diff --git a/CMakeLists.txt b/CMakeLists.txt index 78e4acde9..adecd8612 100644 --- a/CMakeLists.txt +++ b/CMakeLists.txt @@ -262,6 +262,15 @@ set(server source_group(TREE ${SOURCE_DIR} PREFIX "Source Files/server" FILES ${server}) source_group(TREE ${SOURCE_DIR} PREFIX "Header Files/server" FILES ${server_headers}) +if(RENDERER_MODERN_OPENGL OR RENDERER_CLASSIC_OPENGL) + set(SHARED_GLSL_DIR ${SOURCE_DIR}/glsl/shared) + add_resources(shaders_shared + ${SHARED_GLSL_DIR}/fxaa.h.glsl + ) + source_group(TREE ${SOURCE_DIR} PREFIX "Source Files/shared_opengl" FILES ${shared_opengl}) + source_group(TREE ${SOURCE_DIR} PREFIX "Header Files/shared_opengl" FILES ${shared_opengl_headers}) +endif() + if(RENDERER_MODERN_OPENGL) set(MODERN_GLSL_DIR ${SOURCE_DIR}/glsl) add_resources(shaders_modern @@ -852,6 +861,7 @@ target_compile_definitions(ezquake PRIVATE target_link_libraries(ezquake PRIVATE $<$:shaders_modern> $<$:shaders_classic> + shaders_shared documentation git_version diff --git a/cmake/ResourceCompiler.cmake b/cmake/ResourceCompiler.cmake index 5111c5525..96d831586 100644 --- a/cmake/ResourceCompiler.cmake +++ b/cmake/ResourceCompiler.cmake @@ -13,4 +13,7 @@ string(LENGTH "${content}" content_length) math(EXPR data_length "${content_length} / 2") string(REGEX REPLACE "([0-9a-f][0-9a-f])" "0x\\1," data "${content}") + +string(APPEND data "0x00,") + file(WRITE "${output_file}" "const unsigned char ${variable_name}[] = {\n${data}\n};\nconst unsigned int ${variable_name}_len = ${data_length};\n") diff --git a/src/gl_framebuffer.c b/src/gl_framebuffer.c index ce6eb0603..29864808c 100644 --- a/src/gl_framebuffer.c +++ b/src/gl_framebuffer.c @@ -306,6 +306,7 @@ static qbool GL_FramebufferCreateRenderingTexture(framebuffer_data_t* fb, fbtex_ GL_TexStorage2D(fb->texture[tex_id], 1, framebuffer_format, width, height, false); renderer.TextureLabelSet(fb->texture[tex_id], label); renderer.TextureWrapModeClamp(fb->texture[tex_id]); + renderer.TextureSetFiltering(fb->texture[tex_id], texture_minification_nearest, texture_magnification_nearest); R_TextureSetFlag(fb->texture[tex_id], R_TextureGetFlag(fb->texture[tex_id]) | TEX_NO_TEXTUREMODE); return true; } @@ -1001,3 +1002,13 @@ void GL_FramebufferDeleteAll(void) GL_FramebufferEnsureDeleted(i); } } + +int GL_FramebufferFxaaPreset(void) +{ + static const int fxaa_cvar_to_preset[18] = { + 0, 10, 11, 12, 13, 14, 15, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29, 39 + }; + extern cvar_t vid_framebuffer_fxaa; + + return fxaa_cvar_to_preset[bound(0, vid_framebuffer_fxaa.integer, 17)]; +} diff --git a/src/gl_framebuffer.h b/src/gl_framebuffer.h index 03d78a2b5..87d822b35 100644 --- a/src/gl_framebuffer.h +++ b/src/gl_framebuffer.h @@ -63,6 +63,7 @@ qbool GL_FramebufferEndWorldNormals(framebuffer_id id); int GL_FramebufferMultisamples(framebuffer_id framebuffer); void GL_FramebufferDeleteAll(void); +int GL_FramebufferFxaaPreset(void); #define USE_FRAMEBUFFER_SCREEN 1 #define USE_FRAMEBUFFER_3DONLY 2 diff --git a/src/gl_program.c b/src/gl_program.c index 6e8e415eb..ee80d5d3f 100644 --- a/src/gl_program.c +++ b/src/gl_program.c @@ -206,6 +206,10 @@ static r_program_uniform_t program_uniforms[] = { { r_program_post_process_glc, "v_blend", 1, false }, // r_program_uniform_post_process_glc_contrast, { r_program_post_process_glc, "contrast", 1, false }, + // r_program_uniform_post_process_glc_r_inv_width, + { r_program_post_process_glc, "r_inv_width", 1, false }, + // r_program_uniform_post_process_glc_r_inv_height, + { r_program_post_process_glc, "r_inv_height", 1, false }, // r_program_uniform_sky_glc_cameraPosition, { r_program_sky_glc, "cameraPosition", 1, false }, // r_program_uniform_sky_glc_speedscale, diff --git a/src/glc_framebuffer.c b/src/glc_framebuffer.c index ceb0f0ed0..90318b091 100644 --- a/src/glc_framebuffer.c +++ b/src/glc_framebuffer.c @@ -39,18 +39,21 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. #define POST_PROCESS_PALETTE 1 #define POST_PROCESS_3DONLY 2 +#define POST_PROCESS_FXAA 4 static texture_ref non_framebuffer_screen_texture; qbool GLC_CompilePostProcessProgram(void) { extern cvar_t vid_software_palette, vid_framebuffer; + int fxaa_preset = GL_FramebufferFxaaPreset(); int post_process_flags = (vid_software_palette.integer ? POST_PROCESS_PALETTE : 0) | - (vid_framebuffer.integer == USE_FRAMEBUFFER_3DONLY ? POST_PROCESS_3DONLY : 0); + (vid_framebuffer.integer == USE_FRAMEBUFFER_3DONLY ? POST_PROCESS_3DONLY : 0) | + (fxaa_preset > 0 ? POST_PROCESS_FXAA : 0) | (fxaa_preset << 4); // mix in preset to detect change if (R_ProgramRecompileNeeded(r_program_post_process_glc, post_process_flags)) { - static char included_definitions[512]; + static char included_definitions[131072]; memset(included_definitions, 0, sizeof(included_definitions)); if (post_process_flags & POST_PROCESS_PALETTE) { @@ -59,6 +62,39 @@ qbool GLC_CompilePostProcessProgram(void) if (post_process_flags & POST_PROCESS_3DONLY) { strlcat(included_definitions, "#define EZ_POSTPROCESS_OVERLAY\n", sizeof(included_definitions)); } + if (post_process_flags & POST_PROCESS_FXAA) { + qbool supported = true; + if (!SDL_GL_ExtensionSupported("GL_EXT_gpu_shader4")) + { + Com_Printf("WARNING: Missing GL_EXT_gpu_shader4, FXAA not available."); + supported = false; + } +#ifndef __APPLE__ + if (!SDL_GL_ExtensionSupported("GL_ARB_gpu_shader5")) + { + Com_Printf("WARNING: Missing GL_ARB_gpu_shader5, FXAA not available."); + supported = false; + } +#endif + if (supported) + { + extern const unsigned char fxaa_h_glsl[]; + char buffer[33]; + const char *settings = + "#extension GL_EXT_gpu_shader4 : enable\n" +#ifndef __APPLE__ + "#extension GL_ARB_gpu_shader5 : enable\n" +#endif + "#define EZ_POSTPROCESS_FXAA\n" + "#define FXAA_PC 1\n" + "#define FXAA_GLSL_120 1\n" + "#define FXAA_GREEN_AS_LUMA 1\n"; + snprintf(buffer, sizeof(buffer), "#define FXAA_QUALITY__PRESET %d\n", fxaa_preset); + strlcat(included_definitions, settings, sizeof(included_definitions)); + strlcat(included_definitions, buffer, sizeof(included_definitions)); + strlcat(included_definitions, (const char *)fxaa_h_glsl, sizeof(included_definitions)); + } + } // Initialise program for drawing image R_ProgramCompileWithInclude(r_program_post_process_glc, included_definitions); @@ -89,6 +125,8 @@ void GLC_RenderFramebuffers(void) R_ProgramUniform1f(r_program_uniform_post_process_glc_gamma, v_gamma.value); R_ProgramUniform4fv(r_program_uniform_post_process_glc_v_blend, blend_values); R_ProgramUniform1f(r_program_uniform_post_process_glc_contrast, bound(1, v_contrast.value, 3)); + R_ProgramUniform1f(r_program_uniform_post_process_glc_r_inv_width, 1.0f / (float)VID_ScaledWidth3D()); + R_ProgramUniform1f(r_program_uniform_post_process_glc_r_inv_height, 1.0f / (float)VID_ScaledHeight3D()); R_ApplyRenderingState(r_state_default_2d); if (flip2d && flip3d) { diff --git a/src/glm_framebuffer.c b/src/glm_framebuffer.c index 2a998dedd..79637fd1d 100644 --- a/src/glm_framebuffer.c +++ b/src/glm_framebuffer.c @@ -43,7 +43,6 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. #define POST_PROCESS_FXAA 8 extern cvar_t vid_software_palette, vid_framebuffer, vid_framebuffer_hdr, vid_framebuffer_hdr_tonemap, vid_framebuffer_multisample; -extern cvar_t vid_framebuffer_fxaa; static texture_ref non_framebuffer_screen_texture; qbool GLM_CompilePostProcessVAO(void) @@ -82,22 +81,18 @@ qbool GLM_CompilePostProcessVAO(void) return R_VertexArrayCreated(vao_postprocess); } -static const int fxaa_cvar_to_preset[18] = { - 0, 10, 11, 12, 13, 14, 15, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29, 39 -}; - // If this returns false then the framebuffer will be blitted instead qbool GLM_CompilePostProcessProgram(void) { - int fxaa_preset = fxaa_cvar_to_preset[bound(0, vid_framebuffer_fxaa.integer, 17)]; + int fxaa_preset = GL_FramebufferFxaaPreset(); int post_process_flags = (vid_software_palette.integer ? POST_PROCESS_PALETTE : 0) | (vid_framebuffer.integer == USE_FRAMEBUFFER_3DONLY ? POST_PROCESS_3DONLY : 0) | (vid_framebuffer_hdr.integer && vid_framebuffer_hdr_tonemap.integer ? POST_PROCESS_TONEMAP : 0) | - (vid_framebuffer_fxaa.integer ? POST_PROCESS_FXAA : 0) | (fxaa_preset << 4); // mix in preset to detect change + (fxaa_preset > 0 ? POST_PROCESS_FXAA : 0) | (fxaa_preset << 4); // mix in preset to detect change if (R_ProgramRecompileNeeded(r_program_post_process, post_process_flags)) { - static char included_definitions[512]; + static char included_definitions[131072]; memset(included_definitions, 0, sizeof(included_definitions)); if (post_process_flags & POST_PROCESS_PALETTE) { @@ -110,10 +105,17 @@ qbool GLM_CompilePostProcessProgram(void) strlcat(included_definitions, "#define EZ_POSTPROCESS_TONEMAP\n", sizeof(included_definitions)); } if (post_process_flags & POST_PROCESS_FXAA) { + extern const unsigned char fxaa_h_glsl[]; char buffer[33]; + const char *settings = + "#define EZ_POSTPROCESS_FXAA\n" \ + "#define FXAA_PC 1\n" \ + "#define FXAA_GLSL_130 1\n" \ + "#define FXAA_GREEN_AS_LUMA 1\n"; snprintf(buffer, sizeof(buffer), "#define FXAA_QUALITY__PRESET %d\n", fxaa_preset); - strlcat(included_definitions, "#define EZ_POSTPROCESS_FXAA\n", sizeof(included_definitions)); + strlcat(included_definitions, settings, sizeof(included_definitions)); strlcat(included_definitions, buffer, sizeof(included_definitions)); + strlcat(included_definitions, (const char *)fxaa_h_glsl, sizeof(included_definitions)); } // Initialise program for drawing image diff --git a/src/glsl/glc/glc_post_process_screen.fragment.glsl b/src/glsl/glc/glc_post_process_screen.fragment.glsl index 8de7ab230..18a567e9b 100644 --- a/src/glsl/glc/glc_post_process_screen.fragment.glsl +++ b/src/glsl/glc/glc_post_process_screen.fragment.glsl @@ -10,12 +10,51 @@ uniform sampler2D overlay; uniform float gamma; uniform vec4 v_blend; uniform float contrast; +uniform float r_inv_width; +uniform float r_inv_height; varying vec2 TextureCoord; +vec4 sampleBase(void) +{ +#ifdef EZ_POSTPROCESS_FXAA + // This is technically not the correct place to apply FXAA as it should sample + // a tonemapped, and gamma adjusted texture. However, the rendering pipeline + // prohibits this as this post_process_screen shader performs both tonemapping + // gamma, as well as combining HUD and world textures, so placing FXAA after + // this shader would apply FXAA to the HUD as well, which is detrimental. + // As it happens, applying FXAA to the world before tonemapping and gamma still + // looks ok, so it's still valuable without shuffling around shaders. + // Should world tonemap and gamma be broken out to a separate shader at some point + // that shader would ideally then also populate luma in the alpha channel, to be + // used by the FXAA algorithm instead of relying on green channel. + return FxaaPixelShader( + TextureCoord, // FxaaFloat2 pos, + FxaaFloat4(0.0f, 0.0f, 0.0f, 0.0f), // FxaaFloat4 fxaaConsolePosPos, + base, // FxaaTex tex, + base, // FxaaTex fxaaConsole360TexExpBiasNegOne, + base, // FxaaTex fxaaConsole360TexExpBiasNegTwo, + vec2(r_inv_width, r_inv_height), // FxaaFloat2 fxaaQualityRcpFrame, + FxaaFloat4(0.0f, 0.0f, 0.0f, 0.0f), // FxaaFloat4 fxaaConsoleRcpFrameOpt, + FxaaFloat4(0.0f, 0.0f, 0.0f, 0.0f), // FxaaFloat4 fxaaConsoleRcpFrameOpt2, + FxaaFloat4(0.0f, 0.0f, 0.0f, 0.0f), // FxaaFloat4 fxaaConsole360RcpFrameOpt2, + 0.75f, // FxaaFloat fxaaQualitySubpix (default), + 0.166f, // FxaaFloat fxaaQualityEdgeThreshold (default), + 0.0f, // FxaaFloat fxaaQualityEdgeThresholdMin (default if green as luma), + 0.0f, // FxaaFloat fxaaConsoleEdgeSharpness, + 0.0f, // FxaaFloat fxaaConsoleEdgeThreshold, + 0.0f, // FxaaFloat fxaaConsoleEdgeThresholdMin, + FxaaFloat4(0.0f, 0.0f, 0.0f, 0.0f) // FxaaFloat4 fxaaConsole360ConstDir, + ); +#else + return texture2D(base, TextureCoord); +#endif +} + + void main() { - vec4 frag_colour = texture2D(base, TextureCoord); + vec4 frag_colour = sampleBase(); #ifdef EZ_POSTPROCESS_OVERLAY vec4 add = texture2D(overlay, TextureCoord); diff --git a/src/glsl/post_process_screen.fragment.glsl b/src/glsl/post_process_screen.fragment.glsl index 4af0c421c..b23ccc266 100644 --- a/src/glsl/post_process_screen.fragment.glsl +++ b/src/glsl/post_process_screen.fragment.glsl @@ -2,2079 +2,6 @@ #ezquake-definitions -#ifdef EZ_POSTPROCESS_FXAA - -#define FXAA_PC 1 -#define FXAA_GLSL_130 1 -#define FXAA_GREEN_AS_LUMA 1 - -//---------------------------------------------------------------------------------- -// File: es3-kepler/FXAA/FXAA3_11.h -// SDK Version: v2.0 -// Email: gameworks@nvidia.com -// Site: http://developer.nvidia.com/ -// -// Copyright (c) 2014, NVIDIA CORPORATION. All rights reserved. -// -// Redistribution and use in source and binary forms, with or without -// modification, are permitted provided that the following conditions -// are met: -// * Redistributions of source code must retain the above copyright -// notice, this list of conditions and the following disclaimer. -// * Redistributions in binary form must reproduce the above copyright -// notice, this list of conditions and the following disclaimer in the -// documentation and/or other materials provided with the distribution. -// * Neither the name of NVIDIA CORPORATION nor the names of its -// contributors may be used to endorse or promote products derived -// from this software without specific prior written permission. -// -// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY -// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE -// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR -// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR -// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, -// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, -// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR -// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY -// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT -// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE -// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. -// -//---------------------------------------------------------------------------------- -/*============================================================================ - - - NVIDIA FXAA 3.11 by TIMOTHY LOTTES - ------------------------------------------------------------------------------- - INTEGRATION CHECKLIST ------------------------------------------------------------------------------- -(1.) -In the shader source, setup defines for the desired configuration. -When providing multiple shaders (for different presets), -simply setup the defines differently in multiple files. -Example, - - #define FXAA_PC 1 - #define FXAA_HLSL_5 1 - #define FXAA_QUALITY__PRESET 12 - -Or, - - #define FXAA_360 1 - -Or, - - #define FXAA_PS3 1 - -Etc. - -(2.) -Then include this file, - - #include "Fxaa3_11.h" - -(3.) -Then call the FXAA pixel shader from within your desired shader. -Look at the FXAA Quality FxaaPixelShader() for docs on inputs. -As for FXAA 3.11 all inputs for all shaders are the same -to enable easy porting between platforms. - - return FxaaPixelShader(...); - -(4.) -Insure pass prior to FXAA outputs RGBL (see next section). -Or use, - - #define FXAA_GREEN_AS_LUMA 1 - -(5.) -Setup engine to provide the following constants -which are used in the FxaaPixelShader() inputs, - - FxaaFloat2 fxaaQualityRcpFrame, - FxaaFloat4 fxaaConsoleRcpFrameOpt, - FxaaFloat4 fxaaConsoleRcpFrameOpt2, - FxaaFloat4 fxaaConsole360RcpFrameOpt2, - FxaaFloat fxaaQualitySubpix, - FxaaFloat fxaaQualityEdgeThreshold, - FxaaFloat fxaaQualityEdgeThresholdMin, - FxaaFloat fxaaConsoleEdgeSharpness, - FxaaFloat fxaaConsoleEdgeThreshold, - FxaaFloat fxaaConsoleEdgeThresholdMin, - FxaaFloat4 fxaaConsole360ConstDir - -Look at the FXAA Quality FxaaPixelShader() for docs on inputs. - -(6.) -Have FXAA vertex shader run as a full screen triangle, -and output "pos" and "fxaaConsolePosPos" -such that inputs in the pixel shader provide, - - // {xy} = center of pixel - FxaaFloat2 pos, - - // {xy__} = upper left of pixel - // {__zw} = lower right of pixel - FxaaFloat4 fxaaConsolePosPos, - -(7.) -Insure the texture sampler(s) used by FXAA are set to bilinear filtering. - - ------------------------------------------------------------------------------- - INTEGRATION - RGBL AND COLORSPACE ------------------------------------------------------------------------------- -FXAA3 requires RGBL as input unless the following is set, - - #define FXAA_GREEN_AS_LUMA 1 - -In which case the engine uses green in place of luma, -and requires RGB input is in a non-linear colorspace. - -RGB should be LDR (low dynamic range). -Specifically do FXAA after tonemapping. - -RGB data as returned by a texture fetch can be non-linear, -or linear when FXAA_GREEN_AS_LUMA is not set. -Note an "sRGB format" texture counts as linear, -because the result of a texture fetch is linear data. -Regular "RGBA8" textures in the sRGB colorspace are non-linear. - -If FXAA_GREEN_AS_LUMA is not set, -luma must be stored in the alpha channel prior to running FXAA. -This luma should be in a perceptual space (could be gamma 2.0). -Example pass before FXAA where output is gamma 2.0 encoded, - - color.rgb = ToneMap(color.rgb); // linear color output - color.rgb = sqrt(color.rgb); // gamma 2.0 color output - return color; - -To use FXAA, - - color.rgb = ToneMap(color.rgb); // linear color output - color.rgb = sqrt(color.rgb); // gamma 2.0 color output - color.a = dot(color.rgb, FxaaFloat3(0.299, 0.587, 0.114)); // compute luma - return color; - -Another example where output is linear encoded, -say for instance writing to an sRGB formated render target, -where the render target does the conversion back to sRGB after blending, - - color.rgb = ToneMap(color.rgb); // linear color output - return color; - -To use FXAA, - - color.rgb = ToneMap(color.rgb); // linear color output - color.a = sqrt(dot(color.rgb, FxaaFloat3(0.299, 0.587, 0.114))); // compute luma - return color; - -Getting luma correct is required for the algorithm to work correctly. - - ------------------------------------------------------------------------------- - BEING LINEARLY CORRECT? ------------------------------------------------------------------------------- -Applying FXAA to a framebuffer with linear RGB color will look worse. -This is very counter intuitive, but happends to be true in this case. -The reason is because dithering artifacts will be more visiable -in a linear colorspace. - - ------------------------------------------------------------------------------- - COMPLEX INTEGRATION ------------------------------------------------------------------------------- -Q. What if the engine is blending into RGB before wanting to run FXAA? - -A. In the last opaque pass prior to FXAA, - have the pass write out luma into alpha. - Then blend into RGB only. - FXAA should be able to run ok - assuming the blending pass did not any add aliasing. - This should be the common case for particles and common blending passes. - -A. Or use FXAA_GREEN_AS_LUMA. - -============================================================================*/ - -/*============================================================================ - - INTEGRATION KNOBS - -============================================================================*/ -// -// FXAA_PS3 and FXAA_360 choose the console algorithm (FXAA3 CONSOLE). -// FXAA_360_OPT is a prototype for the new optimized 360 version. -// -// 1 = Use API. -// 0 = Don't use API. -// -/*--------------------------------------------------------------------------*/ -#ifndef FXAA_PS3 -#define FXAA_PS3 0 -#endif -/*--------------------------------------------------------------------------*/ -#ifndef FXAA_360 -#define FXAA_360 0 -#endif -/*--------------------------------------------------------------------------*/ -#ifndef FXAA_360_OPT -#define FXAA_360_OPT 0 -#endif -/*==========================================================================*/ -#ifndef FXAA_PC -// -// FXAA Quality -// The high quality PC algorithm. -// -#define FXAA_PC 0 -#endif -/*--------------------------------------------------------------------------*/ -#ifndef FXAA_PC_CONSOLE -// -// The console algorithm for PC is included -// for developers targeting really low spec machines. -// Likely better to just run FXAA_PC, and use a really low preset. -// -#define FXAA_PC_CONSOLE 0 -#endif -/*--------------------------------------------------------------------------*/ -#ifndef FXAA_GLSL_120 -#define FXAA_GLSL_120 0 -#endif -/*--------------------------------------------------------------------------*/ -#ifndef FXAA_GLSL_130 -#define FXAA_GLSL_130 0 -#endif -/*--------------------------------------------------------------------------*/ -#ifndef FXAA_HLSL_3 -#define FXAA_HLSL_3 0 -#endif -/*--------------------------------------------------------------------------*/ -#ifndef FXAA_HLSL_4 -#define FXAA_HLSL_4 0 -#endif -/*--------------------------------------------------------------------------*/ -#ifndef FXAA_HLSL_5 -#define FXAA_HLSL_5 0 -#endif -/*==========================================================================*/ -#ifndef FXAA_GREEN_AS_LUMA -// -// For those using non-linear color, -// and either not able to get luma in alpha, or not wanting to, -// this enables FXAA to run using green as a proxy for luma. -// So with this enabled, no need to pack luma in alpha. -// -// This will turn off AA on anything which lacks some amount of green. -// Pure red and blue or combination of only R and B, will get no AA. -// -// Might want to lower the settings for both, -// fxaaConsoleEdgeThresholdMin -// fxaaQualityEdgeThresholdMin -// In order to insure AA does not get turned off on colors -// which contain a minor amount of green. -// -// 1 = On. -// 0 = Off. -// -#define FXAA_GREEN_AS_LUMA 0 -#endif -/*--------------------------------------------------------------------------*/ -#ifndef FXAA_EARLY_EXIT -// -// Controls algorithm's early exit path. -// On PS3 turning this ON