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https://github.com/italicsjenga/slang-shaders.git
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678 lines
33 KiB
C
678 lines
33 KiB
C
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#ifndef PHOSPHOR_MASK_RESIZING_H
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#define PHOSPHOR_MASK_RESIZING_H
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///////////////////////////// GPL LICENSE NOTICE /////////////////////////////
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// crt-royale: A full-featured CRT shader, with cheese.
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// Copyright (C) 2014 TroggleMonkey <trogglemonkey@gmx.com>
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//
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// This program is free software; you can redistribute it and/or modify it
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// under the terms of the GNU General Public License as published by the Free
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// Software Foundation; either version 2 of the License, or any later version.
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//
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// This program is distributed in the hope that it will be useful, but WITHOUT
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// ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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// FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
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// more details.
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//
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// You should have received a copy of the GNU General Public License along with
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// this program; if not, write to the Free Software Foundation, Inc., 59 Temple
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// Place, Suite 330, Boston, MA 02111-1307 USA
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////////////////////////////////// INCLUDES //////////////////////////////////
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#include "../user-settings.h"
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#include "derived-settings-and-constants.h"
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///////////////////////////// CODEPATH SELECTION /////////////////////////////
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// Choose a looping strategy based on what's allowed:
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// Dynamic loops not allowed: Use a flat static loop.
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// Dynamic loops accomodated: Coarsely branch around static loops.
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// Dynamic loops assumed allowed: Use a flat dynamic loop.
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#ifndef DRIVERS_ALLOW_DYNAMIC_BRANCHES
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#ifdef ACCOMODATE_POSSIBLE_DYNAMIC_LOOPS
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#define BREAK_LOOPS_INTO_PIECES
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#else
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#define USE_SINGLE_STATIC_LOOP
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#endif
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#endif // No else needed: Dynamic loops assumed.
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////////////////////////////////// CONSTANTS /////////////////////////////////
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// The larger the resized tile, the fewer samples we'll need for downsizing.
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// See if we can get a static min tile size > mask_min_allowed_tile_size:
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const float mask_min_allowed_tile_size = ceil(
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mask_min_allowed_triad_size * mask_triads_per_tile);
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const float mask_min_expected_tile_size =
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mask_min_allowed_tile_size;
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// Limit the number of sinc resize taps by the maximum minification factor:
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const float pi_over_lobes = pi/mask_sinc_lobes;
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const float max_sinc_resize_samples_float = 2.0 * mask_sinc_lobes *
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mask_resize_src_lut_size.x/mask_min_expected_tile_size;
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// Vectorized loops sample in multiples of 4. Round up to be safe:
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const float max_sinc_resize_samples_m4 = ceil(
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max_sinc_resize_samples_float * 0.25) * 4.0;
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///////////////////////// RESAMPLING FUNCTION HELPERS ////////////////////////
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inline float get_dynamic_loop_size(const float magnification_scale)
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{
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// Requires: The following global constants must be defined:
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// 1.) mask_sinc_lobes
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// 2.) max_sinc_resize_samples_m4
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// Returns: The minimum number of texture samples for a correct downsize
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// at magnification_scale.
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// We're downsizing, so the filter is sized across 2*lobes output pixels
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// (not 2*lobes input texels). This impacts distance measurements and the
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// minimum number of input samples needed.
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const float min_samples_float = 2.0 * mask_sinc_lobes / magnification_scale;
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const float min_samples_m4 = ceil(min_samples_float * 0.25) * 4.0;
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#ifdef DRIVERS_ALLOW_DYNAMIC_BRANCHES
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const float max_samples_m4 = max_sinc_resize_samples_m4;
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#else // ifdef BREAK_LOOPS_INTO_PIECES
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// Simulating loops with branches imposes a 128-sample limit.
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const float max_samples_m4 = min(128.0, max_sinc_resize_samples_m4);
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#endif
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return min(min_samples_m4, max_samples_m4);
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}
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vec2 get_first_texel_tile_uv_and_dist(const vec2 tex_uv,
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const vec2 texture_size, const float dr,
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const float input_tiles_per_texture_r, const float samples,
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const bool vertical)
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{
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// Requires: 1.) dr == du == 1.0/texture_size.x or
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// dr == dv == 1.0/texture_size.y
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// (whichever direction we're resampling in).
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// It's a scalar to save register space.
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// 2.) input_tiles_per_texture_r is the number of input tiles
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// that can fit in the input texture in the direction we're
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// resampling this pass.
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// 3.) vertical indicates whether we're resampling vertically
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// this pass (or horizontally).
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// Returns: Pack and return the first sample's tile_uv coord in [0, 1]
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// and its texel distance from the destination pixel, in the
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// resized dimension only.
