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+/*============================================================================
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+
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+
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+ NVIDIA FXAA 3.11 by TIMOTHY LOTTES
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+
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+
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+------------------------------------------------------------------------------
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+COPYRIGHT (C) 2010, 2011 NVIDIA CORPORATION. ALL RIGHTS RESERVED.
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+------------------------------------------------------------------------------
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+TO THE MAXIMUM EXTENT PERMITTED BY APPLICABLE LAW, THIS SOFTWARE IS PROVIDED
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+*AS IS* AND NVIDIA AND ITS SUPPLIERS DISCLAIM ALL WARRANTIES, EITHER EXPRESS
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+OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, IMPLIED WARRANTIES OF
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+MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE. IN NO EVENT SHALL NVIDIA
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+OR ITS SUPPLIERS BE LIABLE FOR ANY SPECIAL, INCIDENTAL, INDIRECT, OR
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+CONSEQUENTIAL DAMAGES WHATSOEVER (INCLUDING, WITHOUT LIMITATION, DAMAGES FOR
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+LOSS OF BUSINESS PROFITS, BUSINESS INTERRUPTION, LOSS OF BUSINESS INFORMATION,
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+OR ANY OTHER PECUNIARY LOSS) ARISING OUT OF THE USE OF OR INABILITY TO USE
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+THIS SOFTWARE, EVEN IF NVIDIA HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH
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+DAMAGES.
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+
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+------------------------------------------------------------------------------
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+ INTEGRATION CHECKLIST
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+------------------------------------------------------------------------------
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+(1.)
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+In the shader source, setup defines for the desired configuration.
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+When providing multiple shaders (for different presets),
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+simply setup the defines differently in multiple files.
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+Example,
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+
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+ #define FXAA_PC 1
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+ #define FXAA_HLSL_5 1
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+ #define FXAA_QUALITY__PRESET 12
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+
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+Or,
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+
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+ #define FXAA_360 1
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+
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+Or,
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+
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+ #define FXAA_PS3 1
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+
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+Etc.
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+
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+(2.)
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+Then include this file,
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+
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+ #include "Fxaa3_11.h"
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+
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+(3.)
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+Then call the FXAA pixel shader from within your desired shader.
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+Look at the FXAA Quality FxaaPixelShader() for docs on inputs.
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+As for FXAA 3.11 all inputs for all shaders are the same
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+to enable easy porting between platforms.
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+
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+ return FxaaPixelShader(...);
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+
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+(4.)
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+Insure pass prior to FXAA outputs RGBL (see next section).
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+Or use,
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+
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+ #define FXAA_GREEN_AS_LUMA 1
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+
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+(5.)
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+Setup engine to provide the following constants
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+which are used in the FxaaPixelShader() inputs,
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+
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+ FxaaFloat2 fxaaQualityRcpFrame,
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+ FxaaFloat4 fxaaConsoleRcpFrameOpt,
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+ FxaaFloat4 fxaaConsoleRcpFrameOpt2,
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+ FxaaFloat4 fxaaConsole360RcpFrameOpt2,
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+ FxaaFloat fxaaQualitySubpix,
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+ FxaaFloat fxaaQualityEdgeThreshold,
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+ FxaaFloat fxaaQualityEdgeThresholdMin,
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+ FxaaFloat fxaaConsoleEdgeSharpness,
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+ FxaaFloat fxaaConsoleEdgeThreshold,
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+ FxaaFloat fxaaConsoleEdgeThresholdMin,
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+ FxaaFloat4 fxaaConsole360ConstDir
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+
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+Look at the FXAA Quality FxaaPixelShader() for docs on inputs.
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+
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+(6.)
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+Have FXAA vertex shader run as a full screen triangle,
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+and output "pos" and "fxaaConsolePosPos"
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+such that inputs in the pixel shader provide,
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+
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+ // {xy} = center of pixel
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+ FxaaFloat2 pos,
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+
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+ // {xy__} = upper left of pixel
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+ // {__zw} = lower right of pixel
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+ FxaaFloat4 fxaaConsolePosPos,
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+
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+(7.)