adds 2 cycles to the shader. -// On 360 turning this OFF adds 10ths of a millisecond to the shader. -// Turning this off on console will result in a more blurry image. -// So this defaults to on. -// -// 1 = On. -// 0 = Off. -// -#define FXAA_EARLY_EXIT 1 -#endif -/*--------------------------------------------------------------------------*/ -#ifndef FXAA_DISCARD -// -// Only valid for PC OpenGL currently. -// Probably will not work when FXAA_GREEN_AS_LUMA = 1. -// -// 1 = Use discard on pixels which don't need AA. -// For APIs which enable concurrent TEX+ROP from same surface. -// 0 = Return unchanged color on pixels which don't need AA. -// -#define FXAA_DISCARD 0 -#endif -/*--------------------------------------------------------------------------*/ -#ifndef FXAA_FAST_PIXEL_OFFSET -// -// Used for GLSL 120 only. -// -// 1 = GL API supports fast pixel offsets -// 0 = do not use fast pixel offsets -// -#ifdef GL_EXT_gpu_shader4 -#define FXAA_FAST_PIXEL_OFFSET 1 -#endif -#ifdef GL_NV_gpu_shader5 -#define FXAA_FAST_PIXEL_OFFSET 1 -#endif -#ifdef GL_ARB_gpu_shader5 -#define FXAA_FAST_PIXEL_OFFSET 1 -#endif -#ifndef FXAA_FAST_PIXEL_OFFSET -#define FXAA_FAST_PIXEL_OFFSET 0 -#endif -#endif -/*--------------------------------------------------------------------------*/ -#ifndef FXAA_GATHER4_ALPHA -// -// 1 = API supports gather4 on alpha channel. -// 0 = API does not support gather4 on alpha channel. -// -#if (FXAA_HLSL_5 == 1) -#define FXAA_GATHER4_ALPHA 1 -#endif -#ifdef GL_ARB_gpu_shader5 -#define FXAA_GATHER4_ALPHA 1 -#endif -#ifdef GL_NV_gpu_shader5 -#define FXAA_GATHER4_ALPHA 1 -#endif -#ifndef FXAA_GATHER4_ALPHA -#define FXAA_GATHER4_ALPHA 0 -#endif -#endif - -/*============================================================================ - FXAA CONSOLE PS3 - TUNING KNOBS -============================================================================*/ -#ifndef FXAA_CONSOLE__PS3_EDGE_SHARPNESS -// -// Consoles the sharpness of edges on PS3 only. -// Non-PS3 tuning is done with shader input. -// -// Due to the PS3 being ALU bound, -// there are only two safe values here: 4 and 8. -// These options use the shaders ability to a free *|/ by 2|4|8. -// -// 8.0 is sharper -// 4.0 is softer -// 2.0 is really soft (good for vector graphics inputs) -// -#if 1 -#define FXAA_CONSOLE__PS3_EDGE_SHARPNESS 8.0 -#endif -#if 0 -#define FXAA_CONSOLE__PS3_EDGE_SHARPNESS 4.0 -#endif -#if 0 -#define FXAA_CONSOLE__PS3_EDGE_SHARPNESS 2.0 -#endif -#endif -/*--------------------------------------------------------------------------*/ -#ifndef FXAA_CONSOLE__PS3_EDGE_THRESHOLD -// -// Only effects PS3. -// Non-PS3 tuning is done with shader input. -// -// The minimum amount of local contrast required to apply algorithm. -// The console setting has a different mapping than the quality setting. -// -// This only applies when FXAA_EARLY_EXIT is 1. -// -// Due to the PS3 being ALU bound, -// there are only two safe values here: 0.25 and 0.125. -// These options use the shaders ability to a free *|/ by 2|4|8. -// -// 0.125 leaves less aliasing, but is softer -// 0.25 leaves more aliasing, and is sharper -// -#if 1 -#define FXAA_CONSOLE__PS3_EDGE_THRESHOLD 0.125 -#else -#define FXAA_CONSOLE__PS3_EDGE_THRESHOLD 0.25 -#endif -#endif - -/*============================================================================ - FXAA QUALITY - TUNING KNOBS ------------------------------------------------------------------------------- -NOTE the other tuning knobs are now in the shader function inputs! -============================================================================*/ -#ifndef FXAA_QUALITY__PRESET -// -// Choose the quality preset. -// This needs to be compiled into the shader as it effects code. -// Best option to include multiple presets is to -// in each shader define the preset, then include this file. -// -// OPTIONS -// ----------------------------------------------------------------------- -// 10 to 15 - default medium dither (10=fastest, 15=highest quality) -// 20 to 29 - less dither, more expensive (20=fastest, 29=highest quality) -// 39 - no dither, very expensive -// -// NOTES -// ----------------------------------------------------------------------- -// 12 = slightly faster then FXAA 3.9 and higher edge quality (default) -// 13 = about same speed as FXAA 3.9 and better than 12 -// 23 = closest to FXAA 3.9 visually and performance wise -// _ = the lowest digit is directly related to performance -// _ = the highest digit is directly related to style -// -#define FXAA_QUALITY__PRESET 12 -#endif - - -/*============================================================================ - - FXAA QUALITY - PRESETS - -============================================================================*/ - -/*============================================================================ - FXAA QUALITY - MEDIUM DITHER PRESETS -============================================================================*/ -#if (FXAA_QUALITY__PRESET == 10) -#define FXAA_QUALITY__PS 3 -#define FXAA_QUALITY__P0 1.5 -#define FXAA_QUALITY__P1 3.0 -#define FXAA_QUALITY__P2 12.0 -#endif -/*--------------------------------------------------------------------------*/ -#if (FXAA_QUALITY__PRESET == 11) -#define FXAA_QUALITY__PS 4 -#define FXAA_QUALITY__P0 1.0 -#define FXAA_QUALITY__P1 1.5 -#define FXAA_QUALITY__P2 3.0 -#define FXAA_QUALITY__P3 12.0 -#endif -/*--------------------------------------------------------------------------*/ -#if (FXAA_QUALITY__PRESET == 12) -#define FXAA_QUALITY__PS 5 -#define FXAA_QUALITY__P0 1.0 -#define FXAA_QUALITY__P1 1.5 -#define FXAA_QUALITY__P2 2.0 -#define FXAA_QUALITY__P3 4.0 -#define FXAA_QUALITY__P4 12.0 -#endif -/*--------------------------------------------------------------------------*/ -#if (FXAA_QUALITY__PRESET == 13) -#define FXAA_QUALITY__PS 6 -#define FXAA_QUALITY__P0 1.0 -#define FXAA_QUALITY__P1 1.5 -#define FXAA_QUALITY__P2 2.0 -#define FXAA_QUALITY__P3 2.0 -#define FXAA_QUALITY__P4 4.0 -#define FXAA_QUALITY__P5 12.0 -#endif -/*--------------------------------------------------------------------------*/ -#if (FXAA_QUALITY__PRESET == 14) -#define FXAA_QUALITY__PS 7 -#define FXAA_QUALITY__P0 1.0 -#define FXAA_QUALITY__P1 1.5 -#define FXAA_QUALITY__P2 2.0 -#define FXAA_QUALITY__P3 2.0 -#define FXAA_QUALITY__P4 2.0 -#define FXAA_QUALITY__P5 4.0 -#define FXAA_QUALITY__P6 12.0 -#endif -/*--------------------------------------------------------------------------*/ -#if (FXAA_QUALITY__PRESET == 15) -#define FXAA_QUALITY__PS 8 -#define FXAA_QUALITY__P0 1.0 -#define FXAA_QUALITY__P1 1.5 -#define FXAA_QUALITY__P2 2.0 -#define FXAA_QUALITY__P3 2.0 -#define FXAA_QUALITY__P4 2.0 -#define FXAA_QUALITY__P5 2.0 -#define FXAA_QUALITY__P6 4.0 -#define FXAA_QUALITY__P7 12.0 -#endif - -/*============================================================================ - FXAA QUALITY - LOW DITHER PRESETS -============================================================================*/ -#if (FXAA_QUALITY__PRESET == 20) -#define FXAA_QUALITY__PS 3 -#define FXAA_QUALITY__P0 1.5 -#define FXAA_QUALITY__P1 2.0 -#define FXAA_QUALITY__P2 8.0 -#endif -/*--------------------------------------------------------------------------*/ -#if (FXAA_QUALITY__PRESET == 21) -#define FXAA_QUALITY__PS 4 -#define FXAA_QUALITY__P0 1.0 -#define FXAA_QUALITY__P1 1.5 -#define FXAA_QUALITY__P2 2.0 -#define FXAA_QUALITY__P3 8.0 -#endif -/*--------------------------------------------------------------------------*/ -#if (FXAA_QUALITY__PRESET == 22) -#define FXAA_QUALITY__PS 5 -#define FXAA_QUALITY__P0 1.0 -#define FXAA_QUALITY__P1 1.5 -#define FXAA_QUALITY__P2 2.0 -#define FXAA_QUALITY__P3 2.0 -#define FXAA_QUALITY__P4 8.0 -#endif -/*--------------------------------------------------------------------------*/ -#if (FXAA_QUALITY__PRESET == 23) -#define FXAA_QUALITY__PS 6 -#define FXAA_QUALITY__P0 1.0 -#define FXAA_QUALITY__P1 1.5 -#define FXAA_QUALITY__P2 2.0 -#define FXAA_QUALITY__P3 2.0 -#define FXAA_QUALITY__P4 2.0 -#define FXAA_QUALITY__P5 8.0 -#endif -/*--------------------------------------------------------------------------*/ -#if (FXAA_QUALITY__PRESET == 24) -#define FXAA_QUALITY__PS 7 -#define FXAA_QUALITY__P0 1.0 -#define FXAA_QUALITY__P1 1.5 -#define FXAA_QUALITY__P2 2.0 -#define FXAA_QUALITY__P3 2.0 -#define FXAA_QUALITY__P4 2.0 -#define FXAA_QUALITY__P5 3.0 -#define FXAA_QUALITY__P6 8.0 -#endif -/*--------------------------------------------------------------------------*/ -#if (FXAA_QUALITY__PRESET == 25) -#define FXAA_QUALITY__PS 8 -#define FXAA_QUALITY__P0 1.0 -#define FXAA_QUALITY__P1 1.5 -#define FXAA_QUALITY__P2 2.0 -#define FXAA_QUALITY__P3 2.0 -#define FXAA_QUALITY__P4 2.0 -#define FXAA_QUALITY__P5 2.0 -#define FXAA_QUALITY__P6 4.0 -#define FXAA_QUALITY__P7 8.0 -#endif -/*--------------------------------------------------------------------------*/ -#if (FXAA_QUALITY__PRESET == 26) -#define FXAA_QUALITY__PS 9 -#define FXAA_QUALITY__P0 1.0 -#define FXAA_QUALITY__P1 1.5 -#define FXAA_QUALITY__P2 2.0 -#define FXAA_QUALITY__P3 2.0 -#define FXAA_QUALITY__P4 2.0 -#define FXAA_QUALITY__P5 2.0 -#define FXAA_QUALITY__P6 2.0 -#define FXAA_QUALITY__P7 4.0 -#define FXAA_QUALITY__P8 8.0 -#endif -/*--------------------------------------------------------------------------*/ -#if (FXAA_QUALITY__PRESET == 27) -#define FXAA_QUALITY__PS 10 -#define FXAA_QUALITY__P0 1.0 -#define FXAA_QUALITY__P1 1.5 -#define FXAA_QUALITY__P2 2.0 -#define FXAA_QUALITY__P3 2.0 -#define FXAA_QUALITY__P4 2.0 -#define FXAA_QUALITY__P5 2.0 -#define FXAA_QUALITY__P6 2.0 -#define FXAA_QUALITY__P7 2.0 -#define FXAA_QUALITY__P8 4.0 -#define FXAA_QUALITY__P9 8.0 -#endif -/*--------------------------------------------------------------------------*/ -#if (FXAA_QUALITY__PRESET == 28) -#define FXAA_QUALITY__PS 11 -#define FXAA_QUALITY__P0 1.0 -#define FXAA_QUALITY__P1 1.5 -#define FXAA_QUALITY__P2 2.0 -#define FXAA_QUALITY__P3 2.0 -#define FXAA_QUALITY__P4 2.0 -#define FXAA_QUALITY__P5 2.0 -#define FXAA_QUALITY__P6 2.0 -#define FXAA_QUALITY__P7 2.0 -#define FXAA_QUALITY__P8 2.0 -#define FXAA_QUALITY__P9 4.0 -#define FXAA_QUALITY__P10 8.0 -#endif -/*--------------------------------------------------------------------------*/ -#if (FXAA_QUALITY__PRESET == 29) -#define FXAA_QUALITY__PS 12 -#define FXAA_QUALITY__P0 1.0 -#define FXAA_QUALITY__P1 1.5 -#define FXAA_QUALITY__P2 2.0 -#define FXAA_QUALITY__P3 2.0 -#define FXAA_QUALITY__P4 2.0 -#define FXAA_QUALITY__P5 2.0 -#define FXAA_QUALITY__P6 2.0 -#define FXAA_QUALITY__P7 2.0 -#define FXAA_QUALITY__P8 2.0 -#define FXAA_QUALITY__P9 2.0 -#define FXAA_QUALITY__P10 4.0 -#define FXAA_QUALITY__P11 8.0 -#endif - -/*============================================================================ - FXAA QUALITY - EXTREME QUALITY -============================================================================*/ -#if (FXAA_QUALITY__PRESET == 39) -#define FXAA_QUALITY__PS 12 -#define FXAA_QUALITY__P0 1.0 -#define FXAA_QUALITY__P1 1.0 -#define FXAA_QUALITY__P2 1.0 -#define FXAA_QUALITY__P3 1.0 -#define FXAA_QUALITY__P4 1.0 -#define FXAA_QUALITY__P5 1.5 -#define FXAA_QUALITY__P6 2.0 -#define FXAA_QUALITY__P7 2.0 -#define FXAA_QUALITY__P8 2.0 -#define FXAA_QUALITY__P9 2.0 -#define FXAA_QUALITY__P10 4.0 -#define FXAA_QUALITY__P11 8.0 -#endif - - - -/*============================================================================ - - API PORTING - -============================================================================*/ -#if (FXAA_GLSL_120 == 1) || (FXAA_GLSL_130 == 1) -#define FxaaBool bool -#define FxaaDiscard discard -#define FxaaFloat float -#define FxaaFloat2 vec2 -#define FxaaFloat3 vec3 -#define FxaaFloat4 vec4 -#define FxaaHalf float -#define FxaaHalf2 vec2 -#define FxaaHalf3 vec3 -#define FxaaHalf4 vec4 -#define FxaaInt2 ivec2 -#define FxaaSat(x) clamp(x, 0.0, 1.0) -#define FxaaTex sampler2D -#else -#define FxaaBool bool -#define FxaaDiscard clip(-1) -#define FxaaFloat float -#define FxaaFloat2 float2 -#define FxaaFloat3 float3 -#define FxaaFloat4 float4 -#define FxaaHalf half -#define FxaaHalf2 half2 -#define FxaaHalf3 half3 -#define FxaaHalf4 half4 -#define FxaaSat(x) saturate(x) -#endif -/*--------------------------------------------------------------------------*/ -#if (FXAA_GLSL_120 == 1) -// Requires, -// #version 120 -// And at least, -// #extension GL_EXT_gpu_shader4 : enable -// (or set FXAA_FAST_PIXEL_OFFSET 1 to work like DX9) -#define FxaaTexTop(t, p) texture2DLod(t, p, 0.0) -#if (FXAA_FAST_PIXEL_OFFSET == 1) -#define FxaaTexOff(t, p, o, r) texture2DLodOffset(t, p, 0.0, o) -#else -#define FxaaTexOff(t, p, o, r) texture2DLod(t, p + (o * r), 0.0) -#endif -#if (FXAA_GATHER4_ALPHA == 1) -// use #extension GL_ARB_gpu_shader5 : enable -#define FxaaTexAlpha4(t, p) textureGather(t, p, 3) -#define FxaaTexOffAlpha4(t, p, o) textureGatherOffset(t, p, o, 3) -#define FxaaTexGreen4(t, p) textureGather(t, p, 1) -#define FxaaTexOffGreen4(t, p, o) textureGatherOffset(t, p, o, 1) -#endif -#endif -/*--------------------------------------------------------------------------*/ -#if (FXAA_GLSL_130 == 1) -// Requires "#version 130" or better -#define FxaaTexTop(t, p) textureLod(t, p, 0.0) -#define FxaaTexOff(t, p, o, r) textureLodOffset(t, p, 0.0, o) -#if (FXAA_GATHER4_ALPHA == 1) -// use #extension GL_ARB_gpu_shader5 : enable -#define FxaaTexAlpha4(t, p) textureGather(t, p, 3) -#define FxaaTexOffAlpha4(t, p, o) textureGatherOffset(t, p, o, 3) -#define FxaaTexGreen4(t, p) textureGather(t, p, 1) -#define FxaaTexOffGreen4(t, p, o) textureGatherOffset(t, p, o, 1) -#endif -#endif -/*--------------------------------------------------------------------------*/ -#if (FXAA_HLSL_3 == 1) || (FXAA_360 == 1) || (FXAA_PS3 == 1) -#define FxaaInt2 float2 -#define FxaaTex sampler2D -#define FxaaTexTop(t, p) tex2Dlod(t, float4(p, 0.0, 0.0)) -#define FxaaTexOff(t, p, o, r) tex2Dlod(t, float4(p + (o * r), 0, 0)) -#endif -/*--------------------------------------------------------------------------*/ -#if (FXAA_HLSL_4 == 1) -#define FxaaInt2 int2 -struct FxaaTex { SamplerState smpl; Texture2D tex; }; -#define FxaaTexTop(t, p) t.tex.SampleLevel(t.smpl, p, 0.0) -#define FxaaTexOff(t, p, o, r) t.tex.SampleLevel(t.smpl, p, 0.0, o) -#endif -/*--------------------------------------------------------------------------*/ -#if (FXAA_HLSL_5 == 1) -#define FxaaInt2 int2 -struct FxaaTex { SamplerState smpl; Texture2D tex; }; -#define FxaaTexTop(t, p) t.tex.SampleLevel(t.smpl, p, 0.0) -#define FxaaTexOff(t, p, o, r) t.tex.SampleLevel(t.smpl, p, 0.0, o) -#define FxaaTexAlpha4(t, p) t.tex.GatherAlpha(t.smpl, p) -#define FxaaTexOffAlpha4(t, p, o) t.tex.GatherAlpha(t.smpl, p, o) -#define FxaaTexGreen4(t, p) t.tex.GatherGreen(t.smpl, p) -#define FxaaTexOffGreen4(t, p, o) t.tex.GatherGreen(t.smpl, p, o) -#endif - - -/*============================================================================ - GREEN AS LUMA OPTION SUPPORT FUNCTION -============================================================================*/ -#if (FXAA_GREEN_AS_LUMA == 0) -FxaaFloat FxaaLuma(FxaaFloat4 rgba) { return rgba.w; } -#else -FxaaFloat FxaaLuma(FxaaFloat4 rgba) { return rgba.y; } -#endif - - - - -/*============================================================================ - - FXAA3 QUALITY - PC - -============================================================================*/ -#if (FXAA_PC == 1) -/*--------------------------------------------------------------------------*/ -FxaaFloat4 FxaaPixelShader( -// -// Use noperspective interpolation here (turn off perspective interpolation). -// {xy} = center of pixel -FxaaFloat2 pos, -// -// Used only for FXAA Console, and not used on the 360 version. -// Use noperspective interpolation here (turn off perspective interpolation). -// {xy__} = upper left of pixel -// {__zw} = lower right of pixel -FxaaFloat4 fxaaConsolePosPos, -// -// Input color texture. -// {rgb_} = color in linear or perceptual color space -// if (FXAA_GREEN_AS_LUMA == 0) -// {___a} = luma in perceptual color space (not linear) -FxaaTex tex, -// -// Only used on the optimized 360 version of FXAA Console. -// For everything but 360, just use the same input here as for "tex". -// For 360, same texture, just alias with a 2nd sampler. -// This sampler needs to have an exponent bias of -1. -FxaaTex fxaaConsole360TexExpBiasNegOne, -// -// Only used on the optimized 360 version of FXAA Console. -// For everything but 360, just use the same input here as for "tex". -// For 360, same texture, just alias with a 3nd sampler. -// This sampler needs to have an exponent bias of -2. -FxaaTex fxaaConsole360TexExpBiasNegTwo, -// -// Only used on FXAA Quality. -// This must be from a constant/uniform. -// {x_} = 1.0/screenWidthInPixels -// {_y} = 1.0/screenHeightInPixels -FxaaFloat2 fxaaQualityRcpFrame, -// -// Only used on FXAA Console. -// This must be from a constant/uniform. -// This effects sub-pixel AA quality and inversely sharpness. -// Where N ranges between, -// N = 0.50 (default) -// N = 0.33 (sharper) -// {x___} = -N/screenWidthInPixels -// {_y__} = -N/screenHeightInPixels -// {__z_} = N/screenWidthInPixels -// {___w} = N/screenHeightInPixels -FxaaFloat4 fxaaConsoleRcpFrameOpt, -// -// Only used on FXAA Console. -// Not used on 360, but used on PS3 and PC. -// This must be from a constant/uniform. -// {x___} = -2.0/screenWidthInPixels -// {_y__} = -2.0/screenHeightInPixels -// {__z_} = 2.0/screenWidthInPixels -// {___w} = 2.0/screenHeightInPixels -FxaaFloat4 fxaaConsoleRcpFrameOpt2, -// -// Only used on FXAA Console. -// Only used on 360 in place of fxaaConsoleRcpFrameOpt2. -// This must be from a constant/uniform. -// {x___} = 8.0/screenWidthInPixels -// {_y__} = 8.0/screenHeightInPixels -// {__z_} = -4.0/screenWidthInPixels -// {___w} = -4.0/screenHeightInPixels -FxaaFloat4 fxaaConsole360RcpFrameOpt2, -// -// Only used on FXAA Quality. -// This used to be the FXAA_QUALITY__SUBPIX define. -// It is here now to allow easier tuning. -// Choose the amount of sub-pixel aliasing removal. -// This can effect sharpness. -// 1.00 - upper limit (softer) -// 0.75 - default amount of filtering -// 0.50 - lower limit (sharper, less sub-pixel aliasing removal) -// 0.25 - almost off -// 0.00 - completely off -FxaaFloat fxaaQualitySubpix, -// -// Only used on FXAA Quality. -// This used to be the FXAA_QUALITY__EDGE_THRESHOLD define. -// It is here now to allow easier tuning. -// The minimum amount of local contrast required to apply algorithm. -// 0.333 - too little (faster) -// 0.250 - low quality -// 0.166 - default -// 0.125 - high quality -// 0.063 - overkill (slower) -FxaaFloat fxaaQualityEdgeThreshold, -// -// Only used on FXAA Quality. -// This used to be the FXAA_QUALITY__EDGE_THRESHOLD_MIN define. -// It is here now to allow easier tuning. -// Trims the algorithm from processing darks. -// 0.0833 - upper limit (default, the start of visible unfiltered edges) -// 0.0625 - high quality (faster) -// 0.0312 - visible limit (slower) -// Special notes when using FXAA_GREEN_AS_LUMA, -// Likely want to set this to zero. -// As colors that are mostly not-green -// will appear very dark in the green channel! -// Tune by looking at mostly non-green content, -// then start at zero and increase until aliasing is a problem. -FxaaFloat fxaaQualityEdgeThresholdMin, -// -// Only used on FXAA Console. -// This used to be the FXAA_CONSOLE__EDGE_SHARPNESS define. -// It is here now to allow easier tuning. -// This does not effect PS3, as this needs to be compiled in. -// Use FXAA_CONSOLE__PS3_EDGE_SHARPNESS for PS3. -// Due to the PS3 being ALU bound, -// there are only three safe values here: 2 and 4 and 8. -// These options use the shaders ability to a free *|/ by 2|4|8. -// For all other platforms can be a non-power of two. -// 8.0 is sharper (default!!!) -// 4.0 is softer -// 2.0 is really soft (good only for vector graphics inputs) -FxaaFloat fxaaConsoleEdgeSharpness, -// -// Only used on FXAA Console. -// This used to be the FXAA_CONSOLE__EDGE_THRESHOLD define. -// It is here now to allow easier tuning. -// This does not effect PS3, as this needs to be compiled in. -// Use FXAA_CONSOLE__PS3_EDGE_THRESHOLD for PS3. -// Due to the PS3 being ALU bound, -// there are only two safe values here: 1/4 and 1/8. -// These options use the shaders ability to a free *|/ by 2|4|8. -// The console setting has a different mapping than the quality setting. -// Other platforms can use other values. -// 0.125 leaves less aliasing, but is softer (default!!!) -// 0.25 leaves more aliasing, and is sharper -FxaaFloat fxaaConsoleEdgeThreshold, -// -// Only used on FXAA Console. -// This used to be the FXAA_CONSOLE__EDGE_THRESHOLD_MIN define. -// It is here now to allow easier tuning. -// Trims the algorithm from processing darks. -// The console setting has a different mapping than the quality setting. -// This only applies when FXAA_EARLY_EXIT is 1. -// This does not apply to PS3, -// PS3 was simplified to avoid more shader instructions. -// 0.06 - faster but more aliasing in darks -// 0.05 - default -// 0.04 - slower and less aliasing in darks -// Special notes when using FXAA_GREEN_AS_LUMA, -// Likely want to set this to zero. -// As colors that are mostly not-green -// will appear very dark in the green channel! -// Tune by looking at mostly non-green content, -// then start at zero and increase until aliasing is a problem. -FxaaFloat fxaaConsoleEdgeThresholdMin, -// -// Extra constants for 360 FXAA Console only. -// Use zeros or anything else for other platforms. -// These must be in physical constant registers and NOT immedates. -// Immedates will result in compiler un-optimizing. -// {xyzw} = float4(1.0, -1.0, 0.25, -0.25) -FxaaFloat4 fxaaConsole360ConstDir -) { - /*--------------------------------------------------------------------------*/ - FxaaFloat2 posM; - posM.x = pos.x; - posM.y = pos.y; - #if (FXAA_GATHER4_ALPHA == 1) - #if (FXAA_DISCARD == 0) - FxaaFloat4 rgbyM = FxaaTexTop(tex, posM); - #if (FXAA_GREEN_AS_LUMA == 0) - #define