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NVIDIA FXAA 3.11 by TIMOTHY LOTTES
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/*============================================================================ | |
NVIDIA FXAA 3.11 by TIMOTHY LOTTES | |
------------------------------------------------------------------------------ | |
COPYRIGHT (C) 2010, 2011 NVIDIA CORPORATION. ALL RIGHTS RESERVED. | |
------------------------------------------------------------------------------ | |
TO THE MAXIMUM EXTENT PERMITTED BY APPLICABLE LAW, THIS SOFTWARE IS PROVIDED | |
*AS IS* AND NVIDIA AND ITS SUPPLIERS DISCLAIM ALL WARRANTIES, EITHER EXPRESS | |
OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, IMPLIED WARRANTIES OF | |
MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE. IN NO EVENT SHALL NVIDIA | |
OR ITS SUPPLIERS BE LIABLE FOR ANY SPECIAL, INCIDENTAL, INDIRECT, OR | |
CONSEQUENTIAL DAMAGES WHATSOEVER (INCLUDING, WITHOUT LIMITATION, DAMAGES FOR | |
LOSS OF BUSINESS PROFITS, BUSINESS INTERRUPTION, LOSS OF BUSINESS INFORMATION, | |
OR ANY OTHER PECUNIARY LOSS) ARISING OUT OF THE USE OF OR INABILITY TO USE | |
THIS SOFTWARE, EVEN IF NVIDIA HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH | |
DAMAGES. | |
------------------------------------------------------------------------------ | |
INTEGRATION CHECKLIST | |
------------------------------------------------------------------------------ | |
(1.) | |
In the shader source, setup defines for the desired configuration. | |
When providing multiple shaders (for different presets), | |
simply setup the defines differently in multiple files. | |
Example, | |
#define FXAA_PC 1 | |
#define FXAA_HLSL_5 1 | |
#define FXAA_QUALITY__PRESET 12 | |
Or, | |
#define FXAA_360 1 | |
Or, | |
#define FXAA_PS3 1 | |
Etc. | |
(2.) | |
Then include this file, | |
#include "Fxaa3_11.h" | |
(3.) | |
Then call the FXAA pixel shader from within your desired shader. | |
Look at the FXAA Quality FxaaPixelShader() for docs on inputs. | |
As for FXAA 3.11 all inputs for all shaders are the same | |
to enable easy porting between platforms. | |
return FxaaPixelShader(...); | |
(4.) | |
Insure pass prior to FXAA outputs RGBL (see next section). | |
Or use, | |
#define FXAA_GREEN_AS_LUMA 1 | |
(5.) | |
Setup engine to provide the following constants | |
which are used in the FxaaPixelShader() inputs, | |
FxaaFloat2 fxaaQualityRcpFrame, | |
FxaaFloat4 fxaaConsoleRcpFrameOpt, | |
FxaaFloat4 fxaaConsoleRcpFrameOpt2, | |
FxaaFloat4 fxaaConsole360RcpFrameOpt2, | |
FxaaFloat fxaaQualitySubpix, | |
FxaaFloat fxaaQualityEdgeThreshold, | |
FxaaFloat fxaaQualityEdgeThresholdMin, | |
FxaaFloat fxaaConsoleEdgeSharpness, | |
FxaaFloat fxaaConsoleEdgeThreshold, | |
FxaaFloat fxaaConsoleEdgeThresholdMin, | |
FxaaFloat4 fxaaConsole360ConstDir | |
Look at the FXAA Quality FxaaPixelShader() for docs on inputs. | |
(6.) | |
Have FXAA vertex shader run as a full screen triangle, | |
and output "pos" and "fxaaConsolePosPos" | |
such that inputs in the pixel shader provide, | |
// {xy} = center of pixel | |
FxaaFloat2 pos, | |
// {xy__} = upper left of pixel | |
// {__zw} = lower right of pixel | |
FxaaFloat4 fxaaConsolePosPos, | |
(7.) | |
Insure the texture sampler(s) used by FXAA are set to bilinear filtering. | |
