diff options
-rw-r--r-- | indra/llrender/llglslshader.cpp | 46 | ||||
-rw-r--r-- | indra/llrender/llglslshader.h | 2 | ||||
-rw-r--r-- | indra/llrender/llimagegl.cpp | 8 | ||||
-rw-r--r-- | indra/llrender/llshadermgr.cpp | 2 | ||||
-rw-r--r-- | indra/newview/app_settings/settings.xml | 11 | ||||
-rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/CASF.glsl | 2558 | ||||
-rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/fxaaF.glsl | 20 | ||||
-rw-r--r-- | indra/newview/featuretable.txt | 8 | ||||
-rw-r--r-- | indra/newview/featuretable_mac.txt | 8 | ||||
-rw-r--r-- | indra/newview/llviewershadermgr.cpp | 22 | ||||
-rw-r--r-- | indra/newview/llviewershadermgr.h | 1 | ||||
-rw-r--r-- | indra/newview/pipeline.cpp | 66 | ||||
-rw-r--r-- | indra/newview/pipeline.h | 1 | ||||
-rw-r--r-- | indra/newview/skins/default/xui/en/floater_preferences_graphics_advanced.xml | 21 |
14 files changed, 2762 insertions, 12 deletions
diff --git a/indra/llrender/llglslshader.cpp b/indra/llrender/llglslshader.cpp index e76a30a954..daa768e8ab 100644 --- a/indra/llrender/llglslshader.cpp +++ b/indra/llrender/llglslshader.cpp @@ -1552,6 +1552,34 @@ void LLGLSLShader::uniform4fv(U32 index, U32 count, const GLfloat* v) } } +void LLGLSLShader::uniform4uiv(U32 index, U32 count, const GLuint* v) +{ + LL_PROFILE_ZONE_SCOPED_CATEGORY_SHADER; + llassert(sCurBoundShaderPtr == this); + + if (mProgramObject) + { + if (mUniform.size() <= index) + { + LL_WARNS_ONCE("Shader") << "Uniform index out of bounds. Size: " << (S32)mUniform.size() << " index: " << index << LL_ENDL; + llassert(false); + return; + } + + if (mUniform[index] >= 0) + { + const auto& iter = mValue.find(mUniform[index]); + LLVector4 vec((F32)v[0], (F32)v[1], (F32)v[2], (F32)v[3]); + if (iter == mValue.end() || shouldChange(iter->second, vec) || count != 1) + { + LL_PROFILE_ZONE_SCOPED_CATEGORY_SHADER; + glUniform4uiv(mUniform[index], count, v); + mValue[mUniform[index]] = vec; + } + } + } +} + void LLGLSLShader::uniformMatrix2fv(U32 index, U32 count, GLboolean transpose, const GLfloat* v) { LL_PROFILE_ZONE_SCOPED_CATEGORY_SHADER; @@ -1886,6 +1914,24 @@ void LLGLSLShader::uniform4fv(const LLStaticHashedString& uniform, U32 count, co } } +void LLGLSLShader::uniform4uiv(const LLStaticHashedString& uniform, U32 count, const GLuint* v) +{ + LL_PROFILE_ZONE_SCOPED_CATEGORY_SHADER; + GLint location = getUniformLocation(uniform); + + if (location >= 0) + { + LLVector4 vec((F32)v[0], (F32)v[1], (F32)v[2], (F32)v[3]); + const auto& iter = mValue.find(location); + if (iter == mValue.end() || shouldChange(iter->second, vec) || count != 1) + { + LL_PROFILE_ZONE_SCOPED_CATEGORY_SHADER; + glUniform4uiv(location, count, v); + mValue[location] = vec; + } + } +} + void LLGLSLShader::uniformMatrix4fv(const LLStaticHashedString& uniform, U32 count, GLboolean transpose, const GLfloat* v) { LL_PROFILE_ZONE_SCOPED_CATEGORY_SHADER; diff --git a/indra/llrender/llglslshader.h b/indra/llrender/llglslshader.h index 86e5625dca..f3c41cd819 100644 --- a/indra/llrender/llglslshader.h +++ b/indra/llrender/llglslshader.h @@ -208,6 +208,7 @@ public: void uniform2fv(U32 index, U32 count, const GLfloat* v); void uniform3fv(U32 index, U32 count, const GLfloat* v); void uniform4fv(U32 index, U32 count, const GLfloat* v); + void uniform4uiv(U32 index, U32 count, const GLuint* v); void uniform2i(const LLStaticHashedString& uniform, GLint i, GLint j); void uniformMatrix2fv(U32 index, U32 count, GLboolean transpose, const GLfloat* v); void uniformMatrix3fv(U32 index, U32 count, GLboolean transpose, const GLfloat* v); @@ -223,6 +224,7 @@ public: void uniform2fv(const LLStaticHashedString& uniform, U32 count, const GLfloat* v); void uniform3fv(const LLStaticHashedString& uniform, U32 count, const GLfloat* v); void uniform4fv(const LLStaticHashedString& uniform, U32 count, const GLfloat* v); + void uniform4uiv(const LLStaticHashedString& uniform, U32 count, const GLuint* v); void uniformMatrix4fv(const LLStaticHashedString& uniform, U32 count, GLboolean transpose, const GLfloat* v); void setMinimumAlpha(F32 minimum); diff --git a/indra/llrender/llimagegl.cpp b/indra/llrender/llimagegl.cpp index d5f7949051..03ac10c00a 100644 --- a/indra/llrender/llimagegl.cpp +++ b/indra/llrender/llimagegl.cpp @@ -316,8 +316,12 @@ S32 LLImageGL::dataFormatBits(S32 dataformat) case GL_RG16F: return 32; case GL_RGB16F: return 48; case GL_RGBA16F: return 64; + case GL_R32F: return 32; + case GL_RG32F: return 64; + case GL_RGB32F: return 96; + case GL_RGBA32F: return 128; default: - LL_ERRS() << "LLImageGL::Unknown format: " << dataformat << LL_ENDL; + LL_ERRS() << "LLImageGL::Unknown format: " << std::hex << dataformat << std::dec << LL_ENDL; return 0; } } @@ -367,7 +371,7 @@ S32 LLImageGL::dataFormatComponents(S32 dataformat) case GL_SRGB_ALPHA: return 4; case GL_BGRA: return 4; // Used for QuickTime media textures on the Mac default: - LL_ERRS() << "LLImageGL::Unknown format: " << dataformat << LL_ENDL; + LL_ERRS() << "LLImageGL::Unknown format: " << std::hex << dataformat << std::dec << LL_ENDL; return 0; } } diff --git a/indra/llrender/llshadermgr.cpp b/indra/llrender/llshadermgr.cpp index 512ef340f9..e9608491a4 100644 --- a/indra/llrender/llshadermgr.cpp +++ b/indra/llrender/llshadermgr.cpp @@ -595,8 +595,6 @@ GLuint LLShaderMgr::loadShaderFile(const std::string& filename, S32 & shader_lev