slang-shaders/crt/shaders/crt-royale/src/phosphor-mask-resizing.h

678 lines
33 KiB
C

#ifndef PHOSPHOR_MASK_RESIZING_H
#define PHOSPHOR_MASK_RESIZING_H
///////////////////////////// GPL LICENSE NOTICE /////////////////////////////
// crt-royale: A full-featured CRT shader, with cheese.
// Copyright (C) 2014 TroggleMonkey <trogglemonkey@gmx.com>
//
// This program is free software; you can redistribute it and/or modify it
// under the terms of the GNU General Public License as published by the Free
// Software Foundation; either version 2 of the License, or any later version.
//
// This program is distributed in the hope that it will be useful, but WITHOUT
// ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
// FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
// more details.
//
// You should have received a copy of the GNU General Public License along with
// this program; if not, write to the Free Software Foundation, Inc., 59 Temple
// Place, Suite 330, Boston, MA 02111-1307 USA
////////////////////////////////// INCLUDES //////////////////////////////////
#include "../user-settings.h"
#include "derived-settings-and-constants.h"
///////////////////////////// CODEPATH SELECTION /////////////////////////////
// Choose a looping strategy based on what's allowed:
// Dynamic loops not allowed: Use a flat static loop.
// Dynamic loops accomodated: Coarsely branch around static loops.
// Dynamic loops assumed allowed: Use a flat dynamic loop.
#ifndef DRIVERS_ALLOW_DYNAMIC_BRANCHES
#ifdef ACCOMODATE_POSSIBLE_DYNAMIC_LOOPS
#define BREAK_LOOPS_INTO_PIECES
#else
#define USE_SINGLE_STATIC_LOOP
#endif
#endif // No else needed: Dynamic loops assumed.
////////////////////////////////// CONSTANTS /////////////////////////////////
// The larger the resized tile, the fewer samples we'll need for downsizing.
// See if we can get a static min tile size > mask_min_allowed_tile_size:
static const float mask_min_allowed_tile_size = ceil(
mask_min_allowed_triad_size * mask_triads_per_tile);
static const float mask_min_expected_tile_size =
mask_min_allowed_tile_size;
// Limit the number of sinc resize taps by the maximum minification factor:
static const float pi_over_lobes = pi/mask_sinc_lobes;
static const float max_sinc_resize_samples_float = 2.0 * mask_sinc_lobes *
mask_resize_src_lut_size.x/mask_min_expected_tile_size;
// Vectorized loops sample in multiples of 4. Round up to be safe:
static const float max_sinc_resize_samples_m4 = ceil(
max_sinc_resize_samples_float * 0.25) * 4.0;
///////////////////////// RESAMPLING FUNCTION HELPERS ////////////////////////
inline float get_dynamic_loop_size(const float magnification_scale)
{
// Requires: The following global constants must be defined:
// 1.) mask_sinc_lobes
// 2.) max_sinc_resize_samples_m4
// Returns: The minimum number of texture samples for a correct downsize
// at magnification_scale.
// We're downsizing, so the filter is sized across 2*lobes output pixels
// (not 2*lobes input texels). This impacts distance measurements and the
// minimum number of input samples needed.
const float min_samples_float = 2.0 * mask_sinc_lobes / magnification_scale;
const float min_samples_m4 = ceil(min_samples_float * 0.25) * 4.0;
#ifdef DRIVERS_ALLOW_DYNAMIC_BRANCHES
const float max_samples_m4 = max_sinc_resize_samples_m4;
#else // ifdef BREAK_LOOPS_INTO_PIECES
// Simulating loops with branches imposes a 128-sample limit.
const float max_samples_m4 = min(128.0, max_sinc_resize_samples_m4);
#endif
return min(min_samples_m4, max_samples_m4);
}
float2 get_first_texel_tile_uv_and_dist(const float2 tex_uv,
const float2 tex_size, const float dr,
const float input_tiles_per_texture_r, const float samples,
static const bool vertical)
{
// Requires: 1.) dr == du == 1.0/texture_size.x or
// dr == dv == 1.0/texture_size.y
// (whichever direction we're resampling in).
// It's a scalar to save register space.
// 2.) input_tiles_per_texture_r is the number of input tiles
// that can fit in the input texture in the direction we're
// resampling this pass.
// 3.) vertical indicates whether we're resampling vertically
// this pass (or horizontally).
// Returns: Pack and return the first sample's tile_uv coord in [0, 1]
// and its texel distance from the destination pixel, in the
// resized dimension only.
