From cbca17825614d18a96994c94ec0c38e9d8e812cf Mon Sep 17 00:00:00 2001 From: Rye Mutt Date: Sat, 24 Aug 2024 00:55:32 -0400 Subject: Add Contrast Adaptive Sharpening post process effect(#2399) --- indra/newview/app_settings/settings.xml | 11 + .../app_settings/shaders/class1/deferred/CASF.glsl | 2558 ++++++++++++++++++++ 2 files changed, 2569 insertions(+) create mode 100644 indra/newview/app_settings/shaders/class1/deferred/CASF.glsl (limited to 'indra/newview/app_settings') 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 @@ Value 00000000-0000-0000-0000-000000000000 + RenderCASSharpness + + Comment + Level of sharpening to apply via Contrast Adaptive Sharpening (0.0(off) - 1.0) + Persist + 1 + Type + F32 + Value + 0.4 + ReplaySession Comment 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>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<>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<>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<>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 -- cgit v1.2.3 From 2ca193ce468cd4420e0ed47a7991661d1b1ca635 Mon Sep 17 00:00:00 2001 From: Rye Cogtail Date: Fri, 23 Aug 2024 22:06:28 -0400 Subject: Improve FXAA quality and performance when GL version is greater then 4 Adds gather4 support under GLSL 4.0+ --- .../app_settings/shaders/class1/deferred/fxaaF.glsl | 20 +++++++++++++++++--- 1 file changed, 17 insertions(+), 3 deletions(-) (limited to 'indra/newview/app_settings') 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 -- cgit v1.2.3 From 5c16ae13758bdfe8fe1f13d5f67eabbb6eaa30a1 Mon Sep 17 00:00:00 2001 From: Andrey Kleshchev Date: Tue, 27 Aug 2024 12:02:41 +0300 Subject: viewer#2413 Remove obsolete alert about expiring voice morphs --- indra/newview/app_settings/settings.xml | 11 ----------- 1 file changed, 11 deletions(-) (limited to 'indra/newview/app_settings') diff --git a/indra/newview/app_settings/settings.xml b/indra/newview/app_settings/settings.xml index c5fea2786c..ec06582d90 100644 --- a/indra/newview/app_settings/settings.xml +++ b/indra/newview/app_settings/settings.xml @@ -13158,17 +13158,6 @@ Value 0 - VoiceEffectExpiryWarningTime - - Comment - How much notice to give of Voice Morph subscriptions expiry, in seconds. - Persist - 1 - Type - S32 - Value - 259200 - VoiceMorphingEnabled Comment -- cgit v1.2.3 From 00acf4fdb7e953726240f76f8b5103c82e0ce692 Mon Sep 17 00:00:00 2001 From: RunitaiLinden Date: Tue, 27 Aug 2024 16:32:28 -0500 Subject: #2432 Make nametags default to "show briefly" --- indra/newview/app_settings/settings.xml | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'indra/newview/app_settings') diff --git a/indra/newview/app_settings/settings.xml b/indra/newview/app_settings/settings.xml index ec06582d90..1d8cae4e95 100644 --- a/indra/newview/app_settings/settings.xml +++ b/indra/newview/app_settings/settings.xml @@ -10314,7 +10314,7 @@ Type S32 Value - 1 + 2 ShowAxes -- cgit v1.2.3 From f8d48f6a29f312724b826806fdc2f9b5ed85fd13 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Wed, 28 Aug 2024 14:49:13 -0500 Subject: #2432 Restore default nametag behavior. (#2444) After instrumenting nametags some more, really UI rendering performance improvements should just focus on LLFontGL::render --- indra/newview/app_settings/settings.xml | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'indra/newview/app_settings') diff --git a/indra/newview/app_settings/settings.xml b/indra/newview/app_settings/settings.xml index 1d8cae4e95..ec06582d90 100644 --- a/indra/newview/app_settings/settings.xml +++ b/indra/newview/app_settings/settings.xml @@ -10314,7 +10314,7 @@ Type S32 Value - 2 + 1 ShowAxes -- cgit v1.2.3 From 958afaa7a7bfb1217bbffee3fe562f21901277ac Mon Sep 17 00:00:00 2001 From: Rye Mutt Date: Tue, 27 Aug 2024 22:47:32 -0400 Subject: Integrate SMAA and rework post process chain for better visual quality Add SMAA buffer generation passes Add quality levels for both FXAA and SMAA Separate gamma correction and tonemapping for effects that require linear-but-tonemapped inputs Move application of noise to final render pass to screen to avoid damaging other post process effects --- indra/newview/app_settings/settings.xml | 26 +- .../app_settings/shaders/class1/deferred/CASF.glsl | 6 +- .../app_settings/shaders/class1/deferred/SMAA.glsl | 1463 ++++++++++++++++++++ .../shaders/class1/deferred/SMAABlendWeightsF.glsl | 57 + .../shaders/class1/deferred/SMAABlendWeightsV.glsl | 51 + .../shaders/class1/deferred/SMAAEdgeDetectF.glsl | 59 + .../shaders/class1/deferred/SMAAEdgeDetectV.glsl | 45 + .../class1/deferred/SMAANeighborhoodBlendF.glsl | 63 + .../class1/deferred/SMAANeighborhoodBlendV.glsl | 47 + .../shaders/class1/deferred/fxaaF.glsl | 2 +- .../class1/deferred/postDeferredGammaCorrect.glsl | 145 +- .../class1/deferred/postDeferredNoDoFF.glsl | 47 + .../class1/deferred/postDeferredTonemap.glsl | 150 ++ 13 files changed, 2002 insertions(+), 159 deletions(-) create mode 100644 indra/newview/app_settings/shaders/class1/deferred/SMAA.glsl create mode 100644 indra/newview/app_settings/shaders/class1/deferred/SMAABlendWeightsF.glsl create mode 100644 indra/newview/app_settings/shaders/class1/deferred/SMAABlendWeightsV.glsl create mode 100644 indra/newview/app_settings/shaders/class1/deferred/SMAAEdgeDetectF.glsl create mode 100644 indra/newview/app_settings/shaders/class1/deferred/SMAAEdgeDetectV.glsl create mode 100644 indra/newview/app_settings/shaders/class1/deferred/SMAANeighborhoodBlendF.glsl create mode 100644 indra/newview/app_settings/shaders/class1/deferred/SMAANeighborhoodBlendV.glsl create mode 100644 indra/newview/app_settings/shaders/class1/deferred/postDeferredTonemap.glsl (limited to 'indra/newview/app_settings') diff --git a/indra/newview/app_settings/settings.xml b/indra/newview/app_settings/settings.xml index ec06582d90..356462bdf5 100644 --- a/indra/newview/app_settings/settings.xml +++ b/indra/newview/app_settings/settings.xml @@ -7300,7 +7300,7 @@ RenderBufferVisualization Comment - Outputs a selected buffer to the screen. -1 = final render buffer. 0 = Albedo, 1 = Specular/ORM, 2 = Normal, 3 = Emissive, 4 = Eye luminance + Outputs a selected buffer to the screen. -1 = final render buffer. 0 = Albedo, 1 = Specular/ORM, 2 = Normal, 3 = Emissive, 4 = Eye luminance, 5 = FXAA Luminance/SMAA Edge Tex, 6 = SMAA Blend Weights Persist 0 Type @@ -7684,17 +7684,6 @@ Value 0 - RenderPostProcessingHDR - - Comment - Enable HDR for post processing buffer - Persist - 1 - Type - Boolean - Value - 0 - RenderHDRIExposure Comment @@ -8399,7 +8388,18 @@ RenderFSAASamples Comment - Number of samples to use for FSAA (0 = no AA). + Quality of antialiasing: 0 = Low, 1 = Medium, 2 = High, 3 = Ultra + Persist + 1 + Type + U32 + Value + 0 + + RenderFSAAType + + Comment + Type of Antialiasing to use: 0 = None, 1 = FXAA, 2 = SMAA Persist 1 Type diff --git a/indra/newview/app_settings/shaders/class1/deferred/CASF.glsl b/indra/newview/app_settings/shaders/class1/deferred/CASF.glsl index 96d08058cf..e80c59b39f 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/CASF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/CASF.glsl @@ -2067,9 +2067,6 @@ A_STATIC void CasSetup( 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); } //------------------------------------------------------------------------------------------------------------------------------ @@ -2553,6 +2550,7 @@ 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); + diff.a = texture(diffuseRect, vary_fragcoord).a; + frag_color = diff; } #endif diff --git a/indra/newview/app_settings/shaders/class1/deferred/SMAA.glsl b/indra/newview/app_settings/shaders/class1/deferred/SMAA.glsl new file mode 100644 index 0000000000..fdb77cce6e --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/SMAA.glsl @@ -0,0 +1,1463 @@ +/** + * @file SMAA.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 + * $/LicenseInfo$ + */ + +#extension GL_ARB_texture_rectangle : enable +#extension GL_ARB_shader_texture_lod : enable +#extension GL_EXT_gpu_shader4 : enable + +/*[EXTRA_CODE_HERE]*/ + +#ifdef VERTEX_SHADER + #define SMAA_INCLUDE_VS 1 + #define SMAA_INCLUDE_PS 0 +#else + #define SMAA_INCLUDE_VS 0 + #define SMAA_INCLUDE_PS 1 +#endif + +uniform vec4 SMAA_RT_METRICS; + +/** + * Copyright (C) 2013 Jorge Jimenez (jorge@iryoku.com) + * Copyright (C) 2013 Jose I. Echevarria (joseignacioechevarria@gmail.com) + * Copyright (C) 2013 Belen Masia (bmasia@unizar.es) + * Copyright (C) 2013 Fernando Navarro (fernandn@microsoft.com) + * Copyright (C) 2013 Diego Gutierrez (diegog@unizar.es) + * + * Permission is hereby granted, free of charge, to any person obtaining a copy + * this software and associated documentation files (the "Software"), to deal in + * the Software without restriction, including without limitation the rights to + * use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies + * of the Software, and to permit persons to whom the Software is furnished to + * do so, subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included in + * all copies or substantial portions of the Software. As clarification, there + * is no requirement that the copyright notice and permission be included in + * binary distributions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, + * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE + * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER + * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, + * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE + * SOFTWARE. + */ + + +/** + * _______ ___ ___ ___ ___ + * / || \/ | / \ / \ + * | (---- | \ / | / ^ \ / ^ \ + * \ \ | |\/| | / /_\ \ / /_\ \ + * ----) | | | | | / _____ \ / _____ \ + * |_______/ |__| |__| /__/ \__\ /__/ \__\ + * + * E N H A N C E D + * S U B P I X E L M O R P H O L O G I C A L A N T I A L I A S I N G + * + * http://www.iryoku.com/smaa/ + * + * Hi, welcome aboard! + * + * Here you'll find instructions to get the shader up and running as fast as + * possible. + * + * IMPORTANTE NOTICE: when updating, remember to update both this file and the + * precomputed textures! They may change from version to version. + * + * The shader has three passes, chained together as follows: + * + * |input|------------------� + * v | + * [ SMAA*EdgeDetection ] | + * v | + * |edgesTex| | + * v | + * [ SMAABlendingWeightCalculation ] | + * v | + * |blendTex| | + * v | + * [ SMAANeighborhoodBlending ] <------� + * v + * |output| + * + * Note that each [pass] has its own vertex and pixel shader. Remember to use + * oversized triangles instead of quads to avoid overshading along the + * diagonal. + * + * You've three edge detection methods to choose from: luma, color or depth. + * They represent different quality/performance and anti-aliasing/sharpness + * tradeoffs, so our recommendation is for you to choose the one that best + * suits your particular scenario: + * + * - Depth edge detection is usually the fastest