SMAASampleLevelZero(searchTex, mad(scale, e, bias)));
-}
-
-/**
- * Horizontal/vertical search functions for the 2nd pass.
- */
-float SMAASearchXLeft(SMAATexture2D(edgesTex), SMAATexture2D(searchTex), float2 texcoord, float end) {
- /**
- * @PSEUDO_GATHER4
- * This texcoord has been offset by (-0.25, -0.125) in the vertex shader to
- * sample between edge, thus fetching four edges in a row.
- * Sampling with different offsets in each direction allows to disambiguate
- * which edges are active from the four fetched ones.
- */
- float2 e = float2(0.0, 1.0);
- while (texcoord.x > end &&
- e.g > 0.8281 && // Is there some edge not activated?
- e.r == 0.0) { // Or is there a crossing edge that breaks the line?
- e = SMAASampleLevelZero(edgesTex, texcoord).rg;
- texcoord = mad(-float2(2.0, 0.0), SMAA_RT_METRICS.xy, texcoord);
- }
-
- float offset = mad(-(255.0 / 127.0), SMAASearchLength(SMAATexturePass2D(searchTex), e, 0.0), 3.25);
- return mad(SMAA_RT_METRICS.x, offset, texcoord.x);
-
- // Non-optimized version:
- // We correct the previous (-0.25, -0.125) offset we applied:
- // texcoord.x += 0.25 * SMAA_RT_METRICS.x;
-
- // The searches are bias by 1, so adjust the coords accordingly:
- // texcoord.x += SMAA_RT_METRICS.x;
-
- // Disambiguate the length added by the last step:
- // texcoord.x += 2.0 * SMAA_RT_METRICS.x; // Undo last step
- // texcoord.x -= SMAA_RT_METRICS.x * (255.0 / 127.0) * SMAASearchLength(SMAATexturePass2D(searchTex), e, 0.0);
- // return mad(SMAA_RT_METRICS.x, offset, texcoord.x);
-}
-
-float SMAASearchXRight(SMAATexture2D(edgesTex), SMAATexture2D(searchTex), float2 texcoord, float end) {
- float2 e = float2(0.0, 1.0);
- while (texcoord.x < end &&
- e.g > 0.8281 && // Is there some edge not activated?
- e.r == 0.0) { // Or is there a crossing edge that breaks the line?
- e = SMAASampleLevelZero(edgesTex, texcoord).rg;
- texcoord = mad(float2(2.0, 0.0), SMAA_RT_METRICS.xy, texcoord);
- }
- float offset = mad(-(255.0 / 127.0), SMAASearchLength(SMAATexturePass2D(searchTex), e, 0.5), 3.25);
- return mad(-SMAA_RT_METRICS.x, offset, texcoord.x);
-}
-
-float SMAASearchYUp(SMAATexture2D(edgesTex), SMAATexture2D(searchTex), float2 texcoord, float end) {
- float2 e = float2(1.0, 0.0);
- while (texcoord.y > end &&
- e.r > 0.8281 && // Is there some edge not activated?
- e.g == 0.0) { // Or is there a crossing edge that breaks the line?
- e = SMAASampleLevelZero(edgesTex, texcoord).rg;
- texcoord = mad(-float2(0.0, 2.0), SMAA_RT_METRICS.xy, texcoord);
- }
- float offset = mad(-(255.0 / 127.0), SMAASearchLength(SMAATexturePass2D(searchTex), e.gr, 0.0), 3.25);
- return mad(SMAA_RT_METRICS.y, offset, texcoord.y);
-}
-
-float SMAASearchYDown(SMAATexture2D(edgesTex), SMAATexture2D(searchTex), float2 texcoord, float end) {
- float2 e = float2(1.0, 0.0);
- while (texcoord.y < end &&
- e.r > 0.8281 && // Is there some edge not activated?
- e.g == 0.0) { // Or is there a crossing edge that breaks the line?
- e = SMAASampleLevelZero(edgesTex, texcoord).rg;
- texcoord = mad(float2(0.0, 2.0), SMAA_RT_METRICS.xy, texcoord);
- }
- float offset = mad(-(255.0 / 127.0), SMAASearchLength(SMAATexturePass2D(searchTex), e.gr, 0.5), 3.25);
- return mad(-SMAA_RT_METRICS.y, offset, texcoord.y);
-}
-
-/**
- * Ok, we have the distance and both crossing edges. So, what are the areas
- * at each side of current edge?