lumaM rgbyM.w - #else - #define lumaM rgbyM.y - #endif - #endif - #if (FXAA_GREEN_AS_LUMA == 0) - FxaaFloat4 luma4A = FxaaTexAlpha4(tex, posM); - FxaaFloat4 luma4B = FxaaTexOffAlpha4(tex, posM, FxaaInt2(-1, -1)); - #else - FxaaFloat4 luma4A = FxaaTexGreen4(tex, posM); - FxaaFloat4 luma4B = FxaaTexOffGreen4(tex, posM, FxaaInt2(-1, -1)); - #endif - #if (FXAA_DISCARD == 1) - #define lumaM luma4A.w - #endif - #define lumaE luma4A.z - #define lumaS luma4A.x - #define lumaSE luma4A.y - #define lumaNW luma4B.w - #define lumaN luma4B.z - #define lumaW luma4B.x - #else - FxaaFloat4 rgbyM = FxaaTexTop(tex, posM); - #if (FXAA_GREEN_AS_LUMA == 0) - #define lumaM rgbyM.w - #else - #define lumaM rgbyM.y - #endif - FxaaFloat lumaS = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 0, 1), fxaaQualityRcpFrame.xy)); -FxaaFloat lumaE = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 1, 0), fxaaQualityRcpFrame.xy)); -FxaaFloat lumaN = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 0,-1), fxaaQualityRcpFrame.xy)); -FxaaFloat lumaW = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(-1, 0), fxaaQualityRcpFrame.xy)); -#endif -/*--------------------------------------------------------------------------*/ -FxaaFloat maxSM = max(lumaS, lumaM); -FxaaFloat minSM = min(lumaS, lumaM); -FxaaFloat maxESM = max(lumaE, maxSM); -FxaaFloat minESM = min(lumaE, minSM); -FxaaFloat maxWN = max(lumaN, lumaW); -FxaaFloat minWN = min(lumaN, lumaW); -FxaaFloat rangeMax = max(maxWN, maxESM); -FxaaFloat rangeMin = min(minWN, minESM); -FxaaFloat rangeMaxScaled = rangeMax * fxaaQualityEdgeThreshold; -FxaaFloat range = rangeMax - rangeMin; -FxaaFloat rangeMaxClamped = max(fxaaQualityEdgeThresholdMin, rangeMaxScaled); -FxaaBool earlyExit = range < rangeMaxClamped; -/*--------------------------------------------------------------------------*/ -if(earlyExit) -#if (FXAA_DISCARD == 1) -FxaaDiscard; -#else -return rgbyM; -#endif -/*--------------------------------------------------------------------------*/ -#if (FXAA_GATHER4_ALPHA == 0) -FxaaFloat lumaNW = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(-1,-1), fxaaQualityRcpFrame.xy)); -FxaaFloat lumaSE = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 1, 1), fxaaQualityRcpFrame.xy)); -FxaaFloat lumaNE = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 1,-1), fxaaQualityRcpFrame.xy)); -FxaaFloat lumaSW = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(-1, 1), fxaaQualityRcpFrame.xy)); -#else -FxaaFloat lumaNE = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(1, -1), fxaaQualityRcpFrame.xy)); -FxaaFloat lumaSW = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(-1, 1), fxaaQualityRcpFrame.xy)); -#endif -/*--------------------------------------------------------------------------*/ -FxaaFloat lumaNS = lumaN + lumaS; -FxaaFloat lumaWE = lumaW + lumaE; -FxaaFloat subpixRcpRange = 1.0/range; -FxaaFloat subpixNSWE = lumaNS + lumaWE; -FxaaFloat edgeHorz1 = (-2.0 * lumaM) + lumaNS; -FxaaFloat edgeVert1 = (-2.0 * lumaM) + lumaWE; -/*--------------------------------------------------------------------------*/ -FxaaFloat lumaNESE = lumaNE + lumaSE; -FxaaFloat lumaNWNE = lumaNW + lumaNE; -FxaaFloat edgeHorz2 = (-2.0 * lumaE) + lumaNESE; -FxaaFloat edgeVert2 = (-2.0 * lumaN) + lumaNWNE; -/*--------------------------------------------------------------------------*/ -FxaaFloat lumaNWSW = lumaNW + lumaSW; -FxaaFloat lumaSWSE = lumaSW + lumaSE; -FxaaFloat edgeHorz4 = (abs(edgeHorz1) * 2.0) + abs(edgeHorz2); -FxaaFloat edgeVert4 = (abs(edgeVert1) * 2.0) + abs(edgeVert2); -FxaaFloat edgeHorz3 = (-2.0 * lumaW) + lumaNWSW; -FxaaFloat edgeVert3 = (-2.0 * lumaS) + lumaSWSE; -FxaaFloat edgeHorz = abs(edgeHorz3) + edgeHorz4; -FxaaFloat edgeVert = abs(edgeVert3) + edgeVert4; -/*--------------------------------------------------------------------------*/ -FxaaFloat subpixNWSWNESE = lumaNWSW + lumaNESE; -FxaaFloat lengthSign = fxaaQualityRcpFrame.x; -FxaaBool horzSpan = edgeHorz >= edgeVert; -FxaaFloat subpixA = subpixNSWE * 2.0 + subpixNWSWNESE; -/*--------------------------------------------------------------------------*/ -if(!horzSpan) lumaN = lumaW; -if(!horzSpan) lumaS = lumaE; -if(horzSpan) lengthSign = fxaaQualityRcpFrame.y; -FxaaFloat subpixB = (subpixA * (1.0/12.0)) - lumaM; -/*--------------------------------------------------------------------------*/ -FxaaFloat gradientN = lumaN - lumaM; -FxaaFloat gradientS = lumaS - lumaM; -FxaaFloat lumaNN = lumaN + lumaM; -FxaaFloat lumaSS = lumaS + lumaM; -FxaaBool pairN = abs(gradientN) >= abs(gradientS); -FxaaFloat gradient = max(abs(gradientN), abs(gradientS)); -if(pairN) lengthSign = -lengthSign; -FxaaFloat subpixC = FxaaSat(abs(subpixB) * subpixRcpRange); -/*--------------------------------------------------------------------------*/ -FxaaFloat2 posB; -posB.x = posM.x; -posB.y = posM.y; -FxaaFloat2 offNP; -offNP.x = (!horzSpan) ? 0.0 : fxaaQualityRcpFrame.x; -offNP.y = ( horzSpan) ? 0.0 : fxaaQualityRcpFrame.y; -if(!horzSpan) posB.x += lengthSign * 0.5; -if( horzSpan) posB.y += lengthSign * 0.5; -/*--------------------------------------------------------------------------*/ -FxaaFloat2 posN; -posN.x = posB.x - offNP.x * FXAA_QUALITY__P0; -posN.y = posB.y - offNP.y * FXAA_QUALITY__P0; -FxaaFloat2 posP; -posP.x = posB.x + offNP.x * FXAA_QUALITY__P0; -posP.y = posB.y + offNP.y * FXAA_QUALITY__P0; -FxaaFloat subpixD = ((-2.0)*subpixC) + 3.0; -FxaaFloat lumaEndN = FxaaLuma(FxaaTexTop(tex, posN)); -FxaaFloat subpixE = subpixC * subpixC; -FxaaFloat lumaEndP = FxaaLuma(FxaaTexTop(tex, posP)); -/*--------------------------------------------------------------------------*/ -if(!pairN) lumaNN = lumaSS; -FxaaFloat gradientScaled = gradient * 1.0/4.0; -FxaaFloat lumaMM = lumaM - lumaNN * 0.5; -FxaaFloat subpixF = subpixD * subpixE; -FxaaBool lumaMLTZero = lumaMM < 0.0; -/*--------------------------------------------------------------------------*/ -lumaEndN -= lumaNN * 0.5; -lumaEndP -= lumaNN * 0.5; -FxaaBool doneN = abs(lumaEndN) >= gradientScaled; -FxaaBool doneP = abs(lumaEndP) >= gradientScaled; -if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P1; -if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P1; -FxaaBool doneNP = (!doneN) || (!doneP); -if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P1; -if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P1; -/*--------------------------------------------------------------------------*/ -if(doneNP) { - if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); -if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); -if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5; -if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; -doneN = abs(lumaEndN) >= gradientScaled; -doneP = abs(lumaEndP) >= gradientScaled; -if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P2; -if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P2; -doneNP = (!doneN) || (!doneP); -if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P2; -if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P2; -/*--------------------------------------------------------------------------*/ -#if (FXAA_QUALITY__PS > 3) -if(doneNP) { - if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); -if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); -if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5; -if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; -doneN = abs(lumaEndN) >= gradientScaled; -doneP = abs(lumaEndP) >= gradientScaled; -if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P3; -if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P3; -doneNP = (!doneN) || (!doneP); -if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P3; -if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P3; -/*--------------------------------------------------------------------------*/ -#if (FXAA_QUALITY__PS > 4) -if(doneNP) { - if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); -if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); -if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5; -if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; -doneN = abs(lumaEndN) >= gradientScaled; -doneP = abs(lumaEndP) >= gradientScaled; -if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P4; -if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P4; -doneNP = (!doneN) || (!doneP); -if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P4; -if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P4; -/*--------------------------------------------------------------------------*/ -#if (FXAA_QUALITY__PS > 5) -if(doneNP) { - if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); -if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); -if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5; -if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; -doneN = abs(lumaEndN) >= gradientScaled; -doneP = abs(lumaEndP) >= gradientScaled; -if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P5; -if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P5; -doneNP = (!doneN) || (!doneP); -if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P5; -if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P5; -/*--------------------------------------------------------------------------*/ -#if (FXAA_QUALITY__PS > 6) -if(doneNP) { - if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); -if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); -if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5; -if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; -doneN = abs(lumaEndN) >= gradientScaled; -doneP = abs(lumaEndP) >= gradientScaled; -if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P6; -if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P6; -doneNP = (!doneN) || (!doneP); -if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P6; -if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P6; -/*--------------------------------------------------------------------------*/ -#if (FXAA_QUALITY__PS > 7) -if(doneNP) { - if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); -if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); -if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5; -if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; -doneN = abs(lumaEndN) >= gradientScaled; -doneP = abs(lumaEndP) >= gradientScaled; -if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P7; -if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P7; -doneNP = (!doneN) || (!doneP); -if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P7; -if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P7; -/*--------------------------------------------------------------------------*/ -#if (FXAA_QUALITY__PS > 8) -if(doneNP) { - if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); -if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); -if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5; -if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; -doneN = abs(lumaEndN) >= gradientScaled; -doneP = abs(lumaEndP) >= gradientScaled; -if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P8; -if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P8; -doneNP = (!doneN) || (!doneP); -if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P8; -if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P8; -/*--------------------------------------------------------------------------*/ -#if (FXAA_QUALITY__PS > 9) -if(doneNP) { - if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); -if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); -if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5; -if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; -doneN = abs(lumaEndN) >= gradientScaled; -doneP = abs(lumaEndP) >= gradientScaled; -if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P9; -if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P9; -doneNP = (!doneN) || (!doneP); -if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P9; -if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P9; -/*--------------------------------------------------------------------------*/ -#if (FXAA_QUALITY__PS > 10) -if(doneNP) { - if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); -if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); -if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5; -if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; -doneN = abs(lumaEndN) >= gradientScaled; -doneP = abs(lumaEndP) >= gradientScaled; -if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P10; -if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P10; -doneNP = (!doneN) || (!doneP); -if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P10; -if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P10; -/*--------------------------------------------------------------------------*/ -#if (FXAA_QUALITY__PS > 11) -if(doneNP) { - if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); -if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); -if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5; -if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; -doneN = abs(lumaEndN) >= gradientScaled; -doneP = abs(lumaEndP) >= gradientScaled; -if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P11; -if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P11; -doneNP = (!doneN) || (!doneP); -if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P11; -if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P11; -/*--------------------------------------------------------------------------*/ -#if (FXAA_QUALITY__PS > 12) -if(doneNP) { - if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); -if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); -if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5; -if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; -doneN = abs(lumaEndN) >= gradientScaled; -doneP = abs(lumaEndP) >= gradientScaled; -if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P12; -if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P12; -doneNP = (!doneN) || (!doneP); -if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P12; -if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P12; -/*--------------------------------------------------------------------------*/ -} -#endif -/*--------------------------------------------------------------------------*/ -} -#endif -/*--------------------------------------------------------------------------*/ -} -#endif -/*--------------------------------------------------------------------------*/ -} -#endif -/*--------------------------------------------------------------------------*/ -} -#endif -/*--------------------------------------------------------------------------*/ -} -#endif -/*--------------------------------------------------------------------------*/ -} -#endif -/*--------------------------------------------------------------------------*/ -} -#endif -/*--------------------------------------------------------------------------*/ -} -#endif -/*--------------------------------------------------------------------------*/ -} -#endif -/*--------------------------------------------------------------------------*/ -} -/*--------------------------------------------------------------------------*/ -FxaaFloat dstN = posM.x - posN.x; -FxaaFloat dstP = posP.x - posM.x; -if(!horzSpan) dstN = posM.y - posN.y; -if(!horzSpan) dstP = posP.y - posM.y; -/*--------------------------------------------------------------------------*/ -FxaaBool goodSpanN = (lumaEndN < 0.0) != lumaMLTZero; -FxaaFloat spanLength = (dstP + dstN); -FxaaBool goodSpanP = (lumaEndP < 0.0) != lumaMLTZero; -FxaaFloat spanLengthRcp = 1.0/spanLength; -/*--------------------------------------------------------------------------*/ -FxaaBool directionN = dstN < dstP; -FxaaFloat dst = min(dstN, dstP); -FxaaBool goodSpan = directionN ? goodSpanN : goodSpanP; -FxaaFloat subpixG = subpixF * subpixF; -FxaaFloat pixelOffset = (dst * (-spanLengthRcp)) + 0.5; -FxaaFloat subpixH = subpixG * fxaaQualitySubpix; -/*--------------------------------------------------------------------------*/ -FxaaFloat pixelOffsetGood = goodSpan ? pixelOffset : 0.0; -FxaaFloat pixelOffsetSubpix = max(pixelOffsetGood, subpixH); -if(!horzSpan) posM.x += pixelOffsetSubpix * lengthSign; -if( horzSpan) posM.y += pixelOffsetSubpix * lengthSign; -#if (FXAA_DISCARD == 1) -return FxaaTexTop(tex, posM); -#else -return FxaaFloat4(FxaaTexTop(tex, posM).xyz, lumaM); -#endif -} -/*==========================================================================*/ -#endif - - - - -/*============================================================================ - - FXAA3 CONSOLE - PC VERSION - ------------------------------------------------------------------------------- -Instead of using this on PC, I'd suggest just using FXAA Quality with - #define FXAA_QUALITY__PRESET 10 -Or - #define FXAA_QUALITY__PRESET 20 -Either are higher qualilty and almost as fast as this on modern PC GPUs. -============================================================================*/ -#if (FXAA_PC_CONSOLE == 1) -/*--------------------------------------------------------------------------*/ -FxaaFloat4 FxaaPixelShader( -// See FXAA Quality FxaaPixelShader() source for docs on Inputs! -FxaaFloat2 pos, -FxaaFloat4 fxaaConsolePosPos, -FxaaTex tex, -FxaaTex fxaaConsole360TexExpBiasNegOne, -FxaaTex fxaaConsole360TexExpBiasNegTwo, -FxaaFloat2 fxaaQualityRcpFrame, -FxaaFloat4 fxaaConsoleRcpFrameOpt, -FxaaFloat4 fxaaConsoleRcpFrameOpt2, -FxaaFloat4 fxaaConsole360RcpFrameOpt2, -FxaaFloat fxaaQualitySubpix, -FxaaFloat fxaaQualityEdgeThreshold, -FxaaFloat fxaaQualityEdgeThresholdMin, -FxaaFloat fxaaConsoleEdgeSharpness, -FxaaFloat fxaaConsoleEdgeThreshold, -FxaaFloat fxaaConsoleEdgeThresholdMin, -FxaaFloat4 fxaaConsole360ConstDir -) { - /*--------------------------------------------------------------------------*/ - FxaaFloat lumaNw = FxaaLuma(FxaaTexTop(tex, fxaaConsolePosPos.xy)); -FxaaFloat lumaSw = FxaaLuma(FxaaTexTop(tex, fxaaConsolePosPos.xw)); -FxaaFloat lumaNe = FxaaLuma(FxaaTexTop(tex, fxaaConsolePosPos.zy)); -FxaaFloat lumaSe = FxaaLuma(FxaaTexTop(tex, fxaaConsolePosPos.zw)); -/*--------------------------------------------------------------------------*/ -FxaaFloat4 rgbyM = FxaaTexTop(tex, pos.xy); -#if (FXAA_GREEN_AS_LUMA == 0) -FxaaFloat lumaM = rgbyM.w; -#else -FxaaFloat lumaM = rgbyM.y; -#endif -/*--------------------------------------------------------------------------*/ -FxaaFloat lumaMaxNwSw = max(lumaNw, lumaSw); -lumaNe += 1.0/384.0; -FxaaFloat lumaMinNwSw = min(lumaNw, lumaSw); -/*--------------------------------------------------------------------------*/ -FxaaFloat lumaMaxNeSe = max(lumaNe, lumaSe); -FxaaFloat lumaMinNeSe = min(lumaNe, lumaSe); -/*--------------------------------------------------------------------------*/ -FxaaFloat lumaMax = max(lumaMaxNeSe, lumaMaxNwSw); -FxaaFloat lumaMin = min(lumaMinNeSe, lumaMinNwSw); -/*--------------------------------------------------------------------------*/ -FxaaFloat lumaMaxScaled = lumaMax * fxaaConsoleEdgeThreshold; -/*--------------------------------------------------------------------------*/ -FxaaFloat lumaMinM = min(lumaMin, lumaM); -FxaaFloat lumaMaxScaledClamped = max(fxaaConsoleEdgeThresholdMin, lumaMaxScaled); -FxaaFloat lumaMaxM = max(lumaMax, lumaM); -FxaaFloat dirSwMinusNe = lumaSw - lumaNe; -FxaaFloat lumaMaxSubMinM = lumaMaxM - lumaMinM; -FxaaFloat dirSeMinusNw = lumaSe - lumaNw; -if(lumaMaxSubMinM < lumaMaxScaledClamped) return rgbyM; -/*--------------------------------------------------------------------------*/ -FxaaFloat2 dir; -dir.x = dirSwMinusNe + dirSeMinusNw; -dir.y = dirSwMinusNe - dirSeMinusNw; -/*--------------------------------------------------------------------------*/ -FxaaFloat2 dir1 = normalize(dir.xy); -FxaaFloat4 rgbyN1 = FxaaTexTop(tex, pos.xy - dir1 * fxaaConsoleRcpFrameOpt.zw); -FxaaFloat4 rgbyP1 = FxaaTexTop(tex, pos.xy + dir1 * fxaaConsoleRcpFrameOpt.zw); -/*--------------------------------------------------------------------------*/ -FxaaFloat dirAbsMinTimesC = min(abs(dir1.x), abs(dir1.y)) * fxaaConsoleEdgeSharpness; -FxaaFloat2 dir2 = clamp(dir1.xy / dirAbsMinTimesC, -2.0, 2.0); -/*--------------------------------------------------------------------------*/ -FxaaFloat4 rgbyN2 = FxaaTexTop(tex, pos.xy - dir2 * fxaaConsoleRcpFrameOpt2.zw); -FxaaFloat4 rgbyP2 = FxaaTexTop(tex, pos.xy + dir2 * fxaaConsoleRcpFrameOpt2.zw); -/*--------------------------------------------------------------------------*/ -FxaaFloat4 rgbyA = rgbyN1 + rgbyP1; -FxaaFloat4 rgbyB = ((rgbyN2 + rgbyP2) * 0.25) + (rgbyA * 0.25); -/*--------------------------------------------------------------------------*/ -#if (FXAA_GREEN_AS_LUMA == 0) -FxaaBool twoTap = (rgbyB.w < lumaMin) || (rgbyB.w > lumaMax); -#else -FxaaBool twoTap = (rgbyB.y < lumaMin) || (rgbyB.y > lumaMax); -#endif -if(twoTap) rgbyB.xyz = rgbyA.xyz * 0.5; -return rgbyB; } -/*==========================================================================*/ -#endif - - - -/*============================================================================ - - FXAA3 CONSOLE - 360 PIXEL SHADER - ------------------------------------------------------------------------------- -This optimized version thanks to suggestions from Andy Luedke. -Should be fully tex bound in all cases. -As of the FXAA 3.11 release, I have still not tested this code, -however I fixed a bug which was in both FXAA 3.9 and FXAA 3.10. -And note this is replacing the old unoptimized version. -If it does not work, please let me know so I can fix it. -============================================================================*/ -#if (FXAA_360 == 1) -/*--------------------------------------------------------------------------*/ -[reduceTempRegUsage(4)] -float4 FxaaPixelShader( -// See FXAA Quality FxaaPixelShader() source for docs on Inputs! -FxaaFloat2 pos, -FxaaFloat4 fxaaConsolePosPos, -FxaaTex tex, -FxaaTex fxaaConsole360TexExpBiasNegOne, -FxaaTex fxaaConsole360TexExpBiasNegTwo, -FxaaFloat2 fxaaQualityRcpFrame, -FxaaFloat4 fxaaConsoleRcpFrameOpt, -FxaaFloat4 fxaaConsoleRcpFrameOpt2, -FxaaFloat4 fxaaConsole360RcpFrameOpt2, -FxaaFloat fxaaQualitySubpix, -FxaaFloat fxaaQualityEdgeThreshold, -FxaaFloat fxaaQualityEdgeThresholdMin, -FxaaFloat fxaaConsoleEdgeSharpness, -FxaaFloat fxaaConsoleEdgeThreshold, -FxaaFloat fxaaConsoleEdgeThresholdMin, -FxaaFloat4 fxaaConsole360ConstDir -) { - /*--------------------------------------------------------------------------*/ - float4 lumaNwNeSwSe; - #if (FXAA_GREEN_AS_LUMA == 0) -asm { -tfetch2D lumaNwNeSwSe.w___, tex, pos.xy, OffsetX = -0.5, OffsetY = -0.5, UseComputedLOD=false -tfetch2D lumaNwNeSwSe._w__, tex, pos.xy, OffsetX = 0.5, OffsetY = -0.5, UseComputedLOD=false -tfetch2D lumaNwNeSwSe.