extra_code_text[extra_code_count++] = strdup("precision highp float;\n"); } } - - extra_code_text[extra_code_count++] = strdup("#define FXAA_GLSL_130 1\n"); } // Use alpha float to store bit flags diff --git a/indra/newview/app_settings/settings.xml b/indra/newview/app_settings/settings.xml index 483c8774a7..c5fea2786c 100644 --- a/indra/newview/app_settings/settings.xml +++ b/indra/newview/app_settings/settings.xml @@ -9810,6 +9810,17 @@ <key>Value</key> <string>00000000-0000-0000-0000-000000000000</string> </map> + <key>RenderCASSharpness</key> + <map> + <key>Comment</key> + <string>Level of sharpening to apply via Contrast Adaptive Sharpening (0.0(off) - 1.0)</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>F32</string> + <key>Value</key> + <real>0.4</real> + </map> <key>ReplaySession</key> <map> <key>Comment</key> diff --git a/indra/newview/app_settings/shaders/class1/deferred/CASF.glsl b/indra/newview/app_settings/shaders/class1/deferred/CASF.glsl new file mode 100644 index 0000000000..96d08058cf --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/CASF.glsl @@ -0,0 +1,2558 @@ +/** + * @file CASF.glsl + * + * $LicenseInfo:firstyear=2024&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2024, Linden Research, Inc. + * + * This library is free software; you can redistribute it and/or + * modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; + * version 2.1 of the License only. + * + * This library is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU + * Lesser General Public License for more details. + * + * You should have received a copy of the GNU Lesser General Public + * License along with this library; if not, write to the Free Software + * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA + * + * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA + * $/LicenseInfo$ + */ + +/*[EXTRA_CODE_HERE]*/ + +#ifndef A_CPU +#define A_GPU +#define A_GLSL +#define CAS_BETTER_DIAGONALS +#define CAS_SLOW + +out vec4 frag_color; +in vec2 vary_fragcoord; + +uniform sampler2D diffuseRect; +uniform vec2 out_screen_res; +uniform uvec4 cas_param_0; +uniform uvec4 cas_param_1; + +vec3 srgb_to_linear(vec3 cs); +vec3 linear_to_srgb(vec3 cl); +#endif + +#ifndef SHADER_PORTABILITY +//============================================================================================================================== +// +// [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. +//------------------------------------------------------------------------------------------------------------------------------ +#define A_2PI 6.28318530718 +#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_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)) +//============================================================================================================================== + 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 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);} + #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 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);} + #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));} +//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +//_____________________________________________________________/\_______________________________________________________________ +//============================================================================================================================== +// [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));} +//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +//_____________________________________________________________/\_______________________________________________________________ +//============================================================================================================================== +// [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 +//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +//_____________________________________________________________/\_______________________________________________________________ +//============================================================================================================================== +// [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 +//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +//_____________________________________________________________/\_______________________________________________________________ +//============================================================================================================================== +// 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 +//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +//_____________________________________________________________/\_______________________________________________________________ +//============================================================================================================================== +// [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 +//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +//_____________________________________________________________/\_______________________________________________________________ +//============================================================================================================================== +// 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 +//============================================================================================================================== +//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +//_____________________________________________________________/\_______________________________________________________________ +//============================================================================================================================== +// 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));} +//============================================================================================================================== +#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 + +#endif + +//_____________________________________________________________/\_______________________________________________________________ +//============================================================================================================================== +// +// [CAS] FIDELITY FX - CONSTRAST ADAPTIVE SHARPENING 1.20190610 +// +//============================================================================================================================== +// LICENSE +// ======= +// Copyright (c) 2017-2019 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. +//------------------------------------------------------------------------------------------------------------------------------ +#define CAS_AREA_LIMIT 4.0 +//------------------------------------------------------------------------------------------------------------------------------ +// Pass in output and input resolution in pixels. +// This returns true if CAS supports scaling in the given configuration. +AP1 CasSupportScaling(AF1 outX,AF1 outY,AF1 inX,AF1 inY){return ((outX*outY)*ARcpF1(inX*inY))<=CAS_AREA_LIMIT;} +//============================================================================================================================== +// Call to setup required constant values (works on CPU or GPU). +#ifndef A_GPU +A_STATIC void CasSetup( + outAU4 const0, + outAU4 const1, + AF1 sharpness, // 0 := default (lower ringing), 1 := maximum (higest ringing) + AF1 inputSizeInPixelsX, + AF1 inputSizeInPixelsY, + AF1 outputSizeInPixelsX, + AF1 outputSizeInPixelsY){ + // Scaling terms. + const0[0]=AU1_AF1(inputSizeInPixelsX*ARcpF1(outputSizeInPixelsX)); + const0[1]=AU1_AF1(inputSizeInPixelsY*ARcpF1(outputSizeInPixelsY)); + const0[2]=AU1_AF1(AF1_(0.5)*inputSizeInPixelsX*ARcpF1(outputSizeInPixelsX)-AF1_(0.5)); + const0[3]=AU1_AF1(AF1_(0.5)*inputSizeInPixelsY*ARcpF1(outputSizeInPixelsY)-AF1_(0.5)); + // Sharpness value. + AF1 sharp=-ARcpF1(ALerpF1(8.0,5.0,ASatF1(sharpness))); + varAF2(hSharp)=initAF2(sharp,0.0); + const1[0]=AU1_AF1(sharp); + const1[1]=AU1_AH2_AF2(hSharp); + const1[2]=AU1_AF1(AF1_(8.0)*inputSizeInPixelsX*ARcpF1(outputSizeInPixelsX)); + const1[3]=0;} +#endif + +//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +//_____________________________________________________________/\_______________________________________________________________ +//============================================================================================================================== +// NON-PACKED VERSION +//============================================================================================================================== +#ifdef A_GPU + AF3 CasLoad(ASU2 p) { return texelFetch(diffuseRect, p, 0).rgb; } + void CasInput(inout AF1 r,inout AF1 g,inout AF1 b) + { + r = AFromSrgbF1(r); + g = AFromSrgbF1(g); + b = AFromSrgbF1(b); + } + +//------------------------------------------------------------------------------------------------------------------------------ + void CasFilter( + out AF1 pixR, // Output values, non-vector so port between CasFilter() and CasFilterH() is easy. + out AF1 pixG, + out AF1 pixB, + AU2 ip, // Integer pixel position in output. + AU4 const0, // Constants generated by CasSetup(). + AU4 const1, + AP1 noScaling){ // Must be a compile-time literal value, true = sharpen only (no resize). +//------------------------------------------------------------------------------------------------------------------------------ + // Debug a checker pattern of on/off tiles for visual inspection. + #ifdef CAS_DEBUG_CHECKER + if((((ip.x^ip.y)>>8u)&1u)==0u){AF3 pix0=CasLoad(ASU2(ip)); + pixR=pix0.r;pixG=pix0.g;pixB=pix0.b;CasInput(pixR,pixG,pixB);return;} + #endif +//------------------------------------------------------------------------------------------------------------------------------ + // No scaling algorithm uses minimal 3x3 pixel neighborhood. + if(noScaling){ + // a b c + // d e f + // g h i + ASU2 sp=ASU2(ip); + AF3 a=CasLoad(sp+ASU2(-1,-1)); + AF3 b=CasLoad(sp+ASU2( 0,-1)); + AF3 c=CasLoad(sp+ASU2( 1,-1)); + AF3 d=CasLoad(sp+ASU2(-1, 0)); + AF3 e=CasLoad(sp); + AF3 f=CasLoad(sp+ASU2( 1, 0)); + AF3 g=CasLoad(sp+ASU2(-1, 1)); + AF3 h=CasLoad(sp+ASU2( 0, 1)); + AF3 i=CasLoad(sp+ASU2( 1, 1)); + // Run optional input transform. + CasInput(a.r,a.g,a.b); + CasInput(b.r,b.g,b.b); + CasInput(c.r,c.g,c.b); + CasInput(d.r,d.g,d.b); + CasInput(e.r,e.g,e.b); + CasInput(f.r,f.g,f.b); + CasInput(g.r,g.g,g.b); + CasInput(h.r,h.g,h.b); + CasInput(i.r,i.g,i.b); + // Soft min and max. + // a b c b + // d e f * 0.5 + d e f * 0.5 + // g h i h + // These are 2.0x bigger (factored out the extra