- */
-float2 SMAAArea(SMAATexture2D(areaTex), float2 dist, float e1, float e2, float offset) {
- // Rounding prevents precision errors of bilinear filtering:
- float2 texcoord = mad(float2(SMAA_AREATEX_MAX_DISTANCE, SMAA_AREATEX_MAX_DISTANCE), round(4.0 * float2(e1, e2)), dist);
-
- // We do a scale and bias for mapping to texel space:
- texcoord = mad(SMAA_AREATEX_PIXEL_SIZE, texcoord, 0.5 * SMAA_AREATEX_PIXEL_SIZE);
-
- // Move to proper place, according to the subpixel offset:
- texcoord.y = mad(SMAA_AREATEX_SUBTEX_SIZE, offset, texcoord.y);
-
- // Do it!
- return SMAA_AREATEX_SELECT(SMAASampleLevelZero(areaTex, texcoord));
-}
-
-//-----------------------------------------------------------------------------
-// Corner Detection Functions
-
-void SMAADetectHorizontalCornerPattern(SMAATexture2D(edgesTex), inout float2 weights, float4 texcoord, float2 d) {
- #if !defined(SMAA_DISABLE_CORNER_DETECTION)
- float2 leftRight = step(d.xy, d.yx);
- float2 rounding = (1.0 - SMAA_CORNER_ROUNDING_NORM) * leftRight;
-
- rounding /= leftRight.x + leftRight.y; // Reduce blending for pixels in the center of a line.
-
- float2 factor = float2(1.0, 1.0);
- factor.x -= rounding.x * SMAASampleLevelZeroOffset(edgesTex, texcoord.xy, int2(0, 1)).r;
- factor.x -= rounding.y * SMAASampleLevelZeroOffset(edgesTex, texcoord.zw, int2(1, 1)).r;
- factor.y -= rounding.x * SMAASampleLevelZeroOffset(edgesTex, texcoord.xy, int2(0, -2)).r;
- factor.y -= rounding.y * SMAASampleLevelZeroOffset(edgesTex, texcoord.zw, int2(1, -2)).r;
-
- weights *= saturate(factor);
- #endif
-}
-
-void SMAADetectVerticalCornerPattern(SMAATexture2D(edgesTex), inout float2 weights, float4 texcoord, float2 d) {
- #if !defined(SMAA_DISABLE_CORNER_DETECTION)
- float2 leftRight = step(d.xy, d.yx);
- float2 rounding = (1.0 - SMAA_CORNER_ROUNDING_NORM) * leftRight;
-
- rounding /= leftRight.x + leftRight.y;
-
- float2 factor = float2(1.0, 1.0);
- factor.x -= rounding.x * SMAASampleLevelZeroOffset(edgesTex, texcoord.xy, int2( 1, 0)).g;
- factor.x -= rounding.y * SMAASampleLevelZeroOffset(edgesTex, texcoord.zw, int2( 1, 1)).g;
- factor.y -= rounding.x * SMAASampleLevelZeroOffset(edgesTex, texcoord.xy, int2(-2, 0)).g;
- factor.y -= rounding.y * SMAASampleLevelZeroOffset(edgesTex, texcoord.zw, int2(-2, 1)).g;
-
- weights *= saturate(factor);
- #endif
-}
-
-//-----------------------------------------------------------------------------
-// Blending Weight Calculation Pixel Shader (Second Pass)
-
-float4 SMAABlendingWeightCalculationPS(float2 texcoord,
- float2 pixcoord,
- float4 offset[3],
- SMAATexture2D(edgesTex),
- SMAATexture2D(areaTex),
- SMAATexture2D(searchTex),
- float4 subsampleIndices) { // Just pass zero for SMAA 1x, see @SUBSAMPLE_INDICES.
- float4 weights = float4(0.0, 0.0, 0.0, 0.0);
-
- float2 e = SMAASample(edgesTex, texcoord).rg;
-
- SMAA_BRANCH
- if (e.g > 0.0) { // Edge at north
- #if !defined(SMAA_DISABLE_DIAG_DETECTION)
- // Diagonals have both north and west edges, so searching for them in
- // one of the boundaries is enough.
- weights.rg = SMAACalculateDiagWeights(SMAATexturePass2D(edgesTex), SMAATexturePass2D(areaTex), texcoord, e, subsampleIndices);
-
- // We give priority to diagonals, so if we find a diagonal we skip
- // horizontal/vertical processing.
