mirror of
https://github.com/yuzu-emu/yuzu-android.git
synced 2024-11-30 07:44:19 +01:00
fdde08bd01
Updates yuzu's FSR implementation to 1.0.2
1200 lines
59 KiB
C++
1200 lines
59 KiB
C++
//_____________________________________________________________/\_______________________________________________________________
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//==============================================================================================================================
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//
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//
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// AMD FidelityFX SUPER RESOLUTION [FSR 1] ::: SPATIAL SCALING & EXTRAS - v1.20210629
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//
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//
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//------------------------------------------------------------------------------------------------------------------------------
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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//------------------------------------------------------------------------------------------------------------------------------
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// FidelityFX Super Resolution Sample
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//
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// Copyright (c) 2021 Advanced Micro Devices, Inc. All rights reserved.
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files(the "Software"), to deal
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// in the Software without restriction, including without limitation the rights
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// to use, copy, modify, merge, publish, distribute, sublicense, and / or sell
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// copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions :
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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// THE SOFTWARE.
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//------------------------------------------------------------------------------------------------------------------------------
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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//------------------------------------------------------------------------------------------------------------------------------
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// ABOUT
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// =====
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// FSR is a collection of algorithms relating to generating a higher resolution image.
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// This specific header focuses on single-image non-temporal image scaling, and related tools.
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//
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// The core functions are EASU and RCAS:
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// [EASU] Edge Adaptive Spatial Upsampling ....... 1x to 4x area range spatial scaling, clamped adaptive elliptical filter.
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// [RCAS] Robust Contrast Adaptive Sharpening .... A non-scaling variation on CAS.
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// RCAS needs to be applied after EASU as a separate pass.
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//
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// Optional utility functions are:
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// [LFGA] Linear Film Grain Applicator ........... Tool to apply film grain after scaling.
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// [SRTM] Simple Reversible Tone-Mapper .......... Linear HDR {0 to FP16_MAX} to {0 to 1} and back.
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// [TEPD] Temporal Energy Preserving Dither ...... Temporally energy preserving dithered {0 to 1} linear to gamma 2.0 conversion.
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// See each individual sub-section for inline documentation.
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//------------------------------------------------------------------------------------------------------------------------------
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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//------------------------------------------------------------------------------------------------------------------------------
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// FUNCTION PERMUTATIONS
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// =====================
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// *F() ..... Single item computation with 32-bit.
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// *H() ..... Single item computation with 16-bit, with packing (aka two 16-bit ops in parallel) when possible.
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// *Hx2() ... Processing two items in parallel with 16-bit, easier packing.
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// Not all interfaces in this file have a *Hx2() form.
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//==============================================================================================================================
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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//_____________________________________________________________/\_______________________________________________________________
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//==============================================================================================================================
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//
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// FSR - [EASU] EDGE ADAPTIVE SPATIAL UPSAMPLING
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//
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//------------------------------------------------------------------------------------------------------------------------------
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// EASU provides a high quality spatial-only scaling at relatively low cost.
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// Meaning EASU is appropiate for laptops and other low-end GPUs.
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// Quality from 1x to 4x area scaling is good.
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//------------------------------------------------------------------------------------------------------------------------------
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// The scalar uses a modified fast approximation to the standard lanczos(size=2) kernel.
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// EASU runs in a single pass, so it applies a directionally and anisotropically adaptive radial lanczos.
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// This is also kept as simple as possible to have minimum runtime.
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//------------------------------------------------------------------------------------------------------------------------------
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// The lanzcos filter has negative lobes, so by itself it will introduce ringing.
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// To remove all ringing, the algorithm uses the nearest 2x2 input texels as a neighborhood,
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// and limits output to the minimum and maximum of that neighborhood.
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//------------------------------------------------------------------------------------------------------------------------------
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// Input image requirements:
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//
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// Color needs to be encoded as 3 channel[red, green, blue](e.g.XYZ not supported)
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// Each channel needs to be in the range[0, 1]
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// Any color primaries are supported
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// Display / tonemapping curve needs to be as if presenting to sRGB display or similar(e.g.Gamma 2.0)
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// There should be no banding in the input
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// There should be no high amplitude noise in the input
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// There should be no noise in the input that is not at input pixel granularity
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// For performance purposes, use 32bpp formats
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//------------------------------------------------------------------------------------------------------------------------------
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// Best to apply EASU at the end of the frame after tonemapping
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// but before film grain or composite of the UI.
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//------------------------------------------------------------------------------------------------------------------------------
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// Example of including this header for D3D HLSL :
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//
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// #define A_GPU 1
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// #define A_HLSL 1
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// #define A_HALF 1
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// #include "ffx_a.h"
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// #define FSR_EASU_H 1
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// #define FSR_RCAS_H 1
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// //declare input callbacks
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// #include "ffx_fsr1.h"
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//
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// Example of including this header for Vulkan GLSL :
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//
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// #define A_GPU 1
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// #define A_GLSL 1
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// #define A_HALF 1
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// #include "ffx_a.h"
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// #define FSR_EASU_H 1
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// #define FSR_RCAS_H 1
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// //declare input callbacks
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// #include "ffx_fsr1.h"
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//
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// Example of including this header for Vulkan HLSL :
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//
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// #define A_GPU 1
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// #define A_HLSL 1
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// #define A_HLSL_6_2 1
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// #define A_NO_16_BIT_CAST 1
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// #define A_HALF 1
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// #include "ffx_a.h"
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// #define FSR_EASU_H 1
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// #define FSR_RCAS_H 1
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// //declare input callbacks
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// #include "ffx_fsr1.h"
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//
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// Example of declaring the required input callbacks for GLSL :
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// The callbacks need to gather4 for each color channel using the specified texture coordinate 'p'.
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// EASU uses gather4 to reduce position computation logic and for free Arrays of Structures to Structures of Arrays conversion.
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//
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// AH4 FsrEasuRH(AF2 p){return AH4(textureGather(sampler2D(tex,sam),p,0));}
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// AH4 FsrEasuGH(AF2 p){return AH4(textureGather(sampler2D(tex,sam),p,1));}
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// AH4 FsrEasuBH(AF2 p){return AH4(textureGather(sampler2D(tex,sam),p,2));}
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// ...
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// The FsrEasuCon function needs to be called from the CPU or GPU to set up constants.
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// The difference in viewport and input image size is there to support Dynamic Resolution Scaling.
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// To use FsrEasuCon() on the CPU, define A_CPU before including ffx_a and ffx_fsr1.
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// Including a GPU example here, the 'con0' through 'con3' values would be stored out to a constant buffer.
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// AU4 con0,con1,con2,con3;
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// FsrEasuCon(con0,con1,con2,con3,
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// 1920.0,1080.0, // Viewport size (top left aligned) in the input image which is to be scaled.
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// 3840.0,2160.0, // The size of the input image.
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// 2560.0,1440.0); // The output resolution.
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//==============================================================================================================================
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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//_____________________________________________________________/\_______________________________________________________________
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//==============================================================================================================================
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// CONSTANT SETUP
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//==============================================================================================================================
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// Call to setup required constant values (works on CPU or GPU).
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A_STATIC void FsrEasuCon(
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outAU4 con0,
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outAU4 con1,
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outAU4 con2,
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outAU4 con3,
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// This the rendered image resolution being upscaled
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AF1 inputViewportInPixelsX,
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AF1 inputViewportInPixelsY,
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// This is the resolution of the resource containing the input image (useful for dynamic resolution)
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AF1 inputSizeInPixelsX,
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AF1 inputSizeInPixelsY,
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// This is the display resolution which the input image gets upscaled to
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AF1 outputSizeInPixelsX,
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AF1 outputSizeInPixelsY){
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// Output integer position to a pixel position in viewport.
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con0[0]=AU1_AF1(inputViewportInPixelsX*ARcpF1(outputSizeInPixelsX));
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con0[1]=AU1_AF1(inputViewportInPixelsY*ARcpF1(outputSizeInPixelsY));
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con0[2]=AU1_AF1(AF1_(0.5)*inputViewportInPixelsX*ARcpF1(outputSizeInPixelsX)-AF1_(0.5));
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con0[3]=AU1_AF1(AF1_(0.5)*inputViewportInPixelsY*ARcpF1(outputSizeInPixelsY)-AF1_(0.5));
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// Viewport pixel position to normalized image space.
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// This is used to get upper-left of 'F' tap.
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con1[0]=AU1_AF1(ARcpF1(inputSizeInPixelsX));
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con1[1]=AU1_AF1(ARcpF1(inputSizeInPixelsY));
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// Centers of gather4, first offset from upper-left of 'F'.
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// +---+---+
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// | | |
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// +--(0)--+
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// | b | c |
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// +---F---+---+---+
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// | e | f | g | h |
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// +--(1)--+--(2)--+
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// | i | j | k | l |
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// +---+---+---+---+
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// | n | o |
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// +--(3)--+
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// | | |
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// +---+---+
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con1[2]=AU1_AF1(AF1_( 1.0)*ARcpF1(inputSizeInPixelsX));
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con1[3]=AU1_AF1(AF1_(-1.0)*ARcpF1(inputSizeInPixelsY));
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// These are from (0) instead of 'F'.