------------------------------------------------------------------------------ | |
INTEGRATION - RGBL AND COLORSPACE | |
------------------------------------------------------------------------------ | |
FXAA3 requires RGBL as input unless the following is set, | |
#define FXAA_GREEN_AS_LUMA 1 | |
In which case the engine uses green in place of luma, | |
and requires RGB input is in a non-linear colorspace. | |
RGB should be LDR (low dynamic range). | |
Specifically do FXAA after tonemapping. | |
RGB data as returned by a texture fetch can be non-linear, | |
or linear when FXAA_GREEN_AS_LUMA is not set. | |
Note an "sRGB format" texture counts as linear, | |
because the result of a texture fetch is linear data. | |
Regular "RGBA8" textures in the sRGB colorspace are non-linear. | |
If FXAA_GREEN_AS_LUMA is not set, | |
luma must be stored in the alpha channel prior to running FXAA. | |
This luma should be in a perceptual space (could be gamma 2.0). | |
Example pass before FXAA where output is gamma 2.0 encoded, | |
color.rgb = ToneMap(color.rgb); // linear color output | |
color.rgb = sqrt(color.rgb); // gamma 2.0 color output | |
return color; | |
To use FXAA, | |
color.rgb = ToneMap(color.rgb); // linear color output | |
color.rgb = sqrt(color.rgb); // gamma 2.0 color output | |
color.a = dot(color.rgb, FxaaFloat3(0.299, 0.587, 0.114)); // compute luma | |
return color; | |
Another example where output is linear encoded, | |
say for instance writing to an sRGB formated render target, | |
where the render target does the conversion back to sRGB after blending, | |
color.rgb = ToneMap(color.rgb); // linear color output | |
return color; | |
To use FXAA, | |
color.rgb = ToneMap(color.rgb); // linear color output | |
color.a = sqrt(dot(color.rgb, FxaaFloat3(0.299, 0.587, 0.114))); // compute luma | |
return color; | |
Getting luma correct is required for the algorithm to work correctly. | |
------------------------------------------------------------------------------ | |
BEING LINEARLY CORRECT? | |
------------------------------------------------------------------------------ | |
Applying FXAA to a framebuffer with linear RGB color will look worse. | |
This is very counter intuitive, but happends to be true in this case. | |
The reason is because dithering artifacts will be more visiable | |
in a linear colorspace. | |
------------------------------------------------------------------------------ | |
COMPLEX INTEGRATION | |
------------------------------------------------------------------------------ | |
Q. What if the engine is blending into RGB before wanting to run FXAA? | |
A. In the last opaque pass prior to FXAA, | |
have the pass write out luma into alpha. | |
Then blend into RGB only. | |
FXAA should be able to run ok | |
assuming the blending pass did not any add aliasing. | |
This should be the common case for particles and common blending passes. | |
A. Or use FXAA_GREEN_AS_LUMA. | |
============================================================================*/ | |
/*============================================================================ | |
INTEGRATION KNOBS | |
============================================================================*/ | |
// | |
// FXAA_PS3 and FXAA_360 choose the console algorithm (FXAA3 CONSOLE). | |
// FXAA_360_OPT is a prototype for the new optimized 360 version. | |
