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https://github.com/italicsjenga/slang-shaders.git
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316 lines
14 KiB
C
316 lines
14 KiB
C
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#ifndef DERIVED_SETTINGS_AND_CONSTANTS_H
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#define DERIVED_SETTINGS_AND_CONSTANTS_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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///////////////////////////////// DESCRIPTION ////////////////////////////////
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// These macros and constants can be used across the whole codebase.
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// Unlike the values in user-settings.cgh, end users shouldn't modify these.
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////////////////////////////////// INCLUDES //////////////////////////////////
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#include "../user-settings.h"
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#include "user-preset-constants.h"
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/////////////////////////////// FIXED SETTINGS ///////////////////////////////
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// Avoid dividing by zero; using a macro overloads for float, vec2, etc.:
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#define FIX_ZERO(c) (max(abs(c), 0.0000152587890625)) // 2^-16
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// Ensure the first pass decodes CRT gamma and the last encodes LCD gamma.
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#ifndef SIMULATE_CRT_ON_LCD
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#define SIMULATE_CRT_ON_LCD
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#endif
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// Manually tiling a manually resized texture creates texture coord derivative
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// discontinuities and confuses anisotropic filtering, causing discolored tile
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// seams in the phosphor mask. Workarounds:
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// a.) Using tex2Dlod disables anisotropic filtering for tiled masks. It's
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// downgraded to tex2Dbias without DRIVERS_ALLOW_TEX2DLOD #defined and
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// disabled without DRIVERS_ALLOW_TEX2DBIAS #defined either.
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// b.) "Tile flat twice" requires drawing two full tiles without border padding
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// to the resized mask FBO, and it's incompatible with same-pass curvature.
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// (Same-pass curvature isn't used but could be in the future...maybe.)
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// c.) "Fix discontinuities" requires derivatives and drawing one tile with
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// border padding to the resized mask FBO, but it works with same-pass
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// curvature. It's disabled without DRIVERS_ALLOW_DERIVATIVES #defined.
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// Precedence: a, then, b, then c (if multiple strategies are #defined).
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#define ANISOTROPIC_TILING_COMPAT_TEX2DLOD // 129.7 FPS, 4x, flat; 101.8 at fullscreen
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#define ANISOTROPIC_TILING_COMPAT_TILE_FLAT_TWICE // 128.1 FPS, 4x, flat; 101.5 at fullscreen
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#define ANISOTROPIC_TILING_COMPAT_FIX_DISCONTINUITIES // 124.4 FPS, 4x, flat; 97.4 at fullscreen
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// Also, manually resampling the phosphor mask is slightly blurrier with
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// anisotropic filtering. (Resampling with mipmapping is even worse: It
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// creates artifacts, but only with the fully bloomed shader.) The difference
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// is subtle with small triads, but you can fix it for a small cost.
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//#define ANISOTROPIC_RESAMPLING_COMPAT_TEX2DLOD
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////////////////////////////// DERIVED SETTINGS //////////////////////////////
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// Intel HD 4000 GPU's can't handle manual mask resizing (for now), setting the
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// geometry mode at runtime, or a 4x4 true Gaussian resize. Disable
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// incompatible settings ASAP. (INTEGRATED_GRAPHICS_COMPATIBILITY_MODE may be
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// #defined by either user-settings.h or a wrapper .cg that #includes the
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// current .cg pass.)
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#ifdef INTEGRATED_GRAPHICS_COMPATIBILITY_MODE
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#ifdef PHOSPHOR_MASK_MANUALLY_RESIZE
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#undef PHOSPHOR_MASK_MANUALLY_RESIZE
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#endif
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#ifdef RUNTIME_GEOMETRY_MODE
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#undef RUNTIME_GEOMETRY_MODE
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#endif
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// Mode 2 (4x4 Gaussian resize) won't work, and mode 1 (3x3 blur) is
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// inferior in most cases, so replace 2.0 with 0.0:
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const float bloom_approx_filter =
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bloom_approx_filter_static > 1.5 ? 0.0 : bloom_approx_filter_static;
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#else
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const float bloom_approx_filter = bloom_approx_filter_static;
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#endif
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// Disable slow runtime paths if static parameters are used. Most of these
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// won't be a problem anyway once the params are disabled, but some will.