// We'll start with the topmost or leftmost sample and work down or right,
// so get the first sample location and distance. Modify both dimensions
// as if we're doing a one-pass 2D resize; we'll throw away the unneeded
// (and incorrect) dimension at the end.
const float2 curr_texel = tex_uv * tex_size;
const float2 prev_texel =
floor(curr_texel - float2(under_half)) + float2(0.5);
const float2 first_texel = prev_texel - float2(samples/2.0 - 1.0);
const float2 first_texel_uv_wrap_2D = first_texel * dr;
const float2 first_texel_dist_2D = curr_texel - first_texel;
// Convert from tex_uv to tile_uv coords so we can sub fracs for fmods.
const float2 first_texel_tile_uv_wrap_2D =
first_texel_uv_wrap_2D * input_tiles_per_texture_r;
// Project wrapped coordinates to the [0, 1] range. We'll do this with all
// samples,but the first texel is special, since it might be negative.
const float2 coord_negative =
float2((first_texel_tile_uv_wrap_2D.x < 0.),(first_texel_tile_uv_wrap_2D.y < 0.));
const float2 first_texel_tile_uv_2D =
frac(first_texel_tile_uv_wrap_2D) + coord_negative;
// Pack the first texel's tile_uv coord and texel distance in 1D:
const float2 tile_u_and_dist =
float2(first_texel_tile_uv_2D.x, first_texel_dist_2D.x);
const float2 tile_v_and_dist =
float2(first_texel_tile_uv_2D.y, first_texel_dist_2D.y);
return vertical ? tile_v_and_dist : tile_u_and_dist;
//return lerp(tile_u_and_dist, tile_v_and_dist, float(vertical));
}
inline float4 tex2Dlod0try(const sampler2D tex, const float2 tex_uv)
{
// Mipmapping and anisotropic filtering get confused by sinc-resampling.
// One [slow] workaround is to select the lowest mip level:
#ifdef ANISOTROPIC_RESAMPLING_COMPAT_TEX2DLOD
return textureLod(tex, float4(tex_uv, 0.0, 0.0).xy);
#else
#ifdef ANISOTROPIC_RESAMPLING_COMPAT_TEX2DBIAS
return tex2Dbias(tex, float4(tex_uv, 0.0, -16.0));
#else
return texture(tex, tex_uv);
#endif
#endif
}
////////////////////////////// LOOP BODY MACROS //////////////////////////////
// Using inline functions can exceed the temporary register limit, so we're
// stuck with #define macros (I'm TRULY sorry). They're declared here instead
// of above to be closer to the actual invocation sites. Steps:
// 1.) Get the exact texel location.
// 2.) Sample the phosphor mask (already assumed encoded in linear RGB).
// 3.) Get the distance from the current pixel and sinc weight:
// sinc(dist) = sin(pi * dist)/(pi * dist)
// We can also use the slower/smoother Lanczos instead:
// L(x) = sinc(dist) * sinc(dist / lobes)
// 4.) Accumulate the weight sum in weights, and accumulate the weighted texels
// in pixel_color (we'll normalize outside the loop at the end).
// We vectorize the loop to help reduce the Lanczos window's cost.
// The r coord is the coord in the dimension we're resizing along (u or v),
// and first_texel_tile_uv_rrrr is a float4 of the first texel's u or v
// tile_uv coord in [0, 1]. tex_uv_r will contain the tile_uv u or v coord
// for four new texel samples.
#define CALCULATE_R_COORD_FOR_4_SAMPLES \
const float4 true_i = float4(i_base + i) + float4(0.0, 1.0, 2.0, 3.0); \
const float4 tile_uv_r = frac( \
first_texel_tile_uv_rrrr + true_i * tile_dr); \
const float4 tex_uv_r = tile_uv_r * tile_size_uv_r;
#ifdef PHOSPHOR_MASK_RESIZE_LANCZOS_WINDOW
#define CALCULATE_SINC_RESAMPLE_WEIGHTS \
const float4 pi_dist_over_lobes = pi_over_lobes * dist; \
const float4 weights = min(sin(pi_dist) * sin(pi_dist_over_lobes) /\
(pi_dist*pi_dist_over_lobes), float4(1.0));
#else
#define CALCULATE_SINC_RESAMPLE_WEIGHTS \
const float4 weights = min(sin(pi_dist)/pi_dist, float4(1.0));
#endif
#define UPDATE_COLOR_AND_WEIGHT_SUMS \
const float4 dist = magnification_scale * \
abs(first_dist_unscaled - true_i); \
const float4 pi_dist = pi * dist; \
CALCULATE_SINC_RESAMPLE_WEIGHTS; \
pixel_color += new_sample0 * weights.xxx; \
pixel_color += new_sample1 * weights.yyy; \
pixel_color += new_sample2 * weights.zzz; \
pixel_color += new_sample3 * weights.www; \
weight_sum += weights;
#define VERTICAL_SINC_RESAMPLE_LOOP_BODY \
CALCULATE_R_COORD_FOR_4_SAMPLES; \
const float3 new_sample0 = tex2Dlod0try(tex, \
float2(tex_uv.x, tex_uv_r.x)).rgb; \