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+Insure the texture sampler(s) used by FXAA are set to bilinear filtering.
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+
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+
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+------------------------------------------------------------------------------
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+ INTEGRATION - RGBL AND COLORSPACE
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+------------------------------------------------------------------------------
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+FXAA3 requires RGBL as input unless the following is set,
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+
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+ #define FXAA_GREEN_AS_LUMA 1
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+
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+In which case the engine uses green in place of luma,
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+and requires RGB input is in a non-linear colorspace.
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+
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+RGB should be LDR (low dynamic range).
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+Specifically do FXAA after tonemapping.
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+
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+RGB data as returned by a texture fetch can be non-linear,
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+or linear when FXAA_GREEN_AS_LUMA is not set.
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+Note an "sRGB format" texture counts as linear,
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+because the result of a texture fetch is linear data.
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+Regular "RGBA8" textures in the sRGB colorspace are non-linear.
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+
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+If FXAA_GREEN_AS_LUMA is not set,
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+luma must be stored in the alpha channel prior to running FXAA.
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+This luma should be in a perceptual space (could be gamma 2.0).
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+Example pass before FXAA where output is gamma 2.0 encoded,
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+
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+ color.rgb = ToneMap(color.rgb); // linear color output
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+ color.rgb = sqrt(color.rgb); // gamma 2.0 color output
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+ return color;
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+
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+To use FXAA,
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+
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+ color.rgb = ToneMap(color.rgb); // linear color output
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+ color.rgb = sqrt(color.rgb); // gamma 2.0 color output
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+ color.a = dot(color.rgb, FxaaFloat3(0.299, 0.587, 0.114)); // compute luma
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+ return color;
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+
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+Another example where output is linear encoded,
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+say for instance writing to an sRGB formated render target,
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+where the render target does the conversion back to sRGB after blending,
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+
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+ color.rgb = ToneMap(color.rgb); // linear color output
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+ return color;
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+
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+To use FXAA,
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+
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+ color.rgb = ToneMap(color.rgb); // linear color output
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+ color.a = sqrt(dot(color.rgb, FxaaFloat3(0.299, 0.587, 0.114))); // compute luma
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+ return color;
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+
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+Getting luma correct is required for the algorithm to work correctly.
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+
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+
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+------------------------------------------------------------------------------
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+ BEING LINEARLY CORRECT?
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+------------------------------------------------------------------------------
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+Applying FXAA to a framebuffer with linear RGB color will look worse.
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+This is very counter intuitive, but happends to be true in this case.
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+The reason is because dithering artifacts will be more visiable
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+in a linear colorspace.
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+
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+
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+------------------------------------------------------------------------------
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+ COMPLEX INTEGRATION
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+------------------------------------------------------------------------------
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+Q. What if the engine is blending into RGB before wanting to run FXAA?
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+
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+A. In the last opaque pass prior to FXAA,
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+ have the pass write out luma into alpha.
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+ Then blend into RGB only.
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+ FXAA should be able to run ok
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+ assuming the blending pass did not any add aliasing.
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+ This should be the common case for particles and common blending passes.
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+
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+A. Or use FXAA_GREEN_AS_LUMA.
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+
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+============================================================================*/
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+
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+/*============================================================================
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+
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+ INTEGRATION KNOBS
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+
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+============================================================================*/
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+//
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+// FXAA_PS3 and FXAA_360 choose the console algorithm (FXAA3 CONSOLE).
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+// FXAA_360_OPT is a prototype for the new optimized 360 version.
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+//
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+// 1 = Use API.
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+// 0 = Don't use API.