multiply). + AF1 mnR=AMin3F1(AMin3F1(d.r,e.r,f.r),b.r,h.r); + AF1 mnG=AMin3F1(AMin3F1(d.g,e.g,f.g),b.g,h.g); + AF1 mnB=AMin3F1(AMin3F1(d.b,e.b,f.b),b.b,h.b); + #ifdef CAS_BETTER_DIAGONALS + AF1 mnR2=AMin3F1(AMin3F1(mnR,a.r,c.r),g.r,i.r); + AF1 mnG2=AMin3F1(AMin3F1(mnG,a.g,c.g),g.g,i.g); + AF1 mnB2=AMin3F1(AMin3F1(mnB,a.b,c.b),g.b,i.b); + mnR=mnR+mnR2; + mnG=mnG+mnG2; + mnB=mnB+mnB2; + #endif + AF1 mxR=AMax3F1(AMax3F1(d.r,e.r,f.r),b.r,h.r); + AF1 mxG=AMax3F1(AMax3F1(d.g,e.g,f.g),b.g,h.g); + AF1 mxB=AMax3F1(AMax3F1(d.b,e.b,f.b),b.b,h.b); + #ifdef CAS_BETTER_DIAGONALS + AF1 mxR2=AMax3F1(AMax3F1(mxR,a.r,c.r),g.r,i.r); + AF1 mxG2=AMax3F1(AMax3F1(mxG,a.g,c.g),g.g,i.g); + AF1 mxB2=AMax3F1(AMax3F1(mxB,a.b,c.b),g.b,i.b); + mxR=mxR+mxR2; + mxG=mxG+mxG2; + mxB=mxB+mxB2; + #endif + // Smooth minimum distance to signal limit divided by smooth max. + #ifdef CAS_GO_SLOWER + AF1 rcpMR=ARcpF1(mxR); + AF1 rcpMG=ARcpF1(mxG); + AF1 rcpMB=ARcpF1(mxB); + #else + AF1 rcpMR=APrxLoRcpF1(mxR); + AF1 rcpMG=APrxLoRcpF1(mxG); + AF1 rcpMB=APrxLoRcpF1(mxB); + #endif + #ifdef CAS_BETTER_DIAGONALS + AF1 ampR=ASatF1(min(mnR,AF1_(2.0)-mxR)*rcpMR); + AF1 ampG=ASatF1(min(mnG,AF1_(2.0)-mxG)*rcpMG); + AF1 ampB=ASatF1(min(mnB,AF1_(2.0)-mxB)*rcpMB); + #else + AF1 ampR=ASatF1(min(mnR,AF1_(1.0)-mxR)*rcpMR); + AF1 ampG=ASatF1(min(mnG,AF1_(1.0)-mxG)*rcpMG); + AF1 ampB=ASatF1(min(mnB,AF1_(1.0)-mxB)*rcpMB); + #endif + // Shaping amount of sharpening. + #ifdef CAS_GO_SLOWER + ampR=sqrt(ampR); + ampG=sqrt(ampG); + ampB=sqrt(ampB); + #else + ampR=APrxLoSqrtF1(ampR); + ampG=APrxLoSqrtF1(ampG); + ampB=APrxLoSqrtF1(ampB); + #endif + // Filter shape. + // 0 w 0 + // w 1 w + // 0 w 0 + AF1 peak=AF1_AU1(const1.x); + AF1 wR=ampR*peak; + AF1 wG=ampG*peak; + AF1 wB=ampB*peak; + // Filter. + #ifndef CAS_SLOW + // Using green coef only, depending on dead code removal to strip out the extra overhead. + #ifdef CAS_GO_SLOWER + AF1 rcpWeight=ARcpF1(AF1_(1.0)+AF1_(4.0)*wG); + #else + AF1 rcpWeight=APrxMedRcpF1(AF1_(1.0)+AF1_(4.0)*wG); + #endif + pixR=ASatF1((b.r*wG+d.r*wG+f.r*wG+h.r*wG+e.r)*rcpWeight); + pixG=ASatF1((b.g*wG+d.g*wG+f.g*wG+h.g*wG+e.g)*rcpWeight); + pixB=ASatF1((b.b*wG+d.b*wG+f.b*wG+h.b*wG+e.b)*rcpWeight); + #else + #ifdef CAS_GO_SLOWER + AF1 rcpWeightR=ARcpF1(AF1_(1.0)+AF1_(4.0)*wR); + AF1 rcpWeightG=ARcpF1(AF1_(1.0)+AF1_(4.0)*wG); + AF1 rcpWeightB=ARcpF1(AF1_(1.0)+AF1_(4.0)*wB); + #else + AF1 rcpWeightR=APrxMedRcpF1(AF1_(1.0)+AF1_(4.0)*wR); + AF1 rcpWeightG=APrxMedRcpF1(AF1_(1.0)+AF1_(4.0)*wG); + AF1 rcpWeightB=APrxMedRcpF1(AF1_(1.0)+AF1_(4.0)*wB); + #endif + pixR=ASatF1((b.r*wR+d.r*wR+f.r*wR+h.r*wR+e.r)*rcpWeightR); + pixG=ASatF1((b.g*wG+d.g*wG+f.g*wG+h.g*wG+e.g)*rcpWeightG); + pixB=ASatF1((b.b*wB+d.b*wB+f.b*wB+h.b*wB+e.b)*rcpWeightB); + #endif + return;} +//------------------------------------------------------------------------------------------------------------------------------ + // Scaling algorithm adaptively interpolates between nearest 4 results of the non-scaling algorithm. + // a b c d + // e f g h + // i j k l + // m n o p + // Working these 4 results. + // +-----+-----+ + // | | | + // | f..|..g | + // | . | . | + // +-----+-----+ + // | . | . | + // | j..|..k | + // | | | + // +-----+-----+ + AF2 pp=AF2(ip)*AF2_AU2(const0.xy)+AF2_AU2(const0.zw); + AF2 fp=floor(pp); + pp-=fp; + ASU2 sp=ASU2(fp); + AF3 a=CasLoad(sp+ASU2(-1,-1)); + AF3 b=CasLoad(sp+ASU2( 0,-1)); + AF3 e=CasLoad(sp+ASU2(-1, 0)); + AF3 f=CasLoad(sp); + AF3 c=CasLoad(sp+ASU2( 1,-1)); + AF3 d=CasLoad(sp+ASU2( 2,-1)); + AF3 g=CasLoad(sp+ASU2( 1, 0)); + AF3 h=CasLoad(sp+ASU2( 2, 0)); + AF3 i=CasLoad(sp+ASU2(-1, 1)); + AF3 j=CasLoad(sp+ASU2( 0, 1)); + AF3 m=CasLoad(sp+ASU2(-1, 2)); + AF3 n=CasLoad(sp+ASU2( 0, 2)); + AF3 k=CasLoad(sp+ASU2( 1, 1)); + AF3 l=CasLoad(sp+ASU2( 2, 1)); + AF3 o=CasLoad(sp+ASU2( 1, 2)); + AF3 p=CasLoad(sp+ASU2( 2, 2)); + // Run optional input transform. + CasInput(a.r,a.g,a.b); + CasInput(b.r,b.g,b.b); + CasInput(c.r,c.g,c.b); + CasInput(d.r,d.g,d.b); + CasInput(e.r,e.g,e.b); + CasInput(f.r,f.g,f.b); + CasInput(g.r,g.g,g.b); + CasInput(h.r,h.g,h.b); + CasInput(i.r,i.g,i.b); + CasInput(j.r,j.g,j.b); + CasInput(k.r,k.g,k.b); + CasInput(l.r,l.g,l.b); + CasInput(m.r,m.g,m.b); + CasInput(n.r,n.g,n.b); + CasInput(o.r,o.g,o.b); + CasInput(p.r,p.g,p.b); + // Soft min and max. + // These are 2.0x bigger (factored out the extra multiply). + // a b c b + // e f g * 0.5 + e f g * 0.5 [F] + // i j k j + AF1 mnfR=AMin3F1(AMin3F1(b.r,e.r,f.r),g.r,j.r); + AF1 mnfG=AMin3F1(AMin3F1(b.g,e.g,f.g),g.g,j.g); + AF1 mnfB=AMin3F1(AMin3F1(b.b,e.b,f.b),g.b,j.b); + #ifdef CAS_BETTER_DIAGONALS + AF1 mnfR2=AMin3F1(AMin3F1(mnfR,a.r,c.r),i.r,k.r); + AF1 mnfG2=AMin3F1(AMin3F1(mnfG,a.g,c.g),i.g,k.g); + AF1 mnfB2=AMin3F1(AMin3F1(mnfB,a.b,c.b),i.b,k.b); + mnfR=mnfR+mnfR2; + mnfG=mnfG+mnfG2; + mnfB=mnfB+mnfB2; + #endif + AF1 mxfR=AMax3F1(AMax3F1(b.r,e.r,f.r),g.r,j.r); + AF1 mxfG=AMax3F1(AMax3F1(b.g,e.g,f.g),g.g,j.g); + AF1 mxfB=AMax3F1(AMax3F1(b.b,e.b,f.b),g.b,j.b); + #ifdef CAS_BETTER_DIAGONALS + AF1 mxfR2=AMax3F1(AMax3F1(mxfR,a.r,c.r),i.r,k.r); + AF1 mxfG2=AMax3F1(AMax3F1(mxfG,a.g,c.g),i.g,k.g); + AF1 mxfB2=AMax3F1(AMax3F1(mxfB,a.b,c.b),i.b,k.b); + mxfR=mxfR+mxfR2; + mxfG=mxfG+mxfG2; + mxfB=mxfB+mxfB2; + #endif + // b c d c + // f g h * 0.5 + f g h * 0.5 [G] + // j k l k + AF1 mngR=AMin3F1(AMin3F1(c.r,f.r,g.r),h.r,k.r); + AF1 mngG=AMin3F1(AMin3F1(c.g,f.g,g.g),h.g,k.g); + AF1 