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// We'll start with the topmost or leftmost sample and work down or right,
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// so get the first sample location and distance. Modify both dimensions
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// as if we're doing a one-pass 2D resize; we'll throw away the unneeded
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// (and incorrect) dimension at the end.
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const vec2 curr_texel = tex_uv * texture_size;
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const vec2 prev_texel =
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floor(curr_texel - vec2(under_half)) + vec2(0.5);
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const vec2 first_texel = prev_texel - vec2(samples/2.0 - 1.0);
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const vec2 first_texel_uv_wrap_2D = first_texel * dr;
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const vec2 first_texel_dist_2D = curr_texel - first_texel;
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// Convert from tex_uv to tile_uv coords so we can sub fracs for fmods.
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const vec2 first_texel_tile_uv_wrap_2D =
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first_texel_uv_wrap_2D * input_tiles_per_texture_r;
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// Project wrapped coordinates to the [0, 1] range. We'll do this with all
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// samples,but the first texel is special, since it might be negative.
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const vec2 coord_negative =
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vec2(first_texel_tile_uv_wrap_2D < vec2(0.0));
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const vec2 first_texel_tile_uv_2D =
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frac(first_texel_tile_uv_wrap_2D) + coord_negative;
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// Pack the first texel's tile_uv coord and texel distance in 1D:
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const vec2 tile_u_and_dist =
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vec2(first_texel_tile_uv_2D.x, first_texel_dist_2D.x);
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const vec2 tile_v_and_dist =
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vec2(first_texel_tile_uv_2D.y, first_texel_dist_2D.y);
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return vertical ? tile_v_and_dist : tile_u_and_dist;
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//return lerp(tile_u_and_dist, tile_v_and_dist, float(vertical));
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}
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inline vec4 tex2Dlod0try(const sampler2D tex, const vec2 tex_uv)
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{
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// Mipmapping and anisotropic filtering get confused by sinc-resampling.
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// One [slow] workaround is to select the lowest mip level:
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#ifdef ANISOTROPIC_RESAMPLING_COMPAT_TEX2DLOD
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return tex2Dlod(tex, vec4(tex_uv, 0.0, 0.0));
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#else
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#ifdef ANISOTROPIC_RESAMPLING_COMPAT_TEX2DBIAS
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return tex2Dbias(tex, vec4(tex_uv, 0.0, -16.0));
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#else
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return texture(tex, tex_uv);
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#endif
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#endif
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}
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////////////////////////////// LOOP BODY MACROS //////////////////////////////
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// Using inline functions can exceed the temporary register limit, so we're
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// stuck with #define macros (I'm TRULY sorry). They're declared here instead
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// of above to be closer to the actual invocation sites. Steps:
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// 1.) Get the exact texel location.
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// 2.) Sample the phosphor mask (already assumed encoded in linear RGB).
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// 3.) Get the distance from the current pixel and sinc weight:
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// sinc(dist) = sin(pi * dist)/(pi * dist)
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// We can also use the slower/smoother Lanczos instead:
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// L(x) = sinc(dist) * sinc(dist / lobes)
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// 4.) Accumulate the weight sum in weights, and accumulate the weighted texels
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// in pixel_color (we'll normalize outside the loop at the end).
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// We vectorize the loop to help reduce the Lanczos window's cost.
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// The r coord is the coord in the dimension we're resizing along (u or v),
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// and first_texel_tile_uv_rrrr is a vec4 of the first texel's u or v
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// tile_uv coord in [0, 1]. tex_uv_r will contain the tile_uv u or v coord
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// for four new texel samples.