const float3 new_sample1 = tex2Dlod0try(tex, \
float2(tex_uv.x, tex_uv_r.y)).rgb; \
const float3 new_sample2 = tex2Dlod0try(tex, \
float2(tex_uv.x, tex_uv_r.z)).rgb; \
const float3 new_sample3 = tex2Dlod0try(tex, \
float2(tex_uv.x, tex_uv_r.w)).rgb; \
UPDATE_COLOR_AND_WEIGHT_SUMS;
#define HORIZONTAL_SINC_RESAMPLE_LOOP_BODY \
CALCULATE_R_COORD_FOR_4_SAMPLES; \
const float3 new_sample0 = tex2Dlod0try(tex, \
float2(tex_uv_r.x, tex_uv.y)).rgb; \
const float3 new_sample1 = tex2Dlod0try(tex, \
float2(tex_uv_r.y, tex_uv.y)).rgb; \
const float3 new_sample2 = tex2Dlod0try(tex, \
float2(tex_uv_r.z, tex_uv.y)).rgb; \
const float3 new_sample3 = tex2Dlod0try(tex, \
float2(tex_uv_r.w, tex_uv.y)).rgb; \
UPDATE_COLOR_AND_WEIGHT_SUMS;
//////////////////////////// RESAMPLING FUNCTIONS ////////////////////////////
float3 downsample_vertical_sinc_tiled(const sampler2D tex,
const float2 tex_uv, const float2 tex_size, static const float dr,
const float magnification_scale, static const float tile_size_uv_r)
{
// Requires: 1.) dr == du == 1.0/texture_size.x or
// dr == dv == 1.0/texture_size.y
// (whichever direction we're resampling in).
// It's a scalar to save register space.
// 2.) tile_size_uv_r is the number of texels an input tile
// takes up in the input texture, in the direction we're
// resampling this pass.
// 3.) magnification_scale must be <= 1.0.
// Returns: Return a [Lanczos] sinc-resampled pixel of a vertically
// downsized input tile embedded in an input texture. (The
// vertical version is special-cased though: It assumes the
// tile size equals the [static] texture size, since it's used
// on an LUT texture input containing one tile. For more
// generic use, eliminate the "static" in the parameters.)
// The "r" in "dr," "tile_size_uv_r," etc. refers to the dimension
// we're resizing along, e.g. "dy" in this case.
#ifdef USE_SINGLE_STATIC_LOOP
// A static loop can be faster, but it might blur too much from using
// more samples than it should.
static const int samples = int(max_sinc_resize_samples_m4);
#else
const int samples = int(get_dynamic_loop_size(magnification_scale));
#endif
// Get the first sample location (scalar tile uv coord along the resized
// dimension) and distance from the output location (in texels):
static const float input_tiles_per_texture_r = 1.0/tile_size_uv_r;
// true = vertical resize:
const float2 first_texel_tile_r_and_dist = get_first_texel_tile_uv_and_dist(
tex_uv, tex_size, dr, input_tiles_per_texture_r, samples, true);
const float4 first_texel_tile_uv_rrrr = first_texel_tile_r_and_dist.xxxx;
const float4 first_dist_unscaled = first_texel_tile_r_and_dist.yyyy;
// Get the tile sample offset:
static 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;
float4 weight_sum = float4(0.0);
float3 pixel_color = float3(0.0);
static const int i_step = 4;
#ifdef BREAK_LOOPS_INTO_PIECES
if(samples - i_base >= 64)
{
for(int i = 0; i < 64; i += i_step)
{
VERTICAL_SINC_RESAMPLE_LOOP_BODY;
}
i_base += 64;
}
if(samples - i_base >= 32)
{
for(int i = 0; i < 32; i += i_step)
{
VERTICAL_SINC_RESAMPLE_LOOP_BODY;
}
i_base += 32;
}
if(samples - i_base >= 16)
{
for(int i = 0; i < 16; i += i_step)
{
VERTICAL_SINC_RESAMPLE_LOOP_BODY;
}
i_base += 16;
}
if(samples - i_base >= 8)
{
for(int i = 0; i < 8; i += i_step)
{
VERTICAL_SINC_RESAMPLE_LOOP_BODY;
}
i_base += 8;
}
if(samples - i_base >= 4)
{
for(int i = 0; i < 4; i += i_step)
{
VERTICAL_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)
{
VERTICAL_SINC_RESAMPLE_LOOP_BODY;
}
}
#else
for(int i = 0; i < samples; i += i_step)
{
VERTICAL_SINC_RESAMPLE_LOOP_BODY;
}
#endif
// Normalize so the weight_sum == 1.0, and return:
const float2 weight_sum_reduce = weight_sum.xy + weight_sum.zw;
const float3 scalar_weight_sum = float3(weight_sum_reduce.x +
weight_sum_reduce.y);
return (pixel_color/scalar_weight_sum);
}
float3 downsample_horizontal_sinc_tiled(const sampler2D tex,
const float2 tex_uv, const float2 tex_size, const float dr,
const float magnification_scale, const float tile_size_uv_r)
{
// Differences from downsample_horizontal_sinc_tiled:
// 1.) The dr and tile_size_uv_r parameters are not static consts.