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#ifndef RUNTIME_SHADER_PARAMS_ENABLE
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#ifdef RUNTIME_PHOSPHOR_BLOOM_SIGMA
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#undef RUNTIME_PHOSPHOR_BLOOM_SIGMA
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#endif
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#ifdef RUNTIME_ANTIALIAS_WEIGHTS
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#undef RUNTIME_ANTIALIAS_WEIGHTS
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#endif
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#ifdef RUNTIME_ANTIALIAS_SUBPIXEL_OFFSETS
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#undef RUNTIME_ANTIALIAS_SUBPIXEL_OFFSETS
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#endif
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#ifdef RUNTIME_SCANLINES_HORIZ_FILTER_COLORSPACE
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#undef RUNTIME_SCANLINES_HORIZ_FILTER_COLORSPACE
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#endif
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#ifdef RUNTIME_GEOMETRY_TILT
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#undef RUNTIME_GEOMETRY_TILT
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#endif
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#ifdef RUNTIME_GEOMETRY_MODE
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#undef RUNTIME_GEOMETRY_MODE
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#endif
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#ifdef FORCE_RUNTIME_PHOSPHOR_MASK_MODE_TYPE_SELECT
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#undef FORCE_RUNTIME_PHOSPHOR_MASK_MODE_TYPE_SELECT
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#endif
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#endif
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// Make tex2Dbias a backup for tex2Dlod for wider compatibility.
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#ifdef ANISOTROPIC_TILING_COMPAT_TEX2DLOD
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#define ANISOTROPIC_TILING_COMPAT_TEX2DBIAS
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#endif
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#ifdef ANISOTROPIC_RESAMPLING_COMPAT_TEX2DLOD
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#define ANISOTROPIC_RESAMPLING_COMPAT_TEX2DBIAS
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#endif
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// Rule out unavailable anisotropic compatibility strategies:
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#ifndef DRIVERS_ALLOW_DERIVATIVES
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#ifdef ANISOTROPIC_TILING_COMPAT_FIX_DISCONTINUITIES
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#undef ANISOTROPIC_TILING_COMPAT_FIX_DISCONTINUITIES
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#endif
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#endif
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#ifndef DRIVERS_ALLOW_TEX2DLOD
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#ifdef ANISOTROPIC_TILING_COMPAT_TEX2DLOD
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#undef ANISOTROPIC_TILING_COMPAT_TEX2DLOD
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#endif
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#ifdef ANISOTROPIC_RESAMPLING_COMPAT_TEX2DLOD
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#undef ANISOTROPIC_RESAMPLING_COMPAT_TEX2DLOD
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#endif
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#ifdef ANTIALIAS_DISABLE_ANISOTROPIC
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#undef ANTIALIAS_DISABLE_ANISOTROPIC
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#endif
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#endif
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#ifndef DRIVERS_ALLOW_TEX2DBIAS
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#ifdef ANISOTROPIC_TILING_COMPAT_TEX2DBIAS
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#undef ANISOTROPIC_TILING_COMPAT_TEX2DBIAS
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#endif
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#ifdef ANISOTROPIC_RESAMPLING_COMPAT_TEX2DBIAS
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#undef ANISOTROPIC_RESAMPLING_COMPAT_TEX2DBIAS
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#endif
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#endif
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// Prioritize anisotropic tiling compatibility strategies by performance and
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// disable unused strategies. This concentrates all the nesting in one place.