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#define CALCULATE_R_COORD_FOR_4_SAMPLES \
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const vec4 true_i = vec4(i_base + i) + vec4(0.0, 1.0, 2.0, 3.0); \
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const vec4 tile_uv_r = frac( \
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first_texel_tile_uv_rrrr + true_i * tile_dr); \
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const vec4 tex_uv_r = tile_uv_r * tile_size_uv_r;
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#ifdef PHOSPHOR_MASK_RESIZE_LANCZOS_WINDOW
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#define CALCULATE_SINC_RESAMPLE_WEIGHTS \
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const vec4 pi_dist_over_lobes = pi_over_lobes * dist; \
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const vec4 weights = min(sin(pi_dist) * sin(pi_dist_over_lobes) /\
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(pi_dist*pi_dist_over_lobes), vec4(1.0));
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#else
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#define CALCULATE_SINC_RESAMPLE_WEIGHTS \
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const vec4 weights = min(sin(pi_dist)/pi_dist, vec4(1.0));
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#endif
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#define UPDATE_COLOR_AND_WEIGHT_SUMS \
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const vec4 dist = magnification_scale * \
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abs(first_dist_unscaled - true_i); \
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const vec4 pi_dist = pi * dist; \
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CALCULATE_SINC_RESAMPLE_WEIGHTS; \
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pixel_color += new_sample0 * weights.xxx; \
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pixel_color += new_sample1 * weights.yyy; \
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pixel_color += new_sample2 * weights.zzz; \
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pixel_color += new_sample3 * weights.www; \
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weight_sum += weights;
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#define VERTICAL_SINC_RESAMPLE_LOOP_BODY \
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CALCULATE_R_COORD_FOR_4_SAMPLES; \
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const vec3 new_sample0 = tex2Dlod0try(texture, \
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vec2(tex_uv.x, tex_uv_r.x)).rgb; \
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const vec3 new_sample1 = tex2Dlod0try(texture, \
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vec2(tex_uv.x, tex_uv_r.y)).rgb; \
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const vec3 new_sample2 = tex2Dlod0try(texture, \
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vec2(tex_uv.x, tex_uv_r.z)).rgb; \
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const vec3 new_sample3 = tex2Dlod0try(texture, \
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vec2(tex_uv.x, tex_uv_r.w)).rgb; \
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UPDATE_COLOR_AND_WEIGHT_SUMS;
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#define HORIZONTAL_SINC_RESAMPLE_LOOP_BODY \
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CALCULATE_R_COORD_FOR_4_SAMPLES; \
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const vec3 new_sample0 = tex2Dlod0try(texture, \
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vec2(tex_uv_r.x, tex_uv.y)).rgb; \
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const vec3 new_sample1 = tex2Dlod0try(texture, \
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vec2(tex_uv_r.y, tex_uv.y)).rgb; \
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const vec3 new_sample2 = tex2Dlod0try(texture, \
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vec2(tex_uv_r.z, tex_uv.y)).rgb; \
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const vec3 new_sample3 = tex2Dlod0try(texture, \
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vec2(tex_uv_r.w, tex_uv.y)).rgb; \
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UPDATE_COLOR_AND_WEIGHT_SUMS;
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//////////////////////////// RESAMPLING FUNCTIONS ////////////////////////////
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vec3 downsample_vertical_sinc_tiled(const sampler2D texture,
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const vec2 tex_uv, const vec2 texture_size, const float dr,
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const float magnification_scale, const float tile_size_uv_r)
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{
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// Requires: 1.) dr == du == 1.0/texture_size.x or
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// dr == dv == 1.0/texture_size.y
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// (whichever direction we're resampling in).
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// It's a scalar to save register space.
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// 2.) tile_size_uv_r is the number of texels an input tile
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// takes up in the input texture, in the direction we're
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// resampling this pass.
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// 3.) magnification_scale must be <= 1.0.
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// Returns: Return a [Lanczos] sinc-resampled pixel of a vertically
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// downsized input tile embedded in an input texture. (The
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// vertical version is special-cased though: It assumes the
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// tile size equals the [static] texture size, since it's used
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// on an LUT texture input containing one tile. For more
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// generic use, eliminate the "static" in the parameters.)
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// The "r" in "dr," "tile_size_uv_r," etc. refers to the dimension
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// we're resizing along, e.g. "dy" in this case.
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#ifdef USE_SINGLE_STATIC_LOOP
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// A static loop can be faster, but it might blur too much from using
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// more samples than it should.
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const int samples = int(max_sinc_resize_samples_m4);
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#else
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const int samples = int(get_dynamic_loop_size(magnification_scale));
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#endif
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// Get the first sample location (scalar tile uv coord along the resized
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// dimension) and distance from the output location (in texels):
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const float input_tiles_per_texture_r = 1.0/tile_size_uv_r;
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// true = vertical resize:
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const vec2 first_texel_tile_r_and_dist = get_first_texel_tile_uv_and_dist(
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tex_uv, texture_size, dr, input_tiles_per_texture_r, samples, true);
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const vec4 first_texel_tile_uv_rrrr = first_texel_tile_r_and_dist.xxxx;
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const vec4 first_dist_unscaled = first_texel_tile_r_and_dist.yyyy;
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// Get the tile sample offset:
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const float tile_dr = dr * input_tiles_per_texture_r;
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// Sum up each weight and weighted sample color, varying the looping
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// strategy based on our expected dynamic loop capabilities. See the
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// loop body macros above.