but it may miss some edges. + * + * - Luma edge detection is usually more expensive than depth edge detection, + * but catches visible edges that depth edge detection can miss. + * + * - Color edge detection is usually the most expensive one but catches + * chroma-only edges. + * + * For quickstarters: just use luma edge detection. + * + * The general advice is to not rush the integration process and ensure each + * step is done correctly (don't try to integrate SMAA T2x with predicated edge + * detection from the start!). Ok then, let's go! + * + * 1. The first step is to create two RGBA temporal render targets for holding + * |edgesTex| and |blendTex|. + * + * In DX10 or DX11, you can use a RG render target for the edges texture. + * In the case of NVIDIA GPUs, using RG render targets seems to actually be + * slower. + * + * On the Xbox 360, you can use the same render target for resolving both + * |edgesTex| and |blendTex|, as they aren't needed simultaneously. + * + * 2. Both temporal render targets |edgesTex| and |blendTex| must be cleared + * each frame. Do not forget to clear the alpha channel! + * + * 3. The next step is loading the two supporting precalculated textures, + * 'areaTex' and 'searchTex'. You'll find them in the 'Textures' folder as + * C++ headers, and also as regular DDS files. They'll be needed for the + * 'SMAABlendingWeightCalculation' pass. + * + * If you use the C++ headers, be sure to load them in the format specified + * inside of them. + * + * You can also compress 'areaTex' and 'searchTex' using BC5 and BC4 + * respectively, if you have that option in your content processor pipeline. + * When compressing then, you get a non-perceptible quality decrease, and a + * marginal performance increase. + * + * 4. All samplers must be set to linear filtering and clamp. + * + * After you get the technique working, remember that 64-bit inputs have + * half-rate linear filtering on GCN. + * + * If SMAA is applied to 64-bit color buffers, switching to point filtering + * when accesing them will increase the performance. Search for + * 'SMAASamplePoint' to see which textures may benefit from point + * filtering, and where (which is basically the color input in the edge + * detection and resolve passes). + * + * 5. All texture reads and buffer writes must be non-sRGB, with the exception + * of the input read and the output write in + * 'SMAANeighborhoodBlending' (and only in this pass!). If sRGB reads in + * this last pass are not possible, the technique will work anyway, but + * will perform antialiasing in gamma space. + * + * IMPORTANT: for best results the input read for the color/luma edge + * detection should *NOT* be sRGB. + * + * 6. Before including SMAA.h you'll have to setup the render target metrics, + * the target and any optional configuration defines. Optionally you can + * use a preset. + * + * You have the following targets available: + * SMAA_HLSL_3 + * SMAA_HLSL_4 + * SMAA_HLSL_4_1 + * SMAA_GLSL_2 * + * SMAA_GLSL_3 * + * SMAA_GLSL_4 * + * + * * (See SMAA_INCLUDE_VS and SMAA_INCLUDE_PS below). + * + * And four presets: + * SMAA_PRESET_LOW (%60 of the quality) + * SMAA_PRESET_MEDIUM (%80 of the quality) + * SMAA_PRESET_HIGH (%95 of the quality) + * SMAA_PRESET_ULTRA (%99 of the quality) + * + * For example: + * #define SMAA_RT_METRICS float4(1.0 / 1280.0, 1.0 / 720.0, 1280.0, 720.0) + * #define SMAA_HLSL_4 + * #define SMAA_PRESET_HIGH + * #include "SMAA.h" + * + * Note that SMAA_RT_METRICS doesn't need to be a macro, it can be a + * uniform variable. The code is designed to minimize the impact of not + * using a constant value, but it is still better to hardcode it. + * + * Depending on how you encoded 'areaTex' and 'searchTex', you may have to + * add (and customize) the following defines before including SMAA.h: + * #define SMAA_AREATEX_SELECT(sample) sample.rg + * #define SMAA_SEARCHTEX_SELECT(sample) sample.r + * + * If your engine is already using porting macros, you can define + * SMAA_CUSTOM_SL, and define the porting functions by yourself. + * + * 7. Then, you'll have to setup the passes as indicated in the scheme above. + * You can take a look into SMAA.fx, to see how we did it for our demo. + * Checkout the function wrappers, you may want to copy-paste them! + * + * 8. It's recommended to validate the produced |edgesTex| and |blendTex|. + * You can use a screenshot from your engine to compare the |edgesTex| + * and |blendTex| produced inside of the engine with the results obtained + * with the reference demo. + * + * 9. After you get the last pass to work, it's time to optimize. You'll have + * to initialize a stencil buffer in the first pass (discard is already in + * the code), then mask execution by using it the second pass. The last + * pass should be executed in all pixels. + * + * + * After this point you can choose to enable predicated thresholding, + * temporal supersampling and motion blur integration: + * + * a) If you want to use predicated thresholding, take a look into + * SMAA_PREDICATION; you'll need to pass an extra texture in the edge + * detection pass. + * + * b) If you want to enable temporal supersampling (SMAA T2x): + * + * 1. The first step is to render using subpixel jitters. I won't go into + * detail, but it's as simple as moving each vertex position in the + * vertex shader, you can check how we do it in our DX10 demo. + * + * 2. Then, you must setup the temporal resolve. You may want to take a look + * into SMAAResolve for resolving 2x modes. After you get it working, you'll + * probably see ghosting everywhere. But fear not, you can enable the + * CryENGINE temporal reprojection by setting the SMAA_REPROJECTION macro. + * Check out SMAA_DECODE_VELOCITY if your velocity buffer is encoded. + * + * 3. The next step is to apply SMAA to each subpixel jittered frame, just as + * done for 1x. + * + * 4. At this point you should already have something usable, but for best + * results the proper area textures must be set depending on current jitter. + * For this, the parameter 'subsampleIndices' of + * 'SMAABlendingWeightCalculationPS' must be set as follows, for our T2x + * mode: + * + * @SUBSAMPLE_INDICES + * + * | S# | Camera Jitter | subsampleIndices | + * +----+------------------+---------------------+ + * | 0 | ( 0.25, -0.25) | float4(1, 1, 1, 0) | + * | 1 | (-0.25, 0.25) | float4(2, 2, 2, 0) | + * + * These jitter positions assume a bottom-to-top y axis. S# stands for the + * sample number. + * + * More information about temporal supersampling here: + * http://iryoku.com/aacourse/downloads/13-Anti-Aliasing-Methods-in-CryENGINE-3.pdf + * + * c) If you want to enable spatial multisampling (SMAA S2x): + * + * 1. The scene must be rendered using MSAA 2x. The MSAA 2x buffer must be + * created with: + * - DX10: see below (*) + * - DX10.1: D3D10_STANDARD_MULTISAMPLE_PATTERN or + * - DX11: D3D11_STANDARD_MULTISAMPLE_PATTERN + * + * This allows to ensure that the subsample order matches the table in + * @SUBSAMPLE_INDICES. + * + * (*) In the case of DX10, we refer the reader to: + * - SMAA::detectMSAAOrder and + * - SMAA::msaaReorder + * + * These functions allow to match the standard multisample patterns by + * detecting the subsample order for a specific GPU, and reordering + * them appropriately. + * + * 2. A shader must be run to output each subsample into a separate buffer + * (DX10 is required). You can use SMAASeparate for this purpose, or just do + * it in an existing pass (for example, in the tone mapping pass, which has + * the advantage of feeding tone mapped subsamples to SMAA, which will yield + * better results). + * + * 3. The full SMAA 1x pipeline must be run for each separated buffer, storing + * the results in the final buffer. The second run should alpha blend with + * the existing final buffer using a blending factor of 0.5. + * 'subsampleIndices' must be adjusted as in the SMAA T2x case (see point + * b). + * + * d) If you want to enable temporal supersampling on top of SMAA S2x + * (which actually is SMAA 4x): + * + * 1. SMAA 4x consists on temporally jittering SMAA S2x, so the first step is + * to calculate SMAA S2x for current frame. In this case, 'subsampleIndices' + * must be set as follows: + * + * | F# | S# | Camera Jitter | Net Jitter | subsampleIndices | + * +----+----+--------------------+-------------------+----------------------+ + * | 0 | 0 | ( 0.125, 0.125) | ( 0.375, -0.125) | float4(5, 3, 1, 3) | + * | 0 | 1 | ( 0.125, 0.125) | (-0.125, 0.375) | float4(4, 6, 2, 3) | + * +----+----+--------------------+-------------------+----------------------+ + * | 1 | 2 | (-0.125, -0.125) | ( 0.125, -0.375) | float4(3, 5, 1, 4) | + * | 1 | 3 | (-0.125, -0.125) | (-0.375, 0.125) | float4(6, 4, 2, 4) | + * + * These jitter positions assume a bottom-to-top y axis. F# stands for the + * frame number. S# stands for the sample number. + * + * 2. After calculating SMAA S2x for current frame (with the new subsample + * indices), previous frame must be reprojected as in SMAA T2x mode (see + * point b). + * + * e) If motion blur is used, you may want to do the edge detection pass + * together with motion blur. This has two advantages: + * + * 1. Pixels under heavy motion can be omitted from the edge detection process. + * For these pixels we can just store "no edge", as motion blur will take + * care of them. + * 2. The center pixel tap is reused. + * + * Note that in this case depth testing should be used instead of stenciling, + * as we have to write all the pixels in the motion blur pass. + * + * That's it! + */ + +//----------------------------------------------------------------------------- +// SMAA Presets + +/** + * Note that if you use one of these presets, the following configuration + * macros will be ignored if set in the "Configurable Defines" section. + */ + +#if defined(SMAA_PRESET_LOW) +#define SMAA_THRESHOLD 0.15 +#define SMAA_MAX_SEARCH_STEPS 4 +#define SMAA_DISABLE_DIAG_DETECTION +#define SMAA_DISABLE_CORNER_DETECTION +#elif defined(SMAA_PRESET_MEDIUM) +#define SMAA_THRESHOLD 0.1 +#define SMAA_MAX_SEARCH_STEPS 8 +#define SMAA_DISABLE_DIAG_DETECTION +#define SMAA_DISABLE_CORNER_DETECTION +#elif defined(SMAA_PRESET_HIGH) +#define SMAA_THRESHOLD 0.1 +#define SMAA_MAX_SEARCH_STEPS 16 +#define SMAA_MAX_SEARCH_STEPS_DIAG 8 +#define SMAA_CORNER_ROUNDING 25 +#elif defined(SMAA_PRESET_ULTRA) +#define SMAA_THRESHOLD 0.05 +#define SMAA_MAX_SEARCH_STEPS 32 +#define SMAA_MAX_SEARCH_STEPS_DIAG 16 +#define SMAA_CORNER_ROUNDING 25 +#endif + +//----------------------------------------------------------------------------- +// Configurable Defines + +/** + * SMAA_THRESHOLD specifies the threshold or sensitivity to edges. + * Lowering this value you will be able to detect more edges at the expense of + * performance. + * + * Range: [0, 0.5] + * 0.1 is a reasonable value, and allows to catch most visible edges. + * 0.05 is a rather overkill value, that