- SMAA_BRANCH
- if (weights.r == -weights.g) { // weights.r + weights.g == 0.0
- #endif
-
- float2 d;
-
- // Find the distance to the left:
- float3 coords;
- coords.x = SMAASearchXLeft(SMAATexturePass2D(edgesTex), SMAATexturePass2D(searchTex), offset[0].xy, offset[2].x);
- coords.y = offset[1].y; // offset[1].y = texcoord.y - 0.25 * SMAA_RT_METRICS.y (@CROSSING_OFFSET)
- d.x = coords.x;
-
- // Now fetch the left crossing edges, two at a time using bilinear
- // filtering. Sampling at -0.25 (see @CROSSING_OFFSET) enables to
- // discern what value each edge has:
- float e1 = SMAASampleLevelZero(edgesTex, coords.xy).r;
-
- // Find the distance to the right:
- coords.z = SMAASearchXRight(SMAATexturePass2D(edgesTex), SMAATexturePass2D(searchTex), offset[0].zw, offset[2].y);
- d.y = coords.z;
-
- // We want the distances to be in pixel units (doing this here allow to
- // better interleave arithmetic and memory accesses):
- d = abs(round(mad(SMAA_RT_METRICS.zz, d, -pixcoord.xx)));
-
- // SMAAArea below needs a sqrt, as the areas texture is compressed
- // quadratically:
- float2 sqrt_d = sqrt(d);
-
- // Fetch the right crossing edges:
- float e2 = SMAASampleLevelZeroOffset(edgesTex, coords.zy, int2(1, 0)).r;
-
- // Ok, we know how this pattern looks like, now it is time for getting
- // the actual area:
- weights.rg = SMAAArea(SMAATexturePass2D(areaTex), sqrt_d, e1, e2, subsampleIndices.y);
-
- // Fix corners:
- coords.y = texcoord.y;
- SMAADetectHorizontalCornerPattern(SMAATexturePass2D(edgesTex), weights.rg, coords.xyzy, d);
-
- #if !defined(SMAA_DISABLE_DIAG_DETECTION)
- } else
- e.r = 0.0; // Skip vertical processing.
- #endif
- }
-
- SMAA_BRANCH
- if (e.r > 0.0) { // Edge at west
- float2 d;
-
- // Find the distance to the top:
- float3 coords;
- coords.y = SMAASearchYUp(SMAATexturePass2D(edgesTex), SMAATexturePass2D(searchTex), offset[1].xy, offset[2].z);
- coords.x = offset[0].x; // offset[1].x = texcoord.x - 0.25 * SMAA_RT_METRICS.x;
- d.x = coords.y;
-
- // Fetch the top crossing edges:
- float e1 = SMAASampleLevelZero(edgesTex, coords.xy).g;
-
- // Find the distance to the bottom:
- coords.z = SMAASearchYDown(SMAATexturePass2D(edgesTex), SMAATexturePass2D(searchTex), offset[1].zw, offset[2].w);
- d.y = coords.z;
-
- // We want the distances to be in pixel units:
- d = abs(round(mad(SMAA_RT_METRICS.ww, d, -pixcoord.yy)));
-
- // SMAAArea below needs a sqrt, as the areas texture is compressed
- // quadratically:
- float2 sqrt_d = sqrt(d);
-
- // Fetch the bottom crossing edges:
- float e2 = SMAASampleLevelZeroOffset(edgesTex, coords.xz, int2(0, 1)).g;
-
- // Get the area for this direction:
- weights.ba = SMAAArea(SMAATexturePass2D(areaTex), sqrt_d, e1, e2, subsampleIndices.x);
-
- // Fix corners:
- coords.x = texcoord.x;
- SMAADetectVerticalCornerPattern(SMAATexturePass2D(edgesTex), weights.ba, coords.xyxz, d);
- }
-
- return weights;
-}
-
-//-----------------------------------------------------------------------------
-// Neighborhood Blending Pixel Shader (Third Pass)
-
-float4 SMAANeighborhoodBlendingPS(float2 texcoord,
- float4 offset,
- SMAATexture2D(colorTex),
- SMAATexture2D(blendTex)
- #if SMAA_REPROJECTION
- , SMAATexture2D(velocityTex)
- #endif
- ) {
- // Fetch the blending weights for current pixel:
- float4 a;
- a.x = SMAASample(blendTex, offset.xy).a; // Right
- a.y = SMAASample(blendTex, offset.zw).g; // Top
- a.wz = SMAASample(blendTex, texcoord).xz; // Bottom / Left
-
- // Is there any blending weight with a value greater than 0.0?