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int i_base = 0;
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vec4 weight_sum = vec4(0.0);
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vec3 pixel_color = vec3(0.0);
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const int i_step = 4;
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#ifdef BREAK_LOOPS_INTO_PIECES
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if(samples - i_base >= 64)
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{
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for(int i = 0; i < 64; i += i_step)
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{
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VERTICAL_SINC_RESAMPLE_LOOP_BODY;
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}
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i_base += 64;
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}
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if(samples - i_base >= 32)
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{
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for(int i = 0; i < 32; i += i_step)
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{
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VERTICAL_SINC_RESAMPLE_LOOP_BODY;
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}
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i_base += 32;
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}
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if(samples - i_base >= 16)
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{
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for(int i = 0; i < 16; i += i_step)
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{
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VERTICAL_SINC_RESAMPLE_LOOP_BODY;
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}
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i_base += 16;
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}
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if(samples - i_base >= 8)
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{
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for(int i = 0; i < 8; i += i_step)
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{
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VERTICAL_SINC_RESAMPLE_LOOP_BODY;
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}
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i_base += 8;
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}
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if(samples - i_base >= 4)
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{
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for(int i = 0; i < 4; i += i_step)
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{
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VERTICAL_SINC_RESAMPLE_LOOP_BODY;
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}
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i_base += 4;
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}
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// Do another 4-sample block for a total of 128 max samples.
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if(samples - i_base > 0)
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{
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for(int i = 0; i < 4; i += i_step)
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{
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VERTICAL_SINC_RESAMPLE_LOOP_BODY;
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}
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}
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#else
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for(int i = 0; i < samples; i += i_step)
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{
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VERTICAL_SINC_RESAMPLE_LOOP_BODY;
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}
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#endif
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// Normalize so the weight_sum == 1.0, and return:
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const vec2 weight_sum_reduce = weight_sum.xy + weight_sum.zw;
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const vec3 scalar_weight_sum = vec3(weight_sum_reduce.x +
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weight_sum_reduce.y);
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return (pixel_color/scalar_weight_sum);
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}
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vec3 downsample_horizontal_sinc_tiled(const sampler2D texture,
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const vec2 tex_uv, const vec2 texture_size, const float dr,
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const float magnification_scale, const float tile_size_uv_r)
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{
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// Differences from downsample_horizontal_sinc_tiled:
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// 1.) The dr and tile_size_uv_r parameters are not static consts.
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// 2.) The "vertical" parameter to get_first_texel_tile_uv_and_dist is
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// set to false instead of true.
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// 3.) The horizontal version of the loop body is used.
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// TODO: If we can get guaranteed compile-time dead code elimination,
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// we can combine the vertical/horizontal downsampling functions by:
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// 1.) Add an extra static const bool parameter called "vertical."
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// 2.) Supply it with the result of get_first_texel_tile_uv_and_dist().
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// 3.) Use a conditional assignment in the loop body macro. This is the
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// tricky part: We DO NOT want to incur the extra conditional
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// assignment in the inner loop at runtime!
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// The "r" in "dr," "tile_size_uv_r," etc. refers to the dimension
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// we're resizing along, e.g. "dx" in this case.
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#ifdef USE_SINGLE_STATIC_LOOP
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// If we have to load all samples, we might as well use them.
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const int samples = int(max_sinc_resize_samples_m4);
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#else
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const int samples = int(get_dynamic_loop_size(magnification_scale));
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#endif
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|
// Get the first sample location (scalar tile uv coord along resized
|
||
|
// dimension) and distance from the output location (in texels):
|
||
|
const float input_tiles_per_texture_r = 1.0/tile_size_uv_r;
|
||
|
// false = horizontal resize:
|
||
|
const vec2 first_texel_tile_r_and_dist = get_first_texel_tile_uv_and_dist(
|
||
|
tex_uv, texture_size, dr, input_tiles_per_texture_r, samples, false);
|
||
|
const vec4 first_texel_tile_uv_rrrr = first_texel_tile_r_and_dist.xxxx;
|
||
|
const vec4 first_dist_unscaled = first_texel_tile_r_and_dist.yyyy;
|
||
|
// Get the tile sample offset:
|
||
|
const float tile_dr = dr * input_tiles_per_texture_r;
|
||
|
|
||
|
// Sum up each weight and weighted sample color, varying the looping
|
||
|
// strategy based on our expected dynamic loop capabilities. See the
|
||
|
// loop body macros above.
