From 8ad32974b19d8732b0a212a9c538ca15e9864f5d Mon Sep 17 00:00:00 2001 From: hunterk Date: Fri, 20 Oct 2017 23:34:10 -0500 Subject: [PATCH] add crt-royale fake-bloom shaders and preset; intel version is broken so no preset for it yet --- crt/crt-royale-fake-bloom.slangp | 183 ++++++++++++++++++ ...royale-bloom-approx-fake-bloom-intel.slang | 5 + .../crt-royale-bloom-approx-fake-bloom.slang | 14 ++ ...rizontal-apply-mask-fake-bloom-intel.slang | 5 + ...nes-horizontal-apply-mask-fake-bloom.slang | 6 + 5 files changed, 213 insertions(+) create mode 100644 crt/crt-royale-fake-bloom.slangp create mode 100644 crt/shaders/crt-royale/src/crt-royale-bloom-approx-fake-bloom-intel.slang create mode 100644 crt/shaders/crt-royale/src/crt-royale-bloom-approx-fake-bloom.slang create mode 100644 crt/shaders/crt-royale/src/crt-royale-scanlines-horizontal-apply-mask-fake-bloom-intel.slang create mode 100755 crt/shaders/crt-royale/src/crt-royale-scanlines-horizontal-apply-mask-fake-bloom.slang diff --git a/crt/crt-royale-fake-bloom.slangp b/crt/crt-royale-fake-bloom.slangp new file mode 100644 index 0000000..25f755d --- /dev/null +++ b/crt/crt-royale-fake-bloom.slangp @@ -0,0 +1,183 @@ +# IMPORTANT: +# Shader passes need to know details about the image in the mask_texture LUT +# files, so set the following constants in user-cgp-constants.h accordingly: +# 1.) mask_triads_per_tile = (number of horizontal triads in mask texture LUT's) +# 2.) mask_texture_small_size = (texture size of mask*texture_small LUT's) +# 3.) mask_texture_large_size = (texture size of mask*texture_large LUT's) +# 4.) mask_grille_avg_color = (avg. brightness of mask_grille_texture* LUT's, in [0, 1]) +# 5.) mask_slot_avg_color = (avg. brightness of mask_slot_texture* LUT's, in [0, 1]) +# 6.) mask_shadow_avg_color = (avg. brightness of mask_shadow_texture* LUT's, in [0, 1]) +# Shader passes also need to know certain scales set in this .slangp, but their +# compilation model doesn't currently allow the .slangp file to tell them. Make +# sure to set the following constants in user-cgp-constants.h accordingly too: +# 1.) bloom_approx_scale_x_for_fake = scale_x2 +# 2.) mask_resize_viewport_scale = float2(scale_x6, scale_y5) +# Finally, shader passes need to know the value of geom_max_aspect_ratio used to +# calculate scale_y5 (among other values): +# 1.) geom_max_aspect_ratio = (geom_max_aspect_ratio used to calculate scale_y5) + +shaders = "9" + +# Set an identifier, filename, and sampling traits for the phosphor mask texture. +# Load an aperture grille, slot mask, and an EDP shadow mask, and load a small +# non-mipmapped version and a large mipmapped version. +# TODO: Test masks in other directories. +textures = "mask_grille_texture_small;mask_grille_texture_large;mask_slot_texture_small;mask_slot_texture_large;mask_shadow_texture_small;mask_shadow_texture_large" +mask_grille_texture_small = "shaders/crt-royale/TileableLinearApertureGrille15Wide8And5d5SpacingResizeTo64.png" +mask_grille_texture_large = "shaders/crt-royale/TileableLinearApertureGrille15Wide8And5d5Spacing.png" +mask_slot_texture_small = "shaders/crt-royale/TileableLinearSlotMaskTall15Wide9And4d5Horizontal9d14VerticalSpacingResizeTo64.png" +mask_slot_texture_large = "shaders/crt-royale/TileableLinearSlotMaskTall15Wide9And4d5Horizontal9d14VerticalSpacing.png" +mask_shadow_texture_small = "shaders/crt-royale/TileableLinearShadowMaskEDPResizeTo64.png" +mask_shadow_texture_large = "shaders/crt-royale/TileableLinearShadowMaskEDP.png" +mask_grille_texture_small_wrap_mode = "repeat" +mask_grille_texture_large_wrap_mode = "repeat" +mask_slot_texture_small_wrap_mode = "repeat" +mask_slot_texture_large_wrap_mode = "repeat" +mask_shadow_texture_small_wrap_mode = "repeat" +mask_shadow_texture_large_wrap_mode = "repeat" +mask_grille_texture_small_linear = "true" +mask_grille_texture_large_linear = "true" +mask_slot_texture_small_linear = "true" +mask_slot_texture_large_linear = "true" +mask_shadow_texture_small_linear = "true" +mask_shadow_texture_large_linear = "true" +mask_grille_texture_small_mipmap = "false" # Mipmapping causes artifacts with manually resized masks without tex2Dlod +mask_grille_texture_large_mipmap = "true" # Essential for hardware-resized masks +mask_slot_texture_small_mipmap = "false" # Mipmapping causes artifacts with manually resized masks without tex2Dlod +mask_slot_texture_large_mipmap = "true" # Essential for hardware-resized masks +mask_shadow_texture_small_mipmap = "false" # Mipmapping causes artifacts with manually resized masks without tex2Dlod +mask_shadow_texture_large_mipmap = "true" # Essential for hardware-resized masks + + +# Pass0: Linearize the input based on CRT gamma and bob interlaced fields. +# (Bobbing ensures we can immediately blur without getting artifacts.) +shader0 = "shaders/crt-royale/src/crt-royale-first-pass-linearize-crt-gamma-bob-fields.slang" +alias0 = "ORIG_LINEARIZED" +filter_linear0 = "false" +scale_type0 = "source" +scale0 = "1.0" +srgb_framebuffer0 = "true" + +# Pass1: Resample interlaced (and misconverged) scanlines vertically. +# Separating vertical/horizontal scanline sampling is faster: It lets us +# consider more scanlines while calculating weights for fewer pixels, and +# it reduces our samples from vertical*horizontal to vertical+horizontal. +# This has to come right after ORIG_LINEARIZED, because there's no +# "original_source" scale_type we can use later. +shader1 = "shaders/crt-royale/src/crt-royale-scanlines-vertical-interlacing.slang" +alias1 = "VERTICAL_SCANLINES" +filter_linear1 = "true" +scale_type_x1 = "source" +scale_x1 = "1.0" +scale_type_y1 = "viewport" +scale_y1 = "1.0" +#float_framebuffer1 = "true" +srgb_framebuffer1 = "true" + +# Pass2: Do a small resize blur of ORIG_LINEARIZED at an absolute size, and +# account for convergence offsets. We want to blur a predictable portion of the +# screen to match the phosphor bloom, and absolute scale works best for +# reliable results with a fixed-size bloom. Picking a scale is tricky: +# a.) 400x300 is a good compromise for the "fake-bloom" version: It's low enough +# to blur high-res/interlaced sources but high enough that resampling +# doesn't smear low-res sources too much. +# b.) 320x240 works well for the "real bloom" version: It's 1-1.5% faster, and +# the only noticeable visual difference is a larger halation spread (which +# may be a good thing for people who like to crank it up). +# Note the 4:3 aspect ratio assumes the input has cropped geom_overscan (so it's +# *intended* for an ~4:3 aspect ratio). +shader2 = "shaders/crt-royale/src/crt-royale-bloom-approx-fake-bloom.slang" +alias2 = "BLOOM_APPROX" +filter_linear2 = "true" +scale_type2 = "absolute" +scale_x2 = "400" +scale_y2 = "300" +srgb_framebuffer2 = "true" + +# Pass3: Vertically blur the input for halation and refractive