update royale-kurozumi to latest

This commit is contained in:
hunterk 2020-11-02 10:08:10 -06:00
parent 35f3d10d25
commit f38aa5a41e

View file

@ -1,224 +1,186 @@
# 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 = 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_y6 (among other values):
# 1.) geom_max_aspect_ratio = (geom_max_aspect_ratio used to calculate scale_y5)
shaders = "13"
# 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;SamplerLUT1;SamplerLUT2"
mask_grille_texture_small = "../crt/shaders/crt-royale/TileableLinearApertureGrille15Wide8And5d5SpacingResizeTo64.png"
mask_grille_texture_large = "../crt/shaders/crt-royale/TileableLinearApertureGrille15Wide8And5d5Spacing.png"
mask_slot_texture_small = "../crt/shaders/crt-royale/TileableLinearSlotMaskTall15Wide9And4d5Horizontal9d14VerticalSpacingResizeTo64.png"
mask_slot_texture_large = "../crt/shaders/crt-royale/TileableLinearSlotMaskTall15Wide9And4d5Horizontal9d14VerticalSpacing.png"
mask_shadow_texture_small = "../crt/shaders/crt-royale/TileableLinearShadowMaskEDPResizeTo64.png"
mask_shadow_texture_large = "../crt/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
SamplerLUT1 = "../reshade/shaders/LUT/Kurozumi_64_D65_Rec601.png"
SamplerLUT1_linear = true
SamplerLUT2 = "../reshade/shaders/LUT/Kurozumi_64_D93_Rec601.png"
SamplerLUT2_linear = true
# Pass0: LUT to correct screen colors.
# Digital Displays different color coordinates for primaries than CRTs (Rec709 vs Rec601).
shader0 = "../reshade/shaders/LUT/multiLUT.slang"
# Pass1: Linearize the input based on CRT gamma and bob interlaced fields.
# (Bobbing ensures we can immediately blur without getting artifacts.)
shader1 = "../crt/shaders/crt-royale/src/crt-royale-first-pass-linearize-crt-gamma-bob-fields.slang"
alias1 = "ORIG_LINEARIZED"
shader0 = "shaders_slang/misc/grade.slang"
wrap_mode0 = "clamp_to_border"
mipmap_input0 = "false"
alias0 = ""
float_framebuffer0 = "false"
srgb_framebuffer0 = "false"
shader1 = "shaders_slang/crt/shaders/crt-royale/src/crt-royale-first-pass-linearize-crt-gamma-bob-fields.slang"
filter_linear1 = "false"
scale_type1 = "source"
scale1 = "1.0"
wrap_mode1 = "clamp_to_border"
mipmap_input1 = "false"
alias1 = "ORIG_LINEARIZED"
float_framebuffer1 = "false"
srgb_framebuffer1 = "true"
# Pass2: 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.
shader2 = "../crt/shaders/crt-royale/src/crt-royale-scanlines-vertical-interlacing.slang"
alias2 = "VERTICAL_SCANLINES"
scale_type_x1 = "source"
scale_x1 = "1.000000"
scale_type_y1 = "source"
scale_y1 = "1.000000"
shader2 = "shaders_slang/crt/shaders/crt-royale/src/crt-royale-scanlines-vertical-interlacing.slang"
filter_linear2 = "true"
scale_type_x2 = "source"
scale_x2 = "1.0"
scale_type_y2 = "viewport"
scale_y2 = "1.0"
#float_framebuffer2 = "true"
wrap_mode2 = "clamp_to_border"
mipmap_input2 = "false"
alias2 = "VERTICAL_SCANLINES"
float_framebuffer2 = "false"
srgb_framebuffer2 = "true"
# Pass3: 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 4:4 aspect ratio assumes the input has cropped geom_overscan (so it's
# *intended* for an ~4:4 aspect ratio).
shader3 = "../crt/shaders/crt-royale/src/crt-royale-bloom-approx.slang"
alias3 = "BLOOM_APPROX"
scale_type_x2 = "source"
scale_x2 = "1.000000"
scale_type_y2 = "viewport"
scale_y2 = "1.000000"
shader3 = "shaders_slang/crt/shaders/crt-royale/src/crt-royale-bloom-approx.slang"
filter_linear3 = "true"
scale_type3 = "absolute"
scale_x3 = "320"
scale_y3 = "240"
wrap_mode3 = "clamp_to_border"
mipmap_input3 = "false"
alias3 = "BLOOM_APPROX"
float_framebuffer3 = "false"
srgb_framebuffer3 = "true"
# Pass4: 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.
shader4 = "../blurs/blur5fast-vertical.slang"
scale_type_x3 = "absolute"
scale_x3 = "320"
scale_type_y3 = "absolute"
scale_y3 = "240"
shader4 = "shaders_slang/blurs/blur5fast-vertical.slang"
filter_linear4 = "true"
scale_type4 = "source"
scale4 = "1.0"
wrap_mode4 = "clamp_to_border"
mipmap_input4 = "false"
alias4 = ""
float_framebuffer4 = "false"
srgb_framebuffer4 = "true"