mngB=AMin3F1(AMin3F1(c.b,f.b,g.b),h.b,k.b); + #ifdef CAS_BETTER_DIAGONALS + AF1 mngR2=AMin3F1(AMin3F1(mngR,b.r,d.r),j.r,l.r); + AF1 mngG2=AMin3F1(AMin3F1(mngG,b.g,d.g),j.g,l.g); + AF1 mngB2=AMin3F1(AMin3F1(mngB,b.b,d.b),j.b,l.b); + mngR=mngR+mngR2; + mngG=mngG+mngG2; + mngB=mngB+mngB2; + #endif + AF1 mxgR=AMax3F1(AMax3F1(c.r,f.r,g.r),h.r,k.r); + AF1 mxgG=AMax3F1(AMax3F1(c.g,f.g,g.g),h.g,k.g); + AF1 mxgB=AMax3F1(AMax3F1(c.b,f.b,g.b),h.b,k.b); + #ifdef CAS_BETTER_DIAGONALS + AF1 mxgR2=AMax3F1(AMax3F1(mxgR,b.r,d.r),j.r,l.r); + AF1 mxgG2=AMax3F1(AMax3F1(mxgG,b.g,d.g),j.g,l.g); + AF1 mxgB2=AMax3F1(AMax3F1(mxgB,b.b,d.b),j.b,l.b); + mxgR=mxgR+mxgR2; + mxgG=mxgG+mxgG2; + mxgB=mxgB+mxgB2; + #endif + // e f g f + // i j k * 0.5 + i j k * 0.5 [J] + // m n o n + AF1 mnjR=AMin3F1(AMin3F1(f.r,i.r,j.r),k.r,n.r); + AF1 mnjG=AMin3F1(AMin3F1(f.g,i.g,j.g),k.g,n.g); + AF1 mnjB=AMin3F1(AMin3F1(f.b,i.b,j.b),k.b,n.b); + #ifdef CAS_BETTER_DIAGONALS + AF1 mnjR2=AMin3F1(AMin3F1(mnjR,e.r,g.r),m.r,o.r); + AF1 mnjG2=AMin3F1(AMin3F1(mnjG,e.g,g.g),m.g,o.g); + AF1 mnjB2=AMin3F1(AMin3F1(mnjB,e.b,g.b),m.b,o.b); + mnjR=mnjR+mnjR2; + mnjG=mnjG+mnjG2; + mnjB=mnjB+mnjB2; + #endif + AF1 mxjR=AMax3F1(AMax3F1(f.r,i.r,j.r),k.r,n.r); + AF1 mxjG=AMax3F1(AMax3F1(f.g,i.g,j.g),k.g,n.g); + AF1 mxjB=AMax3F1(AMax3F1(f.b,i.b,j.b),k.b,n.b); + #ifdef CAS_BETTER_DIAGONALS + AF1 mxjR2=AMax3F1(AMax3F1(mxjR,e.r,g.r),m.r,o.r); + AF1 mxjG2=AMax3F1(AMax3F1(mxjG,e.g,g.g),m.g,o.g); + AF1 mxjB2=AMax3F1(AMax3F1(mxjB,e.b,g.b),m.b,o.b); + mxjR=mxjR+mxjR2; + mxjG=mxjG+mxjG2; + mxjB=mxjB+mxjB2; + #endif + // f g h g + // j k l * 0.5 + j k l * 0.5 [K] + // n o p o + AF1 mnkR=AMin3F1(AMin3F1(g.r,j.r,k.r),l.r,o.r); + AF1 mnkG=AMin3F1(AMin3F1(g.g,j.g,k.g),l.g,o.g); + AF1 mnkB=AMin3F1(AMin3F1(g.b,j.b,k.b),l.b,o.b); + #ifdef CAS_BETTER_DIAGONALS + AF1 mnkR2=AMin3F1(AMin3F1(mnkR,f.r,h.r),n.r,p.r); + AF1 mnkG2=AMin3F1(AMin3F1(mnkG,f.g,h.g),n.g,p.g); + AF1 mnkB2=AMin3F1(AMin3F1(mnkB,f.b,h.b),n.b,p.b); + mnkR=mnkR+mnkR2; + mnkG=mnkG+mnkG2; + mnkB=mnkB+mnkB2; + #endif + AF1 mxkR=AMax3F1(AMax3F1(g.r,j.r,k.r),l.r,o.r); + AF1 mxkG=AMax3F1(AMax3F1(g.g,j.g,k.g),l.g,o.g); + AF1 mxkB=AMax3F1(AMax3F1(g.b,j.b,k.b),l.b,o.b); + #ifdef CAS_BETTER_DIAGONALS + AF1 mxkR2=AMax3F1(AMax3F1(mxkR,f.r,h.r),n.r,p.r); + AF1 mxkG2=AMax3F1(AMax3F1(mxkG,f.g,h.g),n.g,p.g); + AF1 mxkB2=AMax3F1(AMax3F1(mxkB,f.b,h.b),n.b,p.b); + mxkR=mxkR+mxkR2; + mxkG=mxkG+mxkG2; + mxkB=mxkB+mxkB2; + #endif + // Smooth minimum distance to signal limit divided by smooth max. + #ifdef CAS_GO_SLOWER + AF1 rcpMfR=ARcpF1(mxfR); + AF1 rcpMfG=ARcpF1(mxfG); + AF1 rcpMfB=ARcpF1(mxfB); + AF1 rcpMgR=ARcpF1(mxgR); + AF1 rcpMgG=ARcpF1(mxgG); + AF1 rcpMgB=ARcpF1(mxgB); + AF1 rcpMjR=ARcpF1(mxjR); + AF1 rcpMjG=ARcpF1(mxjG); + AF1 rcpMjB=ARcpF1(mxjB); + AF1 rcpMkR=ARcpF1(mxkR); + AF1 rcpMkG=ARcpF1(mxkG); + AF1 rcpMkB=ARcpF1(mxkB); + #else + AF1 rcpMfR=APrxLoRcpF1(mxfR); + AF1 rcpMfG=APrxLoRcpF1(mxfG); + AF1 rcpMfB=APrxLoRcpF1(mxfB); + AF1 rcpMgR=APrxLoRcpF1(mxgR); + AF1 rcpMgG=APrxLoRcpF1(mxgG); + AF1 rcpMgB=APrxLoRcpF1(mxgB); + AF1 rcpMjR=APrxLoRcpF1(mxjR); + AF1 rcpMjG=APrxLoRcpF1(mxjG); + AF1 rcpMjB=APrxLoRcpF1(mxjB); + AF1 rcpMkR=APrxLoRcpF1(mxkR); + AF1 rcpMkG=APrxLoRcpF1(mxkG); + AF1 rcpMkB=APrxLoRcpF1(mxkB); + #endif + #ifdef CAS_BETTER_DIAGONALS + AF1 ampfR=ASatF1(min(mnfR,AF1_(2.0)-mxfR)*rcpMfR); + AF1 ampfG=ASatF1(min(mnfG,AF1_(2.0)-mxfG)*rcpMfG); + AF1 ampfB=ASatF1(min(mnfB,AF1_(2.0)-mxfB)*rcpMfB); + AF1 ampgR=ASatF1(min(mngR,AF1_(2.0)-mxgR)*rcpMgR); + AF1 ampgG=ASatF1(min(mngG,AF1_(2.0)-mxgG)*rcpMgG); + AF1 ampgB=ASatF1(min(mngB,AF1_(2.0)-mxgB)*rcpMgB); + AF1 ampjR=ASatF1(min(mnjR,AF1_(2.0)-mxjR)*rcpMjR); + AF1 ampjG=ASatF1(min(mnjG,AF1_(2.0)-mxjG)*rcpMjG); + AF1 ampjB=ASatF1(min(mnjB,AF1_(2.0)-mxjB)*rcpMjB); + AF1 ampkR=ASatF1(min(mnkR,AF1_(2.0)-mxkR)*rcpMkR); + AF1 ampkG=ASatF1(min(mnkG,AF1_(2.0)-mxkG)*rcpMkG); + AF1 ampkB=ASatF1(min(mnkB,AF1_(2.0)-mxkB)*rcpMkB); + #else + AF1 ampfR=ASatF1(min(mnfR,AF1_(1.0)-mxfR)*rcpMfR); + AF1 ampfG=ASatF1(min(mnfG,AF1_(1.0)-mxfG)*rcpMfG); + AF1 ampfB=ASatF1(min(mnfB,AF1_(1.0)-mxfB)*rcpMfB); + AF1 ampgR=ASatF1(min(mngR,AF1_(1.0)-mxgR)*rcpMgR); + AF1 ampgG=ASatF1(min(mngG,AF1_(1.0)-mxgG)*rcpMgG); + AF1 ampgB=ASatF1(min(mngB,AF1_(1.0)-mxgB)*rcpMgB); + AF1 ampjR=ASatF1(min(mnjR,AF1_(1.0)-mxjR)*rcpMjR); + AF1 ampjG=ASatF1(min(mnjG,AF1_(1.0)-mxjG)*rcpMjG); + AF1 ampjB=ASatF1(min(mnjB,AF1_(1.0)-mxjB)*rcpMjB); + AF1 ampkR=ASatF1(min(mnkR,AF1_(1.0)-mxkR)*rcpMkR); + AF1 ampkG=ASatF1(min(mnkG,AF1_(1.0)-mxkG)*rcpMkG); + AF1 ampkB=ASatF1(min(mnkB,AF1_(1.0)-mxkB)*rcpMkB); + #endif + // Shaping amount of sharpening. + #ifdef CAS_GO_SLOWER + ampfR=sqrt(ampfR); + ampfG=sqrt(ampfG); + ampfB=sqrt(ampfB); + ampgR=sqrt(ampgR); + ampgG=sqrt(ampgG); + ampgB=sqrt(ampgB); + ampjR=sqrt(ampjR); + ampjG=sqrt(ampjG); + ampjB=sqrt(ampjB); + ampkR=sqrt(ampkR); + ampkG=sqrt(ampkG); + ampkB=sqrt(ampkB); + #else + ampfR=APrxLoSqrtF1(ampfR); + ampfG=APrxLoSqrtF1(ampfG); + ampfB=APrxLoSqrtF1(ampfB); + ampgR=APrxLoSqrtF1(ampgR); + ampgG=APrxLoSqrtF1(ampgG); + ampgB=APrxLoSqrtF1(ampgB); + ampjR=APrxLoSqrtF1(ampjR); + ampjG=APrxLoSqrtF1(ampjG); + ampjB=APrxLoSqrtF1(ampjB); + ampkR=APrxLoSqrtF1(ampkR); + ampkG=APrxLoSqrtF1(ampkG); + ampkB=APrxLoSqrtF1(ampkB); + #endif + // Filter shape. + // 0 w 0 + // w 1 w + // 0 w 0 + AF1 peak=AF1_AU1(const1.x); + AF1 wfR=ampfR*peak; + AF1 