diffusion. +# Base this on BLOOM_APPROX: This blur should be small and fast, and blurring +# a constant portion of the screen is probably physically correct if the +# viewport resolution is proportional to the simulated CRT size. +shader3 = "../blurs/blur9fast-vertical.slang" +filter_linear3 = "true" +scale_type3 = "source" +scale3 = "1.0" +srgb_framebuffer3 = "true" + +# Pass4: Horizontally blur the input for halation and refractive diffusion. +# Note: Using a one-pass 9x9 blur is about 1% slower. +shader4 = "../blurs/blur9fast-horizontal.slang" +alias4 = "HALATION_BLUR" +filter_linear4 = "true" +scale_type4 = "source" +scale4 = "1.0" +srgb_framebuffer4 = "true" + +# Pass5: Lanczos-resize the phosphor mask vertically. Set the absolute +# scale_x5 == mask_texture_small_size.x (see IMPORTANT above). Larger scales +# will blur, and smaller scales could get nasty. The vertical size must be +# based on the viewport size and calculated carefully to avoid artifacts later. +# First calculate the minimum number of mask tiles we need to draw. +# Since curvature is computed after the scanline masking pass: +# num_resized_mask_tiles = 2.0; +# If curvature were computed in the scanline masking pass (it's not): +# max_mask_texel_border = ~3.0 * (1/3.0 + 4.0*sqrt(2.0) + 0.5 + 1.0); +# max_mask_tile_border = max_mask_texel_border/ +# (min_resized_phosphor_triad_size * mask_triads_per_tile); +# num_resized_mask_tiles = max(2.0, 1.0 + max_mask_tile_border * 2.0); +# At typical values (triad_size >= 2.0, mask_triads_per_tile == 8): +# num_resized_mask_tiles = ~3.8 +# Triad sizes are given in horizontal terms, so we need geom_max_aspect_ratio +# to relate them to vertical resolution. The widest we expect is: +# geom_max_aspect_ratio = 4.0/3.0 # Note: Shader passes need to know this! +# The fewer triads we tile across the screen, the larger each triad will be as a +# fraction of the viewport size, and the larger scale_y5 must be to draw a full +# num_resized_mask_tiles. Therefore, we must decide the smallest number of +# triads we'll guarantee can be displayed on screen. We'll set this according +# to 3-pixel triads at 768p resolution (the lowest anyone's likely to use): +# min_allowed_viewport_triads = 768.0*geom_max_aspect_ratio / 3.0 = 341.333333 +# Now calculate the viewport scale that ensures we can draw resized_mask_tiles: +# min_scale_x = resized_mask_tiles * mask_triads_per_tile / +# min_allowed_viewport_triads +# scale_y5 = geom_max_aspect_ratio * min_scale_x +# # Some code might depend on equal scales: +# scale_x6 = scale_y5 +# Given our default geom_max_aspect_ratio and min_allowed_viewport_triads: +# scale_y5 = 4.0/3.0 * 2.0/(341.33333 / 8.0) = 0.0625 +# IMPORTANT: The scales MUST be calculated in this way. If you wish to change +# geom_max_aspect_ratio, update that constant in user-cgp-constants.h! +shader5 = "shaders/crt-royale/src/crt-royale-mask-resize-vertical.slang" +filter_linear5 = "true" +scale_type_x5 = "absolute" +scale_x5 = "64" +scale_type_y5 = "viewport" +scale_y5 = "0.0625" # Safe for >= 341.333 horizontal triads at viewport size +#srgb_framebuffer5 = "false" # mask_texture is already assumed linear + +# Pass6: Lanczos-resize the phosphor mask horizontally. scale_x6 = scale_y5. +# TODO: Check again if the shaders actually require equal scales. +shader6 = "shaders/crt-royale/src/crt-royale-mask-resize-horizontal.slang" +alias6 = "MASK_RESIZE" +filter_linear6 = "false" +scale_type_x6 = "viewport" +scale_x6 = "0.0625" +scale_type_y6 = "source" +scale_y6 = "1.0" +#srgb_framebuffer6 = "false" # mask_texture is already assumed linear + +# Pass7: Resample (misconverged) scanlines horizontally, apply halation, and +# apply the phosphor mask, then fake a phosphor bloom, all in one pass. +shader7 = "shaders/crt-royale/src/crt-royale-scanlines-horizontal-apply-mask-fake-bloom.slang" +alias7 = "MASKED_SCANLINES" +filter_linear7 = "true" # This could just as easily be nearest neighbor. +scale_type7 = "viewport" +scale7 = "1.0" +#float_framebuffer7 = "true" +srgb_framebuffer7 = "true" + +# Pass 8: Compute curvature/AA: +shader8 = "shaders/crt-royale/src/crt-royale-geometry-aa-last-pass.slang" +filter_linear8 = "true" +scale_type8 = "viewport" +mipmap_input8 = "true" +texture_wrap_mode8 = "clamp_to_edge" diff --git a/crt/shaders/crt-royale/src/crt-royale-bloom-approx-fake-bloom-intel.slang b/crt/shaders/crt-royale/src/crt-royale-bloom-approx-fake-bloom-intel.slang new file mode 100644 index 0000000..2ea796b --- /dev/null +++ b/crt/shaders/crt-royale/src/crt-royale-bloom-approx-fake-bloom-intel.slang @@ -0,0 +1,5 @@ +#version 450 + +#define INTEGRATED_GRAPHICS_COMPATIBILITY_MODE +#define PHOSPHOR_BLOOM_FAKE +#include "crt-royale-bloom-approx.h" diff --git a/crt/shaders/crt-royale/src/crt-royale-bloom-approx-fake-bloom.slang b/crt/shaders/crt-royale/src/crt-royale-bloom-approx-fake-bloom.slang new file mode 100644 index 0000000..4ddc78e --- /dev/null +++ b/crt/shaders/crt-royale/src/crt-royale-bloom-approx-fake-bloom.slang @@ -0,0 +1,14 @@ +#version 450 + +// crt-royale-bloom-approx.slang #includes "bloom-functions.h", which checks +// whether PHOSPHOR_BLOOM_FAKE is defined to decide whether to use: +// a.) bloom_approx_size_x (default 320.0), or +// b.) bloom_approx_size_x_for_skip (default 400.0) +// from "user-cgp-constants.h." This is used to calculate a blur sigma (which +// incidentally is only used by some codepaths). These values often differ: +// a.) 400x300 is better for the fake-bloom shader. +// b.) 320x240 can be a better choice for the real bloom shader. +// The only purpose of this file is to tell bloom-functions.h which to assume. + +#define PHOSPHOR_BLOOM_FAKE +#include "crt-royale-bloom-approx.h" diff --git a/crt/shaders/crt-royale/src/crt-royale-scanlines-horizontal-apply-mask-fake-bloom-intel.slang b/crt/shaders/crt-royale/src/crt-royale-scanlines-horizontal-apply-mask-fake-bloom-intel.slang new file mode 100644 index 0000000..9f43ec4 --- /dev/null +++ b/crt/shaders/crt-royale/src/crt-royale-scanlines-horizontal-apply-mask-fake-bloom-intel.slang @@ -0,0 +1,5 @@ +#version 450 + +#define INTEGRATED_GRAPHICS_COMPATIBILITY_MODE +#define PHOSPHOR_BLOOM_FAKE +#include "crt-royale-scanlines-horizontal-apply-mask.h" diff --git a/crt/shaders/crt-royale/src/crt-royale-scanlines-horizontal-apply-mask-fake-bloom.slang b/crt/shaders/crt-royale/src/crt-royale-scanlines-horizontal-apply-mask-fake-bloom.slang new file mode 100755 index 0000000..a24aaa4 --- /dev/null +++ b/crt/shaders/crt-royale/src/crt-royale-scanlines-horizontal-apply-mask-fake-bloom.slang @@ -0,0 +1,6 @@ +#version 450 + +// Tell crt-royale-scanlines-horizontal-apply-mask.slang to run the "fake bloom" +// code at the end. (Both shader versions share most of the same code.) +#define PHOSPHOR_BLOOM_FAKE +#include "crt-royale-scanlines-horizontal-apply-mask.h"