# Pass5: Horizontally blur the input for halation and refractive diffusion.
# Note: Using a one-pass 9x10 blur is about 1% slower.
shader5 = "../blurs/blur5fast-horizontal.slang"
alias5 = "HALATION_BLUR"
scale_type_x4 = "source"
scale_x4 = "1.000000"
scale_type_y4 = "source"
scale_y4 = "1.000000"
shader5 = "shaders_slang/blurs/blur5fast-horizontal.slang"
filter_linear5 = "true"
scale_type5 = "source"
scale5 = "1.0"
wrap_mode5 = "clamp_to_border"
mipmap_input5 = "false"
alias5 = "HALATION_BLUR"
float_framebuffer5 = "false"
srgb_framebuffer5 = "true"
# Pass6: 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) + 0.6 + 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_y6 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_y6 = geom_max_aspect_ratio * min_scale_x
# # Some code might depend on equal scales:
# scale_x7 = scale_y5
# Given our default geom_max_aspect_ratio and min_allowed_viewport_triads:
# scale_y6 = 4.0/3.0 * 2.0/(341.33334 / 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!
shader6 = "../crt/shaders/crt-royale/src/crt-royale-mask-resize-vertical.slang"
scale_type_x5 = "source"
scale_x5 = "1.000000"
scale_type_y5 = "source"
scale_y5 = "1.000000"
shader6 = "shaders_slang/crt/shaders/crt-royale/src/crt-royale-mask-resize-vertical.slang"
filter_linear6 = "true"
wrap_mode6 = "clamp_to_border"
mipmap_input6 = "false"
alias6 = ""
float_framebuffer6 = "false"
srgb_framebuffer6 = "false"
scale_type_x6 = "absolute"
scale_x6 = "64"
scale_type_y6 = "viewport"
scale_y6 = "0.0625" # Safe for >= 341.334 horizontal triads at viewport size
#srgb_framebuffer6 = "false" # mask_texture is already assumed linear
# Pass7: Lanczos-resize the phosphor mask horizontally. scale_x7 = scale_y5.
# TODO: Check again if the shaders actually require equal scales.
shader7 = "../crt/shaders/crt-royale/src/crt-royale-mask-resize-horizontal.slang"
alias7 = "MASK_RESIZE"
scale_y6 = "0.062500"
shader7 = "shaders_slang/crt/shaders/crt-royale/src/crt-royale-mask-resize-horizontal.slang"
filter_linear7 = "false"
wrap_mode7 = "clamp_to_border"
mipmap_input7 = "false"
alias7 = "MASK_RESIZE"
float_framebuffer7 = "false"
srgb_framebuffer7 = "false"
scale_type_x7 = "viewport"
scale_x7 = "0.0625"
scale_x7 = "0.062500"
scale_type_y7 = "source"
scale_y7 = "1.0"
#srgb_framebuffer7 = "false" # mask_texture is already assumed linear
# Pass8: Resample (misconverged) scanlines horizontally, apply halation, and
# apply the phosphor mask.
shader8 = "../crt/shaders/crt-royale/src/crt-royale-scanlines-horizontal-apply-mask.slang"
scale_y7 = "1.000000"
shader8 = "shaders_slang/crt/shaders/crt-royale/src/crt-royale-scanlines-horizontal-apply-mask.slang"
filter_linear8 = "true"
wrap_mode8 = "clamp_to_border"
mipmap_input8 = "false"
alias8 = "MASKED_SCANLINES"
filter_linear8 = "true" # This could just as easily be nearest neighbor.
scale_type8 = "viewport"
scale8 = "1.0"
#float_framebuffer8 = "true"
float_framebuffer8 = "false"
srgb_framebuffer8 = "true"
# Pass 9: Compute a brightpass. This will require reading the final mask.
shader9 = "../crt/shaders/crt-royale/src/crt-royale-brightpass.slang"
scale_type_x8 = "viewport"
scale_x8 = "1.000000"
scale_type_y8 = "viewport"
scale_y8 = "1.000000"
shader9 = "shaders_slang/crt/shaders/crt-royale/src/crt-royale-brightpass.slang"
filter_linear9 = "true"
wrap_mode9 = "clamp_to_border"
mipmap_input9 = "false"
alias9 = "BRIGHTPASS"
filter_linear9 = "true" # This could just as easily be nearest neighbor.