- SMAA_BRANCH
- if (dot(a, float4(1.0, 1.0, 1.0, 1.0)) < 1e-5) {
- float4 color = SMAASampleLevelZero(colorTex, texcoord);
-
- #if SMAA_REPROJECTION
- float2 velocity = SMAA_DECODE_VELOCITY(SMAASampleLevelZero(velocityTex, texcoord));
-
- // Pack velocity into the alpha channel:
- color.a = sqrt(5.0 * length(velocity));
- #endif
-
- return color;
- } else {
- bool h = max(a.x, a.z) > max(a.y, a.w); // max(horizontal) > max(vertical)
-
- // Calculate the blending offsets:
- float4 blendingOffset = float4(0.0, a.y, 0.0, a.w);
- float2 blendingWeight = a.yw;
- SMAAMovc(bool4(h, h, h, h), blendingOffset, float4(a.x, 0.0, a.z, 0.0));
- SMAAMovc(bool2(h, h), blendingWeight, a.xz);
- blendingWeight /= dot(blendingWeight, float2(1.0, 1.0));
-
- // Calculate the texture coordinates:
- float4 blendingCoord = mad(blendingOffset, float4(SMAA_RT_METRICS.xy, -SMAA_RT_METRICS.xy), texcoord.xyxy);
-
- // We exploit bilinear filtering to mix current pixel with the chosen
- // neighbor:
- float4 color = blendingWeight.x * SMAASampleLevelZero(colorTex, blendingCoord.xy);
- color += blendingWeight.y * SMAASampleLevelZero(colorTex, blendingCoord.zw);
-
- #if SMAA_REPROJECTION
- // Antialias velocity for proper reprojection in a later stage:
- float2 velocity = blendingWeight.x * SMAA_DECODE_VELOCITY(SMAASampleLevelZero(velocityTex, blendingCoord.xy));
- velocity += blendingWeight.y * SMAA_DECODE_VELOCITY(SMAASampleLevelZero(velocityTex, blendingCoord.zw));
-
- // Pack velocity into the alpha channel:
- color.a = sqrt(5.0 * length(velocity));
- #endif
-
- return color;
- }
-}
-
-//-----------------------------------------------------------------------------
-// Temporal Resolve Pixel Shader (Optional Pass)
-
-float4 SMAAResolvePS(float2 texcoord,
- SMAATexture2D(currentColorTex),
- SMAATexture2D(previousColorTex)
- #if SMAA_REPROJECTION
- , SMAATexture2D(velocityTex)
- #endif
- ) {
- #if SMAA_REPROJECTION
- // Velocity is assumed to be calculated for motion blur, so we need to
- // inverse it for reprojection:
- float2 velocity = -SMAA_DECODE_VELOCITY(SMAASamplePoint(velocityTex, texcoord).rg);
-
- // Fetch current pixel:
- float4 current = SMAASamplePoint(currentColorTex, texcoord);
-
- // Reproject current coordinates and fetch previous pixel:
- float4 previous = SMAASamplePoint(previousColorTex, texcoord + velocity);
-
- // Attenuate the previous pixel if the velocity is different:
- float delta = abs(current.a * current.a - previous.a * previous.a) / 5.0;
- float weight = 0.5 * saturate(1.0 - sqrt(delta) * SMAA_REPROJECTION_WEIGHT_SCALE);
-
- // Blend the pixels according to the calculated weight:
- return lerp(current, previous, weight);
- #else
- // Just blend the pixels:
- float4 current = SMAASamplePoint(currentColorTex, texcoord);
- float4 previous = SMAASamplePoint(previousColorTex, texcoord);
- return lerp(current, previous, 0.5);
- #endif
-}
-
-//-----------------------------------------------------------------------------
-// Separate Multisamples Pixel Shader (Optional Pass)
-
-#ifdef SMAALoad
-void SMAASeparatePS(float4 position,
- float2 texcoord,
- out float4 target0,
- out float4 target1,
- SMAATexture2DMS2(colorTexMS)) {
- int2 pos = int2(position.xy);
- target0 = SMAALoad(colorTexMS, pos, 0);
- target1 = SMAALoad(colorTexMS, pos, 1);
-}
-#endif
-