|
||
|
int i_base = 0;
|
||
|
vec4 weight_sum = vec4(0.0);
|
||
|
vec3 pixel_color = vec3(0.0);
|
||
|
const int i_step = 4;
|
||
|
#ifdef BREAK_LOOPS_INTO_PIECES
|
||
|
if(samples - i_base >= 64)
|
||
|
{
|
||
|
for(int i = 0; i < 64; i += i_step)
|
||
|
{
|
||
|
HORIZONTAL_SINC_RESAMPLE_LOOP_BODY;
|
||
|
}
|
||
|
i_base += 64;
|
||
|
}
|
||
|
if(samples - i_base >= 32)
|
||
|
{
|
||
|
for(int i = 0; i < 32; i += i_step)
|
||
|
{
|
||
|
HORIZONTAL_SINC_RESAMPLE_LOOP_BODY;
|
||
|
}
|
||
|
i_base += 32;
|
||
|
}
|
||
|
if(samples - i_base >= 16)
|
||
|
{
|
||
|
for(int i = 0; i < 16; i += i_step)
|
||
|
{
|
||
|
HORIZONTAL_SINC_RESAMPLE_LOOP_BODY;
|
||
|
}
|
||
|
i_base += 16;
|
||
|
}
|
||
|
if(samples - i_base >= 8)
|
||
|
{
|
||
|
for(int i = 0; i < 8; i += i_step)
|
||
|
{
|
||
|
HORIZONTAL_SINC_RESAMPLE_LOOP_BODY;
|
||
|
}
|
||
|
i_base += 8;
|
||
|
}
|
||
|
if(samples - i_base >= 4)
|
||
|
{
|
||
|
for(int i = 0; i < 4; i += i_step)
|
||
|
{
|
||
|
HORIZONTAL_SINC_RESAMPLE_LOOP_BODY;
|
||
|
}
|
||
|
i_base += 4;
|
||
|
}
|
||
|
// Do another 4-sample block for a total of 128 max samples.
|
||
|
if(samples - i_base > 0)
|
||
|
{
|
||
|
for(int i = 0; i < 4; i += i_step)
|
||
|
{
|
||
|
HORIZONTAL_SINC_RESAMPLE_LOOP_BODY;
|
||
|
}
|
||
|
}
|
||
|
#else
|
||
|
for(int i = 0; i < samples; i += i_step)
|
||
|
{
|
||
|
HORIZONTAL_SINC_RESAMPLE_LOOP_BODY;
|
||
|
}
|
||
|
#endif
|
||
|
// Normalize so the weight_sum == 1.0, and return:
|
||
|
const vec2 weight_sum_reduce = weight_sum.xy + weight_sum.zw;
|
||
|
const vec3 scalar_weight_sum = vec3(weight_sum_reduce.x +
|
||
|
weight_sum_reduce.y);
|
||
|
return (pixel_color/scalar_weight_sum);
|
||
|
}
|
||
|
|
||
|
|
||
|
//////////////////////////// TILE SIZE CALCULATION ///////////////////////////
|
||
|
|
||
|
vec2 get_resized_mask_tile_size(const vec2 estimated_viewport_size,
|
||
|
const vec2 estimated_mask_resize_output_size,
|
||
|
const bool solemnly_swear_same_inputs_for_every_pass)
|
||
|
{
|
||
|
// Requires: The following global constants must be defined according to
|
||
|
// certain constraints:
|
||
|
// 1.) mask_resize_num_triads: Must be high enough that our
|
||
|
// mask sampling method won't have artifacts later
|
||
|
// (long story; see derived-settings-and-constants.h)
|
||
|
// 2.) mask_resize_src_lut_size: Texel size of our mask LUT
|
||
|
// 3.) mask_triads_per_tile: Num horizontal triads in our LUT
|
||
|
// 4.) mask_min_allowed_triad_size: User setting (the more
|
||
|
// restrictive it is, the faster the resize will go)
|
||
|
// 5.) mask_min_allowed_tile_size_x < mask_resize_src_lut_size.x
|
||
|
// 6.) mask_triad_size_desired_{runtime, static}
|
||
|
// 7.) mask_num_triads_desired_{runtime, static}
|
||
|
// 8.) mask_specify_num_triads must be 0.0/1.0 (false/true)
|
||
|
// The function parameters must be defined as follows:
|
||
|
// 1.) estimated_viewport_size == (final viewport size);
|
||
|
// If mask_specify_num_triads is 1.0/true and the viewport
|
||
|
// estimate is wrong, the number of triads will differ from
|
||
|
// the user's preference by about the same factor.
|
||
|
// 2.) estimated_mask_resize_output_size: Must equal the
|
||
|
// output size of the MASK_RESIZE pass.
|
||
|
// Exception: The x component may be estimated garbage if
|
||
|
// and only if the caller throws away the x result.
|
||
|
// 3.) solemnly_swear_same_inputs_for_every_pass: Set to false,
|
||
|
// unless you can guarantee that every call across every
|
||
|
// pass will use the same sizes for the other parameters.
|
||
|
// When calling this across multiple passes, always use the
|
||
|
// same y viewport size/scale, and always use the same x
|
||
|
// viewport size/scale when using the x result.