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con2[0]=AU1_AF1(AF1_(-1.0)*ARcpF1(inputSizeInPixelsX));
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con2[1]=AU1_AF1(AF1_( 2.0)*ARcpF1(inputSizeInPixelsY));
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con2[2]=AU1_AF1(AF1_( 1.0)*ARcpF1(inputSizeInPixelsX));
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con2[3]=AU1_AF1(AF1_( 2.0)*ARcpF1(inputSizeInPixelsY));
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con3[0]=AU1_AF1(AF1_( 0.0)*ARcpF1(inputSizeInPixelsX));
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con3[1]=AU1_AF1(AF1_( 4.0)*ARcpF1(inputSizeInPixelsY));
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con3[2]=con3[3]=0;}
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//If the an offset into the input image resource
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A_STATIC void FsrEasuConOffset(
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outAU4 con0,
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outAU4 con1,
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outAU4 con2,
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outAU4 con3,
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// This the rendered image resolution being upscaled
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AF1 inputViewportInPixelsX,
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AF1 inputViewportInPixelsY,
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// This is the resolution of the resource containing the input image (useful for dynamic resolution)
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AF1 inputSizeInPixelsX,
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AF1 inputSizeInPixelsY,
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// This is the display resolution which the input image gets upscaled to
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AF1 outputSizeInPixelsX,
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AF1 outputSizeInPixelsY,
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// This is the input image offset into the resource containing it (useful for dynamic resolution)
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AF1 inputOffsetInPixelsX,
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AF1 inputOffsetInPixelsY) {
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FsrEasuCon(con0, con1, con2, con3, inputViewportInPixelsX, inputViewportInPixelsY, inputSizeInPixelsX, inputSizeInPixelsY, outputSizeInPixelsX, outputSizeInPixelsY);
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con0[2] = AU1_AF1(AF1_(0.5) * inputViewportInPixelsX * ARcpF1(outputSizeInPixelsX) - AF1_(0.5) + inputOffsetInPixelsX);
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con0[3] = AU1_AF1(AF1_(0.5) * inputViewportInPixelsY * ARcpF1(outputSizeInPixelsY) - AF1_(0.5) + inputOffsetInPixelsY);
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}
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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//_____________________________________________________________/\_______________________________________________________________
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//==============================================================================================================================
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// NON-PACKED 32-BIT VERSION
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//==============================================================================================================================
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#if defined(A_GPU)&&defined(FSR_EASU_F)
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// Input callback prototypes, need to be implemented by calling shader
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AF4 FsrEasuRF(AF2 p);
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AF4 FsrEasuGF(AF2 p);
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AF4 FsrEasuBF(AF2 p);
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//------------------------------------------------------------------------------------------------------------------------------
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// Filtering for a given tap for the scalar.
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void FsrEasuTapF(
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inout AF3 aC, // Accumulated color, with negative lobe.
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inout AF1 aW, // Accumulated weight.
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AF2 off, // Pixel offset from resolve position to tap.
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AF2 dir, // Gradient direction.
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AF2 len, // Length.
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AF1 lob, // Negative lobe strength.
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AF1 clp, // Clipping point.
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AF3 c){ // Tap color.
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// Rotate offset by direction.
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AF2 v;
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v.x=(off.x*( dir.x))+(off.y*dir.y);
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v.y=(off.x*(-dir.y))+(off.y*dir.x);
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// Anisotropy.
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v*=len;
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// Compute distance^2.
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AF1 d2=v.x*v.x+v.y*v.y;
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// Limit to the window as at corner, 2 taps can easily be outside.
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d2=min(d2,clp);
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// Approximation of lancos2 without sin() or rcp(), or sqrt() to get x.
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// (25/16 * (2/5 * x^2 - 1)^2 - (25/16 - 1)) * (1/4 * x^2 - 1)^2
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// |_______________________________________| |_______________|
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// base window
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// The general form of the 'base' is,
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// (a*(b*x^2-1)^2-(a-1))
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// Where 'a=1/(2*b-b^2)' and 'b' moves around the negative lobe.
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AF1 wB=AF1_(2.0/5.0)*d2+AF1_(-1.0);
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AF1 wA=lob*d2+AF1_(-1.0);
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wB*=wB;
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wA*=wA;
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wB=AF1_(25.0/16.0)*wB+AF1_(-(25.0/16.0-1.0));
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AF1 w=wB*wA;
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// Do weighted average.
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aC+=c*w;aW+=w;}
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//------------------------------------------------------------------------------------------------------------------------------
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// Accumulate direction and length.
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void FsrEasuSetF(
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inout AF2 dir,
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inout AF1 len,
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AF2 pp,
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AP1 biS,AP1 biT,AP1 biU,AP1 biV,
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AF1 lA,AF1 lB,AF1 lC,AF1 lD,AF1 lE){
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// Compute bilinear weight, branches factor out as predicates are compiler time immediates.
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// s t
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// u v
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AF1 w = AF1_(0.0);
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if(biS)w=(AF1_(1.0)-pp.x)*(AF1_(1.0)-pp.y);
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if(biT)w= pp.x *(AF1_(1.0)-pp.y);
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if(biU)w=(AF1_(1.0)-pp.x)* pp.y ;
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if(biV)w= pp.x * pp.y ;
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// Direction is the '+' diff.
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// a
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// b c d
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// e
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// Then takes magnitude from abs average of both sides of 'c'.
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// Length converts gradient reversal to 0, smoothly to non-reversal at 1, shaped, then adding horz and vert terms.
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AF1 dc=lD-lC;
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AF1 cb=lC-lB;
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AF1 lenX=max(abs(dc),abs(cb));
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lenX=APrxLoRcpF1(lenX);
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AF1 dirX=lD-lB;
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dir.x+=dirX*w;
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lenX=ASatF1(abs(dirX)*lenX);
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lenX*=lenX;
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len+=lenX*w;
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// Repeat for the y axis.
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AF1 ec=lE-lC;
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AF1 ca=lC-lA;
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AF1 lenY=max(abs(ec),abs(ca));
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lenY=APrxLoRcpF1(lenY);
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AF1 dirY=lE-lA;
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dir.y+=dirY*w;
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lenY=ASatF1(abs(dirY)*lenY);
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lenY*=lenY;
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len+=lenY*w;}
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//------------------------------------------------------------------------------------------------------------------------------
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void FsrEasuF(
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out AF3 pix,
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AU2 ip, // Integer pixel position in output.
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AU4 con0, // Constants generated by FsrEasuCon().
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AU4 con1,
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AU4 con2,
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AU4 con3){
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//------------------------------------------------------------------------------------------------------------------------------
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// Get position of 'f'.
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AF2 pp=AF2(ip)*AF2_AU2(con0.xy)+AF2_AU2(con0.zw);
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AF2 fp=floor(pp);
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pp-=fp;
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//------------------------------------------------------------------------------------------------------------------------------
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// 12-tap kernel.
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// b c
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// e f g h
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// i j k l
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// n o
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// Gather 4 ordering.
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// a b
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// r g
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// For packed FP16, need either {rg} or {ab} so using the following setup for gather in all versions,
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// a b <- unused (z)
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// r g
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// a b a b
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// r g r g
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// a b
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// r g <- unused (z)
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// Allowing dead-code removal to remove the 'z's.
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AF2 p0=fp*AF2_AU2(con1.xy)+AF2_AU2(con1.zw);
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// These are from p0 to avoid pulling two constants on pre-Navi hardware.
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AF2 p1=p0+AF2_AU2(con2.xy);
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AF2 p2=p0+AF2_AU2(con2.zw);
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AF2 p3=p0+AF2_AU2(con3.xy);
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AF4 bczzR=FsrEasuRF(p0);
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AF4 bczzG=FsrEasuGF(p0);
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AF4 bczzB=FsrEasuBF(p0);
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AF4 ijfeR=FsrEasuRF(p1);
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AF4 ijfeG=FsrEasuGF(p1);
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AF4 ijfeB=FsrEasuBF(p1);
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AF4 klhgR=FsrEasuRF(p2);
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AF4 klhgG=FsrEasuGF(p2);
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AF4 klhgB=FsrEasuBF(p2);
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AF4 zzonR=FsrEasuRF(p3);
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AF4 zzonG=FsrEasuGF(p3);
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AF4 zzonB=FsrEasuBF(p3);
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//------------------------------------------------------------------------------------------------------------------------------
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// Simplest multi-channel approximate luma possible (luma times 2, in 2 FMA/MAD).
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AF4 bczzL=bczzB*AF4_(0.5)+(bczzR*AF4_(0.5)+bczzG);
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AF4 ijfeL=ijfeB*AF4_(0.5)+(ijfeR*AF4_(0.5)+ijfeG);
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AF4 klhgL=klhgB*AF4_(0.5)+(klhgR*AF4_(0.5)+klhgG);
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AF4 zzonL=zzonB*AF4_(0.5)+(zzonR*AF4_(0.5)+zzonG);
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// Rename.
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AF1 bL=bczzL.x;
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AF1 cL=bczzL.y;
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AF1 iL=ijfeL.x;
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AF1 jL=ijfeL.y;
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AF1 fL=ijfeL.z;
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AF1 eL=ijfeL.w;
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AF1 kL=klhgL.x;
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AF1 lL=klhgL.y;
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AF1 hL=klhgL.z;
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AF1 gL=klhgL.w;
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AF1 oL=zzonL.z;
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AF1 nL=zzonL.w;
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// Accumulate for bilinear interpolation.
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AF2 dir=AF2_(0.0);
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AF1 len=AF1_(0.0);
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FsrEasuSetF(dir,len,pp,true, false,false,false,bL,eL,fL,gL,jL);
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FsrEasuSetF(dir,len,pp,false,true ,false,false,cL,fL,gL,hL,kL);
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FsrEasuSetF(dir,len,pp,false,false,true ,false,fL,iL,jL,kL,nL);
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FsrEasuSetF(dir,len,pp,false,false,false,true ,gL,jL,kL,lL,oL);
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//------------------------------------------------------------------------------------------------------------------------------
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// Normalize with approximation, and cleanup close to zero.