-//-----------------------------------------------------------------------------
-#endif // SMAA_INCLUDE_PS
diff --git a/Ryujinx.Graphics.OpenGL/Effects/Shaders/smaa_blend.glsl b/Ryujinx.Graphics.OpenGL/Effects/Shaders/smaa_blend.glsl
deleted file mode 100644
index c875ce12..00000000
--- a/Ryujinx.Graphics.OpenGL/Effects/Shaders/smaa_blend.glsl
+++ /dev/null
@@ -1,26 +0,0 @@
-layout(rgba8, binding = 0) uniform image2D imgOutput;
-
-uniform sampler2D inputTexture;
-layout( location=0 ) uniform vec2 invResolution;
-uniform sampler2D samplerArea;
-uniform sampler2D samplerSearch;
-
-void main() {
- ivec2 loc = ivec2(gl_GlobalInvocationID.x * 4, gl_GlobalInvocationID.y * 4);
- for(int i = 0; i < 4; i++)
- {
- for(int j = 0; j < 4; j++)
- {
- ivec2 texelCoord = ivec2(loc.x + i, loc.y + j);
- vec2 coord = (texelCoord + vec2(0.5)) / invResolution;
- vec2 pixCoord;
- vec4 offset[3];
-
- SMAABlendingWeightCalculationVS(coord, pixCoord, offset);
-
- vec4 oColor = SMAABlendingWeightCalculationPS(coord, pixCoord, offset, inputTexture, samplerArea, samplerSearch, ivec4(0));
-
- imageStore(imgOutput, texelCoord, oColor);
- }
- }
-}
diff --git a/Ryujinx.Graphics.OpenGL/Effects/Shaders/smaa_edge.glsl b/Ryujinx.Graphics.OpenGL/Effects/Shaders/smaa_edge.glsl
deleted file mode 100644
index fd5d9715..00000000
--- a/Ryujinx.Graphics.OpenGL/Effects/Shaders/smaa_edge.glsl
+++ /dev/null
@@ -1,24 +0,0 @@
-layout(rgba8, binding = 0) uniform image2D imgOutput;
-
-uniform sampler2D inputTexture;
-layout( location=0 ) uniform vec2 invResolution;
-
-void main()
-{
- vec2 loc = ivec2(gl_GlobalInvocationID.x * 4, gl_GlobalInvocationID.y * 4);
- for(int i = 0; i < 4; i++)
- {
- for(int j = 0; j < 4; j++)
- {
- ivec2 texelCoord = ivec2(loc.x + i, loc.y + j);
- vec2 coord = (texelCoord + vec2(0.5)) / invResolution;
- vec4 offset[3];
- SMAAEdgeDetectionVS(coord, offset);
- vec2 oColor = SMAAColorEdgeDetectionPS(coord, offset, inputTexture);
- if (oColor != float2(-2.0, -2.0))
- {
- imageStore(imgOutput, texelCoord, vec4(oColor, 0.0, 1.0));
- }
- }
- }
-} \ No newline at end of file
diff --git a/Ryujinx.Graphics.OpenGL/Effects/Shaders/smaa_neighbour.glsl b/Ryujinx.Graphics.OpenGL/Effects/Shaders/smaa_neighbour.glsl
deleted file mode 100644
index 2e9432ae..00000000
--- a/Ryujinx.Graphics.OpenGL/Effects/Shaders/smaa_neighbour.glsl
+++ /dev/null
@@ -1,26 +0,0 @@
-layout(rgba8, binding = 0) uniform image2D imgOutput;
-
-uniform sampler2D inputTexture;
-layout( location=0 ) uniform vec2 invResolution;
-uniform sampler2D samplerBlend;
-
-void main() {
- vec2 loc = ivec2(gl_GlobalInvocationID.x * 4, gl_GlobalInvocationID.y * 4);
- for(int i = 0; i < 4; i++)
- {
- for(int j = 0; j < 4; j++)
- {
- ivec2 texelCoord = ivec2(loc.x + i, loc.y + j);
- vec2 coord = (texelCoord + vec2(0.5)) / invResolution;
- vec2 pixCoord;
- vec4 offset;
-
- SMAANeighborhoodBlendingVS(coord, offset);
-
- vec4 oColor = SMAANeighborhoodBlendingPS(coord, offset, inputTexture, samplerBlend);
-
- imageStore(imgOutput, texelCoord, oColor);
- }
- }
-
-}
diff --git a/Ryujinx.Graphics.OpenGL/Effects/SmaaPostProcessingEffect.cs b/Ryujinx.Graphics.OpenGL/Effects/SmaaPostProcessingEffect.cs
deleted file mode 100644
index 1ad300c8..00000000
--- a/Ryujinx.Graphics.OpenGL/Effects/SmaaPostProcessingEffect.cs
+++ /dev/null
@@ -1,261 +0,0 @@