__w_, tex, pos.xy, OffsetX = -0.5, OffsetY = 0.5, UseComputedLOD=false -tfetch2D lumaNwNeSwSe.___w, tex, pos.xy, OffsetX = 0.5, OffsetY = 0.5, UseComputedLOD=false -}; -#else -asm { -tfetch2D lumaNwNeSwSe.y___, tex, pos.xy, OffsetX = -0.5, OffsetY = -0.5, UseComputedLOD=false -tfetch2D lumaNwNeSwSe._y__, tex, pos.xy, OffsetX = 0.5, OffsetY = -0.5, UseComputedLOD=false -tfetch2D lumaNwNeSwSe.__y_, tex, pos.xy, OffsetX = -0.5, OffsetY = 0.5, UseComputedLOD=false -tfetch2D lumaNwNeSwSe.___y, tex, pos.xy, OffsetX = 0.5, OffsetY = 0.5, UseComputedLOD=false -}; -#endif -/*--------------------------------------------------------------------------*/ -lumaNwNeSwSe.y += 1.0/384.0; -float2 lumaMinTemp = min(lumaNwNeSwSe.xy, lumaNwNeSwSe.zw); -float2 lumaMaxTemp = max(lumaNwNeSwSe.xy, lumaNwNeSwSe.zw); -float lumaMin = min(lumaMinTemp.x, lumaMinTemp.y); -float lumaMax = max(lumaMaxTemp.x, lumaMaxTemp.y); -/*--------------------------------------------------------------------------*/ -float4 rgbyM = tex2Dlod(tex, float4(pos.xy, 0.0, 0.0)); -#if (FXAA_GREEN_AS_LUMA == 0) -float lumaMinM = min(lumaMin, rgbyM.w); -float lumaMaxM = max(lumaMax, rgbyM.w); -#else -float lumaMinM = min(lumaMin, rgbyM.y); -float lumaMaxM = max(lumaMax, rgbyM.y); -#endif -if((lumaMaxM - lumaMinM) < max(fxaaConsoleEdgeThresholdMin, lumaMax * fxaaConsoleEdgeThreshold)) return rgbyM; -/*--------------------------------------------------------------------------*/ -float2 dir; -dir.x = dot(lumaNwNeSwSe, fxaaConsole360ConstDir.yyxx); -dir.y = dot(lumaNwNeSwSe, fxaaConsole360ConstDir.xyxy); -dir = normalize(dir); -/*--------------------------------------------------------------------------*/ -float4 dir1 = dir.xyxy * fxaaConsoleRcpFrameOpt.xyzw; -/*--------------------------------------------------------------------------*/ -float4 dir2; -float dirAbsMinTimesC = min(abs(dir.x), abs(dir.y)) * fxaaConsoleEdgeSharpness; -dir2 = saturate(fxaaConsole360ConstDir.zzww * dir.xyxy / dirAbsMinTimesC + 0.5); -dir2 = dir2 * fxaaConsole360RcpFrameOpt2.xyxy + fxaaConsole360RcpFrameOpt2.zwzw; -/*--------------------------------------------------------------------------*/ -float4 rgbyN1 = tex2Dlod(fxaaConsole360TexExpBiasNegOne, float4(pos.xy + dir1.xy, 0.0, 0.0)); -float4 rgbyP1 = tex2Dlod(fxaaConsole360TexExpBiasNegOne, float4(pos.xy + dir1.zw, 0.0, 0.0)); -float4 rgbyN2 = tex2Dlod(fxaaConsole360TexExpBiasNegTwo, float4(pos.xy + dir2.xy, 0.0, 0.0)); -float4 rgbyP2 = tex2Dlod(fxaaConsole360TexExpBiasNegTwo, float4(pos.xy + dir2.zw, 0.0, 0.0)); -/*--------------------------------------------------------------------------*/ -float4 rgbyA = rgbyN1 + rgbyP1; -float4 rgbyB = rgbyN2 + rgbyP2 + rgbyA * 0.5; -/*--------------------------------------------------------------------------*/ -float4 rgbyR = ((FxaaLuma(rgbyB) - lumaMax) > 0.0) ? rgbyA : rgbyB; -rgbyR = ((FxaaLuma(rgbyB) - lumaMin) > 0.0) ? rgbyR : rgbyA; -return rgbyR; } -/*==========================================================================*/ -#endif - - - -/*============================================================================ - - FXAA3 CONSOLE - OPTIMIZED PS3 PIXEL SHADER (NO EARLY EXIT) - -============================================================================== -The code below does not exactly match the assembly. -I have a feeling that 12 cycles is possible, but was not able to get there. -Might have to increase register count to get full performance. -Note this shader does not use perspective interpolation. - -Use the following cgc options, - - --fenable-bx2 --fastmath --fastprecision --nofloatbindings - ------------------------------------------------------------------------------- - NVSHADERPERF OUTPUT ------------------------------------------------------------------------------- -For reference and to aid in debug, output of NVShaderPerf should match this, - -Shader to schedule: - 0: texpkb h0.w(TRUE), v5.zyxx, #0 - 2: addh h2.z(TRUE), h0.w, constant(0.001953, 0.000000, 0.000000, 0.000000).x - 4: texpkb h0.w(TRUE), v5.xwxx, #0 - 6: addh h0.z(TRUE), -h2, h0.w - 7: texpkb h1.w(TRUE), v5, #0 - 9: addh h0.x(TRUE), h0.z, -h1.w - 10: addh h3.w(TRUE), h0.z, h1 - 11: texpkb h2.w(TRUE), v5.zwzz, #0 - 13: addh h0.z(TRUE), h3.w, -h2.w - 14: addh h0.x(TRUE), h2.w, h0 - 15: nrmh h1.xz(TRUE), h0_n - 16: minh_m8 h0.x(TRUE), |h1|, |h1.z| - 17: maxh h4.w(TRUE), h0, h1 - 18: divx h2.xy(TRUE), h1_n.xzzw, h0_n - 19: movr r1.zw(TRUE), v4.xxxy - 20: madr r2.xz(TRUE), -h1, constant(cConst5.x, cConst5.y, cConst5.z, cConst5.w).zzww, r1.zzww - 22: minh h5.w(TRUE), h0, h1 - 23: texpkb h0(TRUE), r2.xzxx, #0 - 25: madr r0.zw(TRUE), h1.xzxz, constant(cConst5.x, cConst5.y, cConst5.z, cConst5.w), r1 - 27: maxh h4.x(TRUE), h2.z, h2.w - 28: texpkb h1(TRUE), r0.zwzz, #0 - 30: addh_d2 h1(TRUE), h0, h1 - 31: madr r0.xy(TRUE), -h2, constant(cConst5.x, cConst5.y, cConst5.z, cConst5.w).xyxx, r1.zwzz - 33: texpkb h0(TRUE), r0, #0 - 35: minh h4.z(TRUE), h2, h2.w - 36: fenct TRUE - 37: madr r1.xy(TRUE), h2, constant(cConst5.x, cConst5.y, cConst5.z, cConst5.w).xyxx, r1.zwzz - 39: texpkb h2(TRUE), r1, #0 - 41: addh_d2 h0(TRUE), h0, h2 - 42: maxh h2.w(TRUE), h4, h4.x - 43: minh h2.x(TRUE), h5.w, h4.z - 44: addh_d2 h0(TRUE), h0, h1 - 45: slth h2.x(TRUE), h0.w, h2 - 46: sgth h2.w(TRUE), h0, h2 - 47: movh h0(TRUE), h0 - 48: addx.c0 rc(TRUE), h2, h2.w - 49: movh h0(c0.NE.x), h1 - -IPU0 ------ Simplified schedule: -------- -Pass | Unit | uOp | PC: Op ------+--------+------+------------------------- - 1 | SCT0/1 | mov | 0: TXLr h0.w, g[TEX1].zyxx, const.xxxx, TEX0; - | TEX | txl | 0: TXLr h0.w, g[TEX1].zyxx, const.xxxx, TEX0; - | SCB1 | add | 2: ADDh h2.z, h0.--w-, const.--x-; - | | | - 2 | SCT0/1 | mov | 4: TXLr h0.w, g[TEX1].xwxx, const.xxxx, TEX0; - | TEX | txl | 4: TXLr h0.w, g[TEX1].xwxx, const.xxxx, TEX0; - | SCB1 | add | 6: ADDh h0.z,-h2, h0.--w-; - | | | - 3 | SCT0/1 | mov | 7: TXLr h1.w, g[TEX1], const.xxxx, TEX0; - | TEX | txl | 7: TXLr h1.w, g[TEX1], const.xxxx, TEX0; - | SCB0 | add | 9: ADDh h0.x, h0.z---,-h1.w---; - | SCB1 | add | 10: ADDh h3.w, h0.---z, h1; - | | | - 4 | SCT0/1 | mov | 11: TXLr h2.w, g[TEX1].zwzz, const.xxxx, TEX0; - | TEX | txl | 11: TXLr h2.w, g[TEX1].zwzz, const.xxxx, TEX0; - | SCB0 | add | 14: ADDh h0.x, h2.w---, h0; - | SCB1 | add | 13: ADDh h0.z, h3.--w-,-h2.--w-; - | | | - 5 | SCT1 | mov | 15: NRMh h1.xz, h0; - | SRB | nrm | 15: NRMh h1.xz, h0; - | SCB0 | min | 16: MINh*8 h0.x, |h1|, |h1.z---|; - | SCB1 | max | 17: MAXh h4.w, h0, h1; - | | | - 6 | SCT0 | div | 18: DIVx h2.xy, h1.xz--, h0; - | SCT1 | mov | 19: MOVr r1.zw, g[TEX0].--xy; - | SCB0 | mad | 20: MADr r2.xz,-h1, const.z-w-, r1.z-w-; - | SCB1 | min | 22: MINh h5.w, h0, h1; - | | | - 7 | SCT0/1 | mov | 23: TXLr h0, r2.xzxx, const.xxxx, TEX0; - | TEX | txl | 23: TXLr h0, r2.xzxx, const.xxxx, TEX0; - | SCB0 | max | 27: MAXh h4.x, h2.z---, h2.w---; - | SCB1 | mad | 25: MADr r0.zw, h1.--xz, const, r1; - | | | - 8 | SCT0/1 | mov | 28: TXLr h1, r0.zwzz, const.xxxx, TEX0; - | TEX | txl | 28: TXLr h1, r0.zwzz, const.xxxx, TEX0; - | SCB0/1 | add | 30: ADDh/2 h1, h0, h1; - | | | - 9 | SCT0 | mad | 31: MADr r0.xy,-h2, const.xy--, r1.zw--; - | SCT1 | mov | 33: TXLr h0, r0, const.zzzz, TEX0; - | TEX | txl | 33: TXLr h0, r0, const.zzzz, TEX0; - | SCB1 | min | 35: MINh h4.z, h2, h2.--w-; - | | | - 10 | SCT0 | mad | 37: MADr r1.xy, h2, const.xy--, r1.zw--; - | SCT1 | mov | 39: TXLr h2, r1, const.zzzz, TEX0; - | TEX | txl | 39: TXLr h2, r1, const.zzzz, TEX0; - | SCB0/1 | add | 41: ADDh/2 h0, h0, h2; - | | | - 11 | SCT0 | min | 43: MINh h2.x, h5.w---, h4.z---; - | SCT1 | max | 42: MAXh h2.w, h4, h4.---x; - | SCB0/1 | add | 44: ADDh/2 h0, h0, h1; - | | | - 12 | SCT0 | set | 45: SLTh h2.x, h0.w---, h2; - | SCT1 | set | 46: SGTh h2.w, h0, h2; - | SCB0/1 | mul | 47: MOVh h0, h0; - | | | - 13 | SCT0 | mad | 48: ADDxc0_s rc, h2, h2.w---; - | SCB0/1 | mul | 49: MOVh h0(NE0.xxxx), h1; - -Pass SCT TEX SCB - 1: 0% 100% 25% - 2: 0% 100% 25% - 3: 0% 100% 50% - 4: 0% 100% 50% - 5: 0% 0% 50% - 6: 100% 0% 75% - 7: 0% 100% 75% - 8: 0% 100% 100% - 9: 0% 100% 25% - 10: 0% 100% 100% - 11: 50% 0% 100% - 12: 50% 0% 100% - 13: 25% 0% 100% - -MEAN: 17% 61% 67% - -Pass SCT0 SCT1 TEX SCB0 SCB1 - 1: 0% 0% 100% 0% 100% - 2: 0% 0% 100% 0% 100% - 3: 0% 0% 100% 100% 100% - 4: 0% 0% 100% 100% 100% - 5: 0% 0% 0% 100% 100% - 6: 100% 100% 0% 100% 100% - 7: 0% 0% 100% 100% 100% - 8: 0% 0% 100% 100% 100% - 9: 0% 0% 100% 0% 100% - 10: 0% 0% 100% 100% 100% - 11: 100% 100% 0% 100% 100% - 12: 100% 100% 0% 100% 100% - 13: 100% 0% 0% 100% 100% - -MEAN: 30% 23% 61% 76% 100% -Fragment Performance Setup: Driver RSX Compiler, GPU RSX, Flags 0x5 -Results 13 cycles, 3 r regs, 923,076,923 pixels/s -============================================================================*/ -#if (FXAA_PS3 == 1) && (FXAA_EARLY_EXIT == 0) -/*--------------------------------------------------------------------------*/ -#pragma regcount 7 -#pragma disablepc all -#pragma option O3 -#pragma option OutColorPrec=fp16 -#pragma texformat default RGBA8 -/*==========================================================================*/ -half4 FxaaPixelShader( -// See FXAA Quality FxaaPixelShader() source for docs on Inputs! -FxaaFloat2 pos, -FxaaFloat4 fxaaConsolePosPos, -FxaaTex tex, -FxaaTex fxaaConsole360TexExpBiasNegOne, -FxaaTex fxaaConsole360TexExpBiasNegTwo, -FxaaFloat2 fxaaQualityRcpFrame, -FxaaFloat4 fxaaConsoleRcpFrameOpt, -FxaaFloat4 fxaaConsoleRcpFrameOpt2, -FxaaFloat4 fxaaConsole360RcpFrameOpt2, -FxaaFloat fxaaQualitySubpix, -FxaaFloat fxaaQualityEdgeThreshold, -FxaaFloat fxaaQualityEdgeThresholdMin, -FxaaFloat fxaaConsoleEdgeSharpness, -FxaaFloat fxaaConsoleEdgeThreshold, -FxaaFloat fxaaConsoleEdgeThresholdMin, -FxaaFloat4 fxaaConsole360ConstDir -) { - /*--------------------------------------------------------------------------*/ - // (1) - half4 dir; - half4 lumaNe = h4tex2Dlod(tex, half4(fxaaConsolePosPos.zy, 0, 0)); - #if (FXAA_GREEN_AS_LUMA == 0) - lumaNe.w += half(1.0/512.0); -dir.x = -lumaNe.w; -dir.z = -lumaNe.w; -#else -lumaNe.y += half(1.0/512.0); -dir.x = -lumaNe.y; -dir.z = -lumaNe.y; -#endif -/*--------------------------------------------------------------------------*/ -// (2) -half4 lumaSw = h4tex2Dlod(tex, half4(fxaaConsolePosPos.xw, 0, 0)); -#if (FXAA_GREEN_AS_LUMA == 0) -dir.x += lumaSw.w; -dir.z += lumaSw.w; -#else -dir.x += lumaSw.y; -dir.z += lumaSw.y; -#endif -/*--------------------------------------------------------------------------*/ -// (3) -half4 lumaNw = h4tex2Dlod(tex, half4(fxaaConsolePosPos.xy, 0, 0)); -#if (FXAA_GREEN_AS_LUMA == 0) -dir.x -= lumaNw.w; -dir.z += lumaNw.w; -#else -dir.x -= lumaNw.y; -dir.z += lumaNw.y; -#endif -/*--------------------------------------------------------------------------*/ -// (4) -half4 lumaSe = h4tex2Dlod(tex, half4(fxaaConsolePosPos.zw, 0, 0)); -#if (FXAA_GREEN_AS_LUMA == 0) -dir.x += lumaSe.w; -dir.z -= lumaSe.w; -#else -dir.x += lumaSe.y; -dir.z -= lumaSe.y; -#endif -/*--------------------------------------------------------------------------*/ -// (5) -half4 dir1_pos; -dir1_pos.xy = normalize(dir.xyz).xz; -half dirAbsMinTimesC = min(abs(dir1_pos.x), abs(dir1_pos.y)) * half(FXAA_CONSOLE__PS3_EDGE_SHARPNESS); -/*--------------------------------------------------------------------------*/ -// (6) -half4 dir2_pos; -dir2_pos.xy = clamp(dir1_pos.xy / dirAbsMinTimesC, half(-2.0), half(2.0)); -dir1_pos.zw = pos.xy; -dir2_pos.zw = pos.xy; -half4 temp1N; -temp1N.xy = dir1_pos.zw - dir1_pos.xy * fxaaConsoleRcpFrameOpt.zw; -/*--------------------------------------------------------------------------*/ -// (7) -temp1N = h4tex2Dlod(tex, half4(temp1N.xy, 0.0, 0.0)); -half4 rgby1; -rgby1.xy = dir1_pos.zw + dir1_pos.xy * fxaaConsoleRcpFrameOpt.zw; -/*--------------------------------------------------------------------------*/ -// (8) -rgby1 = h4tex2Dlod(tex, half4(rgby1.xy, 0.0, 0.0)); -rgby1 = (temp1N + rgby1) * 0.5; -/*--------------------------------------------------------------------------*/ -// (9) -half4 temp2N; -temp2N.xy = dir2_pos.zw - dir2_pos.xy * fxaaConsoleRcpFrameOpt2.zw; -temp2N = h4tex2Dlod(tex, half4(temp2N.xy, 0.0, 0.0)); -/*--------------------------------------------------------------------------*/ -// (10) -half4 rgby2; -rgby2.xy = dir2_pos.zw + dir2_pos.xy * fxaaConsoleRcpFrameOpt2.zw; -rgby2 = h4tex2Dlod(tex, half4(rgby2.xy, 0.0, 0.0)); -rgby2 = (temp2N + rgby2) * 0.5; -/*--------------------------------------------------------------------------*/ -// (11) -// compilier moves these scalar ops up to other cycles -#if (FXAA_GREEN_AS_LUMA == 0) -half lumaMin = min(min(lumaNw.w, lumaSw.w), min(lumaNe.w, lumaSe.w)); -half lumaMax = max(max(lumaNw.w, lumaSw.w), max(lumaNe.w, lumaSe.w)); -#else -half lumaMin = min(min(lumaNw.y, lumaSw.y), min(lumaNe.y, lumaSe.y)); -half lumaMax = max(max(lumaNw.y, lumaSw.y), max(lumaNe.y, lumaSe.y)); -#endif -rgby2 = (rgby2 + rgby1) * 0.5; -/*--------------------------------------------------------------------------*/ -// (12) -#if (FXAA_GREEN_AS_LUMA == 0) -bool twoTapLt = rgby2.w < lumaMin; -bool twoTapGt = rgby2.w > lumaMax; -#else -bool twoTapLt = rgby2.y < lumaMin; -bool twoTapGt = rgby2.y > lumaMax; -#endif -/*--------------------------------------------------------------------------*/ -// (13) -if(twoTapLt || twoTapGt) rgby2 = rgby1; -/*--------------------------------------------------------------------------*/ -return rgby2; } -/*==========================================================================*/ -#endif - - - -/*============================================================================ - - FXAA3 CONSOLE - OPTIMIZED PS3 PIXEL SHADER (WITH EARLY EXIT) - -============================================================================== -The code mostly matches the assembly. -I have a feeling that 14 cycles is possible, but was not able to get there. -Might have to increase register count to get full performance. -Note this shader does not use perspective interpolation. - -Use the following cgc options, - - --fenable-bx2 --fastmath --fastprecision --nofloatbindings - -Use of FXAA_GREEN_AS_LUMA currently adds a cycle (16 clks). -Will look at fixing this for FXAA 3.12. ------------------------------------------------------------------------------- - NVSHADERPERF OUTPUT ------------------------------------------------------------------------------- -For reference and to aid in debug, output of NVShaderPerf should match this, - -Shader to schedule: - 0: texpkb h0.w(TRUE), v5.zyxx, #0 - 2: addh h2.y(TRUE), h0.w, constant(0.001953, 0.000000, 0.000000, 0.000000).x - 4: texpkb h1.w(TRUE), v5.xwxx, #0 - 6: addh h0.x(TRUE), h1.w, -h2.y - 7: texpkb h2.w(TRUE), v5.zwzz, #0 - 9: minh h4.w(TRUE), h2.y, h2 - 10: maxh h5.x(TRUE), h2.y, h2.w - 11: texpkb h0.w(TRUE), v5, #0 - 13: addh h3.w(TRUE), -h0, h0.x - 14: addh h0.x(TRUE), h0.w, h0 - 15: addh h0.z(TRUE), -h2.w, h0.x - 16: addh h0.x(TRUE), h2.w, h3.w - 17: minh h5.y(TRUE), h0.w, h1.w - 18: nrmh h2.xz(TRUE), h0_n - 19: minh_m8 h2.w(TRUE), |h2.x|, |h2.z| - 20: divx h4.xy(TRUE), h2_n.xzzw, h2_n.w - 21: movr r1.zw(TRUE), v4.xxxy - 22: maxh h2.w(TRUE), h0, h1 - 23: fenct TRUE - 24: madr r0.xy(TRUE), -h2.xzzw, constant(cConst5.x, cConst5.y, cConst5.z, cConst5.w).zwzz, r1.zwzz - 26: texpkb h0(TRUE), r0, #0 - 28: maxh h5.x(TRUE), h2.w, h5 - 29: minh h5.w(TRUE), h5.y, h4 - 30: madr r1.xy(TRUE), h2.xzzw, constant(cConst5.x, cConst5.y, cConst5.z, cConst5.w).zwzz, r1.zwzz - 32: texpkb h2(TRUE), r1, #0 - 34: addh_d2 h2(TRUE), h0, h2 - 35: texpkb h1(TRUE), v4, #0 - 37: maxh h5.y(TRUE), h5.x, h1.w - 38: minh h4.w(TRUE), h1, h5 - 39: madr r0.xy(TRUE), -h4, constant(cConst5.x, cConst5.y, cConst5.z, cConst5.w).xyxx, r1.zwzz - 41: texpkb h0(TRUE), r0, #0 - 43: addh_m8 h5.z(TRUE), h5.y, -h4.w - 44: madr r2.xy(TRUE), h4, constant(cConst5.x, cConst5.y, cConst5.z, cConst5.w).xyxx, r1.zwzz - 46: texpkb h3(TRUE), r2, #0 - 48: addh_d2 h0(TRUE), h0, h3 - 49: addh_d2 h3(TRUE), h0, h2 - 50: movh h0(TRUE), h3 - 51: slth h3.x(TRUE), h3.w, h5.w - 52: sgth h3.w(TRUE), h3, h5.x - 53: addx.c0 rc(TRUE), h3.x, h3 - 54: slth.c0 rc(TRUE), h5.z, h5 - 55: movh h0(c0.NE.w), h2 - 56: movh h0(c0.NE.x), h1 - -IPU0 ------ Simplified schedule: -------- -Pass | Unit | uOp | PC: Op ------+--------+------+------------------------- - 1 | SCT0/1 | mov | 0: TXLr h0.w, g[TEX1].zyxx, const.xxxx, TEX0; - | TEX | txl | 0: TXLr h0.w, g[TEX1].zyxx, const.xxxx, TEX0; - | SCB0 | add | 2: ADDh h2.y, h0.-w--, const.-x--; - | | | - 2 | SCT0/1 | mov | 4: TXLr h1.w, g[TEX1].xwxx, const.xxxx, TEX0; - | TEX | txl | 4: TXLr h1.w, g[TEX1].xwxx, const.xxxx, TEX0; - | SCB0 | add | 6: ADDh h0.x, h1.w---,-h2.y---; - | | | - 3 | SCT0/1 | mov | 7: TXLr h2.w, g[TEX1].zwzz, const.xxxx, TEX0; - | TEX | txl | 7: TXLr h2.w, g[TEX1].zwzz, const.xxxx, TEX0; - | SCB0 | max | 10: MAXh h5.x, h2.y---, h2.w---; - | SCB1 | min | 9: MINh h4.w, h2.---y, h2; - | | | - 4 | SCT0/1 | mov | 11: TXLr h0.w, g[TEX1], const.xxxx, TEX0; - | TEX | txl | 11: TXLr h0.w, g[TEX1], const.xxxx, TEX0; - | SCB0 | add | 14: ADDh h0.x, h0.w---, h0; - | SCB1 | add | 13: ADDh h3.w,-h0, h0.---x; - | | | - 5 | SCT0 | mad | 16: ADDh h0.x, h2.w---, h3.w---; - | SCT1 | mad | 15: ADDh h0.z,-h2.--w-, h0.--x-; - | SCB0 | min | 17: MINh h5.y, h0.-w--, h1.-w--; - | | | - 6 | SCT1 | mov | 18: NRMh h2.xz, h0; - | SRB | nrm | 18: NRMh h2.xz, h0; - | SCB1 | min | 19: MINh*8 h2.w, |h2.---x|, |h2.---z|; - | | | - 7 | SCT0 | div | 20: DIVx h4.xy, h2.xz--, h2.ww--; - | SCT1 | mov | 21: MOVr r1.zw, g[TEX0].--xy; - | SCB1 | max | 22: MAXh h2.w, h0, h1; - | | | - 8 | SCT0 | mad | 24: MADr r0.xy,-h2.xz--, const.zw--, r1.zw--; - | SCT1 | mov | 26: TXLr h0, r0, const.xxxx, TEX0; - | TEX | txl | 26: TXLr h0, r0, const.xxxx, TEX0; - | SCB0 | max | 28: MAXh h5.x, h2.w---, h5; - | SCB1 | min | 29: MINh h5.w, h5.---y, h4; - | | | - 9 | SCT0 | mad | 30: MADr r1.xy, h2.xz--, const.zw--, r1.zw--; - | SCT1 | mov | 32: TXLr h2, r1, const.xxxx, TEX0; - | TEX | txl | 32: TXLr h2, r1, const.xxxx, TEX0; - | SCB0/1 | add | 34: ADDh/2 h2, h0, h2; - | | | - 10 | SCT0/1 | mov | 35: TXLr h1, g[TEX0], const.xxxx, TEX0; - | TEX | txl | 35: TXLr h1, g[TEX0], const.xxxx, TEX0; - | SCB0 | max | 37: MAXh h5.y, h5.-x--, h1.-w--; - | SCB1 | min | 38: MINh h4.w, h1, h5; - | | | - 11 | SCT0 | mad | 39: MADr r0.xy,-h4, const.xy--, r1.zw--; - | SCT1 | mov | 41: TXLr h0, r0, const.zzzz, TEX0; - | TEX | txl | 41: TXLr h0, r0, const.zzzz, TEX0; - | SCB0 | mad | 44: MADr r2.xy, h4, const.xy--, r1.zw--; - | SCB1 | add | 43: ADDh*8 h5.z, h5.--y-,-h4.--w-; - | | | - 12 | SCT0/1 | mov | 46: TXLr h3, r2, const.xxxx, TEX0; - | TEX | txl | 46: TXLr h3, r2, const.xxxx, TEX0; - | SCB0/1 | add | 48: ADDh/2 h0, h0, h3; - | | | - 13 | SCT0/1 | mad | 49: ADDh/2 h3, h0, h2; - | SCB0/1 | mul | 50: MOVh h0, h3; - | | | - 14 | SCT0 | set | 51: SLTh h3.x, h3.w---, h5.w---; - | SCT1 | set | 52: SGTh h3.w, h3, h5.---x; - | SCB0 | set | 54: SLThc0 rc, h5.z---, h5; - | SCB1 | add | 53: ADDxc0_s rc, h3.