allows to catch 'em all. + * + * If temporal supersampling is used, 0.2 could be a reasonable value, as low + * contrast edges are properly filtered by just 2x. + */ +#ifndef SMAA_THRESHOLD +#define SMAA_THRESHOLD 0.1 +#endif + +/** + * SMAA_DEPTH_THRESHOLD specifies the threshold for depth edge detection. + * + * Range: depends on the depth range of the scene. + */ +#ifndef SMAA_DEPTH_THRESHOLD +#define SMAA_DEPTH_THRESHOLD (0.1 * SMAA_THRESHOLD) +#endif + +/** + * SMAA_MAX_SEARCH_STEPS specifies the maximum steps performed in the + * horizontal/vertical pattern searches, at each side of the pixel. + * + * In number of pixels, it's actually the double. So the maximum line length + * perfectly handled by, for example 16, is 64 (by perfectly, we meant that + * longer lines won't look as good, but still antialiased). + * + * Range: [0, 112] + */ +#ifndef SMAA_MAX_SEARCH_STEPS +#define SMAA_MAX_SEARCH_STEPS 16 +#endif + +/** + * SMAA_MAX_SEARCH_STEPS_DIAG specifies the maximum steps performed in the + * diagonal pattern searches, at each side of the pixel. In this case we jump + * one pixel at time, instead of two. + * + * Range: [0, 20] + * + * On high-end machines it is cheap (between a 0.8x and 0.9x slower for 16 + * steps), but it can have a significant impact on older machines. + * + * Define SMAA_DISABLE_DIAG_DETECTION to disable diagonal processing. + */ +#ifndef SMAA_MAX_SEARCH_STEPS_DIAG +#define SMAA_MAX_SEARCH_STEPS_DIAG 8 +#endif + +/** + * SMAA_CORNER_ROUNDING specifies how much sharp corners will be rounded. + * + * Range: [0, 100] + * + * Define SMAA_DISABLE_CORNER_DETECTION to disable corner processing. + */ +#ifndef SMAA_CORNER_ROUNDING +#define SMAA_CORNER_ROUNDING 25 +#endif + +/** + * If there is an neighbor edge that has SMAA_LOCAL_CONTRAST_FACTOR times + * bigger contrast than current edge, current edge will be discarded. + * + * This allows to eliminate spurious crossing edges, and is based on the fact + * that, if there is too much contrast in a direction, that will hide + * perceptually contrast in the other neighbors. + */ +#ifndef SMAA_LOCAL_CONTRAST_ADAPTATION_FACTOR +#define SMAA_LOCAL_CONTRAST_ADAPTATION_FACTOR 2.0 +#endif + +/** + * Predicated thresholding allows to better preserve texture details and to + * improve performance, by decreasing the number of detected edges using an + * additional buffer like the light accumulation buffer, object ids or even the + * depth buffer (the depth buffer usage may be limited to indoor or short range + * scenes). + * + * It locally decreases the luma or color threshold if an edge is found in an + * additional buffer (so the global threshold can be higher). + * + * This method was developed by Playstation EDGE MLAA team, and used in + * Killzone 3, by using the light accumulation buffer. More information here: + * http://iryoku.com/aacourse/downloads/06-MLAA-on-PS3.pptx + */ +#ifndef SMAA_PREDICATION +#define SMAA_PREDICATION 0 +#endif + +/** + * Threshold to be used in the additional predication buffer. + * + * Range: depends on the input, so you'll have to find the magic number that + * works for you. + */ +#ifndef SMAA_PREDICATION_THRESHOLD +#define SMAA_PREDICATION_THRESHOLD 0.01 +#endif + +/** + * How much to scale the global threshold used for luma or color edge + * detection when using predication. + * + * Range: [1, 5] + */ +#ifndef SMAA_PREDICATION_SCALE +#define SMAA_PREDICATION_SCALE 2.0 +#endif + +/** + * How much to locally decrease the threshold. + * + * Range: [0, 1] + */ +#ifndef SMAA_PREDICATION_STRENGTH +#define SMAA_PREDICATION_STRENGTH 0.4 +#endif + +/** + * Temporal reprojection allows to remove ghosting artifacts when using + * temporal supersampling. We use the CryEngine 3 method which also introduces + * velocity weighting. This feature is of extreme importance for totally + * removing ghosting. More information here: + * http://iryoku.com/aacourse/downloads/13-Anti-Aliasing-Methods-in-CryENGINE-3.pdf + * + * Note that you'll need to setup a velocity buffer for enabling reprojection. + * For static geometry, saving the previous depth buffer is a viable + * alternative. + */ +#ifndef SMAA_REPROJECTION +#define SMAA_REPROJECTION 0 +#endif + +/** + * SMAA_REPROJECTION_WEIGHT_SCALE controls the velocity weighting. It allows to + * remove ghosting trails behind the moving object, which are not removed by + * just using reprojection. Using low values will exhibit ghosting, while using + * high values will disable temporal supersampling under motion. + * + * Behind the scenes, velocity weighting removes temporal supersampling when + * the velocity of the subsamples differs (meaning they are different objects). + * + * Range: [0, 80] + */ +#ifndef SMAA_REPROJECTION_WEIGHT_SCALE +#define SMAA_REPROJECTION_WEIGHT_SCALE 30.0 +#endif + +/** + * On some compilers, discard and texture cannot be used in vertex shaders. Thus, they need + * to be compiled separately. + */ +#ifndef SMAA_INCLUDE_VS +#define SMAA_INCLUDE_VS 1 +#endif +#ifndef SMAA_INCLUDE_PS +#define SMAA_INCLUDE_PS 1 +#endif + +//----------------------------------------------------------------------------- +// Texture Access Defines + +#ifndef SMAA_AREATEX_SELECT +#if defined(SMAA_HLSL_3) +#define SMAA_AREATEX_SELECT(sample) sample.ra +#else +#define SMAA_AREATEX_SELECT(sample) sample.rg +#endif +#endif + +#ifndef SMAA_SEARCHTEX_SELECT +#define SMAA_SEARCHTEX_SELECT(sample) sample.r +#endif + +#ifndef SMAA_DECODE_VELOCITY +#define SMAA_DECODE_VELOCITY(sample) sample.rg +#endif + +//----------------------------------------------------------------------------- +// Non-Configurable Defines + +#define SMAA_AREATEX_MAX_DISTANCE 16 +#define SMAA_AREATEX_MAX_DISTANCE_DIAG 20 +#define SMAA_AREATEX_PIXEL_SIZE (1.0 / float2(160.0, 560.0)) +#define SMAA_AREATEX_SUBTEX_SIZE (1.0 / 7.0) +#define SMAA_SEARCHTEX_SIZE float2(66.0, 33.0) +#define SMAA_SEARCHTEX_PACKED_SIZE float2(64.0, 16.0) +#define SMAA_CORNER_ROUNDING_NORM (float(SMAA_CORNER_ROUNDING) / 100.0) + +//----------------------------------------------------------------------------- +// Porting Functions + +#if defined(SMAA_HLSL_3) +#ifndef SMAA_FLIP_Y +#define SMAA_FLIP_Y 0 +#endif // SMAA_FLIP_Y +#define SMAATexture2D(tex) sampler2D tex +#define SMAATexturePass2D(tex) tex +#define SMAASampleLevelZero(tex, coord) tex2Dlod(tex, float4(coord, 0.0, 0.0)) +#define SMAASampleLevelZeroPoint(tex, coord) tex2Dlod(tex, float4(coord, 0.0, 0.0)) +#define SMAASampleLevelZeroOffset(tex, coord, offset) tex2Dlod(tex, float4(coord + offset * SMAA_RT_METRICS.xy, 0.0, 0.0)) +#define SMAASample(tex, coord) tex2D(tex, coord) +#define SMAASamplePoint(tex, coord) tex2D(tex, coord) +#define SMAASampleOffset(tex, coord, offset) tex2D(tex, coord + offset * SMAA_RT_METRICS.xy) +#define SMAA_FLATTEN [flatten] +#define SMAA_BRANCH [branch] +#endif +#if defined(SMAA_HLSL_4) || defined(SMAA_HLSL_4_1) +#ifndef SMAA_FLIP_Y +#define SMAA_FLIP_Y 0 +#endif // SMAA_FLIP_Y +SamplerState LinearSampler { Filter = MIN_MAG_LINEAR_MIP_POINT; AddressU = Clamp; AddressV = Clamp; }; +SamplerState PointSampler { Filter = MIN_MAG_MIP_POINT; AddressU = Clamp; AddressV = Clamp; }; +#define SMAATexture2D(tex) Texture2D tex +#define SMAATexturePass2D(tex) tex +#define SMAASampleLevelZero(tex, coord) tex.SampleLevel(LinearSampler, coord, 0) +#define SMAASampleLevelZeroPoint(tex, coord) tex.SampleLevel(PointSampler, coord, 0) +#define SMAASampleLevelZeroOffset(tex, coord, offset) tex.SampleLevel(LinearSampler, coord, 0, offset) +#define SMAASample(tex, coord) tex.Sample(LinearSampler, coord) +#define SMAASamplePoint(tex, coord) tex.Sample(PointSampler, coord) +#define SMAASampleOffset(tex, coord, offset) tex.Sample(LinearSampler, coord, offset) +#define SMAA_FLATTEN [flatten] +#define SMAA_BRANCH [branch] +#define SMAATexture2DMS2(tex) Texture2DMS tex +#define SMAALoad(tex, pos, sample) tex.Load(pos, sample) +#if defined(SMAA_HLSL_4_1) +#define SMAAGather(tex, coord) tex.Gather(LinearSampler, coord, 0) +#endif +#endif + +#if defined(SMAA_GLSL_2) || defined(SMAA_GLSL_3) || defined(SMAA_GLSL_4) +#ifndef SMAA_FLIP_Y +#define SMAA_FLIP_Y 1 +#endif // SMAA_FLIP_Y + +#define SMAATexture2D(tex) sampler2D tex +#define SMAATexturePass2D(tex) tex +#if defined(SMAA_GLSL_2) +#define SMAASampleLevelZero(tex, coord) texture2DLod(tex, coord, 0.0) +#define SMAASampleLevelZeroPoint(tex, coord) texture2DLod(tex, coord, 0.0) +#define SMAASampleLevelZeroOffset(tex, coord, offset) texture2DLodOffset(tex, coord, 0.0, offset) +#define SMAASample(tex, coord) texture2D(tex, coord) +#define SMAASamplePoint(tex, coord) texture2D(tex, coord) +#define SMAASampleOffset(tex, coord, offset) texture2D(tex, coord, offset) +#else +#define SMAASampleLevelZero(tex, coord) textureLod(tex, coord, 0.0) +#define SMAASampleLevelZeroPoint(tex, coord) textureLod(tex, coord, 0.0) +#define SMAASampleLevelZeroOffset(tex, coord, offset) textureLodOffset(tex, coord, 0.0, offset) +#define SMAASample(tex, coord) texture(tex, coord) +#define SMAASamplePoint(tex, coord) texture(tex, coord) +#define SMAASampleOffset(tex, coord, offset) textureOffset(tex, coord, offset) +#endif +#define SMAA_FLATTEN +#define SMAA_BRANCH +#define lerp(a, b, t) mix(a, b, t) +#define saturate(a) clamp(a, 0.0, 1.0) +#if defined(SMAA_GLSL_4) +#define mad(a, b, c) fma(a, b, c) +#define SMAAGather(tex, coord) textureGather(tex, coord) +#else +#define mad(a, b, c) (a * b + c) +#endif +#if defined(SMAA_GLSL_3) || defined(SMAA_GLSL_4) +#define SMAATexture2DMS2(tex) sampler2DMS tex +#define SMAALoad(tex, pos, sample) texelFetch(tex, pos, sample) +#endif +#define float2 vec2 +#define float3 vec3 +#define float4 vec4 +#define int2 ivec2 +#define int3 ivec3 +#define int4 ivec4 +#define bool2 bvec2 +#define bool3 bvec3 +#define bool4 bvec4 +#endif + +#if !defined(SMAA_HLSL_3) && !defined(SMAA_HLSL_4) && !defined(SMAA_HLSL_4_1) && !defined(SMAA_GLSL_2) && !defined(SMAA_GLSL_3) && !defined(SMAA_GLSL_4) && !defined(SMAA_CUSTOM_SL) +#error you must define the shading language: SMAA_HLSL_*, SMAA_GLSL_* or SMAA_CUSTOM_SL +#endif + + +#if SMAA_FLIP_Y + +#define API_V_DIR(v) -(v) +#define API_V_COORD(v) (1.0 - v) +#define API_V_BELOW(v1, v2) v1 < v2 +#define API_V_ABOVE(v1, v2) v1 > v2 + +#else // VULKAN_FLIP + +#define API_V_DIR(v) v +#define API_V_COORD(v) v +#define API_V_BELOW(v1, v2) v1 > v2 +#define API_V_ABOVE(v1, v2) v1 < v2 + +#endif // VULKAN_FLIP + + +//----------------------------------------------------------------------------- +// Misc functions + +#if SMAA_INCLUDE_PS +/** + * Gathers current pixel, and the top-left neighbors. + */ +float3 SMAAGatherNeighbours(float2 texcoord, + float4 offset[3], + SMAATexture2D(tex)) { + #ifdef SMAAGather + + #if SMAA_FLIP_Y + return SMAAGather(tex, texcoord + SMAA_RT_METRICS.xy * float2(-0.5, 0.5)).zwy; + #else // SMAA_FLIP_Y + return SMAAGather(tex, texcoord + SMAA_RT_METRICS.xy * float2(-0.5, -0.5)).grb; + #endif // SMAA_FLIP_Y + + #else // SMAAGather + float P = SMAASamplePoint(tex, texcoord).r; + float Pleft = SMAASamplePoint(tex, offset[0].xy).r; + float Ptop = SMAASamplePoint(tex, offset[0].zw).r; + return float3(P, Pleft, Ptop); + #endif +} + +/** + * Adjusts the threshold by means of predication. + */ +float2 SMAACalculatePredicatedThreshold(float2 texcoord, + float4 offset[3], + SMAATexture2D(predicationTex)) { + float3 neighbours = SMAAGatherNeighbours(texcoord, offset, SMAATexturePass2D(predicationTex)); + float2 delta = abs(neighbours.xx - neighbours.yz); + float2 edges = step(SMAA_PREDICATION_THRESHOLD, delta); + return SMAA_PREDICATION_SCALE * SMAA_THRESHOLD * (1.0 - SMAA_PREDICATION_STRENGTH * edges); +} + +#endif // SMAA_INCLUDE_PS + +/** + * Conditional move: + */ +void SMAAMovc(bool2 cond, inout float2 variable, float2 value) { + SMAA_FLATTEN if (cond.x) variable.x = value.x; + SMAA_FLATTEN if (cond.y) variable.y = value.y; +} + +void SMAAMovc(bool4 cond, inout float4 variable, float4 value) { + SMAAMovc(cond.xy, variable.xy, value.xy); + SMAAMovc(cond.zw, variable.zw, value.zw); +} + + +#if SMAA_INCLUDE_VS +//----------------------------------------------------------------------------- +// Vertex Shaders + +/** + * Edge Detection Vertex Shader + */ +void SMAAEdgeDetectionVS(float2 texcoord, + out float4 offset[3]) { + offset[0] = mad(SMAA_RT_METRICS.xyxy, float4(-1.0, 0.0, 0.0, API_V_DIR(-1.0)), texcoord.xyxy); + offset[1] = mad(SMAA_RT_METRICS.xyxy, float4( 1.0, 0.0, 0.0, API_V_DIR(1.0)), texcoord.xyxy); + offset[2] = mad(SMAA_RT_METRICS.xyxy, float4(-2.0, 0.0, 0.0, API_V_DIR(-2.0)), texcoord.xyxy); +} + +/** + * Blend Weight Calculation Vertex Shader + */ +void SMAABlendingWeightCalculationVS(float2 texcoord, + out float2 pixcoord, + out float4 offset[3]) { + pixcoord = texcoord * SMAA_RT_METRICS.zw; + + // We will use these offsets for the searches later on (see @PSEUDO_GATHER4): + offset[0] = mad(SMAA_RT_METRICS.xyxy, float4(-0.25, API_V_DIR(-0.125), 1.25, API_V_DIR(-0.125)), texcoord.xyxy); + offset[1] = mad(SMAA_RT_METRICS.xyxy, float4(-0.125, API_V_DIR(-0.25), -0.125, API_V_DIR(1.25)), texcoord.xyxy); + + // And these for the searches, they indicate the ends of the loops: + offset[2] = mad(SMAA_RT_METRICS.xxyy, + float4(-2.0, 2.0, API_V_DIR(-2.0), API_V_DIR(2.0)) * float(SMAA_MAX_SEARCH_STEPS), + float4(offset[0].xz, offset[1].yw)); +} + +/** + * Neighborhood Blending Vertex Shader + */ +void SMAANeighborhoodBlendingVS(float2 texcoord, + out float4 offset) { + offset = mad(SMAA_RT_METRICS.xyxy, float4( 1.0, 0.0, 0.0, API_V_DIR(1.0)), texcoord.xyxy); +} +#endif // SMAA_INCLUDE_VS + +#if SMAA_INCLUDE_PS +//----------------------------------------------------------------------------- +// Edge Detection Pixel Shaders (First Pass) + +/** + * Luma Edge Detection + * + * IMPORTANT NOTICE: luma edge detection requires gamma-corrected colors, and + * thus 'colorTex' should be a non-sRGB texture. + */ +float2 SMAALumaEdgeDetectionPS(float2 texcoord, + float4 offset[3], + SMAATexture2D(colorTex) + #if SMAA_PREDICATION + , SMAATexture2D(predicationTex) + #endif + ) { + // Calculate the threshold: + #if SMAA_PREDICATION + float2 threshold = SMAACalculatePredicatedThreshold(texcoord, offset, SMAATexturePass2D(predicationTex)); + #else + float2 threshold = float2(SMAA_THRESHOLD, SMAA_THRESHOLD); + #endif + + // Calculate lumas: + float3 weights = float3(0.2126, 0.7152, 0.0722); + float L = dot(SMAASamplePoint(colorTex, texcoord).rgb, weights); + + float Lleft = dot(SMAASamplePoint(colorTex, offset[0].xy).rgb, weights); + float Ltop = dot(SMAASamplePoint(colorTex, offset[0].zw).rgb, weights); + + // We do the usual threshold: + float4 delta; + delta.xy = abs(L - float2(Lleft, Ltop)); + float2 edges = step(threshold, delta.xy); + + // Then discard if there is no edge: + if (dot(edges, float2(1.0, 1.0)) == 0.0) + discard; + + // Calculate right and bottom deltas: + float Lright = dot(SMAASamplePoint(colorTex, offset[1].xy).rgb, weights); + float Lbottom = dot(SMAASamplePoint(colorTex, offset[1].zw).rgb, weights); + delta.zw = abs(L - float2(Lright, Lbottom)); + + // Calculate the maximum delta in the direct neighborhood: + float2 maxDelta = max(delta.xy, delta.zw); + + // Calculate left-left and top-top deltas: + float Lleftleft = dot(SMAASamplePoint(colorTex, offset[2].xy).rgb, weights); + float Ltoptop = dot(SMAASamplePoint(colorTex, offset[2].zw).rgb, weights); + delta.zw = abs(float2(Lleft, Ltop) - float2(Lleftleft, Ltoptop)); + + // Calculate the final maximum delta: + maxDelta = max(maxDelta.xy, delta.zw); + float finalDelta = max(maxDelta.x, maxDelta.y); + + // Local contrast adaptation: + edges.xy *= step(finalDelta, SMAA_LOCAL_CONTRAST_ADAPTATION_FACTOR * delta.xy); + + return edges; +} + +/** + * Color Edge Detection + * + * IMPORTANT NOTICE: color edge detection requires gamma-corrected colors, and + * thus 'colorTex' should be a non-sRGB texture. + */ +float2 SMAAColorEdgeDetectionPS(float2 texcoord, + float4 offset[3], + SMAATexture2D(colorTex) + #if SMAA_PREDICATION + , SMAATexture2D(predicationTex) + #endif + ) { + // Calculate the threshold: + #if SMAA_PREDICATION + float2 threshold = SMAACalculatePredicatedThreshold(texcoord, offset, predicationTex); + #else + float2 threshold = float2(SMAA_THRESHOLD, SMAA_THRESHOLD); + #endif + + // Calculate color deltas: + float4 delta; + float3 C = SMAASamplePoint(colorTex, texcoord).rgb; + + float3 Cleft = SMAASamplePoint(colorTex, offset[0].xy).rgb; + float3 t = abs(C - Cleft); + delta.x = max(max(t.r, t.g), t.b); + + float3 Ctop = SMAASamplePoint(colorTex, offset[0].zw).rgb; + t = abs(C - Ctop); + delta.y = max(max(t.r, t.g), t.b); + + // We do the usual threshold: + float2 edges = step(threshold, delta.xy); + + // Then discard if there is no edge: + if (dot(edges, float2(1.0, 1.0)) == 0.0) + discard; + + // Calculate right and bottom deltas: + float3 Cright = SMAASamplePoint(colorTex, offset[1].xy).rgb; + t = abs(C - Cright); + delta.z = max(max(t.r, t.g), t.b); + + float3 Cbottom = SMAASamplePoint(colorTex, offset[1].zw).rgb; + t = abs(C - Cbottom); + delta.w = max(max(t.r, t.g), t.b); + + // Calculate the maximum delta in the direct neighborhood: + float2 maxDelta = max(delta.xy, delta.zw); + + // Calculate left-left and top-top deltas: + float3 Cleftleft = SMAASamplePoint(colorTex, offset[2].xy).rgb; + t = abs(C - Cleftleft); + delta.z = max(max(t.r, t.g), t.b); + + float3 Ctoptop = SMAASamplePoint(colorTex, offset[2].zw).rgb; + t = abs(C - Ctoptop); + delta.w = max(max(t.r, t.g), t.b); + + // Calculate the final maximum delta: + maxDelta = max(maxDelta.xy, delta.zw); + float finalDelta = max(maxDelta.x, maxDelta.y); + + // Local contrast adaptation: + edges.xy *= step(finalDelta, SMAA_LOCAL_CONTRAST_ADAPTATION_FACTOR * delta.xy); + + return edges; +} + +/** + * Depth Edge Detection + */ +float2 SMAADepthEdgeDetectionPS(float2 texcoord, + float4 offset[3], + SMAATexture2D(depthTex)) { + float3 neighbours = SMAAGatherNeighbours(texcoord, offset, SMAATexturePass2D(depthTex)); + float2 delta = abs(neighbours.xx - float2(neighbours.y, neighbours.z)); + float2 edges = step(SMAA_DEPTH_THRESHOLD, delta); + + if (dot(edges, float2(1.0, 1.0)) == 0.0) + discard; + + return edges; +} + +//----------------------------------------------------------------------------- +// Diagonal Search Functions + +#if !defined(SMAA_DISABLE_DIAG_DETECTION) + +/** + * Allows to decode two binary values from a bilinear-filtered access. + */ +float2 SMAADecodeDiagBilinearAccess(float2 e) { + // Bilinear access for fetching 'e' have a 0.25 offset, and we are + // interested in the R and G edges: + // + // +---G---+-------+ + // | x o R x | + // +-------+-------+ + // + // Then, if one of these edge is enabled: + // Red: (0.75 * X + 0.25 * 1) => 0.25 or 1.0 + // Green: (0.75 * 1 + 0.25 * X) => 0.75 or 1.0 + // + // This function will unpack the values (mad + mul + round): + // wolframalpha.com: round(x * abs(5 * x - 5 * 0.75)) plot 0 to 1 + e.r = e.r * abs(5.0 * e.r - 5.0 * 0.75); + return round(e); +} + +float4 SMAADecodeDiagBilinearAccess(float4 e) { + e.rb = e.rb * abs(5.0 * e.rb - 5.0 * 0.75); + return round(e); +} + +/** + * These functions allows to perform diagonal pattern searches. + */ +float2 SMAASearchDiag1(SMAATexture2D(edgesTex), float2 texcoord, float2 dir, out float2 e) { + dir.y = API_V_DIR(dir.y); + float4 coord = float4(texcoord, -1.0, 1.0); + float3 t = float3(SMAA_RT_METRICS.xy, 1.0); + while (coord.z < float(SMAA_MAX_SEARCH_STEPS_DIAG - 1) && + coord.w > 0.9) { + coord.xyz = mad(t, float3(dir, 1.0), coord.xyz); + e = SMAASampleLevelZero(edgesTex, coord.xy).rg; + coord.w = dot(e, float2(0.5, 0.5)); + } + return coord.zw; +} + +float2 SMAASearchDiag2(SMAATexture2D(edgesTex), float2 texcoord, float2 dir, out float2 e) { + dir.y = API_V_DIR(dir.y); + float4 coord = float4(texcoord, -1.0, 1.0); + coord.x += 0.25 * SMAA_RT_METRICS.x; // See @SearchDiag2Optimization + float3 t = float3(SMAA_RT_METRICS.xy, 1.0); + while (coord.z < float(SMAA_MAX_SEARCH_STEPS_DIAG - 1) && + coord.w > 0.9) { + coord.xyz = mad(t, float3(dir, 1.0), coord.xyz); + + // @SearchDiag2Optimization + // Fetch both edges at once using bilinear filtering: + e = SMAASampleLevelZero(edgesTex, coord.xy).rg; + e = SMAADecodeDiagBilinearAccess(e); + + // Non-optimized version: + // e.g = SMAASampleLevelZero(edgesTex, coord.xy).g; + // e.r = SMAASampleLevelZeroOffset(edgesTex, coord.xy, int2(1, 0)).r; + + coord.w = dot(e, float2(0.5, 0.5)); + } + return coord.zw; +} + +/** + * Similar to SMAAArea, this calculates the area corresponding to a certain + * diagonal distance and crossing edges 'e'. + */ +float2 SMAAAreaDiag(SMAATexture2D(areaTex), float2 dist, float2 e, float offset) { + float2 texcoord = mad(float2(SMAA_AREATEX_MAX_DISTANCE_DIAG, SMAA_AREATEX_MAX_DISTANCE_DIAG), e, dist); + + // We do a scale and bias for mapping to texel space: + texcoord = mad(SMAA_AREATEX_PIXEL_SIZE, texcoord, 0.5 * SMAA_AREATEX_PIXEL_SIZE); + + // Diagonal areas are on the second half of the texture: + texcoord.x += 0.5; + + // Move to proper place, according to the subpixel offset: + texcoord.y += SMAA_AREATEX_SUBTEX_SIZE * offset; + + texcoord.y = API_V_COORD(texcoord.y); + + // Do it! + return SMAA_AREATEX_SELECT(SMAASampleLevelZero(areaTex, texcoord)); +} + +/** + * This searches for diagonal patterns and returns the corresponding weights. + */ +float2 SMAACalculateDiagWeights(SMAATexture2D(edgesTex), SMAATexture2D(areaTex), float2 texcoord, float2 e, float4 subsampleIndices) { + float2 weights = float2(0.0, 0.0); + + // Search for the line ends: + float4 d; + float2 end; + if (e.r > 0.0) { + d.xz = SMAASearchDiag1(SMAATexturePass2D(edgesTex), texcoord, float2(-1.0, 1.0), end); + d.x += float(end.y > 0.9); + } else + d.xz = float2(0.0, 0.0); + d.yw = SMAASearchDiag1(SMAATexturePass2D(edgesTex), texcoord, float2(1.0, -1.0), end); + + SMAA_BRANCH + if (d.x + d.y > 