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+//
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+/*--------------------------------------------------------------------------*/
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+#ifndef FXAA_PS3
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+ #define FXAA_PS3 0
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+#endif
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+/*--------------------------------------------------------------------------*/
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+#ifndef FXAA_360
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+ #define FXAA_360 0
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+#endif
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+/*--------------------------------------------------------------------------*/
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+#ifndef FXAA_360_OPT
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+ #define FXAA_360_OPT 0
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+#endif
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+/*==========================================================================*/
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+#ifndef FXAA_PC
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+ //
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+ // FXAA Quality
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+ // The high quality PC algorithm.
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+ //
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+ #define FXAA_PC 0
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+#endif
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+/*--------------------------------------------------------------------------*/
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+#ifndef FXAA_PC_CONSOLE
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+ //
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+ // The console algorithm for PC is included
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+ // for developers targeting really low spec machines.
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+ // Likely better to just run FXAA_PC, and use a really low preset.
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+ //
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+ #define FXAA_PC_CONSOLE 0
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+#endif
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+/*--------------------------------------------------------------------------*/
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+#ifndef FXAA_GLSL_120
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+ #define FXAA_GLSL_120 0
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+#endif
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+/*--------------------------------------------------------------------------*/
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+#ifndef FXAA_GLSL_130
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+ #define FXAA_GLSL_130 0
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+#endif
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+/*--------------------------------------------------------------------------*/
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+#ifndef FXAA_HLSL_3
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+ #define FXAA_HLSL_3 0
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+#endif
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+/*--------------------------------------------------------------------------*/
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+#ifndef FXAA_HLSL_4
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+ #define FXAA_HLSL_4 0
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+#endif
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+/*--------------------------------------------------------------------------*/
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+#ifndef FXAA_HLSL_5
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+ #define FXAA_HLSL_5 0
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+#endif
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+/*==========================================================================*/
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+#ifndef FXAA_GREEN_AS_LUMA
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+ //
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+ // For those using non-linear color,
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+ // and either not able to get luma in alpha, or not wanting to,
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+ // this enables FXAA to run using green as a proxy for luma.
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+ // So with this enabled, no need to pack luma in alpha.
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+ //
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+ // This will turn off AA on anything which lacks some amount of green.
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+ // Pure red and blue or combination of only R and B, will get no AA.
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+ //
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+ // Might want to lower the settings for both,
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+ // fxaaConsoleEdgeThresholdMin
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+ // fxaaQualityEdgeThresholdMin
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+ // In order to insure AA does not get turned off on colors
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+ // which contain a minor amount of green.
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+ //
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+ // 1 = On.
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+ // 0 = Off.
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+ //
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+ #define FXAA_GREEN_AS_LUMA 0
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+#endif
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+/*--------------------------------------------------------------------------*/
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+#ifndef FXAA_EARLY_EXIT
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+ //
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+ // Controls algorithm's early exit path.
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+ // On PS3 turning this ON adds 2 cycles to the shader.
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+ // On 360 turning this OFF adds 10ths of a millisecond to the shader.
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+ // Turning this off on console will result in a more blurry image.
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+ // So this defaults to on.
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+ //
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+ // 1 = On.
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+ // 0 = Off.
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+ //
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+ #define FXAA_EARLY_EXIT 1
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+#endif
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+/*--------------------------------------------------------------------------*/
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+#ifndef FXAA_DISCARD
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+ //
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+ // Only valid for PC OpenGL currently.
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+ // Probably will not work when FXAA_GREEN_AS_LUMA = 1.
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+ //
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+ // 1 = Use discard on pixels which don't need AA.
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+ // For APIs which enable concurrent TEX+ROP from same surface.
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+ // 0 = Return unchanged color on pixels which don't need AA.
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+ //
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+ #define FXAA_DISCARD 0
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+#endif
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+/*--------------------------------------------------------------------------*/
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+#ifndef FXAA_FAST_PIXEL_OFFSET
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+ //
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+ // Used for GLSL 120 only.