---x, h3; - | | | - 15 | SCT0/1 | mul | 55: MOVh h0(NE0.wwww), h2; - | SCB0/1 | mul | 56: MOVh h0(NE0.xxxx), h1; - -Pass SCT TEX SCB - 1: 0% 100% 25% - 2: 0% 100% 25% - 3: 0% 100% 50% - 4: 0% 100% 50% - 5: 50% 0% 25% - 6: 0% 0% 25% - 7: 100% 0% 25% - 8: 0% 100% 50% - 9: 0% 100% 100% - 10: 0% 100% 50% - 11: 0% 100% 75% - 12: 0% 100% 100% - 13: 100% 0% 100% - 14: 50% 0% 50% - 15: 100% 0% 100% - -MEAN: 26% 60% 56% - -Pass SCT0 SCT1 TEX SCB0 SCB1 - 1: 0% 0% 100% 100% 0% - 2: 0% 0% 100% 100% 0% - 3: 0% 0% 100% 100% 100% - 4: 0% 0% 100% 100% 100% - 5: 100% 100% 0% 100% 0% - 6: 0% 0% 0% 0% 100% - 7: 100% 100% 0% 0% 100% - 8: 0% 0% 100% 100% 100% - 9: 0% 0% 100% 100% 100% - 10: 0% 0% 100% 100% 100% - 11: 0% 0% 100% 100% 100% - 12: 0% 0% 100% 100% 100% - 13: 100% 100% 0% 100% 100% - 14: 100% 100% 0% 100% 100% - 15: 100% 100% 0% 100% 100% - -MEAN: 33% 33% 60% 86% 80% -Fragment Performance Setup: Driver RSX Compiler, GPU RSX, Flags 0x5 -Results 15 cycles, 3 r regs, 800,000,000 pixels/s -============================================================================*/ -#if (FXAA_PS3 == 1) && (FXAA_EARLY_EXIT == 1) -/*--------------------------------------------------------------------------*/ -#pragma regcount 7 -#pragma disablepc all -#pragma option O2 -#pragma option OutColorPrec=fp16 -#pragma texformat default RGBA8 -/*==========================================================================*/ -half4 FxaaPixelShader( -// See FXAA Quality FxaaPixelShader() source for docs on Inputs! -FxaaFloat2 pos, -FxaaFloat4 fxaaConsolePosPos, -FxaaTex tex, -FxaaTex fxaaConsole360TexExpBiasNegOne, -FxaaTex fxaaConsole360TexExpBiasNegTwo, -FxaaFloat2 fxaaQualityRcpFrame, -FxaaFloat4 fxaaConsoleRcpFrameOpt, -FxaaFloat4 fxaaConsoleRcpFrameOpt2, -FxaaFloat4 fxaaConsole360RcpFrameOpt2, -FxaaFloat fxaaQualitySubpix, -FxaaFloat fxaaQualityEdgeThreshold, -FxaaFloat fxaaQualityEdgeThresholdMin, -FxaaFloat fxaaConsoleEdgeSharpness, -FxaaFloat fxaaConsoleEdgeThreshold, -FxaaFloat fxaaConsoleEdgeThresholdMin, -FxaaFloat4 fxaaConsole360ConstDir -) { - /*--------------------------------------------------------------------------*/ - // (1) - half4 rgbyNe = h4tex2Dlod(tex, half4(fxaaConsolePosPos.zy, 0, 0)); - #if (FXAA_GREEN_AS_LUMA == 0) -half lumaNe = rgbyNe.w + half(1.0/512.0); -#else -half lumaNe = rgbyNe.y + half(1.0/512.0); -#endif -/*--------------------------------------------------------------------------*/ -// (2) -half4 lumaSw = h4tex2Dlod(tex, half4(fxaaConsolePosPos.xw, 0, 0)); -#if (FXAA_GREEN_AS_LUMA == 0) -half lumaSwNegNe = lumaSw.w - lumaNe; -#else -half lumaSwNegNe = lumaSw.y - lumaNe; -#endif -/*--------------------------------------------------------------------------*/ -// (3) -half4 lumaNw = h4tex2Dlod(tex, half4(fxaaConsolePosPos.xy, 0, 0)); -#if (FXAA_GREEN_AS_LUMA == 0) -half lumaMaxNwSw = max(lumaNw.w, lumaSw.w); -half lumaMinNwSw = min(lumaNw.w, lumaSw.w); -#else -half lumaMaxNwSw = max(lumaNw.y, lumaSw.y); -half lumaMinNwSw = min(lumaNw.y, lumaSw.y); -#endif -/*--------------------------------------------------------------------------*/ -// (4) -half4 lumaSe = h4tex2Dlod(tex, half4(fxaaConsolePosPos.zw, 0, 0)); -#if (FXAA_GREEN_AS_LUMA == 0) -half dirZ = lumaNw.w + lumaSwNegNe; -half dirX = -lumaNw.w + lumaSwNegNe; -#else -half dirZ = lumaNw.y + lumaSwNegNe; -half dirX = -lumaNw.y + lumaSwNegNe; -#endif -/*--------------------------------------------------------------------------*/ -// (5) -half3 dir; -dir.y = 0.0; -#if (FXAA_GREEN_AS_LUMA == 0) -dir.x = lumaSe.w + dirX; -dir.z = -lumaSe.w + dirZ; -half lumaMinNeSe = min(lumaNe, lumaSe.w); -#else -dir.x = lumaSe.y + dirX; -dir.z = -lumaSe.y + dirZ; -half lumaMinNeSe = min(lumaNe, lumaSe.y); -#endif -/*--------------------------------------------------------------------------*/ -// (6) -half4 dir1_pos; -dir1_pos.xy = normalize(dir).xz; -half dirAbsMinTimes8 = min(abs(dir1_pos.x), abs(dir1_pos.y)) * half(FXAA_CONSOLE__PS3_EDGE_SHARPNESS); -/*--------------------------------------------------------------------------*/ -// (7) -half4 dir2_pos; -dir2_pos.xy = clamp(dir1_pos.xy / dirAbsMinTimes8, half(-2.0), half(2.0)); -dir1_pos.zw = pos.xy; -dir2_pos.zw = pos.xy; -#if (FXAA_GREEN_AS_LUMA == 0) -half lumaMaxNeSe = max(lumaNe, lumaSe.w); -#else -half lumaMaxNeSe = max(lumaNe, lumaSe.y); -#endif -/*--------------------------------------------------------------------------*/ -// (8) -half4 temp1N; -temp1N.xy = dir1_pos.zw - dir1_pos.xy * fxaaConsoleRcpFrameOpt.zw; -temp1N = h4tex2Dlod(tex, half4(temp1N.xy, 0.0, 0.0)); -half lumaMax = max(lumaMaxNwSw, lumaMaxNeSe); -half lumaMin = min(lumaMinNwSw, lumaMinNeSe); -/*--------------------------------------------------------------------------*/ -// (9) -half4 rgby1; -rgby1.xy = dir1_pos.zw + dir1_pos.xy * fxaaConsoleRcpFrameOpt.zw; -rgby1 = h4tex2Dlod(tex, half4(rgby1.xy, 0.0, 0.0)); -rgby1 = (temp1N + rgby1) * 0.5; -/*--------------------------------------------------------------------------*/ -// (10) -half4 rgbyM = h4tex2Dlod(tex, half4(pos.xy, 0.0, 0.0)); -#if (FXAA_GREEN_AS_LUMA == 0) -half lumaMaxM = max(lumaMax, rgbyM.w); -half lumaMinM = min(lumaMin, rgbyM.w); -#else -half lumaMaxM = max(lumaMax, rgbyM.y); -half lumaMinM = min(lumaMin, rgbyM.y); -#endif -/*--------------------------------------------------------------------------*/ -// (11) -half4 temp2N; -temp2N.xy = dir2_pos.zw - dir2_pos.xy * fxaaConsoleRcpFrameOpt2.zw; -temp2N = h4tex2Dlod(tex, half4(temp2N.xy, 0.0, 0.0)); -half4 rgby2; -rgby2.xy = dir2_pos.zw + dir2_pos.xy * fxaaConsoleRcpFrameOpt2.zw; -half lumaRangeM = (lumaMaxM - lumaMinM) / FXAA_CONSOLE__PS3_EDGE_THRESHOLD; -/*--------------------------------------------------------------------------*/ -// (12) -rgby2 = h4tex2Dlod(tex, half4(rgby2.xy, 0.0, 0.0)); -rgby2 = (temp2N + rgby2) * 0.5; -/*--------------------------------------------------------------------------*/ -// (13) -rgby2 = (rgby2 + rgby1) * 0.5; -/*--------------------------------------------------------------------------*/ -// (14) -#if (FXAA_GREEN_AS_LUMA == 0) -bool twoTapLt = rgby2.w < lumaMin; -bool twoTapGt = rgby2.w > lumaMax; -#else -bool twoTapLt = rgby2.y < lumaMin; -bool twoTapGt = rgby2.y > lumaMax; -#endif -bool earlyExit = lumaRangeM < lumaMax; -bool twoTap = twoTapLt || twoTapGt; -/*--------------------------------------------------------------------------*/ -// (15) -if(twoTap) rgby2 = rgby1; -if(earlyExit) rgby2 = rgbyM; -/*--------------------------------------------------------------------------*/ -return rgby2; } -/*==========================================================================*/ -#endif -#endif - in vec2 TextureCoord; out vec4 frag_colour; diff --git a/src/glsl/shared/fxaa.h.glsl b/src/glsl/shared/fxaa.h.glsl new file mode 100644 index 000000000..75ebf3b17 --- /dev/null +++ b/src/glsl/shared/fxaa.h.glsl @@ -0,0 +1,2065 @@ +//---------------------------------------------------------------------------------- +// File: es3-kepler\FXAA/FXAA3_11.h +// SDK Version: v3.00 +// Email: gameworks@nvidia.com +// Site: http://developer.nvidia.com/ +// +// Copyright (c) 2014-2015, NVIDIA CORPORATION. All rights reserved. +// +// Redistribution and use in source and binary forms, with or without +// modification, are permitted provided that the following conditions +// are met: +// * Redistributions of source code must retain the above copyright +// notice, this list of conditions and the following disclaimer. +// * Redistributions in binary form must reproduce the above copyright +// notice, this list of conditions and the following disclaimer in the +// documentation and/or other materials provided with the distribution. +// * Neither the name of NVIDIA CORPORATION nor the names of its +// contributors may be used to endorse or promote products derived +// from this software without specific prior written permission. +// +// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY +// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE +// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR +// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR +// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, +// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, +// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR +// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY +// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT +// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE +// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. +// +//---------------------------------------------------------------------------------- +/*============================================================================ + + + NVIDIA FXAA 3.11 by TIMOTHY LOTTES + +------------------------------------------------------------------------------ + INTEGRATION CHECKLIST +------------------------------------------------------------------------------ +(1.) +In the shader source, setup defines for the desired configuration. +When providing multiple shaders (for different presets), +simply setup the defines differently in multiple files. +Example, + + #define FXAA_PC 1 + #define FXAA_HLSL_5 1 + #define FXAA_QUALITY__PRESET 12 + +Or, + + #define FXAA_360 1 + +Or, + + #define FXAA_PS3 1 + +Etc. + +(2.) +Then include this file, + + #include "Fxaa3_11.h" + +(3.) +Then call the FXAA pixel shader from within your desired shader. +Look at the FXAA Quality FxaaPixelShader() for docs on inputs. +As for FXAA 3.11 all inputs for all shaders are the same +to enable easy porting between platforms. + + return FxaaPixelShader(...); + +(4.) +Insure pass prior to FXAA outputs RGBL (see next section). +Or use, + + #define FXAA_GREEN_AS_LUMA 1 + +(5.) +Setup engine to provide the following constants +which are used in the FxaaPixelShader() inputs, + + FxaaFloat2 fxaaQualityRcpFrame, + FxaaFloat4 fxaaConsoleRcpFrameOpt, + FxaaFloat4 fxaaConsoleRcpFrameOpt2, + FxaaFloat4 fxaaConsole360RcpFrameOpt2, + FxaaFloat fxaaQualitySubpix, + FxaaFloat fxaaQualityEdgeThreshold, + FxaaFloat fxaaQualityEdgeThresholdMin, + FxaaFloat fxaaConsoleEdgeSharpness, + FxaaFloat fxaaConsoleEdgeThreshold, + FxaaFloat fxaaConsoleEdgeThresholdMin, + FxaaFloat4 fxaaConsole360ConstDir + +Look at the FXAA Quality FxaaPixelShader() for docs on inputs. + +(6.) +Have FXAA vertex shader run as a full screen triangle, +and output "pos" and "fxaaConsolePosPos" +such that inputs in the pixel shader provide, + + // {xy} = center of pixel + FxaaFloat2 pos, + + // {xy__} = upper left of pixel + // {__zw} = lower right of pixel + FxaaFloat4 fxaaConsolePosPos, + +(7.) +Insure the texture sampler(s) used by FXAA are set to bilinear filtering. + + +------------------------------------------------------------------------------ + INTEGRATION - RGBL AND COLORSPACE +------------------------------------------------------------------------------ +FXAA3 requires RGBL as input unless the following is set, + + #define FXAA_GREEN_AS_LUMA 1 + +In which case the engine uses green in place of luma, +and requires RGB input is in a non-linear colorspace. + +RGB should be LDR (low dynamic range). +Specifically do FXAA after tonemapping. + +RGB data as returned by a texture fetch can be non-linear, +or linear when FXAA_GREEN_AS_LUMA is not set. +Note an "sRGB format" texture counts as linear, +because the result of a texture fetch is linear data. +Regular "RGBA8" textures in the sRGB colorspace are non-linear. + +If FXAA_GREEN_AS_LUMA is not set, +luma must be stored in the alpha channel prior to running FXAA. +This luma should be in a perceptual space (could be gamma 2.0). +Example pass before FXAA where output is gamma 2.0 encoded, + + color.rgb = ToneMap(color.rgb); // linear color output + color.rgb = sqrt(color.rgb); // gamma 2.0 color output + return color; + +To use FXAA, + + color.rgb = ToneMap(color.rgb); // linear color output + color.rgb = sqrt(color.rgb); // gamma 2.0 color output + color.a = dot(color.rgb, FxaaFloat3(0.299, 0.587, 0.114)); // compute luma + return color; + +Another example where output is linear encoded, +say for instance writing to an sRGB formated render target, +where the render target does the conversion back to sRGB after blending, + + color.rgb = ToneMap(color.rgb); // linear color output + return color; + +To use FXAA, + + color.rgb = ToneMap(color.rgb); // linear color output + color.a = sqrt(dot(color.rgb, FxaaFloat3(0.299, 0.587, 0.114))); // compute luma + return color; + +Getting luma correct is required for the algorithm to work correctly. + + +------------------------------------------------------------------------------ + BEING LINEARLY CORRECT? +------------------------------------------------------------------------------ +Applying FXAA to a framebuffer with linear RGB color will look worse. +This is very counter intuitive, but happends to be true in this case. +The reason is because dithering artifacts will be more visiable +in a linear colorspace. + + +------------------------------------------------------------------------------ + COMPLEX INTEGRATION +------------------------------------------------------------------------------ +Q. What if the engine is blending into RGB before wanting to run FXAA? + +A. In the last opaque pass prior to FXAA, + have the pass write out luma into alpha. + Then blend into RGB only. + FXAA should be able to run ok + assuming the blending pass did not any add aliasing. + This should be the common case for particles and common blending passes. + +A. Or use FXAA_GREEN_AS_LUMA. + +============================================================================*/ + +/*============================================================================ + + INTEGRATION KNOBS + +============================================================================*/ +// +// FXAA_PS3 and FXAA_360 choose the console algorithm (FXAA3 CONSOLE). +// FXAA_360_OPT is a prototype for the new optimized 360 version. +// +// 1 = Use API. +// 0 = Don't use API. +// +/*--------------------------------------------------------------------------*/ +#ifndef FXAA_PS3 + #define FXAA_PS3 0 +#endif +/*--------------------------------------------------------------------------*/ +#ifndef FXAA_360 + #define FXAA_360 0 +#endif +/*--------------------------------------------------------------------------*/ +#ifndef FXAA_360_OPT + #define FXAA_360_OPT 0 +#endif +/*==========================================================================*/ +#ifndef FXAA_PC + // + // FXAA Quality + // The high quality PC algorithm. + // + #define FXAA_PC 0 +#endif +/*--------------------------------------------------------------------------*/ +#ifndef FXAA_PC_CONSOLE + // + // The console algorithm for PC is included + // for developers targeting really low spec machines. + // Likely better to just run FXAA_PC, and use a really low preset. + // + #define FXAA_PC_CONSOLE 0 +#endif +/*--------------------------------------------------------------------------*/ +#ifndef FXAA_GLSL_120 + #define FXAA_GLSL_120 0 +#endif +/*--------------------------------------------------------------------------*/ +#ifndef FXAA_GLSL_130 + #define FXAA_GLSL_130 0 +#endif +/*--------------------------------------------------------------------------*/ +#ifndef FXAA_HLSL_3 + #define FXAA_HLSL_3 0 +#endif +/*--------------------------------------------------------------------------*/ +#ifndef FXAA_HLSL_4 + #define FXAA_HLSL_4 0 +#endif +/*--------------------------------------------------------------------------*/ +#ifndef FXAA_HLSL_5 + #define FXAA_HLSL_5 0 +#endif +/*==========================================================================*/ +#ifndef FXAA_GREEN_AS_LUMA + // + // For those using non-linear color, + // and either not able to get luma in alpha, or not wanting to, + // this enables FXAA to run using green as a proxy for luma. + // So with this enabled, no need to pack luma in alpha. + // + // This will turn off AA on anything which lacks some amount of green. + // Pure red and blue or combination of only R and B, will get no AA. + // + // Might want to lower the settings for both, + // fxaaConsoleEdgeThresholdMin + // fxaaQualityEdgeThresholdMin + // In order to insure AA does not get turned off on colors + // which contain a minor amount of green. + // + // 1 = On. + // 0 = Off. + // + #define FXAA_GREEN_AS_LUMA 0 +#endif +/*--------------------------------------------------------------------------*/ +#ifndef FXAA_EARLY_EXIT + // + // Controls algorithm's early exit path. + // On PS3 turning this ON adds 2 cycles to the shader. + // On 360 turning this OFF adds 10ths of a millisecond to the shader. + // Turning this off on console will result in a more blurry image. + // So this defaults to on. + // + // 1 = On. + // 0 = Off. + // + #define FXAA_EARLY_EXIT 1 +#endif +/*--------------------------------------------------------------------------*/ +#ifndef FXAA_DISCARD + // + // Only valid for PC OpenGL currently. + // Probably will not work when FXAA_GREEN_AS_LUMA = 1. + // + // 1 = Use discard on pixels which don't need AA. + // For APIs which enable concurrent TEX+ROP from same surface. + // 0 = Return unchanged color on pixels which don't need AA. + // + #define FXAA_DISCARD 0 +#endif +/*--------------------------------------------------------------------------*/ +#ifndef FXAA_FAST_PIXEL_OFFSET + // + // Used for GLSL 120 only. + // + // 1 = GL API supports fast pixel offsets + // 0 = do not use fast pixel offsets + // + #ifdef GL_EXT_gpu_shader4 + #define FXAA_FAST_PIXEL_OFFSET 1 + #endif + #ifdef GL_NV_gpu_shader5 + #define FXAA_FAST_PIXEL_OFFSET 1 + #endif + #ifdef GL_ARB_gpu_shader5 + #define FXAA_FAST_PIXEL_OFFSET 1 + #endif + #ifndef FXAA_FAST_PIXEL_OFFSET + #define FXAA_FAST_PIXEL_OFFSET 0 + #endif +#endif +/*--------------------------------------------------------------------------*/ +#ifndef FXAA_GATHER4_ALPHA + // + // 1 = API supports gather4 on alpha channel. + // 0 = API does not support gather4 on alpha channel. + // + #if (FXAA_HLSL_5 == 1) + #define FXAA_GATHER4_ALPHA 1 + #endif + #ifdef GL_ARB_gpu_shader5 + #define FXAA_GATHER4_ALPHA 1 + #endif + #ifdef GL_NV_gpu_shader5 + #define FXAA_GATHER4_ALPHA 1 + #endif + #ifndef FXAA_GATHER4_ALPHA + #define FXAA_GATHER4_ALPHA 0 + #endif +#endif + +/*============================================================================ + FXAA CONSOLE PS3 - TUNING KNOBS +============================================================================*/ +#ifndef FXAA_CONSOLE__PS3_EDGE_SHARPNESS + // + // Consoles the sharpness of edges on PS3 only. + // Non-PS3 tuning is done with shader input. + // + // Due to the PS3 being ALU bound, + // there are only two safe values here: 4 and 8. + // These options use the shaders ability to a free *|/ by 2|4|8. + // + // 8.0 is sharper + // 4.0 is softer + // 2.0 is really soft (good for vector graphics inputs) + // + #if 1 + #define FXAA_CONSOLE__PS3_EDGE_SHARPNESS 8.0 + #endif + #if 0 + #define FXAA_CONSOLE__PS3_EDGE_SHARPNESS 4.0 + #endif + #if 0 + #define FXAA_CONSOLE__PS3_EDGE_SHARPNESS 2.0 + #endif +#endif +/*--------------------------------------------------------------------------*/ +#ifndef FXAA_CONSOLE__PS3_EDGE_THRESHOLD + // + // Only effects PS3. + // Non-PS3 tuning is done with shader input. + // + // The minimum amount of local contrast required to apply algorithm. + // The console setting has a different mapping than the quality setting. + // + // This only applies when FXAA_EARLY_EXIT is 1. + // + // Due to the PS3 being ALU bound, + // there are only two safe values here: 0.25 and 0.125. + // These options use the shaders ability to a free *|/ by 2|4|8. + // + // 0.125 leaves less aliasing, but is softer + // 0.25 leaves more aliasing, and is sharper + // + #if 1 + #define FXAA_CONSOLE__PS3_EDGE_THRESHOLD 0.125 + #else + #define FXAA_CONSOLE__PS3_EDGE_THRESHOLD 0.25 + #endif +#endif + +/*============================================================================ + FXAA QUALITY - TUNING KNOBS +------------------------------------------------------------------------------ +NOTE the other tuning knobs are now in the shader function inputs! +============================================================================*/ +#ifndef FXAA_QUALITY__PRESET + // + // Choose the quality preset. + // This needs to be compiled into the shader as it effects code. + // Best option to include multiple presets is to + // in each shader define the preset, then include this file. + // + // OPTIONS + // ----------------------------------------------------------------------- + // 10 to 15 - default medium dither (10=fastest, 15=highest quality) + // 20 to 29 - less dither, more expensive (20=fastest, 29=highest quality) + // 39 - no dither, very expensive + // + // NOTES + // ----------------------------------------------------------------------- + // 12 = slightly faster then FXAA 3.9 and higher edge quality (default) + // 13 = about same speed as FXAA 3.9 and better than 12 + // 23 = closest to FXAA 3.9 visually and performance wise + // _ = the lowest digit is directly related to performance + // _ = the highest digit is directly related to style + // + #define FXAA_QUALITY__PRESET 12 +#endif + + +/*============================================================================ + + FXAA QUALITY - PRESETS + +============================================================================*/ + +/*============================================================================ + FXAA QUALITY - MEDIUM DITHER PRESETS +============================================================================*/ +#if (FXAA_QUALITY__PRESET == 10) + #define FXAA_QUALITY__PS 3 + #define FXAA_QUALITY__P0 1.5 + #define FXAA_QUALITY__P1 3.0 + #define FXAA_QUALITY__P2 12.0 +#endif +/*--------------------------------------------------------------------------*/ +#if (FXAA_QUALITY__PRESET == 11) + #define FXAA_QUALITY__PS 4 + #define FXAA_QUALITY__P0 1.0 + #define FXAA_QUALITY__P1 1.5 + #define FXAA_QUALITY__P2 3.0 + #define FXAA_QUALITY__P3 12.0 +#endif +/*--------------------------------------------------------------------------*/ +#if (FXAA_QUALITY__PRESET == 12) + #define FXAA_QUALITY__PS 5 + #define FXAA_QUALITY__P0 1.0 + #define FXAA_QUALITY__P1 1.5 + #define FXAA_QUALITY__P2 2.0 + #define FXAA_QUALITY__P3 4.0 + #define FXAA_QUALITY__P4 12.0 +#endif +/*--------------------------------------------------------------------------*/ +#if (FXAA_QUALITY__PRESET == 13) + #define FXAA_QUALITY__PS 6 + #define FXAA_QUALITY__P0 1.0 + #define FXAA_QUALITY__P1 1.5 + #define FXAA_QUALITY__P2 2.0 + #define FXAA_QUALITY__P3 2.0 + #define FXAA_QUALITY__P4 4.0 + #define FXAA_QUALITY__P5 12.0 +#endif +/*--------------------------------------------------------------------------*/ +#if (FXAA_QUALITY__PRESET == 14) + #define FXAA_QUALITY__PS 7 + #define FXAA_QUALITY__P0 1.0 + #define FXAA_QUALITY__P1 1.5 + #define FXAA_QUALITY__P2 2.0 + #define FXAA_QUALITY__P3 2.0 + #define FXAA_QUALITY__P4 2.0 + #define FXAA_QUALITY__P5 4.0 + #define FXAA_QUALITY__P6 12.0 +#endif +/*--------------------------------------------------------------------------*/ +#if (FXAA_QUALITY__PRESET == 15) + #define FXAA_QUALITY__PS 8 + #define FXAA_QUALITY__P0 1.0 + #define FXAA_QUALITY__P1 1.5 + #define FXAA_QUALITY__P2 2.0 + #define FXAA_QUALITY__P3 2.0 + #define FXAA_QUALITY__P4 2.0 + #define FXAA_QUALITY__P5 2.0 + #define FXAA_QUALITY__P6 4.0 + #define FXAA_QUALITY__P7 12.0 +#endif + +/*============================================================================ + FXAA QUALITY - LOW DITHER PRESETS +============================================================================*/ +#if (FXAA_QUALITY__PRESET == 20) + #define FXAA_QUALITY__PS 3 + #define FXAA_QUALITY__P0 1.5 + #define FXAA_QUALITY__P1 2.0 + #define FXAA_QUALITY__P2 8.0 +#endif +/*--------------------------------------------------------------------------*/ +#if (FXAA_QUALITY__PRESET == 21) + #define FXAA_QUALITY__PS 4 + #define FXAA_QUALITY__P0 1.0 + #define FXAA_QUALITY__P1 1.5 + #define FXAA_QUALITY__P2 2.0 + #define FXAA_QUALITY__P3 8.0 +#endif +/*--------------------------------------------------------------------------*/ +#if (FXAA_QUALITY__PRESET == 22) + #define FXAA_QUALITY__PS 