2.0) { // d.x + d.y + 1 > 3 + // Fetch the crossing edges: + float4 coords = mad(float4(-d.x + 0.25, API_V_DIR(d.x), d.y, API_V_DIR(-d.y - 0.25)), SMAA_RT_METRICS.xyxy, texcoord.xyxy); + float4 c; + c.xy = SMAASampleLevelZeroOffset(edgesTex, coords.xy, int2(-1, 0)).rg; + c.zw = SMAASampleLevelZeroOffset(edgesTex, coords.zw, int2( 1, 0)).rg; + c.yxwz = SMAADecodeDiagBilinearAccess(c.xyzw); + + // Non-optimized version: + // float4 coords = mad(float4(-d.x, d.x, d.y, -d.y), SMAA_RT_METRICS.xyxy, texcoord.xyxy); + // float4 c; + // c.x = SMAASampleLevelZeroOffset(edgesTex, coords.xy, int2(-1, 0)).g; + // c.y = SMAASampleLevelZeroOffset(edgesTex, coords.xy, int2( 0, 0)).r; + // c.z = SMAASampleLevelZeroOffset(edgesTex, coords.zw, int2( 1, 0)).g; + // c.w = SMAASampleLevelZeroOffset(edgesTex, coords.zw, int2( 1, -1)).r; + + // Merge crossing edges at each side into a single value: + float2 cc = mad(float2(2.0, 2.0), c.xz, c.yw); + + // Remove the crossing edge if we didn't found the end of the line: + SMAAMovc(bool2(step(0.9, d.zw)), cc, float2(0.0, 0.0)); + + // Fetch the areas for this line: + weights += SMAAAreaDiag(SMAATexturePass2D(areaTex), d.xy, cc, subsampleIndices.z); + } + + // Search for the line ends: + d.xz = SMAASearchDiag2(SMAATexturePass2D(edgesTex), texcoord, float2(-1.0, -1.0), end); + if (SMAASampleLevelZeroOffset(edgesTex, texcoord, int2(1, 0)).r > 0.0) { + d.yw = SMAASearchDiag2(SMAATexturePass2D(edgesTex), texcoord, float2(1.0, 1.0), end); + d.y += float(end.y > 0.9); + } else + d.yw = float2(0.0, 0.0); + + SMAA_BRANCH + if (d.x + d.y > 2.0) { // d.x + d.y + 1 > 3 + // Fetch the crossing edges: + float4 coords = mad(float4(-d.x, API_V_DIR(-d.x), d.y, API_V_DIR(d.y)), SMAA_RT_METRICS.xyxy, texcoord.xyxy); + float4 c; + c.x = SMAASampleLevelZeroOffset(edgesTex, coords.xy, int2(-1, 0)).g; + c.y = SMAASampleLevelZeroOffset(edgesTex, coords.xy, int2( 0, API_V_DIR(-1))).r; + c.zw = SMAASampleLevelZeroOffset(edgesTex, coords.zw, int2( 1, 0)).gr; + float2 cc = mad(float2(2.0, 2.0), c.xz, c.yw); + + // Remove the crossing edge if we didn't found the end of the line: + SMAAMovc(bool2(step(0.9, d.zw)), cc, float2(0.0, 0.0)); + + // Fetch the areas for this line: + weights += SMAAAreaDiag(SMAATexturePass2D(areaTex), d.xy, cc, subsampleIndices.w).gr; + } + + return weights; +} +#endif + +//----------------------------------------------------------------------------- +// Horizontal/Vertical Search Functions + +/** + * This allows to determine how much length should we add in the last step + * of the searches. It takes the bilinearly interpolated edge (see + * @PSEUDO_GATHER4), and adds 0, 1 or 2, depending on which edges and + * crossing edges are active. + */ +float SMAASearchLength(SMAATexture2D(searchTex), float2 e, float offset) { + // The texture is flipped vertically, with left and right cases taking half + // of the space horizontally: + float2 scale = SMAA_SEARCHTEX_SIZE * float2(0.5, -1.0); + float2 bias = SMAA_SEARCHTEX_SIZE * float2(offset, 1.0); + + // Scale and bias to access texel centers: + scale += float2(-1.0, 1.0); + bias += float2( 0.5, -0.5); + + // Convert from pixel coordinates to texcoords: + // (We use SMAA_SEARCHTEX_PACKED_SIZE because the texture is cropped) + scale *= 1.0 / SMAA_SEARCHTEX_PACKED_SIZE; + bias *= 1.0 / SMAA_SEARCHTEX_PACKED_SIZE; + + float2 coord = mad(scale, e, bias); + coord.y = API_V_COORD(coord.y); + + // Lookup the search texture: + return SMAA_SEARCHTEX_SELECT(SMAASampleLevelZero(searchTex, coord)); +} + +/** + * Horizontal/vertical search functions for the 2nd pass. + */ +float SMAASearchXLeft(SMAATexture2D(edgesTex), SMAATexture2D(searchTex), float2 texcoord, float end) { + /** + * @PSEUDO_GATHER4 + * This texcoord has been offset by (-0.25, -0.125) in the vertex shader to + * sample between edge, thus fetching four edges in a row. + * Sampling with different offsets in each direction allows to disambiguate + * which edges are active from the four fetched ones. + */ + float2 e = float2(0.0, 1.0); + while (texcoord.x > end && + e.g > 0.8281 && // Is there some edge not activated? + e.r == 0.0) { // Or is there a crossing edge that breaks the line? + e = SMAASampleLevelZero(edgesTex, texcoord).rg; + texcoord = mad(-float2(2.0, 0.0), SMAA_RT_METRICS.xy, texcoord); + } + + float offset = mad(-(255.0 / 127.0), SMAASearchLength(SMAATexturePass2D(searchTex), e, 0.0), 3.25); + return mad(SMAA_RT_METRICS.x, offset, texcoord.x); + + // Non-optimized version: + // We correct the previous (-0.25, -0.125) offset we applied: + // texcoord.x += 0.25 * SMAA_RT_METRICS.x; + + // The searches are bias by 1, so adjust the coords accordingly: + // texcoord.x += SMAA_RT_METRICS.x; + + // Disambiguate the length added by the last step: + // texcoord.x += 2.0 * SMAA_RT_METRICS.x; // Undo last step + // texcoord.x -= SMAA_RT_METRICS.x * (255.0 / 127.0) * SMAASearchLength(SMAATexturePass2D(searchTex), e, 0.0); + // return mad(SMAA_RT_METRICS.x, offset, texcoord.x); +} + +float SMAASearchXRight(SMAATexture2D(edgesTex), SMAATexture2D(searchTex), float2 texcoord, float end) { + float2 e = float2(0.0, 1.0); + while (texcoord.x < end && + e.g > 0.8281 && // Is there some edge not activated? + e.r == 0.0) { // Or is there a crossing edge that breaks the line? + e = SMAASampleLevelZero(edgesTex, texcoord).rg; + texcoord = mad(float2(2.0, 0.0), SMAA_RT_METRICS.xy, texcoord); + } + float offset = mad(-(255.0 / 127.0), SMAASearchLength(SMAATexturePass2D(searchTex), e, 0.5), 3.25); + return mad(-SMAA_RT_METRICS.x, offset, texcoord.x); +} + +float SMAASearchYUp(SMAATexture2D(edgesTex), SMAATexture2D(searchTex), float2 texcoord, float end) { + float2 e = float2(1.0, 0.0); + while (API_V_BELOW(texcoord.y, end) && + e.r > 0.8281 && // Is there some edge not activated? + e.g == 0.0) { // Or is there a crossing edge that breaks the line? + e = SMAASampleLevelZero(edgesTex, texcoord).rg; + texcoord = mad(-float2(0.0, API_V_DIR(2.0)), SMAA_RT_METRICS.xy, texcoord); + } + float offset = mad(-(255.0 / 127.0), SMAASearchLength(SMAATexturePass2D(searchTex), e.gr, 0.0), 3.25); + return mad(SMAA_RT_METRICS.y, API_V_DIR(offset), texcoord.y); +} + +float SMAASearchYDown(SMAATexture2D(edgesTex), SMAATexture2D(searchTex), float2 texcoord, float end) { + float2 e = float2(1.0, 0.0); + while (API_V_ABOVE(texcoord.y, end) && + e.r > 0.8281 && // Is there some edge not activated? + e.g == 0.0) { // Or is there a crossing edge that breaks the line? + e = SMAASampleLevelZero(edgesTex, texcoord).rg; + texcoord = mad(float2(0.0, API_V_DIR(2.0)), SMAA_RT_METRICS.xy, texcoord); + } + float offset = mad(-(255.0 / 127.0), SMAASearchLength(SMAATexturePass2D(searchTex), e.gr, 0.5), 3.25); + return mad(-SMAA_RT_METRICS.y, API_V_DIR(offset), texcoord.y); +} + +/** + * Ok, we have the distance and both crossing edges. So, what are the areas + * at each side of current edge? + */ +float2 SMAAArea(SMAATexture2D(areaTex), float2 dist, float e1, float e2, float offset) { + // Rounding prevents precision errors of bilinear filtering: + float2 texcoord = mad(float2(SMAA_AREATEX_MAX_DISTANCE, SMAA_AREATEX_MAX_DISTANCE), round(4.0 * float2(e1, e2)), dist); + + // We do a scale and bias for mapping to texel space: + texcoord = mad(SMAA_AREATEX_PIXEL_SIZE, texcoord, 0.5 * SMAA_AREATEX_PIXEL_SIZE); + + // Move to proper place, according to the subpixel offset: + texcoord.y = mad(SMAA_AREATEX_SUBTEX_SIZE, offset, texcoord.y); + + texcoord.y = API_V_COORD(texcoord.y); + + // Do it! + return SMAA_AREATEX_SELECT(SMAASampleLevelZero(areaTex, texcoord)); +} + +//----------------------------------------------------------------------------- +// Corner Detection Functions + +void SMAADetectHorizontalCornerPattern(SMAATexture2D(edgesTex), inout float2 weights, float4 texcoord, float2 d) { + #if !defined(SMAA_DISABLE_CORNER_DETECTION) + float2 leftRight = step(d.xy, d.yx); + float2 rounding = (1.0 - SMAA_CORNER_ROUNDING_NORM) * leftRight; + + rounding /= leftRight.x + leftRight.y; // Reduce blending for pixels in the center of a line. + + float2 factor = float2(1.0, 1.0); + factor.x -= rounding.x * SMAASampleLevelZeroOffset(edgesTex, texcoord.xy, int2(0, API_V_DIR(1))).r; + factor.x -= rounding.y * SMAASampleLevelZeroOffset(edgesTex, texcoord.zw, int2(1, API_V_DIR(1))).r; + factor.y -= rounding.x * SMAASampleLevelZeroOffset(edgesTex, texcoord.xy, int2(0, API_V_DIR(-2))).r; + factor.y -= rounding.y * SMAASampleLevelZeroOffset(edgesTex, texcoord.zw, int2(1, API_V_DIR(-2))).r; + + weights *= saturate(factor); + #endif +} + +void SMAADetectVerticalCornerPattern(SMAATexture2D(edgesTex), inout float2 weights, float4 texcoord, float2 d) { + #if !defined(SMAA_DISABLE_CORNER_DETECTION) + float2 leftRight = step(d.xy, d.yx); + float2 rounding = (1.0 - SMAA_CORNER_ROUNDING_NORM) * leftRight; + + rounding /= leftRight.x + leftRight.y; + + float2 factor = float2(1.0, 1.0); + factor.x -= rounding.x * SMAASampleLevelZeroOffset(edgesTex, texcoord.xy, int2( 1, 0)).g; + factor.x -= rounding.y * SMAASampleLevelZeroOffset(edgesTex, texcoord.zw, int2( 1, API_V_DIR(1))).g; + factor.y -= rounding.x * SMAASampleLevelZeroOffset(edgesTex, texcoord.xy, int2(-2, 0)).g; + factor.y -= rounding.y * SMAASampleLevelZeroOffset(edgesTex, texcoord.zw, int2(-2, API_V_DIR(1))).g; + + weights *= saturate(factor); + #endif +} + +//----------------------------------------------------------------------------- +// Blending Weight Calculation Pixel Shader (Second Pass) + +float4 SMAABlendingWeightCalculationPS(float2 texcoord, + float2 pixcoord, + float4 offset[3], + SMAATexture2D(edgesTex), + SMAATexture2D(areaTex), + SMAATexture2D(searchTex), + float4 subsampleIndices) { // Just pass zero for SMAA 1x, see @SUBSAMPLE_INDICES. + float4 weights = float4(0.0, 0.0, 0.0, 0.0); + + float2 e = SMAASample(edgesTex, texcoord).rg; + + SMAA_BRANCH + if (e.g > 0.0) { // Edge at north + #if !defined(SMAA_DISABLE_DIAG_DETECTION) + // Diagonals have both north and west edges, so searching for them in + // one of the boundaries is enough. + weights.rg = SMAACalculateDiagWeights(SMAATexturePass2D(edgesTex), SMAATexturePass2D(areaTex), texcoord, e, subsampleIndices); + + // We give priority to diagonals, so if we find a diagonal we skip + // horizontal/vertical processing. + SMAA_BRANCH + if (weights.r == -weights.g) { // weights.r + weights.g == 0.0 + #endif + + float2 d; + + // Find the distance to the left: + float3 coords; + coords.x = SMAASearchXLeft(SMAATexturePass2D(edgesTex), SMAATexturePass2D(searchTex), offset[0].xy, offset[2].x); + coords.y = offset[1].y; // offset[1].y = texcoord.y - 0.25 * SMAA_RT_METRICS.y (@CROSSING_OFFSET) + d.x = coords.x; + + // Now fetch the left crossing edges, two at a time using bilinear + // filtering. Sampling at -0.25 (see @CROSSING_OFFSET) enables to + // discern what value each edge has: + float e1 = SMAASampleLevelZero(edgesTex, coords.xy).r; + + // Find the distance to the right: + coords.z = SMAASearchXRight(SMAATexturePass2D(edgesTex), SMAATexturePass2D(searchTex), offset[0].zw, offset[2].y); + d.y = coords.z; + + // We want the distances to be in pixel units (doing this here allow to + // better interleave arithmetic and memory accesses): + d = abs(round(mad(SMAA_RT_METRICS.zz, d, -pixcoord.xx))); + + // SMAAArea below needs a sqrt, as the areas texture is compressed + // quadratically: + float2 sqrt_d = sqrt(d); + + // Fetch the right crossing edges: + float e2 = SMAASampleLevelZeroOffset(edgesTex, coords.zy, int2(1, 0)).r; + + // Ok, we know how this pattern looks like, now it is time for getting + // the actual area: + weights.rg = SMAAArea(SMAATexturePass2D(areaTex), sqrt_d, e1, e2, subsampleIndices.y); + + // Fix corners: + coords.y = texcoord.y; + SMAADetectHorizontalCornerPattern(SMAATexturePass2D(edgesTex), weights.rg, coords.xyzy, d); + + #if !defined(SMAA_DISABLE_DIAG_DETECTION) + } else + e.r = 0.0; // Skip vertical processing. + #endif + } + + SMAA_BRANCH + if (e.r > 0.0) { // Edge at west + float2 d; + + // Find the distance to the top: + float3 coords; + coords.y = SMAASearchYUp(SMAATexturePass2D(edgesTex), SMAATexturePass2D(searchTex), offset[1].xy, offset[2].z); + coords.x = offset[0].x; // offset[1].x = texcoord.x - 0.25 * SMAA_RT_METRICS.x; + d.x = coords.y; + + // Fetch the top crossing edges: + float e1 = SMAASampleLevelZero(edgesTex, coords.xy).g; + + // Find the distance to the bottom: + coords.z = SMAASearchYDown(SMAATexturePass2D(edgesTex), SMAATexturePass2D(searchTex), offset[1].zw, offset[2].w); + d.y = coords.z; + + // We want the distances to be in pixel units: + d = abs(round(mad(SMAA_RT_METRICS.ww, d, -pixcoord.yy))); + + // SMAAArea below needs a sqrt, as the areas texture is compressed + // quadratically: + float2 sqrt_d = sqrt(d); + + // Fetch the bottom crossing edges: + float e2 = SMAASampleLevelZeroOffset(edgesTex, coords.xz, int2(0, API_V_DIR(1))).g; + + // Get the area for this direction: + weights.ba = SMAAArea(SMAATexturePass2D(areaTex), sqrt_d, e1, e2, subsampleIndices.x); + + // Fix corners: + coords.x = texcoord.x; + SMAADetectVerticalCornerPattern(SMAATexturePass2D(edgesTex), weights.ba, coords.xyxz, d); + } + + return weights; +} + +//----------------------------------------------------------------------------- +// Neighborhood Blending Pixel Shader (Third Pass) + +float4 SMAANeighborhoodBlendingPS(float2 texcoord, + float4 offset, + SMAATexture2D(colorTex), + SMAATexture2D(blendTex) + #if SMAA_REPROJECTION + , SMAATexture2D(velocityTex) + #endif + ) { + // Fetch the blending weights for current pixel: + float4 a; + a.x = SMAASample(blendTex, offset.xy).a; // Right + a.y = SMAASample(blendTex, offset.zw).g; // Top + a.wz = SMAASample(blendTex, texcoord).xz; // Bottom / Left + + // Is there any blending weight with a value greater than 0.0? + SMAA_BRANCH + if (dot(a, float4(1.0, 1.0, 1.0, 1.0)) < 1e-5) { + float4 color = SMAASampleLevelZero(colorTex, texcoord); + + #if SMAA_REPROJECTION + float2 velocity = SMAA_DECODE_VELOCITY(SMAASampleLevelZero(velocityTex, texcoord)); + + // Pack velocity into the alpha channel: + color.a = sqrt(5.0 * length(velocity)); + #endif + + return color; + } else { + bool h = max(a.x, a.z) > max(a.y, a.w); // max(horizontal) > max(vertical) + + // Calculate the blending offsets: + float4 blendingOffset = float4(0.0, API_V_DIR(a.y), 0.0, API_V_DIR(a.w)); + float2 blendingWeight = a.yw; + SMAAMovc(bool4(h, h, h, h), blendingOffset, float4(a.x, 0.0, a.z, 0.0)); + SMAAMovc(bool2(h, h), blendingWeight, a.xz); + blendingWeight /= dot(blendingWeight, float2(1.0, 1.0)); + + // Calculate the texture coordinates: + float4 blendingCoord = mad(blendingOffset, float4(SMAA_RT_METRICS.xy, -SMAA_RT_METRICS.xy), texcoord.xyxy); + + // We exploit bilinear filtering to mix current pixel with the chosen + // neighbor: + float4 color = blendingWeight.x * SMAASampleLevelZero(colorTex, blendingCoord.xy); + color += blendingWeight.y * SMAASampleLevelZero(colorTex, blendingCoord.zw); + + #if SMAA_REPROJECTION + // Antialias velocity for proper reprojection in a later stage: + float2 velocity = blendingWeight.x * SMAA_DECODE_VELOCITY(SMAASampleLevelZero(velocityTex, blendingCoord.xy)); + velocity += blendingWeight.y * SMAA_DECODE_VELOCITY(SMAASampleLevelZero(velocityTex, blendingCoord.zw)); + + // Pack velocity into the alpha channel: + color.a = sqrt(5.0 * length(velocity)); + #endif + + return color; + } +} + +//----------------------------------------------------------------------------- +// Temporal Resolve Pixel Shader (Optional Pass) + +float4 SMAAResolvePS(float2 texcoord, + SMAATexture2D(currentColorTex), + SMAATexture2D(previousColorTex) + #if SMAA_REPROJECTION + , SMAATexture2D(velocityTex) + #endif + ) { + #if SMAA_REPROJECTION + // Velocity is assumed to be calculated for motion blur, so we need to + // inverse it for reprojection: + float2 velocity = -SMAA_DECODE_VELOCITY(SMAASamplePoint(velocityTex, texcoord).rg); + + // Fetch current pixel: + float4 current = SMAASamplePoint(currentColorTex, texcoord); + + // Reproject current coordinates and fetch previous pixel: + float4 previous = SMAASamplePoint(previousColorTex, texcoord + velocity); + + // Attenuate the previous pixel if the velocity is different: + float delta = abs(current.a * current.a - previous.a * previous.a) / 5.0; + float weight = 0.5 * saturate(1.0 - sqrt(delta) * SMAA_REPROJECTION_WEIGHT_SCALE); + + // Blend the pixels according to the calculated weight: + return lerp(current, previous, weight); + #else + // Just blend the pixels: + float4 current = SMAASamplePoint(currentColorTex, texcoord); + float4 previous = SMAASamplePoint(previousColorTex, texcoord); + return lerp(current, previous, 0.5); + #endif +} + +//----------------------------------------------------------------------------- +// Separate Multisamples Pixel Shader (Optional Pass) + +#ifdef SMAALoad +void SMAASeparatePS(float4 position, + float2 texcoord, + out float4 target0, + out float4 target1, + SMAATexture2DMS2(colorTexMS)) { + int2 pos = int2(position.xy); + target0 = SMAALoad(colorTexMS, pos, 0); + target1 = SMAALoad(colorTexMS, pos, 1); +} +#endif + +//----------------------------------------------------------------------------- +#endif // SMAA_INCLUDE_PS diff --git a/indra/newview/app_settings/shaders/class1/deferred/SMAABlendWeightsF.glsl b/indra/newview/app_settings/shaders/class1/deferred/SMAABlendWeightsF.glsl new file mode 100644 index 0000000000..3332c5f58f --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/SMAABlendWeightsF.glsl @@ -0,0 +1,57 @@ +/** + * @file SMAABlendWeightsF.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]*/ + +out vec4 frag_color; + +in vec2 vary_texcoord0; +in vec2 vary_pixcoord; +in vec4 vary_offset[3]; + +uniform sampler2D edgesTex; +uniform sampler2D areaTex; +uniform sampler2D searchTex; + +vec4 SMAABlendingWeightCalculationPS(vec2 texcoord, + vec2 pixcoord, + vec4 offset[3], + sampler2D edgesTex, + sampler2D areaTex, + sampler2D searchTex, + vec4 subsampleIndices); + +void main() +{ + frag_color = SMAABlendingWeightCalculationPS(vary_texcoord0, + vary_pixcoord, + vary_offset, + edgesTex, + areaTex, + searchTex, + vec4(0.0) + ); +} + diff --git a/indra/newview/app_settings/shaders/class1/deferred/SMAABlendWeightsV.glsl b/indra/newview/app_settings/shaders/class1/deferred/SMAABlendWeightsV.glsl new file mode 100644 index 0000000000..52f85ef30c --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/SMAABlendWeightsV.glsl @@ -0,0 +1,51 @@ +/** + * @file SMAABlendWeightsV.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]*/ + +uniform mat4 modelview_projection_matrix; + +in vec3 position; + +out vec2 vary_texcoord0; +out vec2 vary_pixcoord; +out vec4 vary_offset[3]; + +#define float4 vec4 +#define float2 vec2 +void SMAABlendingWeightCalculationVS(float2 texcoord, + out float2 pixcoord, + out float4 offset[3]); + +void main() +{ + gl_Position = vec4(position.xyz, 1.0); + vary_texcoord0 = (gl_Position.xy*0.5+0.5); + + SMAABlendingWeightCalculationVS(vary_texcoord0, + vary_pixcoord, + vary_offset); +} + diff --git a/indra/newview/app_settings/shaders/class1/deferred/SMAAEdgeDetectF.glsl b/indra/newview/app_settings/shaders/class1/deferred/SMAAEdgeDetectF.glsl new file mode 100644 index 0000000000..0a8cd4a4ea --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/SMAAEdgeDetectF.glsl @@ -0,0 +1,59 @@ +/** + * @file SMAAEdgeDetectF.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]*/ + +out vec4 frag_color; + +in vec2 vary_texcoord0; +in vec4 vary_offset[3]; + +uniform sampler2D diffuseRect; +#if SMAA_PREDICATION +uniform sampler2D predicationTex; +#endif + +#define float4 vec4 +#define float2 vec2 +#define SMAATexture2D(tex) sampler2D tex + +float2 SMAAColorEdgeDetectionPS(float2 texcoord, + float4 offset[3], + SMAATexture2D(colorTex) + #if SMAA_PREDICATION + , SMAATexture2D(predicationTex) + #endif + ); + +void main() +{ + vec2 val = SMAAColorEdgeDetectionPS(vary_texcoord0, + vary_offset, + diffuseRect + #if SMAA_PREDICATION + , predicationTex + #endif + ); + frag_color = float4(val,0.0,0.0); +} diff --git a/indra/newview/app_settings/shaders/class1/deferred/SMAAEdgeDetectV.glsl b/indra/newview/app_settings/shaders/class1/deferred/SMAAEdgeDetectV.glsl new file mode 100644 index 0000000000..7c0184bfc4 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/SMAAEdgeDetectV.glsl @@ -0,0 +1,45 @@ +/** + * @file SMAAEdgeDetectV.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]*/ + +uniform mat4 modelview_projection_matrix; + +in vec3 position; + +out vec2 vary_texcoord0; +out vec4 vary_offset[3]; + +#define float4 vec4 +#define float2 vec2 +void SMAAEdgeDetectionVS(float2 texcoord, + out float4 offset[3]); + +void main() +{ + gl_Position = vec4(position.xyz, 1.0); + vary_texcoord0 = (gl_Position.xy*0.5+0.5); + + SMAAEdgeDetectionVS(vary_texcoord0, vary_offset); +} diff --git a/indra/newview/app_settings/shaders/class1/deferred/SMAANeighborhoodBlendF.glsl b/indra/newview/app_settings/shaders/class1/deferred/SMAANeighborhoodBlendF.glsl new file mode 100644 index 0000000000..3276405447 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/SMAANeighborhoodBlendF.glsl @@ -0,0 +1,63 @@ +/** + * @file SMAANeighborhoodBlendF.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]*/ + +out vec4 frag_color; + +in vec2 vary_texcoord0; +in vec4 vary_offset; + +uniform sampler2D diffuseRect; +uniform sampler2D blendTex; +#if SMAA_REPROJECTION +uniform sampler2D velocityTex; +#endif + +#define float4 vec4 +#define float2 vec2 +#define SMAATexture2D(tex) sampler2D tex + +float4 SMAANeighborhoodBlendingPS(float2 texcoord, + float4 offset, + SMAATexture2D(colorTex), + SMAATexture2D(blendTex) + #if SMAA_REPROJECTION + , SMAATexture2D(velocityTex) + #endif + ); + +void main() +{ + frag_color = SMAANeighborhoodBlendingPS(vary_texcoord0, + vary_offset, + diffuseRect, + blendTex + #if SMAA_REPROJECTION + , velocityTex + #endif + ); +} + diff --git a/indra/newview/app_settings/shaders/class1/deferred/SMAANeighborhoodBlendV.glsl b/indra/newview/app_settings/shaders/class1/deferred/SMAANeighborhoodBlendV.glsl new file mode 100644 index 0000000000..7ea1ac61e3 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/SMAANeighborhoodBlendV.glsl @@ -0,0 +1,47 @@ +/** + * @file SMAANeighborhoodBlendV.