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+ //
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+ // 1 = GL API supports fast pixel offsets
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+ // 0 = do not use fast pixel offsets
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+ //
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+ #ifdef GL_EXT_gpu_shader4
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+ #define FXAA_FAST_PIXEL_OFFSET 1
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+ #endif
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+ #ifdef GL_NV_gpu_shader5
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+ #define FXAA_FAST_PIXEL_OFFSET 1
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+ #endif
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+ #ifdef GL_ARB_gpu_shader5
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+ #define FXAA_FAST_PIXEL_OFFSET 1
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+ #endif
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+ #ifndef FXAA_FAST_PIXEL_OFFSET
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+ #define FXAA_FAST_PIXEL_OFFSET 0
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+ #endif
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+#endif
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+/*--------------------------------------------------------------------------*/
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+#ifndef FXAA_GATHER4_ALPHA
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+ //
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+ // 1 = API supports gather4 on alpha channel.
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+ // 0 = API does not support gather4 on alpha channel.
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+ //
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+ #if (FXAA_HLSL_5 == 1)
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+ #define FXAA_GATHER4_ALPHA 1
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+ #endif
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+ #ifdef GL_ARB_gpu_shader5
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+ #define FXAA_GATHER4_ALPHA 1
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+ #endif
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+ #ifdef GL_NV_gpu_shader5
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+ #define FXAA_GATHER4_ALPHA 1
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+ #endif
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+ #ifndef FXAA_GATHER4_ALPHA
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+ #define FXAA_GATHER4_ALPHA 0
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+ #endif
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+#endif
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+
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+/*============================================================================
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+ FXAA CONSOLE PS3 - TUNING KNOBS
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+============================================================================*/
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+#ifndef FXAA_CONSOLE__PS3_EDGE_SHARPNESS
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+ //
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+ // Consoles the sharpness of edges on PS3 only.
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+ // Non-PS3 tuning is done with shader input.
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+ //
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+ // Due to the PS3 being ALU bound,
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+ // there are only two safe values here: 4 and 8.
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+ // These options use the shaders ability to a free *|/ by 2|4|8.
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+ //
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+ // 8.0 is sharper
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+ // 4.0 is softer
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+ // 2.0 is really soft (good for vector graphics inputs)
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+ //
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+ #if 1
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+ #define FXAA_CONSOLE__PS3_EDGE_SHARPNESS 8.0
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+ #endif
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+ #if 0
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+ #define FXAA_CONSOLE__PS3_EDGE_SHARPNESS 4.0
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+ #endif
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+ #if 0
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+ #define FXAA_CONSOLE__PS3_EDGE_SHARPNESS 2.0
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+ #endif
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+#endif
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+/*--------------------------------------------------------------------------*/
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+#ifndef FXAA_CONSOLE__PS3_EDGE_THRESHOLD
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+ //
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+ // Only effects PS3.
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+ // Non-PS3 tuning is done with shader input.
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+ //
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+ // The minimum amount of local contrast required to apply algorithm.
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+ // The console setting has a different mapping than the quality setting.
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+ //
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+ // This only applies when FXAA_EARLY_EXIT is 1.
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+ //
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+ // Due to the PS3 being ALU bound,
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+ // there are only two safe values here: 0.25 and 0.125.
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+ // These options use the shaders ability to a free *|/ by 2|4|8.
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+ //
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+ // 0.125 leaves less aliasing, but is softer
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+ // 0.25 leaves more aliasing, and is sharper
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+ //
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+ #if 1
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+ #define FXAA_CONSOLE__PS3_EDGE_THRESHOLD 0.125
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+ #else
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+ #define FXAA_CONSOLE__PS3_EDGE_THRESHOLD 0.25
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+ #endif
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+#endif
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+
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+/*============================================================================
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+ FXAA QUALITY - TUNING KNOBS
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+------------------------------------------------------------------------------
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+NOTE the other tuning knobs are now in the shader function inputs!
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+============================================================================*/
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+#ifndef FXAA_QUALITY__PRESET
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+ //
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+ // Choose the quality preset.