// | |
// 1 = Use API. | |
// 0 = Don't use API. | |
// | |
/*--------------------------------------------------------------------------*/ | |
#ifndef FXAA_PS3 | |
#define FXAA_PS3 0 | |
#endif | |
/*--------------------------------------------------------------------------*/ | |
#ifndef FXAA_360 | |
#define FXAA_360 0 | |
#endif | |
/*--------------------------------------------------------------------------*/ | |
#ifndef FXAA_360_OPT | |
#define FXAA_360_OPT 0 | |
#endif | |
/*==========================================================================*/ | |
#ifndef FXAA_PC | |
// | |
// FXAA Quality | |
// The high quality PC algorithm. | |
// | |
#define FXAA_PC 0 | |
#endif | |
/*--------------------------------------------------------------------------*/ | |
#ifndef FXAA_PC_CONSOLE | |
// | |
// The console algorithm for PC is included | |
// for developers targeting really low spec machines. | |
// Likely better to just run FXAA_PC, and use a really low preset. | |
// | |
#define FXAA_PC_CONSOLE 0 | |
#endif | |
/*--------------------------------------------------------------------------*/ | |
#ifndef FXAA_GLSL_120 | |
#define FXAA_GLSL_120 0 | |
#endif | |
/*--------------------------------------------------------------------------*/ | |
#ifndef FXAA_GLSL_130 | |
#define FXAA_GLSL_130 0 | |
#endif | |
/*--------------------------------------------------------------------------*/ | |
#ifndef FXAA_HLSL_3 | |
#define FXAA_HLSL_3 0 | |
#endif | |
/*--------------------------------------------------------------------------*/ | |
#ifndef FXAA_HLSL_4 | |
#define FXAA_HLSL_4 0 | |
#endif | |
/*--------------------------------------------------------------------------*/ | |
#ifndef FXAA_HLSL_5 | |
#define FXAA_HLSL_5 0 | |
#endif | |
/*==========================================================================*/ | |
#ifndef FXAA_GREEN_AS_LUMA | |
// | |
// For those using non-linear color, | |
// and either not able to get luma in alpha, or not wanting to, | |
// this enables FXAA to run using green as a proxy for luma. | |
// So with this enabled, no need to pack luma in alpha. | |
// | |
// This will turn off AA on anything which lacks some amount of green. | |
// Pure red and blue or combination of only R and B, will get no AA. | |
// | |
// Might want to lower the settings for both, | |
// fxaaConsoleEdgeThresholdMin | |
// fxaaQualityEdgeThresholdMin | |
// In order to insure AA does not get turned off on colors | |
// which contain a minor amount of green. | |
// | |
// 1 = On. | |
// 0 = Off. | |
// | |
#define FXAA_GREEN_AS_LUMA 0 | |
#endif | |
/*--------------------------------------------------------------------------*/ | |
#ifndef FXAA_EARLY_EXIT | |
// | |
// Controls algorithm's early exit path. | |
// On PS3 turning this ON adds 2 cycles to the shader. | |
// On 360 turning this OFF adds 10ths of a millisecond to the shader. | |
// Turning this off on console will result in a more blurry image. | |
// So this defaults to on. | |
// | |
// 1 = On. | |
// 0 = Off. | |
// | |
#define FXAA_EARLY_EXIT 1 | |
#endif | |
/*--------------------------------------------------------------------------*/ | |
#ifndef FXAA_DISCARD | |
// | |
// Only valid for PC OpenGL currently. | |
// Probably will not work when FXAA_GREEN_AS_LUMA = 1. | |
// | |