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]*/ + +uniform mat4 modelview_projection_matrix; + +in vec3 position; + +out vec2 vary_texcoord0; +out vec4 vary_offset; + +#define float4 vec4 +#define float2 vec2 +void SMAANeighborhoodBlendingVS(float2 texcoord, + out float4 offset); + +void main() +{ + gl_Position = vec4(position.xyz, 1.0); + vary_texcoord0 = (gl_Position.xy*0.5+0.5); + + SMAANeighborhoodBlendingVS(vary_texcoord0, vary_offset); +} + diff --git a/indra/newview/app_settings/shaders/class1/deferred/fxaaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/fxaaF.glsl index 16e23a3da7..655cb1ea97 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/fxaaF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/fxaaF.glsl @@ -32,7 +32,7 @@ out vec4 frag_color; #define FXAA_PC 1 //#define FXAA_GLSL_130 1 -#define FXAA_QUALITY__PRESET 12 +//#define FXAA_QUALITY__PRESET 12 /*============================================================================ diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl index a0eb6cfbb8..0673159ab7 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl @@ -28,140 +28,14 @@ out vec4 frag_color; uniform sampler2D diffuseRect; -uniform sampler2D exposureMap; - -uniform vec2 screen_res; -in vec2 vary_fragcoord; - -vec3 linear_to_srgb(vec3 cl); - -//=============================================================== -// tone mapping taken from Khronos sample implementation -//=============================================================== - -// sRGB => XYZ => D65_2_D60 => AP1 => RRT_SAT -const mat3 ACESInputMat = mat3 -( - 0.59719, 0.07600, 0.02840, - 0.35458, 0.90834, 0.13383, - 0.04823, 0.01566, 0.83777 -); - - -// ODT_SAT => XYZ => D60_2_D65 => sRGB -const mat3 ACESOutputMat = mat3 -( - 1.60475, -0.10208, -0.00327, - -0.53108, 1.10813, -0.07276, - -0.07367, -0.00605, 1.07602 -); - -// ACES tone map (faster approximation) -// see: https://knarkowicz.wordpress.com/2016/01/06/aces-filmic-tone-mapping-curve/ -vec3 toneMapACES_Narkowicz(vec3 color) -{ - const float A = 2.51; - const float B = 0.03; - const float C = 2.43; - const float D = 0.59; - const float E = 0.14; - return clamp((color * (A * color + B)) / (color * (C * color + D) + E), 0.0, 1.0); -} - - -// ACES filmic tone map approximation -// see https://github.com/TheRealMJP/BakingLab/blob/master/BakingLab/ACES.hlsl -vec3 RRTAndODTFit(vec3 color) -{ - vec3 a = color * (color + 0.0245786) - 0.000090537; - vec3 b = color * (0.983729 * color + 0.4329510) + 0.238081; - return a / b; -} - - -// tone mapping -vec3 toneMapACES_Hill(vec3 color) -{ - color = ACESInputMat * color; - - // Apply RRT and ODT - color = RRTAndODTFit(color); - - color = ACESOutputMat * color; - - // Clamp to [0, 1] - color = clamp(color, 0.0, 1.0); - - return color; -} uniform float exposure; uniform float gamma; uniform float aces_mix; +uniform vec2 screen_res; +in vec2 vary_fragcoord; -vec3 toneMap(vec3 color) -{ -#ifndef NO_POST - float exp_scale = texture(exposureMap, vec2(0.5,0.5)).r; - - color *= exposure * exp_scale; - - // mix ACES and Linear here as a compromise to avoid over-darkening legacy content - color = mix(toneMapACES_Hill(color), color, aces_mix); -#endif - - return color; -} - -//=============================================================== - -//================================= -// borrowed noise from: -// -// By Morgan McGuire @morgan3d, http://graphicscodex.com -// -float hash(float n) { return fract(sin(n) * 1e4); } -float hash(vec2 p) { return fract(1e4 * sin(17.0 * p.x + p.y * 0.1) * (0.1 + abs(sin(p.y * 13.0 + p.x)))); } - -float noise(float x) { - float i = floor(x); - float f = fract(x); - float u = f * f * (3.0 - 2.0 * f); - return mix(hash(i), hash(i + 1.0), u); -} - -float noise(vec2 x) { - vec2 i = floor(x); - vec2 f = fract(x); - - // Four corners in 2D of a tile - float a = hash(i); - float b = hash(i + vec2(1.0, 0.0)); - float c = hash(i + vec2(0.0, 1.0)); - float d = hash(i + vec2(1.0, 1.0)); - - // Simple 2D lerp using smoothstep envelope between the values. - // return vec3(mix(mix(a, b, smoothstep(0.0, 1.0, f.x)), - // mix(c, d, smoothstep(0.0, 1.0, f.x)), - // smoothstep(0.0, 1.0, f.y))); - - // Same code, with the clamps in smoothstep and common subexpressions - // optimized away. - vec2 u = f * f * (3.0 - 2.0 * f); - return mix(a, b, u.x) + (c - a) * u.y * (1.0 - u.x) + (d - b) * u.x * u.y; -} - -//============================= - -void debugExposure(inout vec3 color) -{ - float exp_scale = texture(exposureMap, vec2(0.5,0.5)).r; - exp_scale *= 0.5; - if (abs(vary_fragcoord.y-exp_scale) < 0.01 && vary_fragcoord.x < 0.1) - { - color = vec3(1,0,0); - } -} +vec3 linear_to_srgb(vec3 cl); vec3 legacyGamma(vec3 color) { @@ -175,23 +49,12 @@ void main() { //this is the one of the rare spots where diffuseRect contains linear color values (not sRGB) vec4 diff = texture(diffuseRect, vary_fragcoord); + diff.rgb = linear_to_srgb(diff.rgb); #ifdef LEGACY_GAMMA - diff.rgb = linear_to_srgb(diff.rgb); diff.rgb = legacyGamma(diff.rgb); -#else -#ifndef NO_POST - diff.rgb = toneMap(diff.rgb); #endif - diff.rgb = linear_to_srgb(diff.rgb); -#endif - - vec2 tc = vary_fragcoord.xy*screen_res*4.0; - vec3 seed = (diff.rgb+vec3(1.0))*vec3(tc.xy, tc.x+tc.y); - vec3 nz = vec3(noise(seed.rg), noise(seed.gb), noise(seed.rb)); - diff.rgb += nz*0.003; - //debugExposure(diff.rgb); frag_color = max(diff, vec4(0)); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFF.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFF.glsl index 07384ebe9b..32b0a1ac8e 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFF.glsl @@ -33,10 +33,57 @@ uniform sampler2D depthMap; uniform vec2 screen_res; in vec2 vary_fragcoord; +//================================= +// borrowed noise from: +// +// By Morgan McGuire @morgan3d, http://graphicscodex.com +// +float hash(float n) { return fract(sin(n) * 1e4); } +float hash(vec2 p) { return fract(1e4 * sin(17.0 * p.x + p.y * 0.1) * (0.1 + abs(sin(p.y * 13.0 + p.x)))); } + +float noise(float x) { + float i = floor(x); + float f = fract(x); + float u = f * f * (3.0 - 2.0 * f); + return mix(hash(i), hash(i + 1.0), u); +} + +float noise(vec2 x) { + vec2 i = floor(x); + vec2 f = fract(x); + + // Four corners in 2D of a tile + float a = hash(i); + float b = hash(i + vec2(1.0, 0.0)); + float c = hash(i + vec2(0.0, 1.0)); + float d = hash(i + vec2(1.0, 1.0)); + + // Simple 2D lerp using smoothstep envelope between the values. + // return vec3(mix(mix(a, b, smoothstep(0.0, 1.0, f.x)), + // mix(c, d, smoothstep(0.0, 1.0, f.x)), + // smoothstep(0.0, 1.0, f.y))); + + // Same code, with the clamps in smoothstep and common subexpressions + // optimized away. + vec2 u = f * f * (3.0 - 2.0 * f); + return mix(a, b, u.x) + (c - a) * u.y * (1.0 - u.x) + (d - b) * u.x * u.y; +} + +//============================= + + + void main() { vec4 diff = texture(diffuseRect, vary_fragcoord.xy); +#ifdef HAS_NOISE + vec2 tc = vary_fragcoord.xy*screen_res*4.0; + vec3 seed = (diff.rgb+vec3(1.0))*vec3(tc.xy, tc.x+tc.y); + vec3 nz = vec3(noise(seed.rg), noise(seed.gb), noise(seed.rb)); + diff.rgb += nz*0.003; +#endif + frag_color = diff; gl_FragDepth = texture(depthMap, vary_fragcoord.xy).r; diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredTonemap.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredTonemap.glsl new file mode 100644 index 0000000000..c16ab2f9c4 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredTonemap.glsl @@ -0,0 +1,150 @@ +/** + * @file postDeferredTonemap.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]*/ + +out vec4 frag_color; + +uniform sampler2D diffuseRect; +uniform sampler2D exposureMap; + +uniform vec2 screen_res; +in vec2 vary_fragcoord; + +vec3 linear_to_srgb(vec3 cl); + +//=============================================================== +// tone mapping taken from Khronos sample implementation +//=============================================================== + +// sRGB => XYZ => D65_2_D60 => AP1 => RRT_SAT +const mat3 ACESInputMat = mat3 +( + 0.59719, 0.07600, 0.02840, + 0.35458, 0.90834, 0.13383, + 0.04823, 0.01566, 0.83777 +); + + +// ODT_SAT => XYZ => D60_2_D65 => sRGB +const mat3 ACESOutputMat = mat3 +( + 1.60475, -0.10208, -0.00327, + -0.53108, 1.10813, -0.07276, + -0.07367, -0.00605, 1.07602 +); + +// ACES tone map (faster approximation) +// see: https://knarkowicz.wordpress.com/2016/01/06/aces-filmic-tone-mapping-curve/ +vec3 toneMapACES_Narkowicz(vec3 color) +{ + const float A = 2.51; + const float B = 0.03; + const float C = 2.43; + const float D = 0.59; + const float E = 0.14; + return clamp((color * (A * color + B)) / (color * (C * color + D) + E), 0.0, 1.0); +} + + +// ACES filmic tone map approximation +// see https://github.com/TheRealMJP/BakingLab/blob/master/BakingLab/ACES.hlsl +vec3 RRTAndODTFit(vec3 color) +{ + vec3 a = color * (color + 0.0245786) - 0.000090537; + vec3 b = color * (0.983729 * color + 0.4329510) + 0.238081; + return a / b; +} + + +// tone mapping +vec3 toneMapACES_Hill(vec3 color) +{ + color = ACESInputMat * color; + + // Apply RRT and ODT + color = RRTAndODTFit(color); + + color = ACESOutputMat * color; + + // Clamp to [0, 1] + color = clamp(color, 0.0, 1.0); + + return color; +} + +uniform float exposure; +uniform float gamma; +uniform float aces_mix; + +vec3 toneMap(vec3 color) +{ +#ifndef NO_POST + float exp_scale = texture(exposureMap, vec2(0.5,0.5)).r; + + color *= exposure * exp_scale; + + // mix ACES and Linear here as a compromise to avoid over-darkening legacy content + color = mix(toneMapACES_Hill(color), color, aces_mix); +#endif + + return color; +} + +//=============================================================== + +void debugExposure(inout vec3 color) +{ + float exp_scale = texture(exposureMap, vec2(0.5,0.5)).r; + exp_scale *= 0.5; + if (abs(vary_fragcoord.y-exp_scale) < 0.01 && vary_fragcoord.x < 0.1) + { + color = vec3(1,0,0); + } +} + +vec3 legacyGamma(vec3 color) +{ + vec3 c = 1. - clamp(color, vec3(0.), vec3(1.)); + c = 1. - pow(c, vec3(gamma)); // s/b inverted already CPU-side + + return c; +} + +void main() +{ + //this is the one of the rare spots where diffuseRect contains linear color values (not sRGB) + vec4 diff = texture(diffuseRect, vary_fragcoord); + +#ifndef NO_POST + diff.rgb = toneMap(diff.rgb); +#else + diff.rgb = clamp(diff.rgb, vec3(0.0), vec3(1.0)); +#endif + + //debugExposure(diff.rgb); + frag_color = max(diff, vec4(0)); +} + -- cgit v1.2.3 From 5b832291a8ea1f100e2caaffef3d162dd96bee50 Mon Sep 17 00:00:00 2001 From: Rye Mutt Date: Fri, 30 Aug 2024 12:49:05 -0700 Subject: Introduce Khronos Neutral tonemapper as new default along with debug options to control tonemap mix (#2464) (#2468) --- indra/newview/app_settings/settings.xml | 22 +++++++++ .../class1/deferred/postDeferredGammaCorrect.glsl | 2 - .../class1/deferred/postDeferredTonemap.glsl | 52 +++++++++++++++++----- 3 files changed, 62 insertions(+), 14 deletions(-) (limited to 'indra/newview/app_settings') diff --git a/indra/newview/app_settings/settings.xml b/indra/newview/app_settings/settings.xml index d2c3c96317..a52d21edb5 100644 --- a/indra/newview/app_settings/settings.xml +++ b/indra/newview/app_settings/settings.xml @@ -9832,6 +9832,28 @@ Value 0.4 + RenderTonemapMix + + Comment + Mix between linear and tonemapped colors (0.0(Linear) - 1.0(Tonemapped) + Persist + 1 + Type + F32 + Value + 1.0 + + RenderTonemapType + + Comment + What tonemapper to use: 0 = Khronos Neutral, 1 = ACES + Persist + 1 + Type + U32 + Value + 0 + ReplaySession Comment diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl index 0673159ab7..befd2ae6da 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl @@ -29,9 +29,7 @@ out vec4 frag_color; uniform sampler2D diffuseRect; -uniform float exposure; uniform float gamma; -uniform float aces_mix; uniform vec2 screen_res; in vec2 vary_fragcoord; diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredTonemap.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredTonemap.glsl index c16ab2f9c4..fc6d4d7727 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredTonemap.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredTonemap.glsl @@ -95,9 +95,33 @@ vec3 toneMapACES_Hill(vec3 color) return color; } +// Khronos Neutral tonemapping +// https://github.com/KhronosGroup/ToneMapping/tree/main +// Input color is non-negative and resides in the Linear Rec. 709 color space. +// Output color is also Linear Rec. 709, but in the [0, 1] range. +vec3 PBRNeutralToneMapping( vec3 color ) +{ + const float startCompression = 0.8 - 0.04; + const float desaturation = 0.15; + + float x = min(color.r, min(color.g, color.b)); + float offset = x < 0.08 ? x - 6.25 * x * x : 0.04; + color -= offset; + + float peak = max(color.r, max(color.g, color.b)); + if (peak < startCompression) return color; + + const float d = 1. - startCompression; + float newPeak = 1. - d * d / (peak + d - startCompression); + color *= newPeak / peak; + + float g = 1. - 1. / (desaturation * (peak - newPeak) + 1.); + return mix(color, newPeak * vec3(1, 1, 1), g); +} + uniform float exposure; -uniform float gamma; -uniform float aces_mix; +uniform float tonemap_mix; +uniform int tonemap_type; vec3 toneMap(vec3 color) { @@ -106,8 +130,20 @@ vec3 toneMap(vec3 color) color *= exposure * exp_scale; - // mix ACES and Linear here as a compromise to avoid over-darkening legacy content - color = mix(toneMapACES_Hill(color), color, aces_mix); + vec3 clamped_color = clamp(color.rgb, vec3(0.0), vec3(1.0)); + + switch(tonemap_type) + { + case 0: + color = PBRNeutralToneMapping(color); + break; + case 1: + color = toneMapACES_Hill(color); + break; + } + + // mix tonemapped and linear here to provide adjustment + color = mix(clamped_color, color, tonemap_mix); #endif return color; @@ -125,14 +161,6 @@ void debugExposure(inout vec3 color) } } -vec3 legacyGamma(vec3 color) -{ - vec3 c = 1. - clamp(color, vec3(0.), vec3(1.)); - c = 1. - pow(c, vec3(gamma)); // s/b inverted already CPU-side - - return c; -} - void main() { //this is the one of the rare spots where diffuseRect contains linear color values (not sRGB) -- cgit v1.2.3 From 0f166a199d9a3deb82dd42dc5c68d72a2ca07165 Mon Sep 17 00:00:00 2001 From: Cosmic Linden Date: Tue, 3 Sep 2024 17:53:21 -0700 Subject: secondlife/viewer#2490: Fix PBR terrain texture transform feature flag handled by viewer in unpredictable manner --- indra/newview/app_settings/settings.xml | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'indra/newview/app_settings') diff --git a/indra/newview/app_settings/settings.xml b/indra/newview/app_settings/settings.xml index a52d21edb5..fc896b41fd 100644 --- a/indra/newview/app_settings/settings.xml +++ b/indra/newview/app_settings/settings.xml @@ -9391,7 +9391,7 @@ Comment EXPERIMENTAL: Enable PBR Terrain texture transforms. Persist - 1 + 0 Type Boolean Value -- cgit v1.2.3 From 9ffbca2489d5a556228717c09f86c2d28b6c8d73 Mon Sep 17 00:00:00 2001 From: Mnikolenko Productengine Date: Tue, 10 Sep 2024 19:15:58 +0300 Subject: Allow the in world voice indicator to be toggled in preferences --- indra/newview/app_settings/settings.xml | 11 +++++++++++ 1 file changed, 11 insertions(+) (limited to 'indra/newview/app_settings') diff --git a/indra/newview/app_settings/settings.xml b/indra/newview/app_settings/settings.xml index 9380b0d6f7..82eb98b06b 100644 --- a/indra/newview/app_settings/settings.xml +++ b/indra/newview/app_settings/settings.xml @@ -13422,6 +13422,17 @@ Value 4 + VoiceVisualizerEnabled + + Comment + Display voice dot indicator above an avatar + Persist + 1 + Type + Boolean + Value + 0 + WarningsAsChat Comment -- cgit v1.2.3 From cd8b0a4fc9062e2ea03c41c7c83dbbfde0755d8c Mon Sep 17 00:00:00 2001 From: Andrey Kleshchev Date: Tue, 24 Sep 2024 20:15:50 +0300 Subject: Revert "viewer#2413 Remove obsolete alert about expiring voice morphs" This reverts commit 5c16ae13758bdfe8fe1f13d5f67eabbb6eaa30a1. Fix is correct, but should wait untill server sided fix gets deployed. --- indra/newview/app_settings/settings.xml | 11 +++++++++++ 1 file changed, 11 insertions(+) (limited to 'indra/newview/app_settings') diff --git a/indra/newview/app_settings/settings.xml b/indra/newview/app_settings/settings.xml index 82eb98b06b..3163f5a849 100644 --- a/indra/newview/app_settings/settings.xml +++ b/indra/newview/app_settings/settings.xml @@ -13202,6 +13202,17 @@ Value 0 + VoiceEffectExpiryWarningTime + + Comment + How much notice to give of Voice Morph subscriptions expiry, in seconds. + Persist + 1 + Type + S32 + Value + 259200 + VoiceMorphingEnabled Comment -- cgit v1.2.3 From 37f539bdbbd83f4ceabd88b0038fd9dc1980ca32 Mon Sep 17 00:00:00 2001 From: Andrey Kleshchev Date: Wed, 25 Sep 2024 18:14:45 +0300 Subject: viewer#2413 Partially remove obsolete alert about expiring voice morphs VoiceEffectsWillExpire can be triggered externally. Don't remove the notification, only viewer's code that triggers it so that external notification keeps working. --- indra/newview/app_settings/settings.xml | 11 ----------- 1 file changed, 11 deletions(-) (limited to 'indra/newview/app_settings') diff --git a/indra/newview/app_settings/settings.xml b/indra/newview/app_settings/settings.xml index 3163f5a849..82eb98b06b 100644 --- a/indra/newview/app_settings/settings.xml +++ b/indra/newview/app_settings/settings.xml @@ -13202,17 +13202,6 @@ Value 0 - VoiceEffectExpiryWarningTime - - Comment - How much notice to give of Voice Morph subscriptions expiry, in seconds. - Persist - 1 - Type - S32 - Value - 259200 - VoiceMorphingEnabled Comment -- cgit v1.2.3 From 440c7b20dab3aa09c04bf3e72b4997181e585cbb Mon Sep 17 00:00:00 2001 From: Andrey Kleshchev Date: Thu, 26 Sep 2024 18:09:32 +0300 Subject: #2411 Allow disabling and enabling LLFontVertexBuffer for testing purposes --- indra/newview/app_settings/settings.xml | 11 +++++++++++ 1 file changed, 11 insertions(+) (limited to 'indra/newview/app_settings') diff --git a/indra/newview/app_settings/settings.xml b/indra/newview/app_settings/settings.xml index 82eb98b06b..7c9cfb94fa 100644 --- a/indra/newview/app_settings/settings.xml +++ b/indra/newview/app_settings/settings.xml @@ -9564,6 +9564,17 @@ Value 0 + CollectFontVertexBuffers + + Comment + When enabled some UI elements with cache buffers generated by fonts and reuse them. When disabled general cahce will be used with a significant overhead for hash, but it regenerates vertices each frame so it's always up to date. + Persist + 0 + Type + Boolean + Value + 1 + ShowMyComplexityChanges Comment -- cgit v1.2.3 From b71343e827fe8b1e2dba6978b67bb3112944c674 Mon Sep 17 00:00:00 2001 From: Maxim Nikolenko Date: Sat, 5 Oct 2024 11:56:02 +0300 Subject: viewer#2443 voice dot indicator should be visible by default --- indra/newview/app_settings/settings.xml | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'indra/newview/app_settings') diff --git a/indra/newview/app_settings/settings.xml b/indra/newview/app_settings/settings.xml index 7c9cfb94fa..13ec35fa07 100644 --- a/indra/newview/app_settings/settings.xml +++ b/indra/newview/app_settings/settings.xml @@ -13442,7 +13442,7 @@ Type Boolean Value - 0 + 1 WarningsAsChat -- cgit v1.2.3 From f3ee2f3796e518f9ac835e2dd7f58ce1f82c2954 Mon Sep 17 00:00:00 2001 From: Andrey Kleshchev Date: Fri, 11 Oct 2024 22:16:51 +0300 Subject: viewer#2819 Group member pagination toggle Group member pagination is not ready, disable it untill later --- indra/newview/app_settings/settings.xml | 11 +++++++++++ 1 file changed, 11 insertions(+) (limited to 'indra/newview/app_settings') diff --git a/indra/newview/app_settings/settings.xml b/indra/newview/app_settings/settings.xml index 13ec35fa07..b7d1575bb1 100644 --- a/indra/newview/app_settings/settings.xml +++ b/indra/newview/app_settings/settings.xml @@ -2469,6 +2469,17 @@ Value 1 + UseGroupMemberPagination + + Comment + Enable pagination of group memeber list 50 members at a time. + Persist + 1 + Type + Boolean + Value + 0 + DisplayTimecode Comment -- cgit v1.2.3 From 0b97f5033049e13b193e7ab00a188e66f0fbc73e Mon Sep 17 00:00:00 2001 From: Rye Mutt Date: Tue, 22 Oct 2024 14:54:58 -0400 Subject: Restore tonemapping to ACES with a slight mix towards linear and raise exposure slider limit to 4 (#2915) --- indra/newview/app_settings/settings.xml | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) (limited to 'indra/newview/app_settings') diff --git a/indra/newview/app_settings/settings.xml b/indra/newview/app_settings/settings.xml index b7d1575bb1..4f7b866d5b 100644 --- a/indra/newview/app_settings/settings.xml +++ b/indra/newview/app_settings/settings.xml @@ -9063,7 +9063,7 @@ Type F32 Value - 1 + 1.5 RenderReflectionProbeDrawDistance @@ -9874,7 +9874,7 @@ Type F32 Value - 1.0 + 0.7 RenderTonemapType @@ -9885,7 +9885,7 @@ Type U32 Value - 0 + 1 ReplaySession -- cgit v1.2.3 From c9c662440055cf8160ca22583b7998122d0b8851 Mon Sep 17 00:00:00 2001 From: Rye Date: Thu, 24 Oct 2024 16:44:45 -0700 Subject: Restore default exposure to 1 and add exposure and tonemapping featuretable entries (#2913) (#2916) --- indra/newview/app_settings/settings.xml | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'indra/newview/app_settings') diff --git a/indra/newview/app_settings/settings.xml b/indra/newview/app_settings/settings.xml index 4f7b866d5b..e5d48f1652 100644 --- a/indra/newview/app_settings/settings.xml +++ b/indra/newview/app_settings/settings.xml @@ -9063,7 +9063,7 @@ Type F32 Value - 1.5 + 1.0 RenderReflectionProbeDrawDistance -- cgit v1.2.3