5 + #define FXAA_QUALITY__P0 1.0 + #define FXAA_QUALITY__P1 1.5 + #define FXAA_QUALITY__P2 2.0 + #define FXAA_QUALITY__P3 2.0 + #define FXAA_QUALITY__P4 8.0 +#endif +/*--------------------------------------------------------------------------*/ +#if (FXAA_QUALITY__PRESET == 23) + #define FXAA_QUALITY__PS 6 + #define FXAA_QUALITY__P0 1.0 + #define FXAA_QUALITY__P1 1.5 + #define FXAA_QUALITY__P2 2.0 + #define FXAA_QUALITY__P3 2.0 + #define FXAA_QUALITY__P4 2.0 + #define FXAA_QUALITY__P5 8.0 +#endif +/*--------------------------------------------------------------------------*/ +#if (FXAA_QUALITY__PRESET == 24) + #define FXAA_QUALITY__PS 7 + #define FXAA_QUALITY__P0 1.0 + #define FXAA_QUALITY__P1 1.5 + #define FXAA_QUALITY__P2 2.0 + #define FXAA_QUALITY__P3 2.0 + #define FXAA_QUALITY__P4 2.0 + #define FXAA_QUALITY__P5 3.0 + #define FXAA_QUALITY__P6 8.0 +#endif +/*--------------------------------------------------------------------------*/ +#if (FXAA_QUALITY__PRESET == 25) + #define FXAA_QUALITY__PS 8 + #define FXAA_QUALITY__P0 1.0 + #define FXAA_QUALITY__P1 1.5 + #define FXAA_QUALITY__P2 2.0 + #define FXAA_QUALITY__P3 2.0 + #define FXAA_QUALITY__P4 2.0 + #define FXAA_QUALITY__P5 2.0 + #define FXAA_QUALITY__P6 4.0 + #define FXAA_QUALITY__P7 8.0 +#endif +/*--------------------------------------------------------------------------*/ +#if (FXAA_QUALITY__PRESET == 26) + #define FXAA_QUALITY__PS 9 + #define FXAA_QUALITY__P0 1.0 + #define FXAA_QUALITY__P1 1.5 + #define FXAA_QUALITY__P2 2.0 + #define FXAA_QUALITY__P3 2.0 + #define FXAA_QUALITY__P4 2.0 + #define FXAA_QUALITY__P5 2.0 + #define FXAA_QUALITY__P6 2.0 + #define FXAA_QUALITY__P7 4.0 + #define FXAA_QUALITY__P8 8.0 +#endif +/*--------------------------------------------------------------------------*/ +#if (FXAA_QUALITY__PRESET == 27) + #define FXAA_QUALITY__PS 10 + #define FXAA_QUALITY__P0 1.0 + #define FXAA_QUALITY__P1 1.5 + #define FXAA_QUALITY__P2 2.0 + #define FXAA_QUALITY__P3 2.0 + #define FXAA_QUALITY__P4 2.0 + #define FXAA_QUALITY__P5 2.0 + #define FXAA_QUALITY__P6 2.0 + #define FXAA_QUALITY__P7 2.0 + #define FXAA_QUALITY__P8 4.0 + #define FXAA_QUALITY__P9 8.0 +#endif +/*--------------------------------------------------------------------------*/ +#if (FXAA_QUALITY__PRESET == 28) + #define FXAA_QUALITY__PS 11 + #define FXAA_QUALITY__P0 1.0 + #define FXAA_QUALITY__P1 1.5 + #define FXAA_QUALITY__P2 2.0 + #define FXAA_QUALITY__P3 2.0 + #define FXAA_QUALITY__P4 2.0 + #define FXAA_QUALITY__P5 2.0 + #define FXAA_QUALITY__P6 2.0 + #define FXAA_QUALITY__P7 2.0 + #define FXAA_QUALITY__P8 2.0 + #define FXAA_QUALITY__P9 4.0 + #define FXAA_QUALITY__P10 8.0 +#endif +/*--------------------------------------------------------------------------*/ +#if (FXAA_QUALITY__PRESET == 29) + #define FXAA_QUALITY__PS 12 + #define FXAA_QUALITY__P0 1.0 + #define FXAA_QUALITY__P1 1.5 + #define FXAA_QUALITY__P2 2.0 + #define FXAA_QUALITY__P3 2.0 + #define FXAA_QUALITY__P4 2.0 + #define FXAA_QUALITY__P5 2.0 + #define FXAA_QUALITY__P6 2.0 + #define FXAA_QUALITY__P7 2.0 + #define FXAA_QUALITY__P8 2.0 + #define FXAA_QUALITY__P9 2.0 + #define FXAA_QUALITY__P10 4.0 + #define FXAA_QUALITY__P11 8.0 +#endif + +/*============================================================================ + FXAA QUALITY - EXTREME QUALITY +============================================================================*/ +#if (FXAA_QUALITY__PRESET == 39) + #define FXAA_QUALITY__PS 12 + #define FXAA_QUALITY__P0 1.0 + #define FXAA_QUALITY__P1 1.0 + #define FXAA_QUALITY__P2 1.0 + #define FXAA_QUALITY__P3 1.0 + #define FXAA_QUALITY__P4 1.0 + #define FXAA_QUALITY__P5 1.5 + #define FXAA_QUALITY__P6 2.0 + #define FXAA_QUALITY__P7 2.0 + #define FXAA_QUALITY__P8 2.0 + #define FXAA_QUALITY__P9 2.0 + #define FXAA_QUALITY__P10 4.0 + #define FXAA_QUALITY__P11 8.0 +#endif + + + +/*============================================================================ + + API PORTING + +============================================================================*/ +#if (FXAA_GLSL_120 == 1) || (FXAA_GLSL_130 == 1) + #define FxaaBool bool + #define FxaaDiscard discard + #define FxaaFloat float + #define FxaaFloat2 vec2 + #define FxaaFloat3 vec3 + #define FxaaFloat4 vec4 + #define FxaaHalf float + #define FxaaHalf2 vec2 + #define FxaaHalf3 vec3 + #define FxaaHalf4 vec4 + #define FxaaInt2 ivec2 + #define FxaaSat(x) clamp(x, 0.0, 1.0) + #define FxaaTex sampler2D +#else + #define FxaaBool bool + #define FxaaDiscard clip(-1) + #define FxaaFloat float + #define FxaaFloat2 float2 + #define FxaaFloat3 float3 + #define FxaaFloat4 float4 + #define FxaaHalf half + #define FxaaHalf2 half2 + #define FxaaHalf3 half3 + #define FxaaHalf4 half4 + #define FxaaSat(x) saturate(x) +#endif +/*--------------------------------------------------------------------------*/ +#if (FXAA_GLSL_120 == 1) + // Requires, + // #version 120 + // And at least, + // #extension GL_EXT_gpu_shader4 : enable + // (or set FXAA_FAST_PIXEL_OFFSET 1 to work like DX9) + #define FxaaTexTop(t, p) texture2DLod(t, p, 0.0) + #if (FXAA_FAST_PIXEL_OFFSET == 1) + #define FxaaTexOff(t, p, o, r) texture2DLodOffset(t, p, 0.0, o) + #else + #define FxaaTexOff(t, p, o, r) texture2DLod(t, p + (o * r), 0.0) + #endif + #if (FXAA_GATHER4_ALPHA == 1) + // use #extension GL_ARB_gpu_shader5 : enable + #define FxaaTexAlpha4(t, p) textureGather(t, p, 3) + #define FxaaTexOffAlpha4(t, p, o) textureGatherOffset(t, p, o, 3) + #define FxaaTexGreen4(t, p) textureGather(t, p, 1) + #define FxaaTexOffGreen4(t, p, o) textureGatherOffset(t, p, o, 1) + #endif +#endif +/*--------------------------------------------------------------------------*/ +#if (FXAA_GLSL_130 == 1) + // Requires "#version 130" or better + #define FxaaTexTop(t, p) textureLod(t, p, 0.0) + #define FxaaTexOff(t, p, o, r) textureLodOffset(t, p, 0.0, o) + #if (FXAA_GATHER4_ALPHA == 1) + // use #extension GL_ARB_gpu_shader5 : enable + #define FxaaTexAlpha4(t, p) textureGather(t, p, 3) + #define FxaaTexOffAlpha4(t, p, o) textureGatherOffset(t, p, o, 3) + #define FxaaTexGreen4(t, p) textureGather(t, p, 1) + #define FxaaTexOffGreen4(t, p, o) textureGatherOffset(t, p, o, 1) + #endif +#endif +/*--------------------------------------------------------------------------*/ +#if (FXAA_HLSL_3 == 1) || (FXAA_360 == 1) || (FXAA_PS3 == 1) + #define FxaaInt2 float2 + #define FxaaTex sampler2D + #define FxaaTexTop(t, p) tex2Dlod(t, float4(p, 0.0, 0.0)) + #define FxaaTexOff(t, p, o, r) tex2Dlod(t, float4(p + (o * r), 0, 0)) +#endif +/*--------------------------------------------------------------------------*/ +#if (FXAA_HLSL_4 == 1) + #define FxaaInt2 int2 + struct FxaaTex { SamplerState smpl; Texture2D tex; }; + #define FxaaTexTop(t, p) t.tex.SampleLevel(t.smpl, p, 0.0) + #define FxaaTexOff(t, p, o, r) t.tex.SampleLevel(t.smpl, p, 0.0, o) +#endif +/*--------------------------------------------------------------------------*/ +#if (FXAA_HLSL_5 == 1) + #define FxaaInt2 int2 + struct FxaaTex { SamplerState smpl; Texture2D tex; }; + #define FxaaTexTop(t, p) t.tex.SampleLevel(t.smpl, p, 0.0) + #define FxaaTexOff(t, p, o, r) t.tex.SampleLevel(t.smpl, p, 0.0, o) + #define FxaaTexAlpha4(t, p) t.tex.GatherAlpha(t.smpl, p) + #define FxaaTexOffAlpha4(t, p, o) t.tex.GatherAlpha(t.smpl, p, o) + #define FxaaTexGreen4(t, p) t.tex.GatherGreen(t.smpl, p) + #define FxaaTexOffGreen4(t, p, o) t.tex.GatherGreen(t.smpl, p, o) +#endif + + +/*============================================================================ + GREEN AS LUMA OPTION SUPPORT FUNCTION +============================================================================*/ +#if (FXAA_GREEN_AS_LUMA == 0) + FxaaFloat FxaaLuma(FxaaFloat4 rgba) { return rgba.w; } +#else + FxaaFloat FxaaLuma(FxaaFloat4 rgba) { return rgba.y; } +#endif + + + + +/*============================================================================ + + FXAA3 QUALITY - PC + +============================================================================*/ +#if (FXAA_PC == 1) +/*--------------------------------------------------------------------------*/ +FxaaFloat4 FxaaPixelShader( + // + // Use noperspective interpolation here (turn off perspective interpolation). + // {xy} = center of pixel + FxaaFloat2 pos, + // + // Used only for FXAA Console, and not used on the 360 version. + // Use noperspective interpolation here (turn off perspective interpolation). + // {xy__} = upper left of pixel + // {__zw} = lower right of pixel + FxaaFloat4 fxaaConsolePosPos, + // + // Input color texture. + // {rgb_} = color in linear or perceptual color space + // if (FXAA_GREEN_AS_LUMA == 0) + // {___a} = luma in perceptual color space (not linear) + FxaaTex tex, + // + // Only used on the optimized 360 version of FXAA Console. + // For everything but 360, just use the same input here as for "tex". + // For 360, same texture, just alias with a 2nd sampler. + // This sampler needs to have an exponent bias of -1. + FxaaTex fxaaConsole360TexExpBiasNegOne, + // + // Only used on the optimized 360 version of FXAA Console. + // For everything but 360, just use the same input here as for "tex". + // For 360, same texture, just alias with a 3nd sampler. + // This sampler needs to have an exponent bias of -2. + FxaaTex fxaaConsole360TexExpBiasNegTwo, + // + // Only used on FXAA Quality. + // This must be from a constant/uniform. + // {x_} = 1.0/screenWidthInPixels + // {_y} = 1.0/screenHeightInPixels + FxaaFloat2 fxaaQualityRcpFrame, + // + // Only used on FXAA Console. + // This must be from a constant/uniform. + // This effects sub-pixel AA quality and inversely sharpness. + // Where N ranges between, + // N = 0.50 (default) + // N = 0.33 (sharper) + // {x___} = -N/screenWidthInPixels + // {_y__} = -N/screenHeightInPixels + // {__z_} = N/screenWidthInPixels + // {___w} = N/screenHeightInPixels + FxaaFloat4 fxaaConsoleRcpFrameOpt, + // + // Only used on FXAA Console. + // Not used on 360, but used on PS3 and PC. + // This must be from a constant/uniform. + // {x___} = -2.0/screenWidthInPixels + // {_y__} = -2.0/screenHeightInPixels + // {__z_} = 2.0/screenWidthInPixels + // {___w} = 2.0/screenHeightInPixels + FxaaFloat4 fxaaConsoleRcpFrameOpt2, + // + // Only used on FXAA Console. + // Only used on 360 in place of fxaaConsoleRcpFrameOpt2. + // This must be from a constant/uniform. + // {x___} = 8.0/screenWidthInPixels + // {_y__} = 8.0/screenHeightInPixels + // {__z_} = -4.0/screenWidthInPixels + // {___w} = -4.0/screenHeightInPixels + FxaaFloat4 fxaaConsole360RcpFrameOpt2, + // + // Only used on FXAA Quality. + // This used to be the FXAA_QUALITY__SUBPIX define. + // It is here now to allow easier tuning. + // Choose the amount of sub-pixel aliasing removal. + // This can effect sharpness. + // 1.00 - upper limit (softer) + // 0.75 - default amount of filtering + // 0.50 - lower limit (sharper, less sub-pixel aliasing removal) + // 0.25 - almost off + // 0.00 - completely off + FxaaFloat fxaaQualitySubpix, + // + // Only used on FXAA Quality. + // This used to be the FXAA_QUALITY__EDGE_THRESHOLD define. + // It is here now to allow easier tuning. + // The minimum amount of local contrast required to apply algorithm. + // 0.333 - too little (faster) + // 0.250 - low quality + // 0.166 - default + // 0.125 - high quality + // 0.063 - overkill (slower) + FxaaFloat fxaaQualityEdgeThreshold, + // + // Only used on FXAA Quality. + // This used to be the FXAA_QUALITY__EDGE_THRESHOLD_MIN define. + // It is here now to allow easier tuning. + // Trims the algorithm from processing darks. + // 0.0833 - upper limit (default, the start of visible unfiltered edges) + // 0.0625 - high quality (faster) + // 0.0312 - visible limit (slower) + // Special notes when using FXAA_GREEN_AS_LUMA, + // Likely want to set this to zero. + // As colors that are mostly not-green + // will appear very dark in the green channel! + // Tune by looking at mostly non-green content, + // then start at zero and increase until aliasing is a problem. + FxaaFloat fxaaQualityEdgeThresholdMin, + // + // Only used on FXAA Console. + // This used to be the FXAA_CONSOLE__EDGE_SHARPNESS define. + // It is here now to allow easier tuning. + // This does not effect PS3, as this needs to be compiled in. + // Use FXAA_CONSOLE__PS3_EDGE_SHARPNESS for PS3. + // Due to the PS3 being ALU bound, + // there are only three safe values here: 2 and 4 and 8. + // These options use the shaders ability to a free *|/ by 2|4|8. + // For all other platforms can be a non-power of two. + // 8.0 is sharper (default!!!) + // 4.0 is softer + // 2.0 is really soft (good only for vector graphics inputs) + FxaaFloat fxaaConsoleEdgeSharpness, + // + // Only used on FXAA Console. + // This used to be the FXAA_CONSOLE__EDGE_THRESHOLD define. + // It is here now to allow easier tuning. + // This does not effect PS3, as this needs to be compiled in. + // Use FXAA_CONSOLE__PS3_EDGE_THRESHOLD for PS3. + // Due to the PS3 being ALU bound, + // there are only two safe values here: 1/4 and 1/8. + // These options use the shaders ability to a free *|/ by 2|4|8. + // The console setting has a different mapping than the quality setting. + // Other platforms can use other values. + // 0.125 leaves less aliasing, but is softer (default!!!) + // 0.25 leaves more aliasing, and is sharper + FxaaFloat fxaaConsoleEdgeThreshold, + // + // Only used on FXAA Console. + // This used to be the FXAA_CONSOLE__EDGE_THRESHOLD_MIN define. + // It is here now to allow easier tuning. + // Trims the algorithm from processing darks. + // The console setting has a different mapping than the quality setting. + // This only applies when FXAA_EARLY_EXIT is 1. + // This does not apply to PS3, + // PS3 was simplified to avoid more shader instructions. + // 0.06 - faster but more aliasing in darks + // 0.05 - default + // 0.04 - slower and less aliasing in darks + // Special notes when using FXAA_GREEN_AS_LUMA, + // Likely want to set this to zero. + // As colors that are mostly not-green + // will appear very dark in the green channel! + // Tune by looking at mostly non-green content, + // then start at zero and increase until aliasing is a problem. + FxaaFloat fxaaConsoleEdgeThresholdMin, + // + // Extra constants for 360 FXAA Console only. + // Use zeros or anything else for other platforms. + // These must be in physical constant registers and NOT immedates. + // Immedates will result in compiler un-optimizing. + // {xyzw} = float4(1.0, -1.0, 0.25, -0.25) + FxaaFloat4 fxaaConsole360ConstDir +) { +/*--------------------------------------------------------------------------*/ + FxaaFloat2 posM; + posM.x = pos.x; + posM.y = pos.y; + #if (FXAA_GATHER4_ALPHA == 1) + #if (FXAA_DISCARD == 0) + FxaaFloat4 rgbyM = FxaaTexTop(tex, posM); + #if (FXAA_GREEN_AS_LUMA == 0) + #define lumaM rgbyM.w + #else + #define lumaM rgbyM.y + #endif + #endif + #if (FXAA_GREEN_AS_LUMA == 0) + FxaaFloat4 luma4A = FxaaTexAlpha4(tex, posM); + FxaaFloat4 luma4B = FxaaTexOffAlpha4(tex, posM, FxaaInt2(-1, -1)); + #else + FxaaFloat4 luma4A = FxaaTexGreen4(tex, posM); + FxaaFloat4 luma4B = FxaaTexOffGreen4(tex, posM, FxaaInt2(-1, -1)); + #endif + #if (FXAA_DISCARD == 1) + #define lumaM luma4A.w + #endif + #define lumaE luma4A.z + #define lumaS luma4A.x + #define lumaSE luma4A.y + #define lumaNW luma4B.w + #define lumaN luma4B.z + #define lumaW luma4B.x + #else + FxaaFloat4 rgbyM = FxaaTexTop(tex, posM); + #if (FXAA_GREEN_AS_LUMA == 0) + #define lumaM rgbyM.w + #else + #define lumaM rgbyM.y + #endif + FxaaFloat lumaS = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 0, 1), fxaaQualityRcpFrame.xy)); + FxaaFloat lumaE = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 1, 0), fxaaQualityRcpFrame.xy)); + FxaaFloat lumaN = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 0,-1), fxaaQualityRcpFrame.xy)); + FxaaFloat lumaW = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(-1, 0), fxaaQualityRcpFrame.xy)); + #endif +/*--------------------------------------------------------------------------*/ + FxaaFloat maxSM = max(lumaS, lumaM); + FxaaFloat minSM = min(lumaS, lumaM); + FxaaFloat maxESM = max(lumaE, maxSM); + FxaaFloat minESM = min(lumaE, minSM); + FxaaFloat maxWN = max(lumaN, lumaW); + FxaaFloat minWN = min(lumaN, lumaW); + FxaaFloat rangeMax = max(maxWN, maxESM); + FxaaFloat rangeMin = min(minWN, minESM); + FxaaFloat rangeMaxScaled = rangeMax * fxaaQualityEdgeThreshold; + FxaaFloat range = rangeMax - rangeMin; + FxaaFloat rangeMaxClamped = max(fxaaQualityEdgeThresholdMin, rangeMaxScaled); + FxaaBool earlyExit = range < rangeMaxClamped; +/*--------------------------------------------------------------------------*/ + if(earlyExit) + #if (FXAA_DISCARD == 1) + FxaaDiscard; + #else + return rgbyM; + #endif +/*--------------------------------------------------------------------------*/ + #if (FXAA_GATHER4_ALPHA == 0) + FxaaFloat lumaNW = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(-1,-1), fxaaQualityRcpFrame.xy)); + FxaaFloat lumaSE = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 1, 1), fxaaQualityRcpFrame.xy)); + FxaaFloat lumaNE = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 1,-1), fxaaQualityRcpFrame.xy)); + FxaaFloat lumaSW = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(-1, 1), fxaaQualityRcpFrame.xy)); + #else + FxaaFloat lumaNE = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(1, -1), fxaaQualityRcpFrame.xy)); + FxaaFloat lumaSW = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(-1, 1), fxaaQualityRcpFrame.xy)); + #endif +/*--------------------------------------------------------------------------*/ + FxaaFloat lumaNS = lumaN + lumaS; + FxaaFloat lumaWE = lumaW + lumaE; + FxaaFloat subpixRcpRange = 1.0/range; + FxaaFloat subpixNSWE = lumaNS + lumaWE; + FxaaFloat edgeHorz1 = (-2.0 * lumaM) + lumaNS; + FxaaFloat edgeVert1 = (-2.0 * lumaM) + lumaWE; +/*--------------------------------------------------------------------------*/ + FxaaFloat lumaNESE = lumaNE + lumaSE; + FxaaFloat lumaNWNE = lumaNW + lumaNE; + FxaaFloat edgeHorz2 = (-2.0 * lumaE) + lumaNESE; + FxaaFloat edgeVert2 = (-2.0 * lumaN) + lumaNWNE; +/*--------------------------------------------------------------------------*/ + FxaaFloat lumaNWSW = lumaNW + lumaSW; + FxaaFloat lumaSWSE = lumaSW + lumaSE; + FxaaFloat edgeHorz4 = (abs(edgeHorz1) * 2.0) + abs(edgeHorz2); + FxaaFloat edgeVert4 = (abs(edgeVert1) * 2.0) + abs(edgeVert2); + FxaaFloat edgeHorz3 = (-2.0 * lumaW) + lumaNWSW; + FxaaFloat edgeVert3 = (-2.0 * lumaS) + lumaSWSE; + FxaaFloat edgeHorz = abs(edgeHorz3) + edgeHorz4; + FxaaFloat edgeVert = abs(edgeVert3) + edgeVert4; +/*--------------------------------------------------------------------------*/ + FxaaFloat subpixNWSWNESE = lumaNWSW + lumaNESE; + FxaaFloat lengthSign = fxaaQualityRcpFrame.x; + FxaaBool horzSpan = edgeHorz >= edgeVert; + FxaaFloat subpixA = subpixNSWE * 2.0 + subpixNWSWNESE; +/*--------------------------------------------------------------------------*/ + if(!horzSpan) lumaN = lumaW; + if(!horzSpan) lumaS = lumaE; + if(horzSpan) lengthSign = fxaaQualityRcpFrame.y; + FxaaFloat subpixB = (subpixA * (1.0/12.0)) - lumaM; +/*--------------------------------------------------------------------------*/ + FxaaFloat gradientN = lumaN - lumaM; + FxaaFloat gradientS = lumaS - lumaM; + FxaaFloat lumaNN = lumaN + lumaM; + FxaaFloat lumaSS = lumaS + lumaM; + FxaaBool pairN = abs(gradientN) >= abs(gradientS); + FxaaFloat gradient = max(abs(gradientN), abs(gradientS)); + if(pairN) lengthSign = -lengthSign; + FxaaFloat subpixC = FxaaSat(abs(subpixB) * subpixRcpRange); +/*--------------------------------------------------------------------------*/ + FxaaFloat2 posB; + posB.x = posM.x; + posB.y = posM.y; + FxaaFloat2 offNP; + offNP.x = (!horzSpan) ? 0.0 : fxaaQualityRcpFrame.x; + offNP.y = ( horzSpan) ? 