-using OpenTK.Graphics.OpenGL;
-using Ryujinx.Common;
-using Ryujinx.Graphics.GAL;
-using Ryujinx.Graphics.OpenGL.Image;
-using System;
-
-namespace Ryujinx.Graphics.OpenGL.Effects.Smaa
-{
- internal partial class SmaaPostProcessingEffect : IPostProcessingEffect
- {
- public const int AreaWidth = 160;
- public const int AreaHeight = 560;
- public const int SearchWidth = 64;
- public const int SearchHeight = 16;
-
- private readonly OpenGLRenderer _renderer;
- private TextureStorage _outputTexture;
- private TextureStorage _searchTexture;
- private TextureStorage _areaTexture;
- private int[] _edgeShaderPrograms;
- private int[] _blendShaderPrograms;
- private int[] _neighbourShaderPrograms;
- private TextureStorage _edgeOutputTexture;
- private TextureStorage _blendOutputTexture;
- private string[] _qualities;
- private int _inputUniform;
- private int _outputUniform;
- private int _samplerAreaUniform;
- private int _samplerSearchUniform;
- private int _samplerBlendUniform;
- private int _resolutionUniform;
- private int _quality = 1;
-
- public int Quality
- {
- get => _quality; set
- {
- _quality = Math.Clamp(value, 0, _qualities.Length - 1);
- }
- }
- public SmaaPostProcessingEffect(OpenGLRenderer renderer, int quality)
- {
- _renderer = renderer;
-
- _edgeShaderPrograms = Array.Empty<int>();
- _blendShaderPrograms = Array.Empty<int>();
- _neighbourShaderPrograms = Array.Empty<int>();
-
- _qualities = new string[] { "SMAA_PRESET_LOW", "SMAA_PRESET_MEDIUM", "SMAA_PRESET_HIGH", "SMAA_PRESET_ULTRA" };
-
- Quality = quality;
-
- Initialize();
- }
-
- public void Dispose()
- {
- _searchTexture?.Dispose();
- _areaTexture?.Dispose();
- _outputTexture?.Dispose();
- _edgeOutputTexture?.Dispose();
- _blendOutputTexture?.Dispose();
-
- DeleteShaders();
- }
-
- private void DeleteShaders()
- {
- for (int i = 0; i < _edgeShaderPrograms.Length; i++)
- {
- GL.DeleteProgram(_edgeShaderPrograms[i]);
- GL.DeleteProgram(_blendShaderPrograms[i]);
- GL.DeleteProgram(_neighbourShaderPrograms[i]);
- }
- }
-
- private unsafe void RecreateShaders(int width, int height)
- {
- string baseShader = EmbeddedResources.ReadAllText("Ryujinx.Graphics.OpenGL/Effects/Shaders/smaa.hlsl");
- var pixelSizeDefine = $"#define SMAA_RT_METRICS float4(1.0 / {width}.0, 1.0 / {height}.0, {width}, {height}) \n";
-
- _edgeShaderPrograms = new int[_qualities.Length];
- _blendShaderPrograms = new int[_qualities.Length];
- _neighbourShaderPrograms = new int[_qualities.Length];
-
- for (int i = 0; i < +_edgeShaderPrograms.Length; i++)
- {
- var presets = $"#version 430 core \n#define {_qualities[i]} 1 \n{pixelSizeDefine}#define SMAA_GLSL_4 1 \nlayout (local_size_x = 16, local_size_y = 16) in;\n{baseShader}";
-
- var edgeShaderData = EmbeddedResources.ReadAllText("Ryujinx.Graphics.OpenGL/Effects/Shaders/smaa_edge.glsl");
- var blendShaderData = EmbeddedResources.ReadAllText("Ryujinx.Graphics.OpenGL/Effects/Shaders/smaa_blend.glsl");
- var neighbourShaderData = EmbeddedResources.ReadAllText("Ryujinx.Graphics.OpenGL/Effects/Shaders/smaa_neighbour.glsl");
-
- var shaders = new string[] { presets, edgeShaderData };
- var edgeProgram = ShaderHelper.CompileProgram(shaders, ShaderType.ComputeShader);
-
- shaders[1] = blendShaderData;
- var blendProgram = ShaderHelper.CompileProgram(shaders, ShaderType.ComputeShader);