// 1 = Use discard on pixels which don't need AA. | |
// For APIs which enable concurrent TEX+ROP from same surface. | |
// 0 = Return unchanged color on pixels which don't need AA. | |
// | |
#define FXAA_DISCARD 0 | |
#endif | |
/*--------------------------------------------------------------------------*/ | |
#ifndef FXAA_FAST_PIXEL_OFFSET | |
// | |
// Used for GLSL 120 only. | |
// | |
// 1 = GL API supports fast pixel offsets | |
// 0 = do not use fast pixel offsets | |
// | |
#ifdef GL_EXT_gpu_shader4 | |
#define FXAA_FAST_PIXEL_OFFSET 1 | |
#endif | |
#ifdef GL_NV_gpu_shader5 | |
#define FXAA_FAST_PIXEL_OFFSET 1 | |
#endif | |
#ifdef GL_ARB_gpu_shader5 | |
#define FXAA_FAST_PIXEL_OFFSET 1 | |
#endif | |
#ifndef FXAA_FAST_PIXEL_OFFSET | |
#define FXAA_FAST_PIXEL_OFFSET 0 | |
#endif | |
#endif | |
/*--------------------------------------------------------------------------*/ | |
#ifndef FXAA_GATHER4_ALPHA | |
// | |
// 1 = API supports gather4 on alpha channel. | |
// 0 = API does not support gather4 on alpha channel. | |
// | |
#if (FXAA_HLSL_5 == 1) | |
#define FXAA_GATHER4_ALPHA 1 | |
#endif | |
#ifdef GL_ARB_gpu_shader5 | |
#define FXAA_GATHER4_ALPHA 1 | |
#endif | |
#ifdef GL_NV_gpu_shader5 | |
#define FXAA_GATHER4_ALPHA 1 | |
#endif | |
#ifndef FXAA_GATHER4_ALPHA | |
#define FXAA_GATHER4_ALPHA 0 | |
#endif | |
#endif | |
/*============================================================================ | |
FXAA CONSOLE PS3 - TUNING KNOBS | |
============================================================================*/ | |
#ifndef FXAA_CONSOLE__PS3_EDGE_SHARPNESS | |
// | |
// Consoles the sharpness of edges on PS3 only. | |
// Non-PS3 tuning is done with shader input. | |
// | |
// Due to the PS3 being ALU bound, | |
// there are only two safe values here: 4 and 8. | |
// These options use the shaders ability to a free *|/ by 2|4|8. | |
// | |
// 8.0 is sharper | |
// 4.0 is softer | |
// 2.0 is really soft (good for vector graphics inputs) | |
// | |
#if 1 | |
#define FXAA_CONSOLE__PS3_EDGE_SHARPNESS 8.0 | |
#endif | |
#if 0 | |
#define FXAA_CONSOLE__PS3_EDGE_SHARPNESS 4.0 | |
#endif | |
#if 0 | |
#define FXAA_CONSOLE__PS3_EDGE_SHARPNESS 2.0 | |
#endif | |
#endif | |
/*--------------------------------------------------------------------------*/ | |
#ifndef FXAA_CONSOLE__PS3_EDGE_THRESHOLD | |
// | |
// Only effects PS3. | |
// Non-PS3 tuning is done with shader input. | |
// | |
// The minimum amount of local contrast required to apply algorithm. | |
// The console setting has a different mapping than the quality setting. | |
// | |
// This only applies when FXAA_EARLY_EXIT is 1. | |
// | |
// Due to the PS3 being ALU bound, | |
// there are only two safe values here: 0.25 and 0.125. | |
// These options use the shaders ability to a free *|/ by 2|4|8. | |
// | |
// 0.125 leaves less aliasing, but is softer | |
// 0.25 leaves more aliasing, and is sharper | |
// | |
#if 1 | |
#define FXAA_CONSOLE__PS3_EDGE_THRESHOLD 0.125 | |
#else | |
#define FXAA_CONSOLE__PS3_EDGE_THRESHOLD 0.25 | |
#endif | |
#endif | |
/*============================================================================ | |
FXAA QUALITY - TUNING KNOBS | |
------------------------------------------------------------------------------ | |
NOTE the other tuning knobs are now in the shader function inputs! | |