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#ifdef ANISOTROPIC_TILING_COMPAT_TEX2DLOD
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#ifdef ANISOTROPIC_TILING_COMPAT_TEX2DBIAS
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#undef ANISOTROPIC_TILING_COMPAT_TEX2DBIAS
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#endif
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#ifdef ANISOTROPIC_TILING_COMPAT_TILE_FLAT_TWICE
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#undef ANISOTROPIC_TILING_COMPAT_TILE_FLAT_TWICE
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#endif
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#ifdef ANISOTROPIC_TILING_COMPAT_FIX_DISCONTINUITIES
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#undef ANISOTROPIC_TILING_COMPAT_FIX_DISCONTINUITIES
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#endif
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#else
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#ifdef ANISOTROPIC_TILING_COMPAT_TEX2DBIAS
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#ifdef ANISOTROPIC_TILING_COMPAT_TILE_FLAT_TWICE
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#undef ANISOTROPIC_TILING_COMPAT_TILE_FLAT_TWICE
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#endif
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#ifdef ANISOTROPIC_TILING_COMPAT_FIX_DISCONTINUITIES
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#undef ANISOTROPIC_TILING_COMPAT_FIX_DISCONTINUITIES
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#endif
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#else
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// ANISOTROPIC_TILING_COMPAT_TILE_FLAT_TWICE is only compatible with
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// flat texture coords in the same pass, but that's all we use.
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#ifdef ANISOTROPIC_TILING_COMPAT_TILE_FLAT_TWICE
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#ifdef ANISOTROPIC_TILING_COMPAT_FIX_DISCONTINUITIES
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#undef ANISOTROPIC_TILING_COMPAT_FIX_DISCONTINUITIES
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#endif
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#endif
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#endif
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#endif
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// The tex2Dlod and tex2Dbias strategies share a lot in common, and we can
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// reduce some #ifdef nesting in the next section by essentially OR'ing them:
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#ifdef ANISOTROPIC_TILING_COMPAT_TEX2DLOD
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#define ANISOTROPIC_TILING_COMPAT_TEX2DLOD_FAMILY
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#endif
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#ifdef ANISOTROPIC_TILING_COMPAT_TEX2DBIAS
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#define ANISOTROPIC_TILING_COMPAT_TEX2DLOD_FAMILY
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#endif
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// Prioritize anisotropic resampling compatibility strategies the same way:
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#ifdef ANISOTROPIC_RESAMPLING_COMPAT_TEX2DLOD
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#ifdef ANISOTROPIC_RESAMPLING_COMPAT_TEX2DBIAS
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#undef ANISOTROPIC_RESAMPLING_COMPAT_TEX2DBIAS
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#endif
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#endif
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/////////////////////// DERIVED PHOSPHOR MASK CONSTANTS //////////////////////
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// If we can use the large mipmapped LUT without mipmapping artifacts, we
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// should: It gives us more options for using fewer samples.
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#ifdef DRIVERS_ALLOW_TEX2DLOD
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#ifdef ANISOTROPIC_RESAMPLING_COMPAT_TEX2DLOD
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// TODO: Take advantage of this!
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#define PHOSPHOR_MASK_RESIZE_MIPMAPPED_LUT
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const vec2 mask_resize_src_lut_size = mask_texture_large_size;
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#else
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const vec2 mask_resize_src_lut_size = mask_texture_small_size;
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#endif
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#else
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const vec2 mask_resize_src_lut_size = mask_texture_small_size;
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#endif
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// tex2D's sampler2D parameter MUST be a uniform global, a uniform input to
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// main_fragment, or a static alias of one of the above. This makes it hard
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// to select the phosphor mask at runtime: We can't even assign to a uniform
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// global in the vertex shader or select a sampler2D in the vertex shader and
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// pass it to the fragment shader (even with explicit TEXUNIT# bindings),
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// because it just gives us the input texture or a black screen. However, we
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// can get around these limitations by calling tex2D three times with different
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// uniform samplers (or resizing the phosphor mask three times altogether).
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// With dynamic branches, we can process only one of these branches on top of
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// quickly discarding fragments we don't need (cgc seems able to overcome
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// limigations around dependent texture fetches inside of branches). Without
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// dynamic branches, we have to process every branch for every fragment...which
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// is slower. Runtime sampling mode selection is slower without dynamic
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// branches as well. Let the user's static #defines decide if it's worth it.
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#ifdef DRIVERS_ALLOW_DYNAMIC_BRANCHES
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#define RUNTIME_PHOSPHOR_MASK_MODE_TYPE_SELECT
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#else
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#ifdef FORCE_RUNTIME_PHOSPHOR_MASK_MODE_TYPE_SELECT
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#define RUNTIME_PHOSPHOR_MASK_MODE_TYPE_SELECT
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#endif
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#endif
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// We need to render some minimum number of tiles in the resize passes.