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AF2 dir2=dir*dir;
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AF1 dirR=dir2.x+dir2.y;
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AP1 zro=dirR<AF1_(1.0/32768.0);
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dirR=APrxLoRsqF1(dirR);
|
|
dirR=zro?AF1_(1.0):dirR;
|
|
dir.x=zro?AF1_(1.0):dir.x;
|
|
dir*=AF2_(dirR);
|
|
// Transform from {0 to 2} to {0 to 1} range, and shape with square.
|
|
len=len*AF1_(0.5);
|
|
len*=len;
|
|
// Stretch kernel {1.0 vert|horz, to sqrt(2.0) on diagonal}.
|
|
AF1 stretch=(dir.x*dir.x+dir.y*dir.y)*APrxLoRcpF1(max(abs(dir.x),abs(dir.y)));
|
|
// Anisotropic length after rotation,
|
|
// x := 1.0 lerp to 'stretch' on edges
|
|
// y := 1.0 lerp to 2x on edges
|
|
AF2 len2=AF2(AF1_(1.0)+(stretch-AF1_(1.0))*len,AF1_(1.0)+AF1_(-0.5)*len);
|
|
// Based on the amount of 'edge',
|
|
// the window shifts from +/-{sqrt(2.0) to slightly beyond 2.0}.
|
|
AF1 lob=AF1_(0.5)+AF1_((1.0/4.0-0.04)-0.5)*len;
|
|
// Set distance^2 clipping point to the end of the adjustable window.
|
|
AF1 clp=APrxLoRcpF1(lob);
|
|
//------------------------------------------------------------------------------------------------------------------------------
|
|
// Accumulation mixed with min/max of 4 nearest.
|
|
// b c
|
|
// e f g h
|
|
// i j k l
|
|
// n o
|
|
AF3 min4=min(AMin3F3(AF3(ijfeR.z,ijfeG.z,ijfeB.z),AF3(klhgR.w,klhgG.w,klhgB.w),AF3(ijfeR.y,ijfeG.y,ijfeB.y)),
|
|
AF3(klhgR.x,klhgG.x,klhgB.x));
|
|
AF3 max4=max(AMax3F3(AF3(ijfeR.z,ijfeG.z,ijfeB.z),AF3(klhgR.w,klhgG.w,klhgB.w),AF3(ijfeR.y,ijfeG.y,ijfeB.y)),
|
|
AF3(klhgR.x,klhgG.x,klhgB.x));
|
|
// Accumulation.
|
|
AF3 aC=AF3_(0.0);
|
|
AF1 aW=AF1_(0.0);
|
|
FsrEasuTapF(aC,aW,AF2( 0.0,-1.0)-pp,dir,len2,lob,clp,AF3(bczzR.x,bczzG.x,bczzB.x)); // b
|
|
FsrEasuTapF(aC,aW,AF2( 1.0,-1.0)-pp,dir,len2,lob,clp,AF3(bczzR.y,bczzG.y,bczzB.y)); // c
|
|
FsrEasuTapF(aC,aW,AF2(-1.0, 1.0)-pp,dir,len2,lob,clp,AF3(ijfeR.x,ijfeG.x,ijfeB.x)); // i
|
|
FsrEasuTapF(aC,aW,AF2( 0.0, 1.0)-pp,dir,len2,lob,clp,AF3(ijfeR.y,ijfeG.y,ijfeB.y)); // j
|
|
FsrEasuTapF(aC,aW,AF2( 0.0, 0.0)-pp,dir,len2,lob,clp,AF3(ijfeR.z,ijfeG.z,ijfeB.z)); // f
|
|
FsrEasuTapF(aC,aW,AF2(-1.0, 0.0)-pp,dir,len2,lob,clp,AF3(ijfeR.w,ijfeG.w,ijfeB.w)); // e
|
|
FsrEasuTapF(aC,aW,AF2( 1.0, 1.0)-pp,dir,len2,lob,clp,AF3(klhgR.x,klhgG.x,klhgB.x)); // k
|
|
FsrEasuTapF(aC,aW,AF2( 2.0, 1.0)-pp,dir,len2,lob,clp,AF3(klhgR.y,klhgG.y,klhgB.y)); // l
|
|
FsrEasuTapF(aC,aW,AF2( 2.0, 0.0)-pp,dir,len2,lob,clp,AF3(klhgR.z,klhgG.z,klhgB.z)); // h
|
|
FsrEasuTapF(aC,aW,AF2( 1.0, 0.0)-pp,dir,len2,lob,clp,AF3(klhgR.w,klhgG.w,klhgB.w)); // g
|
|
FsrEasuTapF(aC,aW,AF2( 1.0, 2.0)-pp,dir,len2,lob,clp,AF3(zzonR.z,zzonG.z,zzonB.z)); // o
|
|
FsrEasuTapF(aC,aW,AF2( 0.0, 2.0)-pp,dir,len2,lob,clp,AF3(zzonR.w,zzonG.w,zzonB.w)); // n
|
|
//------------------------------------------------------------------------------------------------------------------------------
|
|
// Normalize and dering.
|
|
pix=min(max4,max(min4,aC*AF3_(ARcpF1(aW))));}
|
|
#endif
|
|
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
|
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
|
//_____________________________________________________________/\_______________________________________________________________
|
|
//==============================================================================================================================
|
|
// PACKED 16-BIT VERSION
|
|
//==============================================================================================================================
|
|
#if defined(A_GPU)&&defined(A_HALF)&&defined(FSR_EASU_H)
|
|
// Input callback prototypes, need to be implemented by calling shader
|
|
AH4 FsrEasuRH(AF2 p);
|
|
AH4 FsrEasuGH(AF2 p);
|
|
AH4 FsrEasuBH(AF2 p);
|
|
//------------------------------------------------------------------------------------------------------------------------------
|
|
// This runs 2 taps in parallel.
|
|
void FsrEasuTapH(
|
|
inout AH2 aCR,inout AH2 aCG,inout AH2 aCB,
|
|
inout AH2 aW,
|
|
AH2 offX,AH2 offY,
|
|
AH2 dir,
|
|
AH2 len,
|
|
AH1 lob,
|
|
AH1 clp,
|
|
AH2 cR,AH2 cG,AH2 cB){
|
|
AH2 vX,vY;
|
|
vX=offX* dir.xx +offY*dir.yy;
|
|
vY=offX*(-dir.yy)+offY*dir.xx;
|
|
vX*=len.x;vY*=len.y;
|
|
AH2 d2=vX*vX+vY*vY;
|
|
d2=min(d2,AH2_(clp));
|
|
AH2 wB=AH2_(2.0/5.0)*d2+AH2_(-1.0);
|
|
AH2 wA=AH2_(lob)*d2+AH2_(-1.0);
|
|
wB*=wB;
|
|
wA*=wA;
|
|
wB=AH2_(25.0/16.0)*wB+AH2_(-(25.0/16.0-1.0));
|
|
AH2 w=wB*wA;
|
|
aCR+=cR*w;aCG+=cG*w;aCB+=cB*w;aW+=w;}
|
|
//------------------------------------------------------------------------------------------------------------------------------
|
|
// This runs 2 taps in parallel.
|
|
void FsrEasuSetH(
|
|
inout AH2 dirPX,inout AH2 dirPY,
|
|
inout AH2 lenP,
|
|
AH2 pp,
|
|
AP1 biST,AP1 biUV,
|
|
AH2 lA,AH2 lB,AH2 lC,AH2 lD,AH2 lE){
|
|
AH2 w = AH2_(0.0);
|
|
if(biST)w=(AH2(1.0,0.0)+AH2(-pp.x,pp.x))*AH2_(AH1_(1.0)-pp.y);
|
|
if(biUV)w=(AH2(1.0,0.0)+AH2(-pp.x,pp.x))*AH2_( pp.y);
|
|
// ABS is not free in the packed FP16 path.