wfG=ampfG*peak; + AF1 wfB=ampfB*peak; + AF1 wgR=ampgR*peak; + AF1 wgG=ampgG*peak; + AF1 wgB=ampgB*peak; + AF1 wjR=ampjR*peak; + AF1 wjG=ampjG*peak; + AF1 wjB=ampjB*peak; + AF1 wkR=ampkR*peak; + AF1 wkG=ampkG*peak; + AF1 wkB=ampkB*peak; + // Blend between 4 results. + // s t + // u v + AF1 s=(AF1_(1.0)-pp.x)*(AF1_(1.0)-pp.y); + AF1 t= pp.x *(AF1_(1.0)-pp.y); + AF1 u=(AF1_(1.0)-pp.x)* pp.y ; + AF1 v= pp.x * pp.y ; + // Thin edges to hide bilinear interpolation (helps diagonals). + AF1 thinB=1.0/32.0; + #ifdef CAS_GO_SLOWER + s*=ARcpF1(thinB+(mxfG-mnfG)); + t*=ARcpF1(thinB+(mxgG-mngG)); + u*=ARcpF1(thinB+(mxjG-mnjG)); + v*=ARcpF1(thinB+(mxkG-mnkG)); + #else + s*=APrxLoRcpF1(thinB+(mxfG-mnfG)); + t*=APrxLoRcpF1(thinB+(mxgG-mngG)); + u*=APrxLoRcpF1(thinB+(mxjG-mnjG)); + v*=APrxLoRcpF1(thinB+(mxkG-mnkG)); + #endif + // Final weighting. + // b c + // e f g h + // i j k l + // n o + // _____ _____ _____ _____ + // fs gt + // + // _____ _____ _____ _____ + // fs s gt fs t gt + // ju kv + // _____ _____ _____ _____ + // fs gt + // ju u kv ju v kv + // _____ _____ _____ _____ + // + // ju kv + AF1 qbeR=wfR*s; + AF1 qbeG=wfG*s; + AF1 qbeB=wfB*s; + AF1 qchR=wgR*t; + AF1 qchG=wgG*t; + AF1 qchB=wgB*t; + AF1 qfR=wgR*t+wjR*u+s; + AF1 qfG=wgG*t+wjG*u+s; + AF1 qfB=wgB*t+wjB*u+s; + AF1 qgR=wfR*s+wkR*v+t; + AF1 qgG=wfG*s+wkG*v+t; + AF1 qgB=wfB*s+wkB*v+t; + AF1 qjR=wfR*s+wkR*v+u; + AF1 qjG=wfG*s+wkG*v+u; + AF1 qjB=wfB*s+wkB*v+u; + AF1 qkR=wgR*t+wjR*u+v; + AF1 qkG=wgG*t+wjG*u+v; + AF1 qkB=wgB*t+wjB*u+v; + AF1 qinR=wjR*u; + AF1 qinG=wjG*u; + AF1 qinB=wjB*u; + AF1 qloR=wkR*v; + AF1 qloG=wkG*v; + AF1 qloB=wkB*v; + // Filter. + #ifndef CAS_SLOW + // Using green coef only, depending on dead code removal to strip out the extra overhead. + #ifdef CAS_GO_SLOWER + AF1 rcpWG=ARcpF1(AF1_(2.0)*qbeG+AF1_(2.0)*qchG+AF1_(2.0)*qinG+AF1_(2.0)*qloG+qfG+qgG+qjG+qkG); + #else + AF1 rcpWG=APrxMedRcpF1(AF1_(2.0)*qbeG+AF1_(2.0)*qchG+AF1_(2.0)*qinG+AF1_(2.0)*qloG+qfG+qgG+qjG+qkG); + #endif + pixR=ASatF1((b.r*qbeG+e.r*qbeG+c.r*qchG+h.r*qchG+i.r*qinG+n.r*qinG+l.r*qloG+o.r*qloG+f.r*qfG+g.r*qgG+j.r*qjG+k.r*qkG)*rcpWG); + pixG=ASatF1((b.g*qbeG+e.g*qbeG+c.g*qchG+h.g*qchG+i.g*qinG+n.g*qinG+l.g*qloG+o.g*qloG+f.g*qfG+g.g*qgG+j.g*qjG+k.g*qkG)*rcpWG); + pixB=ASatF1((b.b*qbeG+e.b*qbeG+c.b*qchG+h.b*qchG+i.b*qinG+n.b*qinG+l.b*qloG+o.b*qloG+f.b*qfG+g.b*qgG+j.b*qjG+k.b*qkG)*rcpWG); + #else + #ifdef CAS_GO_SLOWER + AF1 rcpWR=ARcpF1(AF1_(2.0)*qbeR+AF1_(2.0)*qchR+AF1_(2.0)*qinR+AF1_(2.0)*qloR+qfR+qgR+qjR+qkR); + AF1 rcpWG=ARcpF1(AF1_(2.0)*qbeG+AF1_(2.0)*qchG+AF1_(2.0)*qinG+AF1_(2.0)*qloG+qfG+qgG+qjG+qkG); + AF1 rcpWB=ARcpF1(AF1_(2.0)*qbeB+AF1_(2.0)*qchB+AF1_(2.0)*qinB+AF1_(2.0)*qloB+qfB+qgB+qjB+qkB); + #else + AF1 rcpWR=APrxMedRcpF1(AF1_(2.0)*qbeR+AF1_(2.0)*qchR+AF1_(2.0)*qinR+AF1_(2.0)*qloR+qfR+qgR+qjR+qkR); + AF1 rcpWG=APrxMedRcpF1(AF1_(2.0)*qbeG+AF1_(2.0)*qchG+AF1_(2.0)*qinG+AF1_(2.0)*qloG+qfG+qgG+qjG+qkG); + AF1 rcpWB=APrxMedRcpF1(AF1_(2.0)*qbeB+AF1_(2.0)*qchB+AF1_(2.0)*qinB+AF1_(2.0)*qloB+qfB+qgB+qjB+qkB); + #endif + pixR=ASatF1((b.r*qbeR+e.r*qbeR+c.r*qchR+h.r*qchR+i.r*qinR+n.r*qinR+l.r*qloR+o.r*qloR+f.r*qfR+g.r*qgR+j.r*qjR+k.r*qkR)*rcpWR); + pixG=ASatF1((b.g*qbeG+e.g*qbeG+c.g*qchG+h.g*qchG+i.g*qinG+n.g*qinG+l.g*qloG+o.g*qloG+f.g*qfG+g.g*qgG+j.g*qjG+k.g*qkG)*rcpWG); + pixB=ASatF1((b.b*qbeB+e.b*qbeB+c.b*qchB+h.b*qchB+i.b*qinB+n.b*qinB+l.b*qloB+o.b*qloB+f.b*qfB+g.b*qgB+j.b*qjB+k.b*qkB)*rcpWB); + #endif + } +#endif + +#ifdef A_GPU +void main() +{ + vec4 diff = vec4(0.f); + uvec2 point = uvec2(vary_fragcoord * out_screen_res.xy); + CasFilter(diff.r, diff.g, diff.b, point, cas_param_0, cas_param_1, true); + frag_color = vec4(linear_to_srgb(diff.rgb), 1.0); +} +#endif diff --git a/indra/newview/app_settings/shaders/class1/deferred/fxaaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/fxaaF.glsl index 94dac7e5a9..16e23a3da7 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/fxaaF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/fxaaF.glsl @@ -256,6 +256,10 @@ A. Or use FXAA_GREEN_AS_LUMA. #define FXAA_GLSL_130 0 #endif /*--------------------------------------------------------------------------*/ +#ifndef FXAA_GLSL_400 + #define FXAA_GLSL_400 0 +#endif +/*--------------------------------------------------------------------------*/ #ifndef FXAA_HLSL_3 #define FXAA_HLSL_3 0 #endif @@ -342,8 +346,8 @@ A. Or use FXAA_GREEN_AS_LUMA. // 1 = API supports gather4 on alpha channel. // 0 = API does not support gather4 on alpha channel. // - #if (FXAA_GLSL_130 == 0) - #define FXAA_GATHER4_ALPHA 0 + #if (FXAA_GLSL_400 == 1) + #define FXAA_GATHER4_ALPHA 1 #endif #if (FXAA_HLSL_5 == 1) #define FXAA_GATHER4_ALPHA 1 @@ -652,7 +656,7 @@ NOTE the other tuning knobs are now in the shader function inputs! API PORTING ============================================================================*/ -#if (FXAA_GLSL_120 == 1) || (FXAA_GLSL_130 == 1) +#if (FXAA_GLSL_120 == 1) || (FXAA_GLSL_130 == 1) || (FXAA_GLSL_400 == 1) #define FxaaBool bool #define FxaaDiscard discard #define FxaaFloat float @@ -714,6 +718,16 @@ NOTE the other tuning knobs are now in the shader function inputs! #endif #endif /*--------------------------------------------------------------------------*/ +#if (FXAA_GLSL_400 == 1) + // Requires "#version 400" or better + #define FxaaTexTop(t, p) textureLod(t, p, 0.0) + #define FxaaTexOff(t, p, o, r) textureLodOffset(t, p, 