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// We need at least 1.0 just to repeat a single tile, and we need extra
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// padding beyond that for anisotropic filtering, discontinuitity fixing,
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// antialiasing, same-pass curvature (not currently used), etc. First
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// determine how many border texels and tiles we need, based on how the result
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// will be sampled:
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#ifdef GEOMETRY_EARLY
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const float max_subpixel_offset = aa_subpixel_r_offset_static.x;
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// Most antialiasing filters have a base radius of 4.0 pixels:
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const float max_aa_base_pixel_border = 4.0 +
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max_subpixel_offset;
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#else
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const float max_aa_base_pixel_border = 0.0;
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#endif
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// Anisotropic filtering adds about 0.5 to the pixel border:
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#ifndef ANISOTROPIC_TILING_COMPAT_TEX2DLOD_FAMILY
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const float max_aniso_pixel_border = max_aa_base_pixel_border + 0.5;
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#else
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const float max_aniso_pixel_border = max_aa_base_pixel_border;
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#endif
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// Fixing discontinuities adds 1.0 more to the pixel border:
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#ifdef ANISOTROPIC_TILING_COMPAT_FIX_DISCONTINUITIES
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const float max_tiled_pixel_border = max_aniso_pixel_border + 1.0;
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#else
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const float max_tiled_pixel_border = max_aniso_pixel_border;
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#endif
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// Convert the pixel border to an integer texel border. Assume same-pass
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// curvature about triples the texel frequency:
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#ifdef GEOMETRY_EARLY
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const float max_mask_texel_border =
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ceil(max_tiled_pixel_border * 3.0);
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#else
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const float max_mask_texel_border = ceil(max_tiled_pixel_border);
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#endif
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// Convert the texel border to a tile border using worst-case assumptions:
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const float max_mask_tile_border = max_mask_texel_border/
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(mask_min_allowed_triad_size * mask_triads_per_tile);
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// Finally, set the number of resized tiles to render to MASK_RESIZE, and set
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// the starting texel (inside borders) for sampling it.
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#ifndef GEOMETRY_EARLY
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#ifdef ANISOTROPIC_TILING_COMPAT_TILE_FLAT_TWICE
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// Special case: Render two tiles without borders. Anisotropic
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// filtering doesn't seem to be a problem here.
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const float mask_resize_num_tiles = 1.0 + 1.0;
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const float mask_start_texels = 0.0;
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#else
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const float mask_resize_num_tiles = 1.0 +
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2.0 * max_mask_tile_border;
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const float mask_start_texels = max_mask_texel_border;
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#endif
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#else
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const float mask_resize_num_tiles = 1.0 + 2.0*max_mask_tile_border;
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const float mask_start_texels = max_mask_texel_border;
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#endif
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// We have to fit mask_resize_num_tiles into an FBO with a viewport scale of
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// mask_resize_viewport_scale. This limits the maximum final triad size.
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// Estimate the minimum number of triads we can split the screen into in each
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// dimension (we'll be as correct as mask_resize_viewport_scale is):
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const float mask_resize_num_triads =
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mask_resize_num_tiles * mask_triads_per_tile;
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const vec2 min_allowed_viewport_triads =
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vec2(mask_resize_num_triads) / mask_resize_viewport_scale;
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//////////////////////// COMMON MATHEMATICAL CONSTANTS ///////////////////////
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const float pi = 3.141592653589;
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// We often want to find the location of the previous texel, e.g.:
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// const vec2 curr_texel = uv * texture_size;
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// const vec2 prev_texel = floor(curr_texel - vec2(0.5)) + vec2(0.5);
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// const vec2 prev_texel_uv = prev_texel / texture_size;
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// However, many GPU drivers round incorrectly around exact texel locations.
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// We need to subtract a little less than 0.5 before flooring, and some GPU's
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// require this value to be farther from 0.5 than others; define it here.
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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 float under_half = 0.4995;
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#endif // DERIVED_SETTINGS_AND_CONSTANTS_H
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