|
|
AH2 dc=lD-lC;
|
|
AH2 cb=lC-lB;
|
|
AH2 lenX=max(abs(dc),abs(cb));
|
|
lenX=ARcpH2(lenX);
|
|
AH2 dirX=lD-lB;
|
|
dirPX+=dirX*w;
|
|
lenX=ASatH2(abs(dirX)*lenX);
|
|
lenX*=lenX;
|
|
lenP+=lenX*w;
|
|
AH2 ec=lE-lC;
|
|
AH2 ca=lC-lA;
|
|
AH2 lenY=max(abs(ec),abs(ca));
|
|
lenY=ARcpH2(lenY);
|
|
AH2 dirY=lE-lA;
|
|
dirPY+=dirY*w;
|
|
lenY=ASatH2(abs(dirY)*lenY);
|
|
lenY*=lenY;
|
|
lenP+=lenY*w;}
|
|
//------------------------------------------------------------------------------------------------------------------------------
|
|
void FsrEasuH(
|
|
out AH3 pix,
|
|
AU2 ip,
|
|
AU4 con0,
|
|
AU4 con1,
|
|
AU4 con2,
|
|
AU4 con3){
|
|
//------------------------------------------------------------------------------------------------------------------------------
|
|
AF2 pp=AF2(ip)*AF2_AU2(con0.xy)+AF2_AU2(con0.zw);
|
|
AF2 fp=floor(pp);
|
|
pp-=fp;
|
|
AH2 ppp=AH2(pp);
|
|
//------------------------------------------------------------------------------------------------------------------------------
|
|
AF2 p0=fp*AF2_AU2(con1.xy)+AF2_AU2(con1.zw);
|
|
AF2 p1=p0+AF2_AU2(con2.xy);
|
|
AF2 p2=p0+AF2_AU2(con2.zw);
|
|
AF2 p3=p0+AF2_AU2(con3.xy);
|
|
AH4 bczzR=FsrEasuRH(p0);
|
|
AH4 bczzG=FsrEasuGH(p0);
|
|
AH4 bczzB=FsrEasuBH(p0);
|
|
AH4 ijfeR=FsrEasuRH(p1);
|
|
AH4 ijfeG=FsrEasuGH(p1);
|
|
AH4 ijfeB=FsrEasuBH(p1);
|
|
AH4 klhgR=FsrEasuRH(p2);
|
|
AH4 klhgG=FsrEasuGH(p2);
|
|
AH4 klhgB=FsrEasuBH(p2);
|
|
AH4 zzonR=FsrEasuRH(p3);
|
|
AH4 zzonG=FsrEasuGH(p3);
|
|
AH4 zzonB=FsrEasuBH(p3);
|
|
//------------------------------------------------------------------------------------------------------------------------------
|
|
AH4 bczzL=bczzB*AH4_(0.5)+(bczzR*AH4_(0.5)+bczzG);
|
|
AH4 ijfeL=ijfeB*AH4_(0.5)+(ijfeR*AH4_(0.5)+ijfeG);
|
|
AH4 klhgL=klhgB*AH4_(0.5)+(klhgR*AH4_(0.5)+klhgG);
|
|
AH4 zzonL=zzonB*AH4_(0.5)+(zzonR*AH4_(0.5)+zzonG);
|
|
AH1 bL=bczzL.x;
|
|
AH1 cL=bczzL.y;
|
|
AH1 iL=ijfeL.x;
|
|
AH1 jL=ijfeL.y;
|
|
AH1 fL=ijfeL.z;
|
|
AH1 eL=ijfeL.w;
|
|
AH1 kL=klhgL.x;
|
|
AH1 lL=klhgL.y;
|
|
AH1 hL=klhgL.z;
|
|
AH1 gL=klhgL.w;
|
|
AH1 oL=zzonL.z;
|
|
AH1 nL=zzonL.w;
|
|
// This part is different, accumulating 2 taps in parallel.
|
|
AH2 dirPX=AH2_(0.0);
|
|
AH2 dirPY=AH2_(0.0);
|
|
AH2 lenP=AH2_(0.0);
|
|
FsrEasuSetH(dirPX,dirPY,lenP,ppp,true, false,AH2(bL,cL),AH2(eL,fL),AH2(fL,gL),AH2(gL,hL),AH2(jL,kL));
|
|
FsrEasuSetH(dirPX,dirPY,lenP,ppp,false,true ,AH2(fL,gL),AH2(iL,jL),AH2(jL,kL),AH2(kL,lL),AH2(nL,oL));
|
|
AH2 dir=AH2(dirPX.r+dirPX.g,dirPY.r+dirPY.g);
|
|
AH1 len=lenP.r+lenP.g;
|
|
//------------------------------------------------------------------------------------------------------------------------------
|
|
AH2 dir2=dir*dir;
|
|
AH1 dirR=dir2.x+dir2.y;
|
|
AP1 zro=dirR<AH1_(1.0/32768.0);
|
|
dirR=APrxLoRsqH1(dirR);
|
|
dirR=zro?AH1_(1.0):dirR;
|
|
dir.x=zro?AH1_(1.0):dir.x;
|
|
dir*=AH2_(dirR);
|
|
len=len*AH1_(0.5);
|
|
len*=len;
|
|
AH1 stretch=(dir.x*dir.x+dir.y*dir.y)*APrxLoRcpH1(max(abs(dir.x),abs(dir.y)));
|
|
AH2 len2=AH2(AH1_(1.0)+(stretch-AH1_(1.0))*len,AH1_(1.0)+AH1_(-0.5)*len);
|
|
AH1 lob=AH1_(0.5)+AH1_((1.0/4.0-0.04)-0.5)*len;
|
|
AH1 clp=APrxLoRcpH1(lob);
|
|
//------------------------------------------------------------------------------------------------------------------------------
|
|
// FP16 is different, using packed trick to do min and max in same operation.
|
|
AH2 bothR=max(max(AH2(-ijfeR.z,ijfeR.z),AH2(-klhgR.w,klhgR.w)),max(AH2(-ijfeR.y,ijfeR.y),AH2(-klhgR.x,klhgR.x)));
|
|
AH2 bothG=max(max(AH2(-ijfeG.z,ijfeG.z),AH2(-klhgG.w,klhgG.w)),max(AH2(-ijfeG.y,ijfeG.y),AH2(-klhgG.x,klhgG.x)));
|
|
AH2 bothB=max(max(AH2(-ijfeB.z,ijfeB.z),AH2(-klhgB.w,klhgB.w)),max(AH2(-ijfeB.y,ijfeB.y),AH2(-klhgB.x,klhgB.x)));
|
|
// This part is different for FP16, working pairs of taps at a time.
|
|
AH2 pR=AH2_(0.0);
|
|
AH2 pG=AH2_(0.0);
|
|
AH2 pB=AH2_(0.0);
|
|
AH2 pW=AH2_(0.0);
|
|
FsrEasuTapH(pR,pG,pB,pW,AH2( 0.0, 1.0)-ppp.xx,AH2(-1.0,-1.0)-ppp.yy,dir,len2,lob,clp,bczzR.xy,bczzG.xy,bczzB.xy);
|
|
FsrEasuTapH(pR,pG,pB,pW,AH2(-1.0, 0.0)-ppp.xx,AH2( 1.0, 1.0)-ppp.yy,dir,len2,lob,clp,ijfeR.xy,ijfeG.xy,ijfeB.xy);
|
|
FsrEasuTapH(pR,pG,pB,pW,AH2( 0.0,-1.0)-ppp.xx,AH2( 0.0, 0.0)-ppp.yy,dir,len2,lob,clp,ijfeR.zw,ijfeG.zw,ijfeB.zw);
|
|
FsrEasuTapH(pR,pG,pB,pW,AH2( 1.0, 2.0)-ppp.xx,AH2( 1.0, 1.0)-ppp.yy,dir,len2,lob,clp,klhgR.xy,klhgG.xy,klhgB.xy);
|
|
FsrEasuTapH(pR,pG,pB,pW,AH2( 2.0, 1.0)-ppp.xx,AH2( 0.0, 0.0)-ppp.yy,dir,len2,lob,clp,klhgR.zw,klhgG.zw,klhgB.zw);
|
|
FsrEasuTapH(pR,pG,pB,pW,AH2( 1.0, 0.0)-ppp.xx,AH2( 2.0, 2.0)-ppp.yy,dir,len2,lob,clp,zzonR.zw,zzonG.zw,zzonB.zw);
|
|
AH3 aC=AH3(pR.x+pR.y,pG.x+pG.y,pB.x+pB.y);
|
|
AH1 aW=pW.x+pW.y;
|
|
//------------------------------------------------------------------------------------------------------------------------------
|
|
// Slightly different for FP16 version due to combined min and max.
|
|
pix=min(AH3(bothR.y,bothG.y,bothB.y),max(-AH3(bothR.x,bothG.x,bothB.x),aC*AH3_(ARcpH1(aW))));}
|
|
#endif
|
|
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
|
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
|
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
|
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
|
//_____________________________________________________________/\_______________________________________________________________
|
|
//==============================================================================================================================
|
|
//
|
|
// FSR - [RCAS] ROBUST CONTRAST ADAPTIVE SHARPENING
|
|
//
|
|
//------------------------------------------------------------------------------------------------------------------------------
|
|
// CAS uses a simplified mechanism to convert local contrast into a variable amount of sharpness.
|
|
// RCAS uses a more exact mechanism, solving for the maximum local sharpness possible before clipping.
|
|
// RCAS also has a built in process to limit sharpening of what it detects as possible noise.
|
|
// RCAS sharper does not support scaling, as it should be applied after EASU scaling.
|
|
// Pass EASU output straight into RCAS, no color conversions necessary.
|
|
//------------------------------------------------------------------------------------------------------------------------------
|
|
// RCAS is based on the following logic.
|
|
// RCAS uses a 5 tap filter in a cross pattern (same as CAS),
|
|
// w n
|
|
// w 1 w for taps w m e
|
|
// w s
|
|
// Where 'w' is the negative lobe weight.
|
|
// output = (w*(n+e+w+s)+m)/(4*w+1)
|
|
// RCAS solves for 'w' by seeing where the signal might clip out of the {0 to 1} input range,
|
|
// 0 == (w*(n+e+w+s)+m)/(4*w+1) -> w = -m/(n+e+w+s)
|
|
// 1 == (w*(n+e+w+s)+m)/(4*w+1) -> w = (1-m)/(n+e+w+s-4*1)
|
|
// Then chooses the 'w' which results in no clipping, limits 'w', and multiplies by the 'sharp' amount.
|
|
// This solution above has issues with MSAA input as the steps along the gradient cause edge detection issues.
|
|
// So RCAS uses 4x the maximum and 4x the minimum (depending on equation)in place of the individual taps.
|
|
// As well as switching from 'm' to either the minimum or maximum (depending on side), to help in energy conservation.
|
|
// This stabilizes RCAS.
|
|
// RCAS does a simple highpass which is normalized against the local contrast then shaped,
|
|
// 0.25
|
|
// 0.25 -1 0.25
|
|
// 0.25
|
|
// This is used as a noise detection filter, to reduce the effect of RCAS on grain, and focus on real edges.