-
- shaders[1] = neighbourShaderData;
- var neighbourProgram = ShaderHelper.CompileProgram(shaders, ShaderType.ComputeShader);
-
- _edgeShaderPrograms[i] = edgeProgram;
- _blendShaderPrograms[i] = blendProgram;
- _neighbourShaderPrograms[i] = neighbourProgram;
- }
-
- _inputUniform = GL.GetUniformLocation(_edgeShaderPrograms[0], "inputTexture");
- _outputUniform = GL.GetUniformLocation(_edgeShaderPrograms[0], "imgOutput");
- _samplerAreaUniform = GL.GetUniformLocation(_blendShaderPrograms[0], "samplerArea");
- _samplerSearchUniform = GL.GetUniformLocation(_blendShaderPrograms[0], "samplerSearch");
- _samplerBlendUniform = GL.GetUniformLocation(_neighbourShaderPrograms[0], "samplerBlend");
- _resolutionUniform = GL.GetUniformLocation(_edgeShaderPrograms[0], "invResolution");
- }
-
- private void Initialize()
- {
- var areaInfo = new TextureCreateInfo(AreaWidth,
- AreaHeight,
- 1,
- 1,
- 1,
- 1,
- 1,
- 1,
- Format.R8G8Unorm,
- DepthStencilMode.Depth,
- Target.Texture2D,
- SwizzleComponent.Red,
- SwizzleComponent.Green,
- SwizzleComponent.Blue,
- SwizzleComponent.Alpha);
-
- var searchInfo = new TextureCreateInfo(SearchWidth,
- SearchHeight,
- 1,
- 1,
- 1,
- 1,
- 1,
- 1,
- Format.R8Unorm,
- DepthStencilMode.Depth,
- Target.Texture2D,
- SwizzleComponent.Red,
- SwizzleComponent.Green,
- SwizzleComponent.Blue,
- SwizzleComponent.Alpha);
-
- _areaTexture = new TextureStorage(_renderer, areaInfo, 1);
- _searchTexture = new TextureStorage(_renderer, searchInfo, 1);
-
- var areaTexture = EmbeddedResources.Read("Ryujinx.Graphics.OpenGL/Effects/Textures/SmaaAreaTexture.bin");
- var searchTexture = EmbeddedResources.Read("Ryujinx.Graphics.OpenGL/Effects/Textures/SmaaSearchTexture.bin");
-
- var areaView = _areaTexture.CreateDefaultView();
- var searchView = _searchTexture.CreateDefaultView();
-
- areaView.SetData(areaTexture);
- searchView.SetData(searchTexture);
- }
-
- public TextureView Run(TextureView view, int width, int height)
- {
- if (_outputTexture == null || _outputTexture.Info.Width != view.Width || _outputTexture.Info.Height != view.Height)
- {
- _outputTexture?.Dispose();
- _outputTexture = new TextureStorage(_renderer, view.Info, view.ScaleFactor);
- _outputTexture.CreateDefaultView();
- _edgeOutputTexture = new TextureStorage(_renderer, view.Info, view.ScaleFactor);
- _edgeOutputTexture.CreateDefaultView();
- _blendOutputTexture = new TextureStorage(_renderer, view.Info, view.ScaleFactor);
- _blendOutputTexture.CreateDefaultView();
-
- DeleteShaders();
-
- RecreateShaders(view.Width, view.Height);
- }
-
- var textureView = _outputTexture.CreateView(view.Info, 0, 0) as TextureView;
- var edgeOutput = _edgeOutputTexture.DefaultView as TextureView;
- var blendOutput = _blendOutputTexture.DefaultView as TextureView;
- var areaTexture = _areaTexture.DefaultView as TextureView;
- var searchTexture = _searchTexture.DefaultView as TextureView;
-
- var previousFramebuffer = GL.GetInteger(GetPName.FramebufferBinding);
- int previousUnit = GL.GetInteger(GetPName.ActiveTexture);
- GL.ActiveTexture(TextureUnit.Texture0);
- int previousTextureBinding0 = GL.GetInteger(GetPName.TextureBinding2D);
- GL.ActiveTexture(TextureUnit.Texture1);
- int previousTextureBinding1 = GL.GetInteger(GetPName.TextureBinding2D);
- GL.ActiveTexture(TextureUnit.Texture2);