0.0 : fxaaQualityRcpFrame.y; + if(!horzSpan) posB.x += lengthSign * 0.5; + if( horzSpan) posB.y += lengthSign * 0.5; +/*--------------------------------------------------------------------------*/ + FxaaFloat2 posN; + posN.x = posB.x - offNP.x * FXAA_QUALITY__P0; + posN.y = posB.y - offNP.y * FXAA_QUALITY__P0; + FxaaFloat2 posP; + posP.x = posB.x + offNP.x * FXAA_QUALITY__P0; + posP.y = posB.y + offNP.y * FXAA_QUALITY__P0; + FxaaFloat subpixD = ((-2.0)*subpixC) + 3.0; + FxaaFloat lumaEndN = FxaaLuma(FxaaTexTop(tex, posN)); + FxaaFloat subpixE = subpixC * subpixC; + FxaaFloat lumaEndP = FxaaLuma(FxaaTexTop(tex, posP)); +/*--------------------------------------------------------------------------*/ + if(!pairN) lumaNN = lumaSS; + FxaaFloat gradientScaled = gradient * 1.0/4.0; + FxaaFloat lumaMM = lumaM - lumaNN * 0.5; + FxaaFloat subpixF = subpixD * subpixE; + FxaaBool lumaMLTZero = lumaMM < 0.0; +/*--------------------------------------------------------------------------*/ + lumaEndN -= lumaNN * 0.5; + lumaEndP -= lumaNN * 0.5; + FxaaBool doneN = abs(lumaEndN) >= gradientScaled; + FxaaBool doneP = abs(lumaEndP) >= gradientScaled; + if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P1; + if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P1; + FxaaBool doneNP = (!doneN) || (!doneP); + if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P1; + if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P1; +/*--------------------------------------------------------------------------*/ + if(doneNP) { + if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); + if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); + if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5; + if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; + doneN = abs(lumaEndN) >= gradientScaled; + doneP = abs(lumaEndP) >= gradientScaled; + if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P2; + if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P2; + doneNP = (!doneN) || (!doneP); + if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P2; + if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P2; +/*--------------------------------------------------------------------------*/ + #if (FXAA_QUALITY__PS > 3) + if(doneNP) { + if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); + if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); + if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5; + if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; + doneN = abs(lumaEndN) >= gradientScaled; + doneP = abs(lumaEndP) >= gradientScaled; + if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P3; + if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P3; + doneNP = (!doneN) || (!doneP); + if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P3; + if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P3; +/*--------------------------------------------------------------------------*/ + #if (FXAA_QUALITY__PS > 4) + if(doneNP) { + if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); + if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); + if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5; + if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; + doneN = abs(lumaEndN) >= gradientScaled; + doneP = abs(lumaEndP) >= gradientScaled; + if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P4; + if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P4; + doneNP = (!doneN) || (!doneP); + if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P4; + if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P4; +/*--------------------------------------------------------------------------*/ + #if (FXAA_QUALITY__PS > 5) + if(doneNP) { + if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); + if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); + if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5; + if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; + doneN = abs(lumaEndN) >= gradientScaled; + doneP = abs(lumaEndP) >= gradientScaled; + if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P5; + if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P5; + doneNP = (!doneN) || (!doneP); + if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P5; + if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P5; +/*--------------------------------------------------------------------------*/ + #if (FXAA_QUALITY__PS > 6) + if(doneNP) { + if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); + if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); + if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5; + if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; + doneN = abs(lumaEndN) >= gradientScaled; + doneP = abs(lumaEndP) >= gradientScaled; + if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P6; + if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P6; + doneNP = (!doneN) || (!doneP); + if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P6; + if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P6; +/*--------------------------------------------------------------------------*/ + #if (FXAA_QUALITY__PS > 7) + if(doneNP) { + if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); + if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); + if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5; + if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; + doneN = abs(lumaEndN) >= gradientScaled; + doneP = abs(lumaEndP) >= gradientScaled; + if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P7; + if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P7; + doneNP = (!doneN) || (!doneP); + if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P7; + if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P7; +/*--------------------------------------------------------------------------*/ + #if (FXAA_QUALITY__PS > 8) + if(doneNP) { + if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); + if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); + if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5; + if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; + doneN = abs(lumaEndN) >= gradientScaled; + doneP = abs(lumaEndP) >= gradientScaled; + if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P8; + if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P8; + doneNP = (!doneN) || (!doneP); + if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P8; + if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P8; +/*--------------------------------------------------------------------------*/ + #if (FXAA_QUALITY__PS > 9) + if(doneNP) { + if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); + if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); + if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5; + if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; + doneN = abs(lumaEndN) >= gradientScaled; + doneP = abs(lumaEndP) >= gradientScaled; + if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P9; + if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P9; + doneNP = (!doneN) || (!doneP); + if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P9; + if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P9; +/*--------------------------------------------------------------------------*/ + #if (FXAA_QUALITY__PS > 10) + if(doneNP) { + if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); + if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); + if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5; + if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; + doneN = abs(lumaEndN) >= gradientScaled; + doneP = abs(lumaEndP) >= gradientScaled; + if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P10; + if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P10; + doneNP = (!doneN) || (!doneP); + if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P10; + if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P10; +/*--------------------------------------------------------------------------*/ + #if (FXAA_QUALITY__PS > 11) + if(doneNP) { + if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); + if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); + if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5; + if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; + doneN = abs(lumaEndN) >= gradientScaled; + doneP = abs(lumaEndP) >= gradientScaled; + if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P11; + if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P11; + doneNP = (!doneN) || (!doneP); + if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P11; + if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P11; +/*--------------------------------------------------------------------------*/ + #if (FXAA_QUALITY__PS > 12) + if(doneNP) { + if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); + if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); + if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5; + if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; + doneN = abs(lumaEndN) >= gradientScaled; + doneP = abs(lumaEndP) >= gradientScaled; + if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P12; + if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P12; + doneNP = (!doneN) || (!doneP); + if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P12; + if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P12; +/*--------------------------------------------------------------------------*/ + } + #endif +/*--------------------------------------------------------------------------*/ + } + #endif +/*--------------------------------------------------------------------------*/ + } + #endif +/*--------------------------------------------------------------------------*/ + } + #endif +/*--------------------------------------------------------------------------*/ + } + #endif +/*--------------------------------------------------------------------------*/ + } + #endif +/*--------------------------------------------------------------------------*/ + } + #endif +/*--------------------------------------------------------------------------*/ + } + #endif +/*--------------------------------------------------------------------------*/ + } + #endif +/*--------------------------------------------------------------------------*/ + } + #endif +/*--------------------------------------------------------------------------*/ + } +/*--------------------------------------------------------------------------*/ + FxaaFloat dstN = posM.x - posN.x; + FxaaFloat dstP = posP.x - posM.x; + if(!horzSpan) dstN = posM.y - posN.y; + if(!horzSpan) dstP = posP.y - posM.y; +/*--------------------------------------------------------------------------*/ + FxaaBool goodSpanN = (lumaEndN < 0.0) != lumaMLTZero; + FxaaFloat spanLength = (dstP + dstN); + FxaaBool goodSpanP = (lumaEndP < 0.0) != lumaMLTZero; + FxaaFloat spanLengthRcp = 1.0/spanLength; +/*--------------------------------------------------------------------------*/ + FxaaBool directionN = dstN < dstP; + FxaaFloat dst = min(dstN, dstP); + FxaaBool goodSpan = directionN ? goodSpanN : goodSpanP; + FxaaFloat subpixG = subpixF * subpixF; + FxaaFloat pixelOffset = (dst * (-spanLengthRcp)) + 0.5; + FxaaFloat subpixH = subpixG * fxaaQualitySubpix; +/*--------------------------------------------------------------------------*/ + FxaaFloat pixelOffsetGood = goodSpan ? pixelOffset : 0.0; + FxaaFloat pixelOffsetSubpix = max(pixelOffsetGood, subpixH); + if(!horzSpan) posM.x += pixelOffsetSubpix * lengthSign; + if( horzSpan) posM.y += pixelOffsetSubpix * lengthSign; + #if (FXAA_DISCARD == 1) + return FxaaTexTop(tex, posM); + #else + return FxaaFloat4(FxaaTexTop(tex, posM).xyz, lumaM); + #endif +} +/*==========================================================================*/ +#endif + + + + +/*============================================================================ + + FXAA3 CONSOLE - PC VERSION + +------------------------------------------------------------------------------ +Instead of using this on PC, I'd suggest just using FXAA Quality with + #define FXAA_QUALITY__PRESET 10 +Or + #define FXAA_QUALITY__PRESET 20 +Either are higher qualilty and almost as fast as this on modern PC GPUs. +============================================================================*/ +#if (FXAA_PC_CONSOLE == 1) +/*--------------------------------------------------------------------------*/ +FxaaFloat4 FxaaPixelShader( + // See FXAA Quality FxaaPixelShader() source for docs on Inputs! + FxaaFloat2 pos, + FxaaFloat4 fxaaConsolePosPos, + FxaaTex tex, + FxaaTex fxaaConsole360TexExpBiasNegOne, + FxaaTex fxaaConsole360TexExpBiasNegTwo, + FxaaFloat2 fxaaQualityRcpFrame, + FxaaFloat4 fxaaConsoleRcpFrameOpt, + FxaaFloat4 fxaaConsoleRcpFrameOpt2, + FxaaFloat4 fxaaConsole360RcpFrameOpt2, + FxaaFloat fxaaQualitySubpix, + FxaaFloat fxaaQualityEdgeThreshold, + FxaaFloat fxaaQualityEdgeThresholdMin, + FxaaFloat fxaaConsoleEdgeSharpness, + FxaaFloat fxaaConsoleEdgeThreshold, + FxaaFloat fxaaConsoleEdgeThresholdMin, + FxaaFloat4 fxaaConsole360ConstDir +) { +/*--------------------------------------------------------------------------*/ + FxaaFloat lumaNw = FxaaLuma(FxaaTexTop(tex, fxaaConsolePosPos.xy)); + FxaaFloat lumaSw = FxaaLuma(FxaaTexTop(tex, fxaaConsolePosPos.xw)); + FxaaFloat lumaNe = FxaaLuma(FxaaTexTop(tex, fxaaConsolePosPos.zy)); + FxaaFloat lumaSe = FxaaLuma(FxaaTexTop(tex, fxaaConsolePosPos.zw)); +/*--------------------------------------------------------------------------*/ + FxaaFloat4 rgbyM = FxaaTexTop(tex, pos.xy); + #if (FXAA_GREEN_AS_LUMA == 0) + FxaaFloat lumaM = rgbyM.w; + #else + FxaaFloat lumaM = rgbyM.y; + #endif +/*--------------------------------------------------------------------------*/ + FxaaFloat lumaMaxNwSw = max(lumaNw, lumaSw); + lumaNe += 1.0/384.0; + FxaaFloat lumaMinNwSw = min(lumaNw, lumaSw); +/*--------------------------------------------------------------------------*/ + FxaaFloat lumaMaxNeSe = max(lumaNe, lumaSe); + FxaaFloat lumaMinNeSe = min(lumaNe, lumaSe); +/*--------------------------------------------------------------------------*/ + FxaaFloat lumaMax = max(lumaMaxNeSe, lumaMaxNwSw); + FxaaFloat lumaMin = min(lumaMinNeSe, lumaMinNwSw); +/*--------------------------------------------------------------------------*/ + FxaaFloat lumaMaxScaled = lumaMax * fxaaConsoleEdgeThreshold; +/*--------------------------------------------------------------------------*/ + FxaaFloat lumaMinM = min(lumaMin, lumaM); + FxaaFloat lumaMaxScaledClamped = max(fxaaConsoleEdgeThresholdMin, lumaMaxScaled); + FxaaFloat lumaMaxM = max(lumaMax, lumaM); + FxaaFloat dirSwMinusNe = lumaSw - lumaNe; + FxaaFloat lumaMaxSubMinM = lumaMaxM - lumaMinM; + FxaaFloat dirSeMinusNw = lumaSe - lumaNw; + if(lumaMaxSubMinM < lumaMaxScaledClamped) return rgbyM; +/*--------------------------------------------------------------------------*/ + FxaaFloat2 dir; + dir.x = dirSwMinusNe + dirSeMinusNw; + dir.y = dirSwMinusNe - dirSeMinusNw; +/*--------------------------------------------------------------------------*/ + FxaaFloat2 dir1 = normalize(dir.xy); + FxaaFloat4 rgbyN1 = FxaaTexTop(tex, pos.xy - dir1 * fxaaConsoleRcpFrameOpt.zw); + FxaaFloat4 rgbyP1 = FxaaTexTop(tex, pos.xy + dir1 * fxaaConsoleRcpFrameOpt.zw); +/*--------------------------------------------------------------------------*/ + FxaaFloat dirAbsMinTimesC = min(abs(dir1.x), abs(dir1.y)) * fxaaConsoleEdgeSharpness; + FxaaFloat2 dir2 = clamp(dir1.xy / dirAbsMinTimesC, -2.0, 2.0); +/*--------------------------------------------------------------------------*/ + FxaaFloat4 rgbyN2 = FxaaTexTop(tex, pos.xy - dir2 * fxaaConsoleRcpFrameOpt2.zw); + FxaaFloat4 rgbyP2 = FxaaTexTop(tex, pos.xy + dir2 * fxaaConsoleRcpFrameOpt2.zw); +/*--------------------------------------------------------------------------*/ + FxaaFloat4 rgbyA = rgbyN1 + rgbyP1; + FxaaFloat4 rgbyB = ((rgbyN2 + rgbyP2) * 0.25) + (rgbyA * 0.25); +/*--------------------------------------------------------------------------*/ + #if (FXAA_GREEN_AS_LUMA == 0) + FxaaBool twoTap = (rgbyB.w < lumaMin) || (rgbyB.w > lumaMax); + #else + FxaaBool twoTap = (rgbyB.y < lumaMin) || (rgbyB.y > lumaMax); + #endif + if(twoTap) rgbyB.xyz = rgbyA.xyz * 0.5; + return rgbyB; } +/*==========================================================================*/ +#endif + + + +/*============================================================================ + + FXAA3 CONSOLE - 360 PIXEL SHADER + +------------------------------------------------------------------------------ +This optimized version thanks to suggestions from Andy Luedke. +Should be fully tex bound in all cases. +As of the FXAA 3.11 release, I have still not tested this code, +however I fixed a bug which was in both FXAA 3.9 and FXAA 3.10. +And note this is replacing the old unoptimized version. +If it does not work, please let me know so I can fix it. +============================================================================*/ +#if (FXAA_360 == 1) +/*--------------------------------------------------------------------------*/ +[reduceTempRegUsage(4)] +float4 FxaaPixelShader( + // See FXAA Quality FxaaPixelShader() source for docs on Inputs! + FxaaFloat2 pos, + FxaaFloat4 fxaaConsolePosPos, + FxaaTex tex, + FxaaTex fxaaConsole360TexExpBiasNegOne, + FxaaTex fxaaConsole360TexExpBiasNegTwo, + FxaaFloat2 fxaaQualityRcpFrame, + FxaaFloat4 fxaaConsoleRcpFrameOpt, + FxaaFloat4 fxaaConsoleRcpFrameOpt2, + FxaaFloat4 fxaaConsole360RcpFrameOpt2, + FxaaFloat fxaaQualitySubpix, + FxaaFloat fxaaQualityEdgeThreshold, + FxaaFloat fxaaQualityEdgeThresholdMin, + FxaaFloat fxaaConsoleEdgeSharpness, + FxaaFloat fxaaConsoleEdgeThreshold, + FxaaFloat fxaaConsoleEdgeThresholdMin, + FxaaFloat4 fxaaConsole360ConstDir +) { +/*--------------------------------------------------------------------------*/ + float4 lumaNwNeSwSe; + #if (FXAA_GREEN_AS_LUMA == 0) + asm { + tfetch2D lumaNwNeSwSe.w___, tex, pos.xy, OffsetX = -0.5, OffsetY = -0.5, UseComputedLOD=false + tfetch2D lumaNwNeSwSe._w__, tex, pos.xy, OffsetX = 0.5, OffsetY = -0.5, UseComputedLOD=false + tfetch2D lumaNwNeSwSe.__w_, tex, pos.xy, OffsetX = -0.5, OffsetY = 0.5, UseComputedLOD=false + tfetch2D lumaNwNeSwSe.___w, tex, pos.xy, OffsetX = 0.5, OffsetY = 0.5, UseComputedLOD=false + }; + #else + asm { + tfetch2D lumaNwNeSwSe.y___, tex, pos.xy, OffsetX = -0.5, OffsetY = -0.5, UseComputedLOD=false + tfetch2D lumaNwNeSwSe._y__, tex, pos.xy, OffsetX = 0.5, OffsetY = -0.5, UseComputedLOD=false + tfetch2D lumaNwNeSwSe.__y_, tex, pos.xy, OffsetX = -0.5, OffsetY = 0.5, UseComputedLOD=false + tfetch2D lumaNwNeSwSe.___y, tex, pos.xy, OffsetX = 0.5, OffsetY = 0.5, UseComputedLOD=false + }; + #endif +/*--------------------------------------------------------------------------*/ + lumaNwNeSwSe.y += 1.0/384.0; + float2 lumaMinTemp = min(lumaNwNeSwSe.xy, lumaNwNeSwSe.zw); + float2 lumaMaxTemp = max(lumaNwNeSwSe.xy, lumaNwNeSwSe.zw); + float lumaMin = min(lumaMinTemp.x, lumaMinTemp.y); + float lumaMax = max(lumaMaxTemp.x, lumaMaxTemp.y); +/*--------------------------------------------------------------------------*/ + float4 rgbyM = tex2Dlod(tex, float4(pos.xy, 0.0, 0.0)); + #if (FXAA_GREEN_AS_LUMA == 0) + float lumaMinM = min(lumaMin, rgbyM.w); + float lumaMaxM = max(lumaMax, rgbyM.w); + #else + float lumaMinM = min(lumaMin, rgbyM.y); + float lumaMaxM = max(lumaMax, rgbyM.y); + #endif + if((lumaMaxM - lumaMinM) < max(fxaaConsoleEdgeThresholdMin, lumaMax * fxaaConsoleEdgeThreshold)) return rgbyM; +/*--------------------------------------------------------------------------*/ + float2 dir; + dir.x = dot(lumaNwNeSwSe, fxaaConsole360ConstDir.yyxx); + dir.y = dot(lumaNwNeSwSe, fxaaConsole360ConstDir.xyxy); + dir = normalize(dir); +/*--------------------------------------------------------------------------*/ + float4 dir1 = dir.xyxy * fxaaConsoleRcpFrameOpt.xyzw; +/*--------------------------------------------------------------------------*/ + float4 dir2; + float dirAbsMinTimesC = min(abs(dir.x), abs(dir.y)) * fxaaConsoleEdgeSharpness; + dir2 = saturate(fxaaConsole360ConstDir.zzww * dir.xyxy / dirAbsMinTimesC + 0.5); + dir2 = dir2 * fxaaConsole360RcpFrameOpt2.xyxy + fxaaConsole360RcpFrameOpt2.zwzw; +/*--------------------------------------------------------------------------*/ + float4 rgbyN1 = tex2Dlod(fxaaConsole360TexExpBiasNegOne, float4(pos.xy + dir1.xy, 0.0, 0.0)); + float4 rgbyP1 = tex2Dlod(fxaaConsole360TexExpBiasNegOne, float4(pos.xy + dir1.zw, 0.0, 0.0)); + float4 rgbyN2 = tex2Dlod(fxaaConsole360TexExpBiasNegTwo, float4(pos.xy + dir2.xy, 0.0, 0.0)); + float4 rgbyP2 = tex2Dlod(fxaaConsole360TexExpBiasNegTwo, float4(pos.xy + dir2.zw, 0.0, 0.0)); +/*--------------------------------------------------------------------------*/ + float4 rgbyA = rgbyN1 + rgbyP1; + float4 rgbyB = rgbyN2 + rgbyP2 + rgbyA * 0.5; +/*--------------------------------------------------------------------------*/ + float4 rgbyR = ((FxaaLuma(rgbyB) - lumaMax) > 0.0) ? rgbyA : rgbyB; + rgbyR = ((FxaaLuma(rgbyB) - lumaMin) > 0.0) ? rgbyR : rgbyA; + return rgbyR; } +/*==========================================================================*/ +#endif + + + +/*============================================================================ + + FXAA3 CONSOLE - OPTIMIZED PS3 PIXEL SHADER (NO EARLY EXIT) + +============================================================================== +The code below does not exactly match the assembly. +I have a feeling that 12 cycles is possible, but was not able to get there. +Might have to increase register count to get full performance. +Note this shader does not use perspective interpolation. + +Use the following cgc options, + + --fenable-bx2 --fastmath --fastprecision --nofloatbindings + +------------------------------------------------------------------------------ + NVSHADERPERF OUTPUT +------------------------------------------------------------------------------ +For reference and to aid in debug, output of NVShaderPerf should match this, + +Shader to schedule: + 0: texpkb h0.w(TRUE), v5.zyxx, #0 + 2: addh h2.z(TRUE), h0.w, constant(0.001953, 0.000000, 0.000000, 0.000000).x + 4: texpkb h0.w(TRUE), v5.xwxx, #0 + 6: addh h0.z(TRUE), -h2, h0.w + 7: texpkb h1.w(TRUE), v5, #0 + 9: addh h0.x(TRUE), h0.z, -h1.w + 10: addh h3.w(TRUE), h0.z, h1 + 11: texpkb h2.w(TRUE), v5.zwzz, #0 + 13: addh h0.z(TRUE), h3.w, -h2.w + 14: addh h0.x(TRUE), h2.w, h0 + 15: nrmh h1.xz(TRUE), h0_n + 16: minh_m8 h0.x(TRUE), |h1|, |h1.z| + 17: maxh h4.w(TRUE), h0, h1 + 18: divx h2.xy(TRUE), h1_n.xzzw, h0_n + 19: movr r1.zw(TRUE), v4.xxxy + 20: madr r2.xz(TRUE), -h1, constant(cConst5.x, cConst5.y, cConst5.z, cConst5.w).zzww, r1.zzww + 22: minh h5.w(TRUE), h0, h1 + 23: texpkb h0(TRUE), r2.xzxx, #0 + 25: madr r0.zw(TRUE), h1.xzxz, constant(cConst5.x, cConst5.y, cConst5.z, cConst5.w), r1 + 27: maxh h4.x(TRUE), h2.z, h2.w + 28: texpkb h1(TRUE), r0.zwzz, #0 + 30: addh_d2 h1(TRUE), h0, h1 + 31: madr r0.xy(TRUE), -h2, constant(cConst5.x, cConst5.y, cConst5.z, cConst5.w).xyxx, r1.zwzz + 33: texpkb h0(TRUE), r0, #0 + 35: minh h4.z(TRUE), h2, h2.w + 36: fenct TRUE + 37: madr r1.xy(TRUE), h2, constant(cConst5.x, cConst5.y, cConst5.z, cConst5.w).xyxx, r1.zwzz + 39: texpkb h2(TRUE), r1, #0 + 41: addh_d2 h0(TRUE), h0, h2 + 42: maxh h2.w(TRUE), h4, h4.x + 43: minh h2.x(TRUE), h5.w, h4.z + 44: addh_d2 h0(TRUE), h0, h1 + 45: slth h2.x(TRUE), h0.w, h2 + 46: sgth h2.w(TRUE), h0, h2 + 47: movh h0(TRUE), h0 + 48: addx.c0 rc(TRUE), h2, h2.w + 49: movh h0(c0.NE.x), h1 + +IPU0 ------ Simplified schedule: -------- +Pass | Unit | uOp | PC: Op +-----+--------+------+------------------------- + 1 | SCT0/1 | mov | 0: TXLr h0.w, g[TEX1].zyxx, const.xxxx, TEX0; + | TEX | txl | 0: TXLr h0.w, g[TEX1].zyxx, const.xxxx, TEX0; + | SCB1 | add | 2: ADDh h2.z, h0.--w-, const.--x-; + | | | + 2 | SCT0/1 | mov | 4: TXLr h0.w, g[TEX1].xwxx, const.xxxx, TEX0; + | TEX | txl | 4: TXLr h0.w, g[TEX1].xwxx, const.xxxx, TEX0; + | SCB1 | add | 6: ADDh h0.z,-h2, h0.--w-; + | | | + 3 | SCT0/1 | mov | 7: TXLr h1.w, g[TEX1], const.xxxx, TEX0; + | TEX | txl | 7: TXLr h1.w, g[TEX1], const.xxxx, TEX0; + | SCB0 | add | 9: ADDh h0.x, h0.z---,-h1.w---; + | SCB1 | add | 10: ADDh h3.w, h0.