|
|
//
|
|
// GLSL example for the required callbacks :
|
|
//
|
|
// AH4 FsrRcasLoadH(ASW2 p){return AH4(imageLoad(imgSrc,ASU2(p)));}
|
|
// void FsrRcasInputH(inout AH1 r,inout AH1 g,inout AH1 b)
|
|
// {
|
|
// //do any simple input color conversions here or leave empty if none needed
|
|
// }
|
|
//
|
|
// FsrRcasCon need to be called from the CPU or GPU to set up constants.
|
|
// Including a GPU example here, the 'con' value would be stored out to a constant buffer.
|
|
//
|
|
// AU4 con;
|
|
// FsrRcasCon(con,
|
|
// 0.0); // The scale is {0.0 := maximum sharpness, to N>0, where N is the number of stops (halving) of the reduction of sharpness}.
|
|
// ---------------
|
|
// RCAS sharpening supports a CAS-like pass-through alpha via,
|
|
// #define FSR_RCAS_PASSTHROUGH_ALPHA 1
|
|
// RCAS also supports a define to enable a more expensive path to avoid some sharpening of noise.
|
|
// Would suggest it is better to apply film grain after RCAS sharpening (and after scaling) instead of using this define,
|
|
// #define FSR_RCAS_DENOISE 1
|
|
//==============================================================================================================================
|
|
// This is set at the limit of providing unnatural results for sharpening.
|
|
#define FSR_RCAS_LIMIT (0.25-(1.0/16.0))
|
|
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
|
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
|
//_____________________________________________________________/\_______________________________________________________________
|
|
//==============================================================================================================================
|
|
// CONSTANT SETUP
|
|
//==============================================================================================================================
|
|
// Call to setup required constant values (works on CPU or GPU).
|
|
A_STATIC void FsrRcasCon(
|
|
outAU4 con,
|
|
// The scale is {0.0 := maximum, to N>0, where N is the number of stops (halving) of the reduction of sharpness}.
|
|
AF1 sharpness){
|
|
// Transform from stops to linear value.
|
|
sharpness=AExp2F1(-sharpness);
|
|
varAF2(hSharp)=initAF2(sharpness,sharpness);
|
|
con[0]=AU1_AF1(sharpness);
|
|
con[1]=AU1_AH2_AF2(hSharp);
|
|
con[2]=0;
|
|
con[3]=0;}
|
|
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
|
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
|
//_____________________________________________________________/\_______________________________________________________________
|
|
//==============================================================================================================================
|
|
// NON-PACKED 32-BIT VERSION
|
|
//==============================================================================================================================
|
|
#if defined(A_GPU)&&defined(FSR_RCAS_F)
|
|
// Input callback prototypes that need to be implemented by calling shader
|
|
AF4 FsrRcasLoadF(ASU2 p);
|
|
void FsrRcasInputF(inout AF1 r,inout AF1 g,inout AF1 b);
|
|
//------------------------------------------------------------------------------------------------------------------------------
|
|
void FsrRcasF(
|
|
out AF1 pixR, // Output values, non-vector so port between RcasFilter() and RcasFilterH() is easy.
|
|
out AF1 pixG,
|
|
out AF1 pixB,
|
|
#ifdef FSR_RCAS_PASSTHROUGH_ALPHA
|
|
out AF1 pixA,
|
|
#endif
|
|
AU2 ip, // Integer pixel position in output.
|
|
AU4 con){ // Constant generated by RcasSetup().
|
|
// Algorithm uses minimal 3x3 pixel neighborhood.
|
|
// b
|
|
// d e f
|
|
// h
|
|
ASU2 sp=ASU2(ip);
|
|
AF3 b=FsrRcasLoadF(sp+ASU2( 0,-1)).rgb;
|
|
AF3 d=FsrRcasLoadF(sp+ASU2(-1, 0)).rgb;
|
|
#ifdef FSR_RCAS_PASSTHROUGH_ALPHA
|
|
AF4 ee=FsrRcasLoadF(sp);
|
|
AF3 e=ee.rgb;pixA=ee.a;
|
|
#else
|
|
AF3 e=FsrRcasLoadF(sp).rgb;
|
|
#endif
|
|
AF3 f=FsrRcasLoadF(sp+ASU2( 1, 0)).rgb;
|
|
AF3 h=FsrRcasLoadF(sp+ASU2( 0, 1)).rgb;
|
|
// Rename (32-bit) or regroup (16-bit).
|
|
AF1 bR=b.r;
|
|
AF1 bG=b.g;
|
|
AF1 bB=b.b;
|
|
AF1 dR=d.r;
|
|
AF1 dG=d.g;
|
|
AF1 dB=d.b;
|
|
AF1 eR=e.r;
|
|
AF1 eG=e.g;
|
|
AF1 eB=e.b;
|
|
AF1 fR=f.r;
|
|
AF1 fG=f.g;
|
|
AF1 fB=f.b;
|
|
AF1 hR=h.r;
|
|
AF1 hG=h.g;
|
|
AF1 hB=h.b;
|
|
// Run optional input transform.
|
|
FsrRcasInputF(bR,bG,bB);
|
|
FsrRcasInputF(dR,dG,dB);
|
|
FsrRcasInputF(eR,eG,eB);
|
|
FsrRcasInputF(fR,fG,fB);
|
|
FsrRcasInputF(hR,hG,hB);
|
|
// Luma times 2.
|
|
AF1 bL=bB*AF1_(0.5)+(bR*AF1_(0.5)+bG);
|
|
AF1 dL=dB*AF1_(0.5)+(dR*AF1_(0.5)+dG);
|
|
AF1 eL=eB*AF1_(0.5)+(eR*AF1_(0.5)+eG);
|
|
AF1 fL=fB*AF1_(0.5)+(fR*AF1_(0.5)+fG);
|
|
AF1 hL=hB*AF1_(0.5)+(hR*AF1_(0.5)+hG);
|
|
// Noise detection.
|
|
AF1 nz=AF1_(0.25)*bL+AF1_(0.25)*dL+AF1_(0.25)*fL+AF1_(0.25)*hL-eL;
|
|
nz=ASatF1(abs(nz)*APrxMedRcpF1(AMax3F1(AMax3F1(bL,dL,eL),fL,hL)-AMin3F1(AMin3F1(bL,dL,eL),fL,hL)));
|
|
nz=AF1_(-0.5)*nz+AF1_(1.0);
|
|
// Min and max of ring.
|
|
AF1 mn4R=min(AMin3F1(bR,dR,fR),hR);
|
|
AF1 mn4G=min(AMin3F1(bG,dG,fG),hG);
|
|
AF1 mn4B=min(AMin3F1(bB,dB,fB),hB);
|
|
AF1 mx4R=max(AMax3F1(bR,dR,fR),hR);
|
|
AF1 mx4G=max(AMax3F1(bG,dG,fG),hG);
|
|
AF1 mx4B=max(AMax3F1(bB,dB,fB),hB);
|
|
// Immediate constants for peak range.
|
|
AF2 peakC=AF2(1.0,-1.0*4.0);
|
|
// Limiters, these need to be high precision RCPs.
|
|
AF1 hitMinR=min(mn4R,eR)*ARcpF1(AF1_(4.0)*mx4R);
|
|
AF1 hitMinG=min(mn4G,eG)*ARcpF1(AF1_(4.0)*mx4G);
|
|
AF1 hitMinB=min(mn4B,eB)*ARcpF1(AF1_(4.0)*mx4B);
|
|
AF1 hitMaxR=(peakC.x-max(mx4R,eR))*ARcpF1(AF1_(4.0)*mn4R+peakC.y);
|
|
AF1 hitMaxG=(peakC.x-max(mx4G,eG))*ARcpF1(AF1_(4.0)*mn4G+peakC.y);
|
|
AF1 hitMaxB=(peakC.x-max(mx4B,eB))*ARcpF1(AF1_(4.0)*mn4B+peakC.y);
|
|
AF1 lobeR=max(-hitMinR,hitMaxR);
|
|
AF1 lobeG=max(-hitMinG,hitMaxG);
|
|
AF1 lobeB=max(-hitMinB,hitMaxB);
|
|
AF1 lobe=max(AF1_(-FSR_RCAS_LIMIT),min(AMax3F1(lobeR,lobeG,lobeB),AF1_(0.0)))*AF1_AU1(con.x);
|
|
// Apply noise removal.
|
|
#ifdef FSR_RCAS_DENOISE
|
|
lobe*=nz;
|
|
#endif
|
|
// Resolve, which needs the medium precision rcp approximation to avoid visible tonality changes.
|
|
AF1 rcpL=APrxMedRcpF1(AF1_(4.0)*lobe+AF1_(1.0));
|
|
pixR=(lobe*bR+lobe*dR+lobe*hR+lobe*fR+eR)*rcpL;
|
|
pixG=(lobe*bG+lobe*dG+lobe*hG+lobe*fG+eG)*rcpL;
|
|
pixB=(lobe*bB+lobe*dB+lobe*hB+lobe*fB+eB)*rcpL;
|
|
return;}
|
|
#endif
|
|
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
|
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
|
//_____________________________________________________________/\_______________________________________________________________
|
|
//==============================================================================================================================
|
|
// NON-PACKED 16-BIT VERSION
|
|
//==============================================================================================================================
|
|
#if defined(A_GPU)&&defined(A_HALF)&&defined(FSR_RCAS_H)
|
|
// Input callback prototypes that need to be implemented by calling shader
|
|
AH4 FsrRcasLoadH(ASW2 p);
|
|
void FsrRcasInputH(inout AH1 r,inout AH1 g,inout AH1 b);
|
|
//------------------------------------------------------------------------------------------------------------------------------
|
|
void FsrRcasH(
|
|
out AH1 pixR, // Output values, non-vector so port between RcasFilter() and RcasFilterH() is easy.