|
||
|
// Returns: Return the final size of a manually resized mask tile, after
|
||
|
// constraining the desired size to avoid artifacts. Under
|
||
|
// unusual circumstances, tiles may become stretched vertically
|
||
|
// (see wall of text below).
|
||
|
// Stated tile properties must be correct:
|
||
|
const float tile_aspect_ratio_inv =
|
||
|
mask_resize_src_lut_size.y/mask_resize_src_lut_size.x;
|
||
|
const float tile_aspect_ratio = 1.0/tile_aspect_ratio_inv;
|
||
|
const vec2 tile_aspect = vec2(1.0, tile_aspect_ratio_inv);
|
||
|
// If mask_specify_num_triads is 1.0/true and estimated_viewport_size.x is
|
||
|
// wrong, the user preference will be misinterpreted:
|
||
|
const float desired_tile_size_x = mask_triads_per_tile * lerp(
|
||
|
mask_triad_size_desired,
|
||
|
estimated_viewport_size.x / mask_num_triads_desired,
|
||
|
mask_specify_num_triads);
|
||
|
if(get_mask_sample_mode() > 0.5)
|
||
|
{
|
||
|
// We don't need constraints unless we're sampling MASK_RESIZE.
|
||
|
return desired_tile_size_x * tile_aspect;
|
||
|
}
|
||
|
// Make sure we're not upsizing:
|
||
|
const float temp_tile_size_x =
|
||
|
min(desired_tile_size_x, mask_resize_src_lut_size.x);
|
||
|
// Enforce min_tile_size and max_tile_size in both dimensions:
|
||
|
const vec2 temp_tile_size = temp_tile_size_x * tile_aspect;
|
||
|
const vec2 min_tile_size =
|
||
|
mask_min_allowed_tile_size * tile_aspect;
|
||
|
const vec2 max_tile_size =
|
||
|
estimated_mask_resize_output_size / mask_resize_num_tiles;
|
||
|
const vec2 clamped_tile_size =
|
||
|
clamp(temp_tile_size, min_tile_size, max_tile_size);
|
||
|
// Try to maintain tile_aspect_ratio. This is the tricky part:
|
||
|
// If we're currently resizing in the y dimension, the x components
|
||
|
// could be MEANINGLESS. (If estimated_mask_resize_output_size.x is
|
||
|
// bogus, then so is max_tile_size.x and clamped_tile_size.x.)
|
||
|
// We can't adjust the y size based on clamped_tile_size.x. If it
|
||
|
// clamps when it shouldn't, it won't clamp again when later passes
|
||
|
// call this function with the correct sizes, and the discrepancy will
|
||
|
// break the sampling coords in MASKED_SCANLINES. Instead, we'll limit
|
||
|
// the x size based on the y size, but not vice versa, unless the
|
||
|
// caller swears the parameters were the same (correct) in every pass.
|
||
|
// As a result, triads could appear vertically stretched if:
|
||
|
// a.) mask_resize_src_lut_size.x > mask_resize_src_lut_size.y: Wide
|
||
|
// LUT's might clamp x more than y (all provided LUT's are square)
|
||
|
// b.) true_viewport_size.x < true_viewport_size.y: The user is playing
|
||
|
// with a vertically oriented screen (not accounted for anyway)
|
||
|
// c.) mask_resize_viewport_scale.x < masked_resize_viewport_scale.y:
|
||
|
// Viewport scales are equal by default.
|
||
|
// If any of these are the case, you can fix the stretching by setting:
|
||
|
// mask_resize_viewport_scale.x = mask_resize_viewport_scale.y *
|
||
|
// (1.0 / min_expected_aspect_ratio) *
|
||
|
// (mask_resize_src_lut_size.x / mask_resize_src_lut_size.y)
|
||
|
const float x_tile_size_from_y =
|
||
|
clamped_tile_size.y * tile_aspect_ratio;
|
||
|
const float y_tile_size_from_x = lerp(clamped_tile_size.y,
|
||
|
clamped_tile_size.x * tile_aspect_ratio_inv,
|
||
|
float(solemnly_swear_same_inputs_for_every_pass));
|
||
|
const vec2 reclamped_tile_size = vec2(
|
||
|
min(clamped_tile_size.x, x_tile_size_from_y),
|
||
|
min(clamped_tile_size.y, y_tile_size_from_x));
|
||
|
// We need integer tile sizes in both directions for tiled sampling to
|
||
|
// work correctly. Use floor (to make sure we don't round up), but be
|
||
|
// careful to avoid a rounding bug where floor decreases whole numbers:
|
||
|
const vec2 final_resized_tile_size =
|
||
|
floor(reclamped_tile_size + vec2(FIX_ZERO(0.0)));
|
||
|
return final_resized_tile_size;
|
||
|
}
|
||
|
|
||
|
|
||
|
///////////////////////// FINAL MASK SAMPLING HELPERS ////////////////////////
|
||
|
|
||
|
vec4 get_mask_sampling_parameters(const vec2 mask_resize_texture_size,
|
||
|
const vec2 mask_resize_video_size, const vec2 true_viewport_size,
|
||
|
out vec2 mask_tiles_per_screen)
|
||
|
{
|
||
|
// Requires: 1.) Requirements of get_resized_mask_tile_size() must be
|
||
|
// met, particularly regarding global constants.