- int previousTextureBinding2 = GL.GetInteger(GetPName.TextureBinding2D);
-
- var framebuffer = new Framebuffer();
- framebuffer.Bind();
- framebuffer.AttachColor(0, edgeOutput);
- GL.Clear(ClearBufferMask.ColorBufferBit);
- GL.ClearColor(0, 0, 0, 0);
- framebuffer.AttachColor(0, blendOutput);
- GL.Clear(ClearBufferMask.ColorBufferBit);
- GL.ClearColor(0, 0, 0, 0);
-
- GL.BindFramebuffer(FramebufferTarget.Framebuffer, previousFramebuffer);
-
- framebuffer.Dispose();
-
- var dispatchX = BitUtils.DivRoundUp(view.Width, IPostProcessingEffect.LocalGroupSize);
- var dispatchY = BitUtils.DivRoundUp(view.Height, IPostProcessingEffect.LocalGroupSize);
-
- int previousProgram = GL.GetInteger(GetPName.CurrentProgram);
- GL.BindImageTexture(0, edgeOutput.Handle, 0, false, 0, TextureAccess.ReadWrite, SizedInternalFormat.Rgba8);
- GL.UseProgram(_edgeShaderPrograms[Quality]);
- view.Bind(0);
- GL.Uniform1(_inputUniform, 0);
- GL.Uniform1(_outputUniform, 0);
- GL.Uniform2(_resolutionUniform, (float)view.Width, (float)view.Height);
- GL.DispatchCompute(dispatchX, dispatchY, 1);
- GL.MemoryBarrier(MemoryBarrierFlags.ShaderImageAccessBarrierBit);
-
- GL.BindImageTexture(0, blendOutput.Handle, 0, false, 0, TextureAccess.ReadWrite, SizedInternalFormat.Rgba8);
- GL.UseProgram(_blendShaderPrograms[Quality]);
- edgeOutput.Bind(0);
- areaTexture.Bind(1);
- searchTexture.Bind(2);
- GL.Uniform1(_inputUniform, 0);
- GL.Uniform1(_outputUniform, 0);
- GL.Uniform1(_samplerAreaUniform, 1);
- GL.Uniform1(_samplerSearchUniform, 2);
- GL.Uniform2(_resolutionUniform, (float)view.Width, (float)view.Height);
- GL.DispatchCompute(dispatchX, dispatchY, 1);
- GL.MemoryBarrier(MemoryBarrierFlags.ShaderImageAccessBarrierBit);
-
- GL.BindImageTexture(0, textureView.Handle, 0, false, 0, TextureAccess.ReadWrite, SizedInternalFormat.Rgba8);
- GL.UseProgram(_neighbourShaderPrograms[Quality]);
- view.Bind(0);
- blendOutput.Bind(1);
- GL.Uniform1(_inputUniform, 0);
- GL.Uniform1(_outputUniform, 0);
- GL.Uniform1(_samplerBlendUniform, 1);
- GL.Uniform2(_resolutionUniform, (float)view.Width, (float)view.Height);
- GL.DispatchCompute(dispatchX, dispatchY, 1);
- GL.MemoryBarrier(MemoryBarrierFlags.ShaderImageAccessBarrierBit);
-
- (_renderer.Pipeline as Pipeline).RestoreImages1And2();
-
- GL.UseProgram(previousProgram);
-
- GL.ActiveTexture(TextureUnit.Texture0);
- GL.BindTexture(TextureTarget.Texture2D, previousTextureBinding0);
- GL.ActiveTexture(TextureUnit.Texture1);
- GL.BindTexture(TextureTarget.Texture2D, previousTextureBinding1);
- GL.ActiveTexture(TextureUnit.Texture2);
- GL.BindTexture(TextureTarget.Texture2D, previousTextureBinding2);
-
- GL.ActiveTexture((TextureUnit)previousUnit);
-
- return textureView;
- }
- }
-}
diff --git a/Ryujinx.Graphics.OpenGL/Effects/Textures/SmaaAreaTexture.bin b/Ryujinx.Graphics.OpenGL/Effects/Textures/SmaaAreaTexture.bin
deleted file mode 100644
index f4a7a1b4..00000000
--- a/Ryujinx.Graphics.OpenGL/Effects/Textures/SmaaAreaTexture.bin
+++ /dev/null
Binary files differ
diff --git a/Ryujinx.Graphics.OpenGL/Effects/Textures/SmaaSearchTexture.bin b/Ryujinx.Graphics.OpenGL/Effects/Textures/SmaaSearchTexture.bin
deleted file mode 100644
index db5bf73f..00000000
--- a/Ryujinx.Graphics.OpenGL/Effects/Textures/SmaaSearchTexture.bin
+++ /dev/null
Binary files differ