diff options
| author | TSR Berry <20988865+TSRBerry@users.noreply.github.com> | 2023-04-08 01:22:00 +0200 |
|---|---|---|
| committer | Mary <thog@protonmail.com> | 2023-04-27 23:51:14 +0200 |
| commit | cee712105850ac3385cd0091a923438167433f9f (patch) | |
| tree | 4a5274b21d8b7f938c0d0ce18736d3f2993b11b1 /Ryujinx.Graphics.OpenGL/Effects | |
| parent | cd124bda587ef09668a971fa1cac1c3f0cfc9f21 (diff) | |
Move solution and projects to src
Diffstat (limited to 'Ryujinx.Graphics.OpenGL/Effects')
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 Binary files differdeleted file mode 100644 index f4a7a1b4..00000000 --- a/Ryujinx.Graphics.OpenGL/Effects/Textures/SmaaAreaTexture.bin +++ /dev/null diff --git a/Ryujinx.Graphics.OpenGL/Effects/Textures/SmaaSearchTexture.bin b/Ryujinx.Graphics.OpenGL/Effects/Textures/SmaaSearchTexture.bin Binary files differdeleted file mode 100644 index db5bf73f..00000000 --- a/Ryujinx.Graphics.OpenGL/Effects/Textures/SmaaSearchTexture.bin +++ /dev/null |