|
||
|
// The function parameters must be defined as follows:
|
||
|
// 1.) mask_resize_texture_size == MASK_RESIZE.texture_size
|
||
|
// if get_mask_sample_mode() is 0 (otherwise anything)
|
||
|
// 2.) mask_resize_video_size == MASK_RESIZE.video_size
|
||
|
// if get_mask_sample_mode() is 0 (otherwise anything)
|
||
|
// 3.) true_viewport_size == IN.output_size for a pass set to
|
||
|
// 1.0 viewport scale (i.e. it must be correct)
|
||
|
// Returns: Return a vec4 containing:
|
||
|
// xy: tex_uv coords for the start of the mask tile
|
||
|
// zw: tex_uv size of the mask tile from start to end
|
||
|
// mask_tiles_per_screen is an out parameter containing the
|
||
|
// number of mask tiles that will fit on the screen.
|
||
|
// First get the final resized tile size. The viewport size and mask
|
||
|
// resize viewport scale must be correct, but don't solemnly swear they
|
||
|
// were correct in both mask resize passes unless you know it's true.
|
||
|
// (We can better ensure a correct tile aspect ratio if the parameters are
|
||
|
// guaranteed correct in all passes...but if we lie, we'll get inconsistent
|
||
|
// sizes across passes, resulting in broken texture coordinates.)
|
||
|
const float mask_sample_mode = get_mask_sample_mode();
|
||
|
const vec2 mask_resize_tile_size = get_resized_mask_tile_size(
|
||
|
true_viewport_size, mask_resize_video_size, false);
|
||
|
if(mask_sample_mode < 0.5)
|
||
|
{
|
||
|
// Sample MASK_RESIZE: The resized tile is a fraction of the texture
|
||
|
// size and starts at a nonzero offset to allow for border texels:
|
||
|
const vec2 mask_tile_uv_size = mask_resize_tile_size /
|
||
|
mask_resize_texture_size;
|
||
|
const vec2 skipped_tiles = mask_start_texels/mask_resize_tile_size;
|
||
|
const vec2 mask_tile_start_uv = skipped_tiles * mask_tile_uv_size;
|
||
|
// mask_tiles_per_screen must be based on the *true* viewport size:
|
||
|
mask_tiles_per_screen = true_viewport_size / mask_resize_tile_size;
|
||
|
return vec4(mask_tile_start_uv, mask_tile_uv_size);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// If we're tiling at the original size (1:1 pixel:texel), redefine a
|
||
|
// "tile" to be the full texture containing many triads. Otherwise,
|
||
|
// we're hardware-resampling an LUT, and the texture truly contains a
|
||
|
// single unresized phosphor mask tile anyway.
|
||
|
const vec2 mask_tile_uv_size = vec2(1.0);
|
||
|
const vec2 mask_tile_start_uv = vec2(0.0);
|
||
|
if(mask_sample_mode > 1.5)
|
||
|
{
|
||
|
// Repeat the full LUT at a 1:1 pixel:texel ratio without resizing:
|
||
|
mask_tiles_per_screen = true_viewport_size/mask_texture_large_size;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// Hardware-resize the original LUT:
|
||
|
mask_tiles_per_screen = true_viewport_size / mask_resize_tile_size;
|
||
|
}
|
||
|
return vec4(mask_tile_start_uv, mask_tile_uv_size);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
vec2 fix_tiling_discontinuities_normalized(const vec2 tile_uv,
|
||
|
vec2 duv_dx, vec2 duv_dy)
|
||
|
{
|
||
|
// Requires: 1.) duv_dx == ddx(tile_uv)
|
||
|
// 2.) duv_dy == ddy(tile_uv)
|
||
|
// 3.) tile_uv contains tile-relative uv coords in [0, 1],
|
||
|
// such that (0.5, 0.5) is the center of a tile, etc.
|
||
|
// ("Tile" can mean texture, the video embedded in the
|
||
|
// texture, or some other "tile" embedded in a texture.)