============================================================================*/ | |
#ifndef FXAA_QUALITY__PRESET | |
// | |
// Choose the quality preset. | |
// This needs to be compiled into the shader as it effects code. | |
// Best option to include multiple presets is to | |
// in each shader define the preset, then include this file. | |
// | |
// OPTIONS | |
// ----------------------------------------------------------------------- | |
// 10 to 15 - default medium dither (10=fastest, 15=highest quality) | |
// 20 to 29 - less dither, more expensive (20=fastest, 29=highest quality) | |
// 39 - no dither, very expensive | |
// | |
// NOTES | |
// ----------------------------------------------------------------------- | |
// 12 = slightly faster then FXAA 3.9 and higher edge quality (default) | |
// 13 = about same speed as FXAA 3.9 and better than 12 | |
// 23 = closest to FXAA 3.9 visually and performance wise | |
// _ = the lowest digit is directly related to performance | |
// _ = the highest digit is directly related to style | |
// | |
#define FXAA_QUALITY__PRESET 12 | |
#endif | |
/*============================================================================ | |
FXAA QUALITY - PRESETS | |
============================================================================*/ | |
/*============================================================================ | |
FXAA QUALITY - MEDIUM DITHER PRESETS | |
============================================================================*/ | |
#if (FXAA_QUALITY__PRESET == 10) | |
#define FXAA_QUALITY__PS 3 | |
#define FXAA_QUALITY__P0 1.5 | |
#define FXAA_QUALITY__P1 3.0 | |
#define FXAA_QUALITY__P2 12.0 | |
#endif | |
/*--------------------------------------------------------------------------*/ | |
#if (FXAA_QUALITY__PRESET == 11) | |
#define FXAA_QUALITY__PS 4 | |
#define FXAA_QUALITY__P0 1.0 | |
#define FXAA_QUALITY__P1 1.5 | |
#define FXAA_QUALITY__P2 3.0 | |
#define FXAA_QUALITY__P3 12.0 | |
#endif | |
/*--------------------------------------------------------------------------*/ | |
#if (FXAA_QUALITY__PRESET == 12) | |
#define FXAA_QUALITY__PS 5 | |
#define FXAA_QUALITY__P0 1.0 | |
#define FXAA_QUALITY__P1 1.5 | |
#define FXAA_QUALITY__P2 2.0 | |
#define FXAA_QUALITY__P3 4.0 | |
#define FXAA_QUALITY__P4 12.0 | |
#endif | |
/*--------------------------------------------------------------------------*/ | |
#if (FXAA_QUALITY__PRESET == 13) | |
#define FXAA_QUALITY__PS 6 | |
#define FXAA_QUALITY__P0 1.0 | |
#define FXAA_QUALITY__P1 1.5 | |
#define FXAA_QUALITY__P2 2.0 | |
#define FXAA_QUALITY__P3 2.0 | |
#define FXAA_QUALITY__P4 4.0 | |
#define FXAA_QUALITY__P5 12.0 | |
#endif | |
/*--------------------------------------------------------------------------*/ | |
#if (FXAA_QUALITY__PRESET == 14) | |
#define FXAA_QUALITY__PS 7 | |
#define FXAA_QUALITY__P0 1.0 | |
#define FXAA_QUALITY__P1 1.5 | |
#define FXAA_QUALITY__P2 2.0 | |
#define FXAA_QUALITY__P3 2.0 | |
#define FXAA_QUALITY__P4 2.0 | |
#define FXAA_QUALITY__P5 4.0 | |
#define FXAA_QUALITY__P6 12.0 | |
#endif | |
/*--------------------------------------------------------------------------*/ | |
#if (FXAA_QUALITY__PRESET == 15) | |
#define FXAA_QUALITY__PS 8 | |
#define FXAA_QUALITY__P0 1.0 | |
#define FXAA_QUALITY__P1 1.5 | |
#define FXAA_QUALITY__P2 2.0 | |