// 2.) The "vertical" parameter to get_first_texel_tile_uv_and_dist is
// set to false instead of true.
// 3.) The horizontal version of the loop body is used.
// TODO: If we can get guaranteed compile-time dead code elimination,
// we can combine the vertical/horizontal downsampling functions by:
// 1.) Add an extra static const bool parameter called "vertical."
// 2.) Supply it with the result of get_first_texel_tile_uv_and_dist().
// 3.) Use a conditional assignment in the loop body macro. This is the
// tricky part: We DO NOT want to incur the extra conditional
// assignment in the inner loop at runtime!
// The "r" in "dr," "tile_size_uv_r," etc. refers to the dimension
// we're resizing along, e.g. "dx" in this case.
#ifdef USE_SINGLE_STATIC_LOOP
// If we have to load all samples, we might as well use them.
static const int samples = int(max_sinc_resize_samples_m4);
#else
const int samples = int(get_dynamic_loop_size(magnification_scale));
#endif
// 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 float2 first_texel_tile_r_and_dist = get_first_texel_tile_uv_and_dist(
tex_uv, tex_size, dr, input_tiles_per_texture_r, samples, false);
const float4 first_texel_tile_uv_rrrr = first_texel_tile_r_and_dist.xxxx;
const float4 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;
float4 weight_sum = float4(0.0);
float3 pixel_color = float3(0.0);
static 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 float2 weight_sum_reduce = weight_sum.xy + weight_sum.zw;
const float3 scalar_weight_sum = float3(weight_sum_reduce.x +
weight_sum_reduce.y);
return (pixel_color/scalar_weight_sum);
}
//////////////////////////// TILE SIZE CALCULATION ///////////////////////////
float2 get_resized_mask_tile_size(const float2 estimated_viewport_size,
const float2 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:
static const float tile_aspect_ratio_inv =
mask_resize_src_lut_size.y/mask_resize_src_lut_size.x;
static const float tile_aspect_ratio = 1.0/tile_aspect_ratio_inv;
static const float2 tile_aspect = float2(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(
global.mask_triad_size_desired,
estimated_viewport_size.x / global.mask_num_triads_desired,
global.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 float2 temp_tile_size = temp_tile_size_x * tile_aspect;
static const float2 min_tile_size =
mask_min_allowed_tile_size * tile_aspect;
const float2 max_tile_size =
estimated_mask_resize_output_size / mask_resize_num_tiles;
const float2 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 float2 reclamped_tile_size = float2(
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 float2 final_resized_tile_size =
floor(reclamped_tile_size + float2(FIX_ZERO(0.0)));
return final_resized_tile_size;
}
///////////////////////// FINAL MASK SAMPLING HELPERS ////////////////////////
float4 get_mask_sampling_parameters(const float2 mask_resize_texture_size,
const float2 mask_resize_video_size, const float2 true_viewport_size,
out float2 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 float4 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 float2 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 float2 mask_tile_uv_size = mask_resize_tile_size /
mask_resize_texture_size;
const float2 skipped_tiles = mask_start_texels/mask_resize_tile_size;
const float2 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 float4(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.
static const float2 mask_tile_uv_size = float2(1.0);
static const float2 mask_tile_start_uv = float2(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 float4(mask_tile_start_uv, mask_tile_uv_size);
}
}
/*
float2 fix_tiling_discontinuities_normalized(const float2 tile_uv,
float2 duv_dx, float2 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 float2 pixel_in_first_half_tile = float2((tile_uv.x < 0.5),(tile_uv.y < 0.5));
const float2 jump_exists = float2(((duv_dx + duv_dy).x > 0.5),((duv_dx + duv_dy).y > 0.5));
return tile_uv + jump_exists * pixel_in_first_half_tile;
}
*/
float2 convert_phosphor_tile_uv_wrap_to_tex_uv(const float2 tile_uv_wrap,
const float4 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
float2 tile_uv = frac(tile_uv_wrap * 0.5) * 2.0;
#else
float2 tile_uv = frac(tile_uv_wrap);
#endif
#ifdef ANISOTROPIC_TILING_COMPAT_FIX_DISCONTINUITIES
const float2 tile_uv_dx = ddx(tile_uv);
const float2 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 float2 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