|
|
out AH1 pixG,
|
|
out AH1 pixB,
|
|
#ifdef FSR_RCAS_PASSTHROUGH_ALPHA
|
|
out AH1 pixA,
|
|
#endif
|
|
AU2 ip, // Integer pixel position in output.
|
|
AU4 con){ // Constant generated by RcasSetup().
|
|
// Sharpening algorithm uses minimal 3x3 pixel neighborhood.
|
|
// b
|
|
// d e f
|
|
// h
|
|
ASW2 sp=ASW2(ip);
|
|
AH3 b=FsrRcasLoadH(sp+ASW2( 0,-1)).rgb;
|
|
AH3 d=FsrRcasLoadH(sp+ASW2(-1, 0)).rgb;
|
|
#ifdef FSR_RCAS_PASSTHROUGH_ALPHA
|
|
AH4 ee=FsrRcasLoadH(sp);
|
|
AH3 e=ee.rgb;pixA=ee.a;
|
|
#else
|
|
AH3 e=FsrRcasLoadH(sp).rgb;
|
|
#endif
|
|
AH3 f=FsrRcasLoadH(sp+ASW2( 1, 0)).rgb;
|
|
AH3 h=FsrRcasLoadH(sp+ASW2( 0, 1)).rgb;
|
|
// Rename (32-bit) or regroup (16-bit).
|
|
AH1 bR=b.r;
|
|
AH1 bG=b.g;
|
|
AH1 bB=b.b;
|
|
AH1 dR=d.r;
|
|
AH1 dG=d.g;
|
|
AH1 dB=d.b;
|
|
AH1 eR=e.r;
|
|
AH1 eG=e.g;
|
|
AH1 eB=e.b;
|
|
AH1 fR=f.r;
|
|
AH1 fG=f.g;
|
|
AH1 fB=f.b;
|
|
AH1 hR=h.r;
|
|
AH1 hG=h.g;
|
|
AH1 hB=h.b;
|
|
// Run optional input transform.
|
|
FsrRcasInputH(bR,bG,bB);
|
|
FsrRcasInputH(dR,dG,dB);
|
|
FsrRcasInputH(eR,eG,eB);
|
|
FsrRcasInputH(fR,fG,fB);
|
|
FsrRcasInputH(hR,hG,hB);
|
|
// Luma times 2.
|
|
AH1 bL=bB*AH1_(0.5)+(bR*AH1_(0.5)+bG);
|
|
AH1 dL=dB*AH1_(0.5)+(dR*AH1_(0.5)+dG);
|
|
AH1 eL=eB*AH1_(0.5)+(eR*AH1_(0.5)+eG);
|
|
AH1 fL=fB*AH1_(0.5)+(fR*AH1_(0.5)+fG);
|
|
AH1 hL=hB*AH1_(0.5)+(hR*AH1_(0.5)+hG);
|
|
// Noise detection.
|
|
AH1 nz=AH1_(0.25)*bL+AH1_(0.25)*dL+AH1_(0.25)*fL+AH1_(0.25)*hL-eL;
|
|
nz=ASatH1(abs(nz)*APrxMedRcpH1(AMax3H1(AMax3H1(bL,dL,eL),fL,hL)-AMin3H1(AMin3H1(bL,dL,eL),fL,hL)));
|
|
nz=AH1_(-0.5)*nz+AH1_(1.0);
|
|
// Min and max of ring.
|
|
AH1 mn4R=min(AMin3H1(bR,dR,fR),hR);
|
|
AH1 mn4G=min(AMin3H1(bG,dG,fG),hG);
|
|
AH1 mn4B=min(AMin3H1(bB,dB,fB),hB);
|
|
AH1 mx4R=max(AMax3H1(bR,dR,fR),hR);
|
|
AH1 mx4G=max(AMax3H1(bG,dG,fG),hG);
|
|
AH1 mx4B=max(AMax3H1(bB,dB,fB),hB);
|
|
// Immediate constants for peak range.
|
|
AH2 peakC=AH2(1.0,-1.0*4.0);
|
|
// Limiters, these need to be high precision RCPs.
|
|
AH1 hitMinR=min(mn4R,eR)*ARcpH1(AH1_(4.0)*mx4R);
|
|
AH1 hitMinG=min(mn4G,eG)*ARcpH1(AH1_(4.0)*mx4G);
|
|
AH1 hitMinB=min(mn4B,eB)*ARcpH1(AH1_(4.0)*mx4B);
|
|
AH1 hitMaxR=(peakC.x-max(mx4R,eR))*ARcpH1(AH1_(4.0)*mn4R+peakC.y);
|
|
AH1 hitMaxG=(peakC.x-max(mx4G,eG))*ARcpH1(AH1_(4.0)*mn4G+peakC.y);
|
|
AH1 hitMaxB=(peakC.x-max(mx4B,eB))*ARcpH1(AH1_(4.0)*mn4B+peakC.y);
|
|
AH1 lobeR=max(-hitMinR,hitMaxR);
|
|
AH1 lobeG=max(-hitMinG,hitMaxG);
|
|
AH1 lobeB=max(-hitMinB,hitMaxB);
|
|
AH1 lobe=max(AH1_(-FSR_RCAS_LIMIT),min(AMax3H1(lobeR,lobeG,lobeB),AH1_(0.0)))*AH2_AU1(con.y).x;
|
|
// Apply noise removal.
|
|
#ifdef FSR_RCAS_DENOISE
|
|
lobe*=nz;
|
|
#endif
|
|
// Resolve, which needs the medium precision rcp approximation to avoid visible tonality changes.
|
|
AH1 rcpL=APrxMedRcpH1(AH1_(4.0)*lobe+AH1_(1.0));
|
|
pixR=(lobe*bR+lobe*dR+lobe*hR+lobe*fR+eR)*rcpL;
|
|
pixG=(lobe*bG+lobe*dG+lobe*hG+lobe*fG+eG)*rcpL;
|
|
pixB=(lobe*bB+lobe*dB+lobe*hB+lobe*fB+eB)*rcpL;}
|
|
#endif
|
|
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
|
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
|
//_____________________________________________________________/\_______________________________________________________________
|
|
//==============================================================================================================================
|
|
// PACKED 16-BIT VERSION
|
|
//==============================================================================================================================
|
|
#if defined(A_GPU)&&defined(A_HALF)&&defined(FSR_RCAS_HX2)
|
|
// Input callback prototypes that need to be implemented by the calling shader
|
|
AH4 FsrRcasLoadHx2(ASW2 p);
|
|
void FsrRcasInputHx2(inout AH2 r,inout AH2 g,inout AH2 b);
|
|
//------------------------------------------------------------------------------------------------------------------------------
|
|
// Can be used to convert from packed Structures of Arrays to Arrays of Structures for store.
|
|
void FsrRcasDepackHx2(out AH4 pix0,out AH4 pix1,AH2 pixR,AH2 pixG,AH2 pixB){
|
|
#ifdef A_HLSL
|
|
// Invoke a slower path for DX only, since it won't allow uninitialized values.
|
|
pix0.a=pix1.a=0.0;
|
|
#endif
|
|
pix0.rgb=AH3(pixR.x,pixG.x,pixB.x);
|
|
pix1.rgb=AH3(pixR.y,pixG.y,pixB.y);}
|
|
//------------------------------------------------------------------------------------------------------------------------------
|
|
void FsrRcasHx2(
|
|
// Output values are for 2 8x8 tiles in a 16x8 region.
|
|
// pix<R,G,B>.x = left 8x8 tile
|
|
// pix<R,G,B>.y = right 8x8 tile
|
|
// This enables later processing to easily be packed as well.
|
|
out AH2 pixR,
|
|
out AH2 pixG,
|
|
out AH2 pixB,
|
|
#ifdef FSR_RCAS_PASSTHROUGH_ALPHA
|
|
out AH2 pixA,
|
|
#endif
|
|
AU2 ip, // Integer pixel position in output.
|
|
AU4 con){ // Constant generated by RcasSetup().
|
|
// No scaling algorithm uses minimal 3x3 pixel neighborhood.
|
|
ASW2 sp0=ASW2(ip);
|
|
AH3 b0=FsrRcasLoadHx2(sp0+ASW2( 0,-1)).rgb;
|
|
AH3 d0=FsrRcasLoadHx2(sp0+ASW2(-1, 0)).rgb;
|
|
#ifdef FSR_RCAS_PASSTHROUGH_ALPHA
|
|
AH4 ee0=FsrRcasLoadHx2(sp0);
|
|
AH3 e0=ee0.rgb;pixA.r=ee0.a;
|
|
#else
|
|
AH3 e0=FsrRcasLoadHx2(sp0).rgb;
|
|
#endif
|
|
AH3 f0=FsrRcasLoadHx2(sp0+ASW2( 1, 0)).rgb;
|
|
AH3 h0=FsrRcasLoadHx2(sp0+ASW2( 0, 1)).rgb;
|
|
ASW2 sp1=sp0+ASW2(8,0);
|
|
AH3 b1=FsrRcasLoadHx2(sp1+ASW2( 0,-1)).rgb;
|
|
AH3 d1=FsrRcasLoadHx2(sp1+ASW2(-1, 0)).rgb;
|
|
#ifdef FSR_RCAS_PASSTHROUGH_ALPHA
|
|
AH4 ee1=FsrRcasLoadHx2(sp1);
|
|
AH3 e1=ee1.rgb;pixA.g=ee1.a;
|
|
#else
|
|
AH3 e1=FsrRcasLoadHx2(sp1).rgb;
|
|
#endif
|
|
AH3 f1=FsrRcasLoadHx2(sp1+ASW2( 1, 0)).rgb;
|
|
AH3 h1=FsrRcasLoadHx2(sp1+ASW2( 0, 1)).rgb;
|
|
// Arrays of Structures to Structures of Arrays conversion.