scale_type9 = "viewport"
scale9 = "1.0"
float_framebuffer9 = "false"
srgb_framebuffer9 = "true"
# Pass 10: Blur the brightpass vertically
shader10 = "../crt/shaders/crt-royale/src/crt-royale-bloom-vertical.slang"
filter_linear10 = "true" # This could just as easily be nearest neighbor.
scale_type10 = "source"
scale10 = "1.0"
scale_type_x9 = "viewport"
scale_x9 = "1.000000"
scale_type_y9 = "viewport"
scale_y9 = "1.000000"
shader10 = "shaders_slang/crt/shaders/crt-royale/src/crt-royale-bloom-vertical.slang"
filter_linear10 = "true"
wrap_mode10 = "clamp_to_border"
mipmap_input10 = "false"
alias10 = ""
float_framebuffer10 = "false"
srgb_framebuffer10 = "true"
# Pass 11: Blur the brightpass horizontally and combine it with the dimpass:
shader11 = "../crt/shaders/crt-royale/src/crt-royale-bloom-horizontal-reconstitute.slang"
scale_type_x10 = "source"
scale_x10 = "1.000000"
scale_type_y10 = "source"
scale_y10 = "1.000000"
shader11 = "shaders_slang/crt/shaders/crt-royale/src/crt-royale-bloom-horizontal-reconstitute.slang"
filter_linear11 = "true"
scale_type11 = "source"
scale11 = "1.0"
wrap_mode11 = "clamp_to_border"
mipmap_input11 = "false"
alias11 = ""
float_framebuffer11 = "false"
srgb_framebuffer11 = "true"
# Pass 12: Compute curvature/AA:
shader12 = "../crt/shaders/crt-royale/src/crt-royale-geometry-aa-last-pass.slang"
scale_type_x11 = "source"
scale_x11 = "1.000000"
scale_type_y11 = "source"
scale_y11 = "1.000000"
shader12 = "shaders_slang/crt/shaders/crt-royale/src/crt-royale-geometry-aa-last-pass.slang"
filter_linear12 = "true"
scale_type12 = "viewport"
wrap_mode12 = "clamp_to_border"
mipmap_input12 = "true"
texture_wrap_mode12 = "clamp_to_edge"
parameters = "crt_gamma;lcd_gamma;levels_contrast;halation_weight;diffusion_weight;bloom_underestimate_levels;bloom_excess;beam_min_sigma;beam_max_sigma;beam_spot_power;beam_min_shape;beam_max_shape;beam_shape_power;beam_horiz_filter;beam_horiz_sigma;beam_horiz_linear_rgb_weight;convergence_offset_x_r;convergence_offset_x_g;convergence_offset_x_b;convergence_offset_y_r;convergence_offset_y_g;convergence_offset_y_b;mask_type;mask_sample_mode_desired;mask_specify_num_triads;mask_triad_size_desired;mask_num_triads_desired;aa_subpixel_r_offset_x_runtime;aa_subpixel_r_offset_y_runtime;aa_cubic_c;aa_gauss_sigma;geom_mode_runtime;geom_radius;geom_view_dist;geom_tilt_angle_x;geom_tilt_angle_y;geom_aspect_ratio_x;geom_aspect_ratio_y;geom_overscan_x;geom_overscan_y;border_size;border_darkness;border_compress;interlace_bff;interlace_1080i"
alias12 = ""
float_framebuffer12 = "false"
srgb_framebuffer12 = "false"
scale_type_x12 = "viewport"
scale_x12 = "1.000000"
scale_type_y12 = "viewport"
scale_y12 = "1.000000"
parameters = "g_gamma_in;g_signal_type;g_gamma_type;g_crtgamut;g_space_out;g_hue_degrees;g_I_SHIFT;g_Q_SHIFT;g_I_MUL;g_Q_MUL;g_lum_fix;g_vignette;g_vstr;g_vpower;g_lum;g_cntrst;g_mid;wp_temperature;g_sat;g_vibr;g_satr;g_satg;g_satb;g_lift;blr;blg;blb;wlr;wlg;wlb;rg;rb;gr;gb;br;bg;LUT_Size1;LUT1_toggle;LUT_Size2;LUT2_toggle;crt_gamma;lcd_gamma;levels_contrast;halation_weight;diffusion_weight;bloom_underestimate_levels;bloom_excess;beam_min_sigma;beam_max_sigma;beam_spot_power;beam_min_shape;beam_max_shape;beam_shape_power;beam_horiz_filter;beam_horiz_sigma;beam_horiz_linear_rgb_weight;convergence_offset_x_r;convergence_offset_x_g;convergence_offset_x_b;convergence