---z, h1; + | | | + 4 | SCT0/1 | mov | 11: TXLr h2.w, g[TEX1].zwzz, const.xxxx, TEX0; + | TEX | txl | 11: TXLr h2.w, g[TEX1].zwzz, const.xxxx, TEX0; + | SCB0 | add | 14: ADDh h0.x, h2.w---, h0; + | SCB1 | add | 13: ADDh h0.z, h3.--w-,-h2.--w-; + | | | + 5 | SCT1 | mov | 15: NRMh h1.xz, h0; + | SRB | nrm | 15: NRMh h1.xz, h0; + | SCB0 | min | 16: MINh*8 h0.x, |h1|, |h1.z---|; + | SCB1 | max | 17: MAXh h4.w, h0, h1; + | | | + 6 | SCT0 | div | 18: DIVx h2.xy, h1.xz--, h0; + | SCT1 | mov | 19: MOVr r1.zw, g[TEX0].--xy; + | SCB0 | mad | 20: MADr r2.xz,-h1, const.z-w-, r1.z-w-; + | SCB1 | min | 22: MINh h5.w, h0, h1; + | | | + 7 | SCT0/1 | mov | 23: TXLr h0, r2.xzxx, const.xxxx, TEX0; + | TEX | txl | 23: TXLr h0, r2.xzxx, const.xxxx, TEX0; + | SCB0 | max | 27: MAXh h4.x, h2.z---, h2.w---; + | SCB1 | mad | 25: MADr r0.zw, h1.--xz, const, r1; + | | | + 8 | SCT0/1 | mov | 28: TXLr h1, r0.zwzz, const.xxxx, TEX0; + | TEX | txl | 28: TXLr h1, r0.zwzz, const.xxxx, TEX0; + | SCB0/1 | add | 30: ADDh/2 h1, h0, h1; + | | | + 9 | SCT0 | mad | 31: MADr r0.xy,-h2, const.xy--, r1.zw--; + | SCT1 | mov | 33: TXLr h0, r0, const.zzzz, TEX0; + | TEX | txl | 33: TXLr h0, r0, const.zzzz, TEX0; + | SCB1 | min | 35: MINh h4.z, h2, h2.--w-; + | | | + 10 | SCT0 | mad | 37: MADr r1.xy, h2, const.xy--, r1.zw--; + | SCT1 | mov | 39: TXLr h2, r1, const.zzzz, TEX0; + | TEX | txl | 39: TXLr h2, r1, const.zzzz, TEX0; + | SCB0/1 | add | 41: ADDh/2 h0, h0, h2; + | | | + 11 | SCT0 | min | 43: MINh h2.x, h5.w---, h4.z---; + | SCT1 | max | 42: MAXh h2.w, h4, h4.---x; + | SCB0/1 | add | 44: ADDh/2 h0, h0, h1; + | | | + 12 | SCT0 | set | 45: SLTh h2.x, h0.w---, h2; + | SCT1 | set | 46: SGTh h2.w, h0, h2; + | SCB0/1 | mul | 47: MOVh h0, h0; + | | | + 13 | SCT0 | mad | 48: ADDxc0_s rc, h2, h2.w---; + | SCB0/1 | mul | 49: MOVh h0(NE0.xxxx), h1; + +Pass SCT TEX SCB + 1: 0% 100% 25% + 2: 0% 100% 25% + 3: 0% 100% 50% + 4: 0% 100% 50% + 5: 0% 0% 50% + 6: 100% 0% 75% + 7: 0% 100% 75% + 8: 0% 100% 100% + 9: 0% 100% 25% + 10: 0% 100% 100% + 11: 50% 0% 100% + 12: 50% 0% 100% + 13: 25% 0% 100% + +MEAN: 17% 61% 67% + +Pass SCT0 SCT1 TEX SCB0 SCB1 + 1: 0% 0% 100% 0% 100% + 2: 0% 0% 100% 0% 100% + 3: 0% 0% 100% 100% 100% + 4: 0% 0% 100% 100% 100% + 5: 0% 0% 0% 100% 100% + 6: 100% 100% 0% 100% 100% + 7: 0% 0% 100% 100% 100% + 8: 0% 0% 100% 100% 100% + 9: 0% 0% 100% 0% 100% + 10: 0% 0% 100% 100% 100% + 11: 100% 100% 0% 100% 100% + 12: 100% 100% 0% 100% 100% + 13: 100% 0% 0% 100% 100% + +MEAN: 30% 23% 61% 76% 100% +Fragment Performance Setup: Driver RSX Compiler, GPU RSX, Flags 0x5 +Results 13 cycles, 3 r regs, 923,076,923 pixels/s +============================================================================*/ +#if (FXAA_PS3 == 1) && (FXAA_EARLY_EXIT == 0) +/*--------------------------------------------------------------------------*/ +#pragma regcount 7 +#pragma disablepc all +#pragma option O3 +#pragma option OutColorPrec=fp16 +#pragma texformat default RGBA8 +/*==========================================================================*/ +half4 FxaaPixelShader( + // See FXAA Quality FxaaPixelShader() source for docs on Inputs! + FxaaFloat2 pos, + FxaaFloat4 fxaaConsolePosPos, + FxaaTex tex, + FxaaTex fxaaConsole360TexExpBiasNegOne, + FxaaTex fxaaConsole360TexExpBiasNegTwo, + FxaaFloat2 fxaaQualityRcpFrame, + FxaaFloat4 fxaaConsoleRcpFrameOpt, + FxaaFloat4 fxaaConsoleRcpFrameOpt2, + FxaaFloat4 fxaaConsole360RcpFrameOpt2, + FxaaFloat fxaaQualitySubpix, + FxaaFloat fxaaQualityEdgeThreshold, + FxaaFloat fxaaQualityEdgeThresholdMin, + FxaaFloat fxaaConsoleEdgeSharpness, + FxaaFloat fxaaConsoleEdgeThreshold, + FxaaFloat fxaaConsoleEdgeThresholdMin, + FxaaFloat4 fxaaConsole360ConstDir +) { +/*--------------------------------------------------------------------------*/ +// (1) + half4 dir; + half4 lumaNe = h4tex2Dlod(tex, half4(fxaaConsolePosPos.zy, 0, 0)); + #if (FXAA_GREEN_AS_LUMA == 0) + lumaNe.w += half(1.0/512.0); + dir.x = -lumaNe.w; + dir.z = -lumaNe.w; + #else + lumaNe.y += half(1.0/512.0); + dir.x = -lumaNe.y; + dir.z = -lumaNe.y; + #endif +/*--------------------------------------------------------------------------*/ +// (2) + half4 lumaSw = h4tex2Dlod(tex, half4(fxaaConsolePosPos.xw, 0, 0)); + #if (FXAA_GREEN_AS_LUMA == 0) + dir.x += lumaSw.w; + dir.z += lumaSw.w; + #else + dir.x += lumaSw.y; + dir.z += lumaSw.y; + #endif +/*--------------------------------------------------------------------------*/ +// (3) + half4 lumaNw = h4tex2Dlod(tex, half4(fxaaConsolePosPos.xy, 0, 0)); + #if (FXAA_GREEN_AS_LUMA == 0) + dir.x -= lumaNw.w; + dir.z += lumaNw.w; + #else + dir.x -= lumaNw.y; + dir.z += lumaNw.y; + #endif +/*--------------------------------------------------------------------------*/ +// (4) + half4 lumaSe = h4tex2Dlod(tex, half4(fxaaConsolePosPos.zw, 0, 0)); + #if (FXAA_GREEN_AS_LUMA == 0) + dir.x += lumaSe.w; + dir.z -= lumaSe.w; + #else + dir.x += lumaSe.y; + dir.z -= lumaSe.y; + #endif +/*--------------------------------------------------------------------------*/ +// (5) + half4 dir1_pos; + dir1_pos.xy = normalize(dir.xyz).xz; + half dirAbsMinTimesC = min(abs(dir1_pos.x), abs(dir1_pos.y)) * half(FXAA_CONSOLE__PS3_EDGE_SHARPNESS); +/*--------------------------------------------------------------------------*/ +// (6) + half4 dir2_pos; + dir2_pos.xy = clamp(dir1_pos.xy / dirAbsMinTimesC, half(-2.0), half(2.0)); + dir1_pos.zw = pos.xy; + dir2_pos.zw = pos.xy; + half4 temp1N; + temp1N.xy = dir1_pos.zw - dir1_pos.xy * fxaaConsoleRcpFrameOpt.zw; +/*--------------------------------------------------------------------------*/ +// (7) + temp1N = h4tex2Dlod(tex, half4(temp1N.xy, 0.0, 0.0)); + half4 rgby1; + rgby1.xy = dir1_pos.zw + dir1_pos.xy * fxaaConsoleRcpFrameOpt.zw; +/*--------------------------------------------------------------------------*/ +// (8) + rgby1 = h4tex2Dlod(tex, half4(rgby1.xy, 0.0, 0.0)); + rgby1 = (temp1N + rgby1) * 0.5; +/*--------------------------------------------------------------------------*/ +// (9) + half4 temp2N; + temp2N.xy = dir2_pos.zw - dir2_pos.xy * fxaaConsoleRcpFrameOpt2.zw; + temp2N = h4tex2Dlod(tex, half4(temp2N.xy, 0.0, 0.0)); +/*--------------------------------------------------------------------------*/ +// (10) + half4 rgby2; + rgby2.xy = dir2_pos.zw + dir2_pos.xy * fxaaConsoleRcpFrameOpt2.zw; + rgby2 = h4tex2Dlod(tex, half4(rgby2.xy, 0.0, 0.0)); + rgby2 = (temp2N + rgby2) * 0.5; +/*--------------------------------------------------------------------------*/ +// (11) + // compilier moves these scalar ops up to other cycles + #if (FXAA_GREEN_AS_LUMA == 0) + half lumaMin = min(min(lumaNw.w, lumaSw.w), min(lumaNe.w, lumaSe.w)); + half lumaMax = max(max(lumaNw.w, lumaSw.w), max(lumaNe.w, lumaSe.w)); + #else + half lumaMin = min(min(lumaNw.y, lumaSw.y), min(lumaNe.y, lumaSe.y)); + half lumaMax = max(max(lumaNw.y, lumaSw.y), max(lumaNe.y, lumaSe.y)); + #endif + rgby2 = (rgby2 + rgby1) * 0.5; +/*--------------------------------------------------------------------------*/ +// (12) + #if (FXAA_GREEN_AS_LUMA == 0) + bool twoTapLt = rgby2.w < lumaMin; + bool twoTapGt = rgby2.w > lumaMax; + #else + bool twoTapLt = rgby2.y < lumaMin; + bool twoTapGt = rgby2.y > lumaMax; + #endif +/*--------------------------------------------------------------------------*/ +// (13) + if(twoTapLt || twoTapGt) rgby2 = rgby1; +/*--------------------------------------------------------------------------*/ + return rgby2; } +/*==========================================================================*/ +#endif + + + +/*============================================================================ + + FXAA3 CONSOLE - OPTIMIZED PS3 PIXEL SHADER (WITH EARLY EXIT) + +============================================================================== +The code mostly matches the assembly. +I have a feeling that 14 cycles is possible, but was not able to get there. +Might have to increase register count to get full performance. +Note this shader does not use perspective interpolation. + +Use the following cgc options, + + --fenable-bx2 --fastmath --fastprecision --nofloatbindings + +Use of FXAA_GREEN_AS_LUMA currently adds a cycle (16 clks). +Will look at fixing this for FXAA 3.12. +------------------------------------------------------------------------------ + NVSHADERPERF OUTPUT +------------------------------------------------------------------------------ +For reference and to aid in debug, output of NVShaderPerf should match this, + +Shader to schedule: + 0: texpkb h0.w(TRUE), v5.zyxx, #0 + 2: addh h2.y(TRUE), h0.w, constant(0.001953, 0.000000, 0.000000, 0.000000).x + 4: texpkb h1.w(TRUE), v5.xwxx, #0 + 6: addh h0.x(TRUE), h1.w, -h2.y + 7: texpkb h2.w(TRUE), v5.zwzz, #0 + 9: minh h4.w(TRUE), h2.y, h2 + 10: maxh h5.x(TRUE), h2.y, h2.w + 11: texpkb h0.w(TRUE), v5, #0 + 13: addh h3.w(TRUE), -h0, h0.x + 14: addh h0.x(TRUE), h0.w, h0 + 15: addh h0.z(TRUE), -h2.w, h0.x + 16: addh h0.x(TRUE), h2.w, h3.w + 17: minh h5.y(TRUE), h0.w, h1.w + 18: nrmh h2.xz(TRUE), h0_n + 19: minh_m8 h2.w(TRUE), |h2.x|, |h2.z| + 20: divx h4.xy(TRUE), h2_n.xzzw, h2_n.w + 21: movr r1.zw(TRUE), v4.xxxy + 22: maxh h2.w(TRUE), h0, h1 + 23: fenct TRUE + 24: madr r0.xy(TRUE), -h2.xzzw, constant(cConst5.x, cConst5.y, cConst5.z, cConst5.w).zwzz, r1.zwzz + 26: texpkb h0(TRUE), r0, #0 + 28: maxh h5.x(TRUE), h2.w, h5 + 29: minh h5.w(TRUE), h5.y, h4 + 30: madr r1.xy(TRUE), h2.xzzw, constant(cConst5.x, cConst5.y, cConst5.z, cConst5.w).zwzz, r1.zwzz + 32: texpkb h2(TRUE), r1, #0 + 34: addh_d2 h2(TRUE), h0, h2 + 35: texpkb h1(TRUE), v4, #0 + 37: maxh h5.y(TRUE), h5.x, h1.w + 38: minh h4.w(TRUE), h1, h5 + 39: madr r0.xy(TRUE), -h4, constant(cConst5.x, cConst5.y, cConst5.z, cConst5.w).xyxx, r1.zwzz + 41: texpkb h0(TRUE), r0, #0 + 43: addh_m8 h5.z(TRUE), h5.y, -h4.w + 44: madr r2.xy(TRUE), h4, constant(cConst5.x, cConst5.y, cConst5.z, cConst5.w).xyxx, r1.zwzz + 46: texpkb h3(TRUE), r2, #0 + 48: addh_d2 h0(TRUE), h0, h3 + 49: addh_d2 h3(TRUE), h0, h2 + 50: movh h0(TRUE), h3 + 51: slth h3.x(TRUE), h3.w, h5.w + 52: sgth h3.w(TRUE), h3, h5.x + 53: addx.c0 rc(TRUE), h3.x, h3 + 54: slth.c0 rc(TRUE), h5.z, h5 + 55: movh h0(c0.NE.w), h2 + 56: movh h0(c0.NE.x), h1 + +IPU0 ------ Simplified schedule: -------- +Pass | Unit | uOp | PC: Op +-----+--------+------+------------------------- + 1 | SCT0/1 | mov | 0: TXLr h0.w, g[TEX1].zyxx, const.xxxx, TEX0; + | TEX | txl | 0: TXLr h0.w, g[TEX1].zyxx, const.xxxx, TEX0; + | SCB0 | add | 2: ADDh h2.y, h0.-w--, const.-x--; + | | | + 2 | SCT0/1 | mov | 4: TXLr h1.w, g[TEX1].xwxx, const.xxxx, TEX0; + | TEX | txl | 4: TXLr h1.w, g[TEX1].xwxx, const.xxxx, TEX0; + | SCB0 | add | 6: ADDh h0.x, h1.w---,-h2.y---; + | | | + 3 | SCT0/1 | mov | 7: TXLr h2.w, g[TEX1].zwzz, const.xxxx, TEX0; + | TEX | txl | 7: TXLr h2.w, g[TEX1].zwzz, const.xxxx, TEX0; + | SCB0 | max | 10: MAXh h5.x, h2.y---, h2.w---; + | SCB1 | min | 9: MINh h4.w, h2.---y, h2; + | | | + 4 | SCT0/1 | mov | 11: TXLr h0.w, g[TEX1], const.xxxx, TEX0; + | TEX | txl | 11: TXLr h0.w, g[TEX1], const.xxxx, TEX0; + | SCB0 | add | 14: ADDh h0.x, h0.w---, h0; + | SCB1 | add | 13: ADDh h3.w,-h0, h0.---x; + | | | + 5 | SCT0 | mad | 16: ADDh h0.x, h2.w---, h3.w---; + | SCT1 | mad | 15: ADDh h0.z,-h2.--w-, h0.--x-; + | SCB0 | min | 17: MINh h5.y, h0.-w--, h1.-w--; + | | | + 6 | SCT1 | mov | 18: NRMh h2.xz, h0; + | SRB | nrm | 18: NRMh h2.xz, h0; + | SCB1 | min | 19: MINh*8 h2.w, |h2.---x|, |h2.---z|; + | | | + 7 | SCT0 | div | 20: DIVx h4.xy, h2.xz--, h2.ww--; + | SCT1 | mov | 21: MOVr r1.zw, g[TEX0].--xy; + | SCB1 | max | 22: MAXh h2.w, h0, h1; + | | | + 8 | SCT0 | mad | 24: MADr r0.xy,-h2.xz--, const.zw--, r1.zw--; + | SCT1 | mov | 26: TXLr h0, r0, const.xxxx, TEX0; + | TEX | txl | 26: TXLr h0, r0, const.xxxx, TEX0; + | SCB0 | max | 28: MAXh h5.x, h2.w---, h5; + | SCB1 | min | 29: MINh h5.w, h5.---y, h4; + | | | + 9 | SCT0 | mad | 30: MADr r1.xy, h2.xz--, const.zw--, r1.zw--; + | SCT1 | mov | 32: TXLr h2, r1, const.xxxx, TEX0; + | TEX | txl | 32: TXLr h2, r1, const.xxxx, TEX0; + | SCB0/1 | add | 34: ADDh/2 h2, h0, h2; + | | | + 10 | SCT0/1 | mov | 35: TXLr h1, g[TEX0], const.xxxx, TEX0; + | TEX | txl | 35: TXLr h1, g[TEX0], const.xxxx, TEX0; + | SCB0 | max | 37: MAXh h5.y, h5.-x--, h1.-w--; + | SCB1 | min | 38: MINh h4.w, h1, h5; + | | | + 11 | SCT0 | mad | 39: MADr r0.xy,-h4, const.xy--, r1.zw--; + | SCT1 | mov | 41: TXLr h0, r0, const.zzzz, TEX0; + | TEX | txl | 41: TXLr h0, r0, const.zzzz, TEX0; + | SCB0 | mad | 44: MADr r2.xy, h4, const.xy--, r1.zw--; + | SCB1 | add | 43: ADDh*8 h5.z, h5.--y-,-h4.--w-; + | | | + 12 | SCT0/1 | mov | 46: TXLr h3, r2, const.xxxx, TEX0; + | TEX | txl | 46: TXLr h3, r2, const.xxxx, TEX0; + | SCB0/1 | add | 48: ADDh/2 h0, h0, h3; + | | | + 13 | SCT0/1 | mad | 49: ADDh/2 h3, h0, h2; + | SCB0/1 | mul | 50: MOVh h0, h3; + | | | + 14 | SCT0 | set | 51: SLTh h3.x, h3.w---, h5.w---; + | SCT1 | set | 52: SGTh h3.w, h3, h5.---x; + | SCB0 | set | 54: SLThc0 rc, h5.z---, h5; + | SCB1 | add | 53: ADDxc0_s rc, h3.---x, h3; + | | | + 15 | SCT0/1 | mul | 55: MOVh h0(NE0.wwww), h2; + | SCB0/1 | mul | 56: MOVh h0(NE0.xxxx), h1; + +Pass SCT TEX SCB + 1: 0% 100% 25% + 2: 0% 100% 25% + 3: 0% 100% 50% + 4: 0% 100% 50% + 5: 50% 0% 25% + 6: 0% 0% 25% + 7: 100% 0% 25% + 8: 0% 100% 50% + 9: 0% 100% 100% + 10: 0% 100% 50% + 11: 0% 100% 75% + 12: 0% 100% 100% + 13: 100% 0% 100% + 14: 50% 0% 50% + 15: 100% 0% 100% + +MEAN: 26% 60% 56% + +Pass SCT0 SCT1 TEX SCB0 SCB1 + 1: 0% 0% 100% 100% 0% + 2: 0% 0% 100% 100% 0% + 3: 0% 0% 100% 100% 100% + 4: 0% 0% 100% 100% 100% + 5: 100% 100% 0% 100% 0% + 6: 0% 0% 0% 0% 100% + 7: 100% 100% 0% 0% 100% + 8: 0% 0% 100% 100% 100% + 9: 0% 0% 100% 100% 100% + 10: 0% 0% 100% 100% 100% + 11: 0% 0% 100% 100% 100% + 12: 0% 0% 100% 100% 100% + 13: 100% 100% 0% 100% 100% + 14: 100% 100% 0% 100% 100% + 15: 100% 100% 0% 100% 100% + +MEAN: 33% 33% 60% 86% 80% +Fragment Performance Setup: Driver RSX Compiler, GPU RSX, Flags 0x5 +Results 15 cycles, 3 r regs, 800,000,000 pixels/s +============================================================================*/ +#if (FXAA_PS3 == 1) && (FXAA_EARLY_EXIT == 1) +/*--------------------------------------------------------------------------*/ +#pragma regcount 7 +#pragma disablepc all +#pragma option O2 +#pragma option OutColorPrec=fp16 +#pragma texformat default RGBA8 +/*==========================================================================*/ +half4 FxaaPixelShader( + // See FXAA Quality FxaaPixelShader() source for docs on Inputs! + FxaaFloat2 pos, + FxaaFloat4 fxaaConsolePosPos, + FxaaTex tex, + FxaaTex fxaaConsole360TexExpBiasNegOne, + FxaaTex fxaaConsole360TexExpBiasNegTwo, + FxaaFloat2 fxaaQualityRcpFrame, + FxaaFloat4 fxaaConsoleRcpFrameOpt, + FxaaFloat4 fxaaConsoleRcpFrameOpt2, + FxaaFloat4 fxaaConsole360RcpFrameOpt2, + FxaaFloat fxaaQualitySubpix, + FxaaFloat fxaaQualityEdgeThreshold, + FxaaFloat fxaaQualityEdgeThresholdMin, + FxaaFloat fxaaConsoleEdgeSharpness, + FxaaFloat fxaaConsoleEdgeThreshold, + FxaaFloat fxaaConsoleEdgeThresholdMin, + FxaaFloat4 fxaaConsole360ConstDir +) { +/*--------------------------------------------------------------------------*/ +// (1) + half4 rgbyNe = h4tex2Dlod(tex, half4(fxaaConsolePosPos.zy, 0, 0)); + #if (FXAA_GREEN_AS_LUMA == 0) + half lumaNe = rgbyNe.w + half(1.0/512.0); + #else + half lumaNe = rgbyNe.y + half(1.0/512.0); + #endif +/*--------------------------------------------------------------------------*/ +// (2) + half4 lumaSw = h4tex2Dlod(tex, half4(fxaaConsolePosPos.xw, 0, 0)); + #if (FXAA_GREEN_AS_LUMA == 0) + half lumaSwNegNe = lumaSw.w - lumaNe; + #else + half lumaSwNegNe = lumaSw.y - lumaNe; + #endif +/*--------------------------------------------------------------------------*/ +// (3) + half4 lumaNw = h4tex2Dlod(tex, half4(fxaaConsolePosPos.xy, 0, 0)); + #if (FXAA_GREEN_AS_LUMA == 0) + half lumaMaxNwSw = max(lumaNw.w, lumaSw.w); + half lumaMinNwSw = min(lumaNw.w, lumaSw.w); + #else + half lumaMaxNwSw = max(lumaNw.y, lumaSw.y); + half lumaMinNwSw = min(lumaNw.y, lumaSw.y); + #endif +/*--------------------------------------------------------------------------*/ +// (4) + half4 lumaSe = h4tex2Dlod(tex, half4(fxaaConsolePosPos.zw, 0, 0)); + #if (FXAA_GREEN_AS_LUMA == 0) + half dirZ = lumaNw.w + lumaSwNegNe; + half dirX = -lumaNw.w + lumaSwNegNe; + #else + half dirZ = lumaNw.y + lumaSwNegNe; + half dirX = -lumaNw.y + lumaSwNegNe; + #endif +/*--------------------------------------------------------------------------*/ +// (5) + half3 dir; + dir.y = 0.0; + #if (FXAA_GREEN_AS_LUMA == 0) + dir.x = lumaSe.w + dirX; + dir.z = -lumaSe.w + dirZ; + half lumaMinNeSe = min(lumaNe, lumaSe.w); + #else + dir.x = lumaSe.y + dirX; + dir.z = -lumaSe.y + dirZ; + half lumaMinNeSe = min(lumaNe, lumaSe.y); + #endif +/*--------------------------------------------------------------------------*/ +// (6) + half4 dir1_pos; + dir1_pos.xy = normalize(dir).xz; + half dirAbsMinTimes8 = min(abs(dir1_pos.x), abs(dir1_pos.y)) * half(FXAA_CONSOLE__PS3_EDGE_SHARPNESS); +/*--------------------------------------------------------------------------*/ +// (7) + half4 dir2_pos; + dir2_pos.xy = clamp(dir1_pos.xy / dirAbsMinTimes8, half(-2.0), half(2.0)); + dir1_pos.zw = pos.xy; + dir2_pos.zw = pos.xy; + #if (FXAA_GREEN_AS_LUMA == 0) + half lumaMaxNeSe = max(lumaNe, lumaSe.w); + #else + half lumaMaxNeSe = max(lumaNe, lumaSe.y); + #endif +/*--------------------------------------------------------------------------*/ +// (8) + half4 temp1N; + temp1N.xy = dir1_pos.zw - dir1_pos.xy * fxaaConsoleRcpFrameOpt.zw; + temp1N = h4tex2Dlod(tex, half4(temp1N.xy, 0.0, 0.0)); + half lumaMax = max(lumaMaxNwSw, lumaMaxNeSe); + half lumaMin = min(lumaMinNwSw, lumaMinNeSe); +/*--------------------------------------------------------------------------*/ +// (9) + half4 rgby1; + rgby1.xy = dir1_pos.zw + dir1_pos.xy * fxaaConsoleRcpFrameOpt.zw; + rgby1 = h4tex2Dlod(tex, half4(rgby1.xy, 0.0, 0.0)); + rgby1 = (temp1N + rgby1) * 0.5; +/*--------------------------------------------------------------------------*/ +// (10) + half4 rgbyM = h4tex2Dlod(tex, half4(pos.xy, 0.0, 0.0)); + #if (FXAA_GREEN_AS_LUMA == 0) + half lumaMaxM = max(lumaMax, rgbyM.w); + half lumaMinM = min(lumaMin, rgbyM.w); + #else + half lumaMaxM = max(lumaMax, rgbyM.y); + half lumaMinM = min(lumaMin, rgbyM.y); + #endif +/*--------------------------------------------------------------------------*/ +// (11) + half4 temp2N; + temp2N.xy = dir2_pos.zw - dir2_pos.xy * fxaaConsoleRcpFrameOpt2.zw; + temp2N = h4tex2Dlod(tex, half4(temp2N.xy, 0.0, 0.0)); + half4 rgby2; + rgby2.xy = dir2_pos.zw + dir2_pos.xy * fxaaConsoleRcpFrameOpt2.zw; + half lumaRangeM = (lumaMaxM - lumaMinM) / FXAA_CONSOLE__PS3_EDGE_THRESHOLD; +/*--------------------------------------------------------------------------*/ +// (12) + rgby2 = h4tex2Dlod(tex, half4(rgby2.xy, 0.0, 0.0)); + rgby2 = (temp2N + rgby2) * 0.5; +/*--------------------------------------------------------------------------*/ +// (13) + rgby2 = (rgby2 + rgby1) * 0.5; +/*--------------------------------------------------------------------------*/ +// (14) + #if (FXAA_GREEN_AS_LUMA == 0) + bool twoTapLt = rgby2.w < lumaMin; + bool twoTapGt = rgby2.w > lumaMax; + #else + bool twoTapLt = rgby2.y < lumaMin; + bool twoTapGt = rgby2.y > lumaMax; + #endif + bool earlyExit = lumaRangeM < lumaMax; + bool twoTap = twoTapLt || twoTapGt; +/*--------------------------------------------------------------------------*/ +// (15) + if(twoTap) rgby2 = rgby1; + if(earlyExit) rgby2 = rgbyM; +/*--------------------------------------------------------------------------*/ + return rgby2; } +/*==========================================================================*/ +#endif diff --git a/src/menu_options.c b/src/menu_options.c index 45ed7d6ff..7cae81bd1 100644 --- a/src/menu_options.c +++ b/src/menu_options.c @@ -56,9 +56,7 @@ extern cvar_t r_farclip, gl_max_size, gl_miptexLevel; extern cvar_t r_bloom; extern cvar_t gl_flashblend, r_dynamic, gl_lightmode, gl_modulate; -#ifdef RENDERER_OPTION_MODERN_OPENGL extern cvar_t vid_framebuffer, vid_framebuffer_hdr, vid_framebuffer_hdr_tonemap, vid_framebuffer_scale, vid_framebuffer_multisample, vid_framebuffer_fxaa; -#endif extern cvar_t vid_software_palette; @@ -434,13 +432,11 @@ const char* vid_renderer_enum[] = { }; #endif -#ifdef RENDERER_OPTION_MODERN_OPENGL const char* vid_framebuffer_enum[] = { "disabled", "0", "enabled", "1", "enabled (separate scene & hud)", "2" }; -#endif settings_page settfps; @@ -522,13 +518,11 @@ void VideoApplySettings (void) mss_askmode = true; } -#if defined(EZ_MULTIPLE_RENDERERS) || defined(RENDERER_OPTION_MODERN_OPENGL) // performed when user hits the "apply" button void RendererRestart (void) { Cbuf_AddText("vid_restart\n"); } -#endif // two possible results of the "keep these video settings?" dialogue static void KeepNewVideoSettings (void) { mss_askmode = false; } @@ -1299,7 +1293,6 @@ setting settsystem_arr[] = { ADDSET_ACTION("Apply Changes", RendererRestart, "Restarts the renderer."), #endif -#ifdef RENDERER_OPTION_MODERN_OPENGL ADDSET_ADVANCED_SECTION(), ADDSET_SEPARATOR("Framebuffer"), ADDSET_ENUM("Mode", vid_framebuffer, vid_framebuffer_enum), @@ -1310,7 +1303,6 @@ setting settsystem_arr[] = { ADDSET_NUMBER("FXAA", vid_framebuffer_fxaa, 0, 17, 1), ADDSET_ACTION("Apply Changes", RendererRestart, "Restarts the renderer."), ADDSET_BASIC_SECTION(), -#endif //Font ADDSET_ADVANCED_SECTION(), diff --git a/src/r_program.h b/src/r_program.h index 9b03f5441..002cc0dc8 100644 --- a/src/r_program.h +++ b/src/r_program.h @@ -48,6 +48,8 @@ typedef enum { r_program_uniform_post_process_glc_overlay, r_program_uniform_post_process_glc_v_blend, r_program_uniform_post_process_glc_contrast, + r_program_uniform_post_process_glc_r_inv_width, + r_program_uniform_post_process_glc_r_inv_height, r_program_uniform_sky_glc_cameraPosition, r_program_uniform_sky_glc_speedscale, r_program_uniform_sky_glc_speedscale2,