|
|
AH2 bR=AH2(b0.r,b1.r);
|
|
AH2 bG=AH2(b0.g,b1.g);
|
|
AH2 bB=AH2(b0.b,b1.b);
|
|
AH2 dR=AH2(d0.r,d1.r);
|
|
AH2 dG=AH2(d0.g,d1.g);
|
|
AH2 dB=AH2(d0.b,d1.b);
|
|
AH2 eR=AH2(e0.r,e1.r);
|
|
AH2 eG=AH2(e0.g,e1.g);
|
|
AH2 eB=AH2(e0.b,e1.b);
|
|
AH2 fR=AH2(f0.r,f1.r);
|
|
AH2 fG=AH2(f0.g,f1.g);
|
|
AH2 fB=AH2(f0.b,f1.b);
|
|
AH2 hR=AH2(h0.r,h1.r);
|
|
AH2 hG=AH2(h0.g,h1.g);
|
|
AH2 hB=AH2(h0.b,h1.b);
|
|
// Run optional input transform.
|
|
FsrRcasInputHx2(bR,bG,bB);
|
|
FsrRcasInputHx2(dR,dG,dB);
|
|
FsrRcasInputHx2(eR,eG,eB);
|
|
FsrRcasInputHx2(fR,fG,fB);
|
|
FsrRcasInputHx2(hR,hG,hB);
|
|
// Luma times 2.
|
|
AH2 bL=bB*AH2_(0.5)+(bR*AH2_(0.5)+bG);
|
|
AH2 dL=dB*AH2_(0.5)+(dR*AH2_(0.5)+dG);
|
|
AH2 eL=eB*AH2_(0.5)+(eR*AH2_(0.5)+eG);
|
|
AH2 fL=fB*AH2_(0.5)+(fR*AH2_(0.5)+fG);
|
|
AH2 hL=hB*AH2_(0.5)+(hR*AH2_(0.5)+hG);
|
|
// Noise detection.
|
|
AH2 nz=AH2_(0.25)*bL+AH2_(0.25)*dL+AH2_(0.25)*fL+AH2_(0.25)*hL-eL;
|
|
nz=ASatH2(abs(nz)*APrxMedRcpH2(AMax3H2(AMax3H2(bL,dL,eL),fL,hL)-AMin3H2(AMin3H2(bL,dL,eL),fL,hL)));
|
|
nz=AH2_(-0.5)*nz+AH2_(1.0);
|
|
// Min and max of ring.
|
|
AH2 mn4R=min(AMin3H2(bR,dR,fR),hR);
|
|
AH2 mn4G=min(AMin3H2(bG,dG,fG),hG);
|
|
AH2 mn4B=min(AMin3H2(bB,dB,fB),hB);
|
|
AH2 mx4R=max(AMax3H2(bR,dR,fR),hR);
|
|
AH2 mx4G=max(AMax3H2(bG,dG,fG),hG);
|
|
AH2 mx4B=max(AMax3H2(bB,dB,fB),hB);
|
|
// Immediate constants for peak range.
|
|
AH2 peakC=AH2(1.0,-1.0*4.0);
|
|
// Limiters, these need to be high precision RCPs.
|
|
AH2 hitMinR=min(mn4R,eR)*ARcpH2(AH2_(4.0)*mx4R);
|
|
AH2 hitMinG=min(mn4G,eG)*ARcpH2(AH2_(4.0)*mx4G);
|
|
AH2 hitMinB=min(mn4B,eB)*ARcpH2(AH2_(4.0)*mx4B);
|
|
AH2 hitMaxR=(peakC.x-max(mx4R,eR))*ARcpH2(AH2_(4.0)*mn4R+peakC.y);
|
|
AH2 hitMaxG=(peakC.x-max(mx4G,eG))*ARcpH2(AH2_(4.0)*mn4G+peakC.y);
|
|
AH2 hitMaxB=(peakC.x-max(mx4B,eB))*ARcpH2(AH2_(4.0)*mn4B+peakC.y);
|
|
AH2 lobeR=max(-hitMinR,hitMaxR);
|
|
AH2 lobeG=max(-hitMinG,hitMaxG);
|
|
AH2 lobeB=max(-hitMinB,hitMaxB);
|
|
AH2 lobe=max(AH2_(-FSR_RCAS_LIMIT),min(AMax3H2(lobeR,lobeG,lobeB),AH2_(0.0)))*AH2_(AH2_AU1(con.y).x);
|
|
// Apply noise removal.
|
|
#ifdef FSR_RCAS_DENOISE
|
|
lobe*=nz;
|
|
#endif
|
|
// Resolve, which needs the medium precision rcp approximation to avoid visible tonality changes.
|
|
AH2 rcpL=APrxMedRcpH2(AH2_(4.0)*lobe+AH2_(1.0));
|
|
pixR=(lobe*bR+lobe*dR+lobe*hR+lobe*fR+eR)*rcpL;
|
|
pixG=(lobe*bG+lobe*dG+lobe*hG+lobe*fG+eG)*rcpL;
|
|
pixB=(lobe*bB+lobe*dB+lobe*hB+lobe*fB+eB)*rcpL;}
|
|
#endif
|
|
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
|
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
|
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
|
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
|
//_____________________________________________________________/\_______________________________________________________________
|
|
//==============================================================================================================================
|
|
//
|
|
// FSR - [LFGA] LINEAR FILM GRAIN APPLICATOR
|
|
//
|
|
//------------------------------------------------------------------------------------------------------------------------------
|
|
// Adding output-resolution film grain after scaling is a good way to mask both rendering and scaling artifacts.
|
|
// Suggest using tiled blue noise as film grain input, with peak noise frequency set for a specific look and feel.
|
|
// The 'Lfga*()' functions provide a convenient way to introduce grain.
|
|
// These functions limit grain based on distance to signal limits.
|
|
// This is done so that the grain is temporally energy preserving, and thus won't modify image tonality.
|
|
// Grain application should be done in a linear colorspace.
|
|
// The grain should be temporally changing, but have a temporal sum per pixel that adds to zero (non-biased).
|
|
//------------------------------------------------------------------------------------------------------------------------------
|
|
// Usage,
|
|
// FsrLfga*(
|
|
// color, // In/out linear colorspace color {0 to 1} ranged.
|
|
// grain, // Per pixel grain texture value {-0.5 to 0.5} ranged, input is 3-channel to support colored grain.
|
|
// amount); // Amount of grain (0 to 1} ranged.
|
|
//------------------------------------------------------------------------------------------------------------------------------
|
|
// Example if grain texture is monochrome: 'FsrLfgaF(color,AF3_(grain),amount)'
|
|
//==============================================================================================================================
|
|
#if defined(A_GPU)
|
|
// Maximum grain is the minimum distance to the signal limit.
|
|
void FsrLfgaF(inout AF3 c,AF3 t,AF1 a){c+=(t*AF3_(a))*min(AF3_(1.0)-c,c);}
|
|
#endif
|
|
//==============================================================================================================================
|
|
#if defined(A_GPU)&&defined(A_HALF)
|
|
// Half precision version (slower).
|
|
void FsrLfgaH(inout AH3 c,AH3 t,AH1 a){c+=(t*AH3_(a))*min(AH3_(1.0)-c,c);}
|
|
//------------------------------------------------------------------------------------------------------------------------------
|
|
// Packed half precision version (faster).
|
|
void FsrLfgaHx2(inout AH2 cR,inout AH2 cG,inout AH2 cB,AH2 tR,AH2 tG,AH2 tB,AH1 a){
|
|
cR+=(tR*AH2_(a))*min(AH2_(1.0)-cR,cR);cG+=(tG*AH2_(a))*min(AH2_(1.0)-cG,cG);cB+=(tB*AH2_(a))*min(AH2_(1.0)-cB,cB);}
|
|
#endif
|
|
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
|
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
|
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
|
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
|
//_____________________________________________________________/\_______________________________________________________________
|
|
//==============================================================================================================================
|
|
//
|
|
// FSR - [SRTM] SIMPLE REVERSIBLE TONE-MAPPER
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//
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//------------------------------------------------------------------------------------------------------------------------------
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// This provides a way to take linear HDR color {0 to FP16_MAX} and convert it into a temporary {0 to 1} ranged post-tonemapped linear.
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// The tonemapper preserves RGB ratio, which helps maintain HDR color bleed during filtering.
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//------------------------------------------------------------------------------------------------------------------------------
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// Reversible tonemapper usage,
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// FsrSrtm*(color); // {0 to FP16_MAX} converted to {0 to 1}.
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// FsrSrtmInv*(color); // {0 to 1} converted into {0 to 32768, output peak safe for FP16}.
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//==============================================================================================================================
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#if defined(A_GPU)
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void FsrSrtmF(inout AF3 c){c*=AF3_(ARcpF1(AMax3F1(c.r,c.g,c.b)+AF1_(1.0)));}
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// The extra max solves the c=1.0 case (which is a /0).