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+ // This needs to be compiled into the shader as it effects code.
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+ // Best option to include multiple presets is to
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+ // in each shader define the preset, then include this file.
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+ //
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+ // OPTIONS
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+ // -----------------------------------------------------------------------
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+ // 10 to 15 - default medium dither (10=fastest, 15=highest quality)
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+ // 20 to 29 - less dither, more expensive (20=fastest, 29=highest quality)
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+ // 39 - no dither, very expensive
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+ //
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+ // NOTES
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+ // -----------------------------------------------------------------------
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+ // 12 = slightly faster then FXAA 3.9 and higher edge quality (default)
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+ // 13 = about same speed as FXAA 3.9 and better than 12
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+ // 23 = closest to FXAA 3.9 visually and performance wise
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+ // _ = the lowest digit is directly related to performance
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+ // _ = the highest digit is directly related to style
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+ //
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+ #define FXAA_QUALITY__PRESET 12
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+#endif
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+
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+
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+/*============================================================================
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+
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+ FXAA QUALITY - PRESETS
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+
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+============================================================================*/
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+
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+/*============================================================================
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+ FXAA QUALITY - MEDIUM DITHER PRESETS
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+============================================================================*/
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+#if (FXAA_QUALITY__PRESET == 10)
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+ #define FXAA_QUALITY__PS 3
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+ #define FXAA_QUALITY__P0 1.5
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+ #define FXAA_QUALITY__P1 3.0
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+ #define FXAA_QUALITY__P2 12.0
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|
|
+#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_4_MG == 1)
|
|
|
+ #define FxaaInt2 int2
|
|
|
+ struct FxaaTex { SamplerState smpl; Texture2D tex; };
|
|
|
+ #define FxaaTexTop(t, p) t.tex.Sample(t.smpl, p)
|
|
|
+ #define FxaaTexOff(t, p, o, r) t.tex.Sample(t.smpl, p, 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));*/
|
|
|
+
|
|
|
+ // NOTE -> as far as I know, there is no way to apply an exponent bias to the sampler in XNA
|
|
|
+ // (with the XDK apparently you can use XGSetTextureHeaderEx)
|
|
|
+ // So we need to divide by 2 or 4 here.
|
|
|
+ // - Philip Fortier
|
|
|
+ float4 rgbyN1 = tex2Dlod(fxaaConsole360TexExpBiasNegOne, float4(pos.xy + dir1.xy, 0.0, 0.0)) / 2;
|
|
|
+ float4 rgbyP1 = tex2Dlod(fxaaConsole360TexExpBiasNegOne, float4(pos.xy + dir1.zw, 0.0, 0.0)) / 2;
|
|
|
+ float4 rgbyN2 = tex2Dlod(fxaaConsole360TexExpBiasNegTwo, float4(pos.xy + dir2.xy, 0.0, 0.0)) / 4;
|
|
|
+ float4 rgbyP2 = tex2Dlod(fxaaConsole360TexExpBiasNegTwo, float4(pos.xy + dir2.zw, 0.0, 0.0)) / 4;
|
|
|
+
|
|
|
+/*--------------------------------------------------------------------------*/
|
|
|
+ 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)
|
|
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+ half3 dir;
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|
|
+ dir.y = 0.0;
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|
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+ #if (FXAA_GREEN_AS_LUMA == 0)
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|
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+ dir.x = lumaSe.w + dirX;
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|
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+ dir.z = -lumaSe.w + dirZ;
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+ half lumaMinNeSe = min(lumaNe, lumaSe.w);
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|
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+ #else
|
|
|
+ dir.x = lumaSe.y + dirX;
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|
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+ dir.z = -lumaSe.y + dirZ;
|
|
|
+ half lumaMinNeSe = min(lumaNe, lumaSe.y);
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|
|
+ #endif
|
|
|
+/*--------------------------------------------------------------------------*/
|
|
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+// (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
|