0.0, o) + #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 +/*--------------------------------------------------------------------------*/ #if (FXAA_HLSL_3 == 1) || (FXAA_360 == 1) || (FXAA_PS3 == 1) #define FxaaInt2 float2 #define FxaaTex sampler2D diff --git a/indra/newview/featuretable.txt b/indra/newview/featuretable.txt index 213f0ab845..9be7254a7a 100644 --- a/indra/newview/featuretable.txt +++ b/indra/newview/featuretable.txt @@ -79,6 +79,7 @@ RenderHeroProbeDistance 1 16 RenderHeroProbeUpdateRate 1 4 RenderHeroProbeConservativeUpdateMultiplier 1 16 RenderDownScaleMethod 1 1 +RenderCASSharpness 1 1 // @@ -115,6 +116,7 @@ RenderHeroProbeResolution 1 256 RenderHeroProbeDistance 1 4 RenderHeroProbeUpdateRate 1 6 RenderHeroProbeConservativeUpdateMultiplier 1 16 +RenderCASSharpness 1 0 // // Medium Low Graphics Settings @@ -150,6 +152,7 @@ RenderHeroProbeResolution 1 256 RenderHeroProbeDistance 1 6 RenderHeroProbeUpdateRate 1 3 RenderHeroProbeConservativeUpdateMultiplier 1 16 +RenderCASSharpness 1 0 // // Medium Graphics Settings (standard) @@ -185,6 +188,7 @@ RenderHeroProbeResolution 1 512 RenderHeroProbeDistance 1 6 RenderHeroProbeUpdateRate 1 3 RenderHeroProbeConservativeUpdateMultiplier 1 16 +RenderCASSharpness 1 0 // // Medium High Graphics Settings @@ -220,6 +224,7 @@ RenderHeroProbeResolution 1 512 RenderHeroProbeDistance 1 6 RenderHeroProbeUpdateRate 1 2 RenderHeroProbeConservativeUpdateMultiplier 1 8 +RenderCASSharpness 1 0 // // High Graphics Settings (SSAO + sun shadows) @@ -255,6 +260,7 @@ RenderHeroProbeResolution 1 512 RenderHeroProbeDistance 1 8 RenderHeroProbeUpdateRate 1 2 RenderHeroProbeConservativeUpdateMultiplier 1 8 +RenderCASSharpness 1 0.4 // // High Ultra Graphics Settings (deferred + SSAO + all shadows) @@ -290,6 +296,7 @@ RenderHeroProbeResolution 1 1024 RenderHeroProbeDistance 1 16 RenderHeroProbeUpdateRate 1 1 RenderHeroProbeConservativeUpdateMultiplier 1 4 +RenderCASSharpness 1 0.4 // // Ultra graphics (REALLY PURTY!) @@ -325,6 +332,7 @@ RenderHeroProbeResolution 1 2048 RenderHeroProbeDistance 1 16 RenderHeroProbeUpdateRate 1 1 RenderHeroProbeConservativeUpdateMultiplier 1 4 +RenderCASSharpness 1 0.4 // // Class Unknown Hardware (unknown) diff --git a/indra/newview/featuretable_mac.txt b/indra/newview/featuretable_mac.txt index 008e4c8882..8eaf5894ab 100644 --- a/indra/newview/featuretable_mac.txt +++ b/indra/newview/featuretable_mac.txt @@ -77,6 +77,7 @@ RenderHeroProbeResolution 1 2048 RenderHeroProbeDistance 1 16 RenderHeroProbeUpdateRate 1 4 RenderHeroProbeConservativeUpdateMultiplier 1 16 +RenderCASSharpness 1 1 // // Low Graphics Settings @@ -112,6 +113,7 @@ RenderHeroProbeResolution 1 256 RenderHeroProbeDistance 1 4 RenderHeroProbeUpdateRate 1 6 RenderHeroProbeConservativeUpdateMultiplier 1 16 +RenderCASSharpness 1 0 // // Medium Low Graphics Settings @@ -147,6 +149,7 @@ RenderHeroProbeResolution 1 256 RenderHeroProbeDistance 1 6 RenderHeroProbeUpdateRate 1 3 RenderHeroProbeConservativeUpdateMultiplier 1 16 +RenderCASSharpness 1 0 // // Medium Graphics Settings (standard) @@ -182,6 +185,7 @@ RenderHeroProbeResolution 1 512 RenderHeroProbeDistance 1 6 RenderHeroProbeUpdateRate 1 3 RenderHeroProbeConservativeUpdateMultiplier 1 16 +RenderCASSharpness 1 0 // // Medium High Graphics Settings @@ -217,6 +221,7 @@ RenderHeroProbeResolution 1 512 RenderHeroProbeDistance 1 6 RenderHeroProbeUpdateRate 1 2 RenderHeroProbeConservativeUpdateMultiplier 1 8 +RenderCASSharpness 1 0 // // High Graphics Settings (SSAO + sun shadows) @@ -252,6 +257,7 @@ RenderHeroProbeResolution 1 512 RenderHeroProbeDistance 1 8 RenderHeroProbeUpdateRate 1 2 RenderHeroProbeConservativeUpdateMultiplier 1 8 +RenderCASSharpness 1 0 // // High Ultra Graphics Settings (SSAO + all shadows) @@ -287,6 +293,7 @@ RenderHeroProbeResolution 1 512 RenderHeroProbeDistance 1 16 RenderHeroProbeUpdateRate 1 1 RenderHeroProbeConservativeUpdateMultiplier 1 4 +RenderCASSharpness 1 0.4 // // Ultra graphics (REALLY PURTY!) @@ -322,6 +329,7 @@ RenderHeroProbeResolution 1 1024 RenderHeroProbeDistance 1 16 RenderHeroProbeUpdateRate 1 1 RenderHeroProbeConservativeUpdateMultiplier 1 4 +RenderCASSharpness 1 0.4 // // Class Unknown Hardware (unknown) diff --git a/indra/newview/llviewershadermgr.cpp b/indra/newview/llviewershadermgr.cpp index 993e8742e0..d1dea16bc0 100644 --- a/indra/newview/llviewershadermgr.cpp +++ b/indra/newview/llviewershadermgr.cpp @@ -201,6 +201,7 @@ LLGLSLShader gExposureProgram; LLGLSLShader gExposureProgramNoFade; LLGLSLShader gLuminanceProgram; LLGLSLShader gFXAAProgram; +LLGLSLShader gCASProgram; LLGLSLShader gDeferredPostNoDoFProgram; LLGLSLShader gDeferredWLSkyProgram; LLGLSLShader gEnvironmentMapProgram; @@ -2344,6 +2345,16 @@ bool LLViewerShaderMgr::loadShadersDeferred() gFXAAProgram.mShaderFiles.clear(); gFXAAProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredV.glsl", GL_VERTEX_SHADER)); gFXAAProgram.mShaderFiles.push_back(make_pair("deferred/fxaaF.glsl", GL_FRAGMENT_SHADER)); + + if (gGLManager.mGLVersion > 3.9) + { + gFXAAProgram.addPermutation("FXAA_GLSL_400", "1"); + } + else + { + gFXAAProgram.addPermutation("FXAA_GLSL_130", "1"); + } + gFXAAProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; success = gFXAAProgram.createShader(); llassert(success); @@ -2351,6 +2362,17 @@ bool LLViewerShaderMgr::loadShadersDeferred() if (success) { + gCASProgram.mName = "Contrast Adaptive Sharpening Shader"; + gCASProgram.mFeatures.hasSrgb = true; + gCASProgram.mShaderFiles.clear(); + gCASProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredNoTCV.glsl", GL_VERTEX_SHADER)); + gCASProgram.mShaderFiles.push_back(make_pair("deferred/CASF.glsl", GL_FRAGMENT_SHADER)); + gCASProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; + gCASProgram.createShader(); + } + + if (success) + { gDeferredPostProgram.mName = "Deferred Post Shader"; gDeferredPostProgram.mFeatures.isDeferred = true; gDeferredPostProgram.mShaderFiles.clear(); diff --git a/indra/newview/llviewershadermgr.h b/indra/newview/llviewershadermgr.h index 59b613b7ea..b858530c3e 100644 --- a/indra/newview/llviewershadermgr.h +++ b/indra/newview/llviewershadermgr.h @@ -246,6 +246,7 @@ extern LLGLSLShader gDeferredPostProgram; extern LLGLSLShader gDeferredCoFProgram; extern LLGLSLShader gDeferredDoFCombineProgram; extern LLGLSLShader gFXAAProgram; +extern LLGLSLShader gCASProgram; extern LLGLSLShader gDeferredPostNoDoFProgram; extern LLGLSLShader gDeferredPostGammaCorrectProgram; extern LLGLSLShader gNoPostGammaCorrectProgram; diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp index 57cabcd18f..eaf54356a2 100644 --- a/indra/newview/pipeline.cpp +++ b/indra/newview/pipeline.cpp @@ -117,6 +117,17 @@ #include "llenvironment.h" #include "llsettingsvo.h" +#ifndef LL_WINDOWS +#define A_GCC 1 +#pragma GCC diagnostic ignored "-Wunused-function" +#pragma GCC diagnostic ignored "-Wunused-variable" +#if LL_LINUX +#pragma GCC diagnostic ignored "-Wrestrict" +#endif +#endif +#define A_CPU 1 +#include "app_settings/shaders/class1/deferred/CASF.glsl" // This is also C++ + extern bool gSnapshot; bool gShiftFrame = false; @@ -7133,6 +7144,51 @@ void LLPipeline::generateGlow(LLRenderTarget* src) } } +void LLPipeline::applyCAS(LLRenderTarget* src, LLRenderTarget* dst) +{ + static LLCachedControl<F32> cas_sharpness(gSavedSettings, "RenderCASSharpness", 0.4f); + if (cas_sharpness == 0.0f) + { + gPipeline.copyRenderTarget(src, dst); + return; + } + + LLGLSLShader* sharpen_shader = &gCASProgram; + + // Bind setup: + dst->bindTarget(); + + sharpen_shader->bind(); + + { + static LLStaticHashedString cas_param_0("cas_param_0"); + static LLStaticHashedString cas_param_1("cas_param_1"); + static LLStaticHashedString out_screen_res("out_screen_res"); + + varAU4(const0); + varAU4(const1); + CasSetup(const0, const1, + cas_sharpness(), // Sharpness tuning knob (0.0 to 1.0). + (AF1)src->getWidth(), (AF1)src->getHeight(), // Input size. + (AF1)dst->getWidth(), (AF1)dst->getHeight()); // Output size. + + sharpen_shader->uniform4uiv(cas_param_0, 1, const0); + sharpen_shader->uniform4uiv(cas_param_1, 1, const1); + + sharpen_shader->uniform2f(out_screen_res, (AF1)dst->getWidth(), (AF1)dst->getHeight()); + } + + sharpen_shader->bindTexture(LLShaderMgr::DEFERRED_DIFFUSE, src, false, LLTexUnit::TFO_POINT); + + // Draw + gPipeline.mScreenTriangleVB->setBuffer(); + gPipeline.mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); + + sharpen_shader->unbind(); + + dst->flush(); +} + void LLPipeline::applyFXAA(LLRenderTarget* src, LLRenderTarget* dst) { { @@ -7502,13 +7558,15 @@ void LLPipeline::renderFinalize() gGLViewport[3] = gViewerWindow->getWorldViewRectRaw().getHeight(); glViewport(gGLViewport[0], gGLViewport[1], gGLViewport[2], gGLViewport[3]); - renderDoF(&mRT->screen, &mPostMap); + applyCAS(&mRT->screen, &mPostMap); + + renderDoF(&mPostMap, &mRT->screen); - applyFXAA(&mPostMap, &mRT->screen); - LLRenderTarget* finalBuffer = &mRT->screen; + applyFXAA(&mRT->screen, &mPostMap); + LLRenderTarget* finalBuffer = &mPostMap; if (RenderBufferVisualization > -1) { - finalBuffer = &mPostMap; + finalBuffer = &mRT->screen; switch (RenderBufferVisualization) { case 0: diff --git a/indra/newview/pipeline.h b/indra/newview/pipeline.h index 024303d5f0..1c87b71d06 100644 --- a/indra/newview/pipeline.h +++ b/indra/newview/pipeline.h @@ -157,6 +157,7 @@ public: void generateExposure(LLRenderTarget* src, LLRenderTarget* dst, bool use_history = true); void gammaCorrect(LLRenderTarget* src, LLRenderTarget* dst); void generateGlow(LLRenderTarget* src); + void applyCAS(LLRenderTarget* src, LLRenderTarget* dst); void applyFXAA(LLRenderTarget* src, LLRenderTarget* dst); void renderDoF(LLRenderTarget* src, LLRenderTarget* dst); void copyRenderTarget(LLRenderTarget* src, LLRenderTarget* dst); diff --git a/indra/newview/skins/default/xui/en/floater_preferences_graphics_advanced.xml b/indra/newview/skins/default/xui/en/floater_preferences_graphics_advanced.xml index 7bc81a1f79..3e578e94f4 100644 --- a/indra/newview/skins/default/xui/en/floater_preferences_graphics_advanced.xml +++ b/indra/newview/skins/default/xui/en/floater_preferences_graphics_advanced.xml @@ -881,7 +881,26 @@ value="1"/> </combo_box> <!-- End of mirror settings --> - + <!-- Sharpening Settings --> + <slider + control_name="RenderCASSharpness" + decimal_digits="1" + follows="left|top" + height="16" + increment="0.1" + initial_value="160" + label="Sharpening:" + label_width="145" + layout="topleft" + left="420" + min_val="0.0" + max_val="1.0" + name="RenderSharpness" + show_text="true" + top_delta="24" + width="260"> + </slider> + <!-- End of Sharpening Settings--> <!-- End of Advanced Settings block --> <view_border bevel_style="in" |