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void FsrSrtmInvF(inout AF3 c){c*=AF3_(ARcpF1(max(AF1_(1.0/32768.0),AF1_(1.0)-AMax3F1(c.r,c.g,c.b))));}
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#endif
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//==============================================================================================================================
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#if defined(A_GPU)&&defined(A_HALF)
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void FsrSrtmH(inout AH3 c){c*=AH3_(ARcpH1(AMax3H1(c.r,c.g,c.b)+AH1_(1.0)));}
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void FsrSrtmInvH(inout AH3 c){c*=AH3_(ARcpH1(max(AH1_(1.0/32768.0),AH1_(1.0)-AMax3H1(c.r,c.g,c.b))));}
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//------------------------------------------------------------------------------------------------------------------------------
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void FsrSrtmHx2(inout AH2 cR,inout AH2 cG,inout AH2 cB){
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AH2 rcp=ARcpH2(AMax3H2(cR,cG,cB)+AH2_(1.0));cR*=rcp;cG*=rcp;cB*=rcp;}
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void FsrSrtmInvHx2(inout AH2 cR,inout AH2 cG,inout AH2 cB){
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AH2 rcp=ARcpH2(max(AH2_(1.0/32768.0),AH2_(1.0)-AMax3H2(cR,cG,cB)));cR*=rcp;cG*=rcp;cB*=rcp;}
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#endif
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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//_____________________________________________________________/\_______________________________________________________________
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//==============================================================================================================================
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//
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// FSR - [TEPD] TEMPORAL ENERGY PRESERVING DITHER
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//
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//------------------------------------------------------------------------------------------------------------------------------
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// Temporally energy preserving dithered {0 to 1} linear to gamma 2.0 conversion.
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// Gamma 2.0 is used so that the conversion back to linear is just to square the color.
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// The conversion comes in 8-bit and 10-bit modes, designed for output to 8-bit UNORM or 10:10:10:2 respectively.
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// Given good non-biased temporal blue noise as dither input,
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// the output dither will temporally conserve energy.
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// This is done by choosing the linear nearest step point instead of perceptual nearest.
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// See code below for details.
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//------------------------------------------------------------------------------------------------------------------------------
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// DX SPEC RULES FOR FLOAT->UNORM 8-BIT CONVERSION
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// ===============================================
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// - Output is 'uint(floor(saturate(n)*255.0+0.5))'.
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// - Thus rounding is to nearest.
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// - NaN gets converted to zero.
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// - INF is clamped to {0.0 to 1.0}.
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//==============================================================================================================================
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#if defined(A_GPU)
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// Hand tuned integer position to dither value, with more values than simple checkerboard.
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// Only 32-bit has enough precision for this compddation.
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// Output is {0 to <1}.
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AF1 FsrTepdDitF(AU2 p,AU1 f){
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AF1 x=AF1_(p.x+f);
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AF1 y=AF1_(p.y);
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// The 1.61803 golden ratio.
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AF1 a=AF1_((1.0+sqrt(5.0))/2.0);
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// Number designed to provide a good visual pattern.
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AF1 b=AF1_(1.0/3.69);
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x=x*a+(y*b);
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return AFractF1(x);}
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//------------------------------------------------------------------------------------------------------------------------------
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// This version is 8-bit gamma 2.0.
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// The 'c' input is {0 to 1}.
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// Output is {0 to 1} ready for image store.
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void FsrTepdC8F(inout AF3 c,AF1 dit){
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AF3 n=sqrt(c);
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n=floor(n*AF3_(255.0))*AF3_(1.0/255.0);
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AF3 a=n*n;
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AF3 b=n+AF3_(1.0/255.0);b=b*b;
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// Ratio of 'a' to 'b' required to produce 'c'.
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// APrxLoRcpF1() won't work here (at least for very high dynamic ranges).
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// APrxMedRcpF1() is an IADD,FMA,MUL.
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AF3 r=(c-b)*APrxMedRcpF3(a-b);
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// Use the ratio as a cutoff to choose 'a' or 'b'.
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// AGtZeroF1() is a MUL.
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c=ASatF3(n+AGtZeroF3(AF3_(dit)-r)*AF3_(1.0/255.0));}
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//------------------------------------------------------------------------------------------------------------------------------
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// This version is 10-bit gamma 2.0.
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// The 'c' input is {0 to 1}.
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// Output is {0 to 1} ready for image store.
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void FsrTepdC10F(inout AF3 c,AF1 dit){
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AF3 n=sqrt(c);
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n=floor(n*AF3_(1023.0))*AF3_(1.0/1023.0);
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AF3 a=n*n;
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AF3 b=n+AF3_(1.0/1023.0);b=b*b;
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AF3 r=(c-b)*APrxMedRcpF3(a-b);
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c=ASatF3(n+AGtZeroF3(AF3_(dit)-r)*AF3_(1.0/1023.0));}
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#endif
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//==============================================================================================================================
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#if defined(A_GPU)&&defined(A_HALF)
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AH1 FsrTepdDitH(AU2 p,AU1 f){
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AF1 x=AF1_(p.x+f);
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AF1 y=AF1_(p.y);
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AF1 a=AF1_((1.0+sqrt(5.0))/2.0);
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AF1 b=AF1_(1.0/3.69);
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x=x*a+(y*b);
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return AH1(AFractF1(x));}
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//------------------------------------------------------------------------------------------------------------------------------
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void FsrTepdC8H(inout AH3 c,AH1 dit){
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AH3 n=sqrt(c);
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n=floor(n*AH3_(255.0))*AH3_(1.0/255.0);
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AH3 a=n*n;
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AH3 b=n+AH3_(1.0/255.0);b=b*b;
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AH3 r=(c-b)*APrxMedRcpH3(a-b);
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c=ASatH3(n+AGtZeroH3(AH3_(dit)-r)*AH3_(1.0/255.0));}
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//------------------------------------------------------------------------------------------------------------------------------
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void FsrTepdC10H(inout AH3 c,AH1 dit){
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AH3 n=sqrt(c);
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n=floor(n*AH3_(1023.0))*AH3_(1.0/1023.0);
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AH3 a=n*n;
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AH3 b=n+AH3_(1.0/1023.0);b=b*b;
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AH3 r=(c-b)*APrxMedRcpH3(a-b);
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c=ASatH3(n+AGtZeroH3(AH3_(dit)-r)*AH3_(1.0/1023.0));}
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//==============================================================================================================================
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// This computes dither for positions 'p' and 'p+{8,0}'.
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AH2 FsrTepdDitHx2(AU2 p,AU1 f){
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AF2 x;
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x.x=AF1_(p.x+f);
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x.y=x.x+AF1_(8.0);
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AF1 y=AF1_(p.y);
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AF1 a=AF1_((1.0+sqrt(5.0))/2.0);
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AF1 b=AF1_(1.0/3.69);
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x=x*AF2_(a)+AF2_(y*b);
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return AH2(AFractF2(x));}
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//------------------------------------------------------------------------------------------------------------------------------
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void FsrTepdC8Hx2(inout AH2 cR,inout AH2 cG,inout AH2 cB,AH2 dit){
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AH2 nR=sqrt(cR);
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AH2 nG=sqrt(cG);
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AH2 nB=sqrt(cB);
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nR=floor(nR*AH2_(255.0))*AH2_(1.0/255.0);
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nG=floor(nG*AH2_(255.0))*AH2_(1.0/255.0);
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nB=floor(nB*AH2_(255.0))*AH2_(1.0/255.0);
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AH2 aR=nR*nR;
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AH2 aG=nG*nG;
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AH2 aB=nB*nB;
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AH2 bR=nR+AH2_(1.0/255.0);bR=bR*bR;
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AH2 bG=nG+AH2_(1.0/255.0);bG=bG*bG;
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AH2 bB=nB+AH2_(1.0/255.0);bB=bB*bB;
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AH2 rR=(cR-bR)*APrxMedRcpH2(aR-bR);
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AH2 rG=(cG-bG)*APrxMedRcpH2(aG-bG);
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AH2 rB=(cB-bB)*APrxMedRcpH2(aB-bB);
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cR=ASatH2(nR+AGtZeroH2(dit-rR)*AH2_(1.0/255.0));
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cG=ASatH2(nG+AGtZeroH2(dit-rG)*AH2_(1.0/255.0));
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cB=ASatH2(nB+AGtZeroH2(dit-rB)*AH2_(1.0/255.0));}
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//------------------------------------------------------------------------------------------------------------------------------
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void FsrTepdC10Hx2(inout AH2 cR,inout AH2 cG,inout AH2 cB,AH2 dit){
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AH2 nR=sqrt(cR);
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AH2 nG=sqrt(cG);
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AH2 nB=sqrt(cB);
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nR=floor(nR*AH2_(1023.0))*AH2_(1.0/1023.0);
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nG=floor(nG*AH2_(1023.0))*AH2_(1.0/1023.0);
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nB=floor(nB*AH2_(1023.0))*AH2_(1.0/1023.0);
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AH2 aR=nR*nR;
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AH2 aG=nG*nG;
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AH2 aB=nB*nB;
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AH2 bR=nR+AH2_(1.0/1023.0);bR=bR*bR;
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AH2 bG=nG+AH2_(1.0/1023.0);bG=bG*bG;
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AH2 bB=nB+AH2_(1.0/1023.0);bB=bB*bB;
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AH2 rR=(cR-bR)*APrxMedRcpH2(aR-bR);
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AH2 rG=(cG-bG)*APrxMedRcpH2(aG-bG);
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AH2 rB=(cB-bB)*APrxMedRcpH2(aB-bB);
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cR=ASatH2(nR+AGtZeroH2(dit-rR)*AH2_(1.0/1023.0));
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cG=ASatH2(nG+AGtZeroH2(dit-rG)*AH2_(1.0/1023.0));
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cB=ASatH2(nB+AGtZeroH2(dit-rB)*AH2_(1.0/1023.0));}
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#endif
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