_offset_y_r;convergence_offset_y_g;convergence_offset_y_b;mask_type;mask_sample_mode_desired;mask_specify_num_triads;mask_triad_size_desired;mask_num_triads_desired;aa_subpixel_r_offset_x_runtime;aa_subpixel_r_offset_y_runtime;aa_cubic_c;aa_gauss_sigma;geom_mode_runtime;geom_radius;geom_view_dist;geom_tilt_angle_x;geom_tilt_angle_y;geom_aspect_ratio_x;geom_aspect_ratio_y;geom_overscan_x;geom_overscan_y;border_size;border_darkness;border_compress;interlace_detect_toggle;interlace_bff;interlace_1080i"
g_gamma_in = "2.400000"
g_signal_type = "0.000000"
g_gamma_type = "1.000000"
g_crtgamut = "1.000000"
g_space_out = "-1.000000"
g_hue_degrees = "0.000000"
g_I_SHIFT = "0.000000"
g_Q_SHIFT = "0.000000"
g_I_MUL = "1.000000"
g_Q_MUL = "1.000000"
g_lum_fix = "0.000000"
g_vignette = "0.000000"
g_vstr = "40.000000"
g_vpower = "0.200000"
g_lum = "0.000000"
g_cntrst = "0.000000"
g_mid = "0.500000"
wp_temperature = "6504.000000"
g_sat = "0.000000"
g_vibr = "0.000000"
g_satr = "0.000000"
g_satg = "0.000000"
g_satb = "0.000000"
g_lift = "0.000000"
blr = "0.000000"
blg = "0.000000"
blb = "0.000000"
wlr = "1.000000"
wlg = "1.000000"
wlb = "1.000000"
rg = "0.000000"
rb = "0.000000"
gr = "0.000000"
gb = "0.000000"
br = "0.000000"
bg = "0.000000"
crt_gamma = "2.400000"
lcd_gamma = "2.400000"
levels_contrast = "0.670000"
halation_weight = "0.003700"
diffusion_weight = "0.001100"
bloom_underestimate_levels = "0.650000"
bloom_excess = "0.020000"
bloom_underestimate_levels = "0.680000"
bloom_excess = "0.000000"
beam_min_sigma = "0.020000"
beam_max_sigma = "0.160000"
beam_spot_power = "0.380000"
@ -255,5 +217,31 @@ geom_overscan_y = "1.000000"
border_size = "0.005000"
border_darkness = "0.000000"
border_compress = "2.500000"
interlace_detect_toggle = "1.000000"
interlace_bff = "0.000000"
interlace_1080i = "0.000000"
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_slang/crt/shaders/crt-royale/TileableLinearApertureGrille15Wide8And5d5SpacingResizeTo64.png"
mask_grille_texture_small_linear = "true"
mask_grille_texture_small_wrap_mode = "repeat"
mask_grille_texture_small_mipmap = "false"
mask_grille_texture_large = "shaders_slang/crt/shaders/crt-royale/TileableLinearApertureGrille15Wide8And5d5Spacing.png"
mask_grille_texture_large_linear = "true"
mask_grille_texture_large_wrap_mode = "repeat"
mask_grille_texture_large_mipmap = "true"
mask_slot_texture_small = "shaders_slang/crt/shaders/crt-royale/TileableLinearSlotMaskTall15Wide9And4d5Horizontal9d14VerticalSpacingResizeTo64.png"
mask_slot_texture_small_linear = "true"
mask_slot_texture_small_wrap_mode = "repeat"
mask_slot_texture_small_mipmap = "false"
mask_slot_texture_large = "shaders_slang/crt/shaders/crt-royale/TileableLinearSlotMaskTall15Wide9And4d5Horizontal9d14VerticalSpacing.png"
mask_slot_texture_large_linear = "true"
mask_slot_texture_large_wrap_mode = "repeat"
mask_slot_texture_large_mipmap = "true"
mask_shadow_texture_small = "shaders_slang/crt/shaders/crt-royale/TileableLinearShadowMaskEDPResizeTo64.png"
mask_shadow_texture_small_linear = "true"
mask_shadow_texture_small_wrap_mode = "repeat"
mask_shadow_texture_small_mipmap = "false"
mask_shadow_texture_large = "shaders_slang/crt/shaders/crt-royale/TileableLinearShadowMaskEDP.png"
mask_shadow_texture_large_linear = "true"
mask_shadow_texture_large_wrap_mode = "repeat"
mask_shadow_texture_large_mipmap = "true"