|
||
|
// Returns: Return new tile_uv coords that contain no discontinuities
|
||
|
// across a 2x2 pixel quad.
|
||
|
// Description:
|
||
|
// When uv coords wrap from 1.0 to 0.0, they create a discontinuity in the
|
||
|
// derivatives, which we assume happened if the absolute difference between
|
||
|
// any fragment in a 2x2 block is > ~half a tile. If the current block has
|
||
|
// a u or v discontinuity and the current fragment is in the first half of
|
||
|
// the tile along that axis (i.e. it wrapped from 1.0 to 0.0), add a tile
|
||
|
// to that coord to make the 2x2 block continuous. (It will now have a
|
||
|
// coord > 1.0 in the padding area beyond the tile.) This function takes
|
||
|
// derivatives as parameters so the caller can reuse them.
|
||
|
// In case we're using high-quality (nVidia-style) derivatives, ensure
|
||
|
// diagonically opposite fragments see each other for correctness:
|
||
|
duv_dx = abs(duv_dx) + abs(ddy(duv_dx));
|
||
|
duv_dy = abs(duv_dy) + abs(ddx(duv_dy));
|
||
|
const vec2 pixel_in_first_half_tile = vec2(tile_uv < vec2(0.5));
|
||
|
const vec2 jump_exists = vec2(duv_dx + duv_dy > vec2(0.5));
|
||
|
return tile_uv + jump_exists * pixel_in_first_half_tile;
|
||
|
}
|
||
|
|
||
|
vec2 convert_phosphor_tile_uv_wrap_to_tex_uv(const vec2 tile_uv_wrap,
|
||
|
const vec4 mask_tile_start_uv_and_size)
|
||
|
{
|
||
|
// Requires: 1.) tile_uv_wrap contains tile-relative uv coords, where the
|
||
|
// tile spans from [0, 1], such that (0.5, 0.5) is at the
|
||
|
// tile center. The input coords can range from [0, inf],
|
||
|
// and their fractional parts map to a repeated tile.
|
||
|
// ("Tile" can mean texture, the video embedded in the
|
||
|
// texture, or some other "tile" embedded in a texture.)
|
||
|
// 2.) mask_tile_start_uv_and_size.xy contains tex_uv coords
|
||
|
// for the start of the embedded tile in the full texture.
|
||
|
// 3.) mask_tile_start_uv_and_size.zw contains the [fractional]
|
||
|
// tex_uv size of the embedded tile in the full texture.
|
||
|
// Returns: Return tex_uv coords (used for texture sampling)
|
||
|
// corresponding to tile_uv_wrap.
|
||
|
if(get_mask_sample_mode() < 0.5)
|
||
|
{
|
||
|
// Manually repeat the resized mask tile to fill the screen:
|
||
|
// First get fractional tile_uv coords. Using frac/fmod on coords
|
||
|
// confuses anisotropic filtering; fix it as user options dictate.
|
||
|
// derived-settings-and-constants.h disables incompatible options.
|
||
|
#ifdef ANISOTROPIC_TILING_COMPAT_TILE_FLAT_TWICE
|
||
|
vec2 tile_uv = frac(tile_uv_wrap * 0.5) * 2.0;
|
||
|
#else
|
||
|
vec2 tile_uv = frac(tile_uv_wrap);
|
||
|
#endif
|
||
|
#ifdef ANISOTROPIC_TILING_COMPAT_FIX_DISCONTINUITIES
|
||
|
const vec2 tile_uv_dx = ddx(tile_uv);
|
||
|
const vec2 tile_uv_dy = ddy(tile_uv);
|
||
|
tile_uv = fix_tiling_discontinuities_normalized(tile_uv,
|
||
|
tile_uv_dx, tile_uv_dy);
|
||
|
#endif
|
||
|
// The tile is embedded in a padded FBO, and it may start at a
|
||
|
// nonzero offset if border texels are used to avoid artifacts:
|
||
|
const vec2 mask_tex_uv = mask_tile_start_uv_and_size.xy +
|
||
|
tile_uv * mask_tile_start_uv_and_size.zw;
|
||
|
return mask_tex_uv;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// Sample from the input phosphor mask texture with hardware tiling.
|
||
|
// If we're tiling at the original size (mode 2), the "tile" is the
|
||
|
// whole texture, and it contains a large number of triads mapped with
|
||
|
// a 1:1 pixel:texel ratio. OTHERWISE, the texture contains a single
|
||
|
// unresized tile. tile_uv_wrap already has correct coords for both!
|
||
|
return tile_uv_wrap;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
#endif // PHOSPHOR_MASK_RESIZING_H
|
||
|
|