#define FXAA_QUALITY__P3 2.0 | |
#define FXAA_QUALITY__P4 2.0 | |
#define FXAA_QUALITY__P5 2.0 | |
#define FXAA_QUALITY__P6 4.0 | |
#define FXAA_QUALITY__P7 12.0 | |
#endif | |
/*============================================================================ | |
FXAA QUALITY - LOW DITHER PRESETS | |
============================================================================*/ | |
#if (FXAA_QUALITY__PRESET == 20) | |
#define FXAA_QUALITY__PS 3 | |
#define FXAA_QUALITY__P0 1.5 | |
#define FXAA_QUALITY__P1 2.0 | |
#define FXAA_QUALITY__P2 8.0 | |
#endif | |
/*--------------------------------------------------------------------------*/ | |
#if (FXAA_QUALITY__PRESET == 21) | |
#define FXAA_QUALITY__PS 4 | |
#define FXAA_QUALITY__P0 1.0 | |
#define FXAA_QUALITY__P1 1.5 | |
#define FXAA_QUALITY__P2 2.0 | |
#define FXAA_QUALITY__P3 8.0 | |
#endif | |
/*--------------------------------------------------------------------------*/ | |
#if (FXAA_QUALITY__PRESET == 22) | |
#define FXAA_QUALITY__PS 5 | |
#define FXAA_QUALITY__P0 1.0 | |
#define FXAA_QUALITY__P1 1.5 | |
#define FXAA_QUALITY__P2 2.0 | |
#define FXAA_QUALITY__P3 2.0 | |
#define FXAA_QUALITY__P4 8.0 | |
#endif | |
/*--------------------------------------------------------------------------*/ | |
#if (FXAA_QUALITY__PRESET == 23) | |
#define FXAA_QUALITY__PS 6 | |
#define FXAA_QUALITY__P0 1.0 | |
#define FXAA_QUALITY__P1 1.5 | |
#define FXAA_QUALITY__P2 2.0 | |
#define FXAA_QUALITY__P3 2.0 | |
#define FXAA_QUALITY__P4 2.0 | |
#define FXAA_QUALITY__P5 8.0 | |
#endif | |
/*--------------------------------------------------------------------------*/ | |
#if (FXAA_QUALITY__PRESET == 24) | |
#define FXAA_QUALITY__PS 7 | |
#define FXAA_QUALITY__P0 1.0 | |
#define FXAA_QUALITY__P1 1.5 | |
#define FXAA_QUALITY__P2 2.0 | |
#define FXAA_QUALITY__P3 2.0 | |
#define FXAA_QUALITY__P4 2.0 | |
#define FXAA_QUALITY__P5 3.0 | |
#define FXAA_QUALITY__P6 8.0 | |
#endif | |
/*--------------------------------------------------------------------------*/ | |
#if (FXAA_QUALITY__PRESET == 25) | |
#define FXAA_QUALITY__PS 8 | |
#define FXAA_QUALITY__P0 1.0 | |
#define FXAA_QUALITY__P1 1.5 | |
#define FXAA_QUALITY__P2 2.0 | |
#define FXAA_QUALITY__P3 2.0 | |
#define FXAA_QUALITY__P4 2.0 | |
#define FXAA_QUALITY__P5 2.0 | |
#define FXAA_QUALITY__P6 4.0 | |
#define FXAA_QUALITY__P7 8.0 | |
#endif | |
/*--------------------------------------------------------------------------*/ | |
#if (FXAA_QUALITY__PRESET == 26) | |
#define FXAA_QUALITY__PS 9 | |
#define FXAA_QUALITY__P0 1.0 | |
#define FXAA_QUALITY__P1 1.5 | |
#define FXAA_QUALITY__P2 2.0 | |
#define FXAA_QUALITY__P3 2.0 | |
#define FXAA_QUALITY__P4 2.0 | |
#define FXAA_QUALITY__P5 2.0 | |
#define FXAA_QUALITY__P6 2.0 | |
#define FXAA_QUALITY__P7 4.0 | |
#define FXAA_QUALITY__P8 8.0 | |
#endif | |
/*--------------------------------------------------------------------------*/ | |
#if (FXAA_QUALITY__PRESET == 27) | |
#define FXAA_QUALITY__PS 10 | |
#define FXAA_QUALITY__P0 1.0 | |
#define FXAA_QUALITY__P1 1.5 | |
#define FXAA_QUALITY__P2 2.0 | |
#define FXAA_QUALITY__P3 2.0 | |
#define FXAA_QUALITY__P4 2.0 | |
#define FXAA_QUALITY__P5 2.0 | |
#define FXAA_QUALITY__P6 2.0 | |
#define FXAA_QUALITY__P7 2.0 | |
#define FXAA_QUALITY__P8 4.0 | |
#define FXAA_QUALITY__P9 8.0 | |
#endif | |
/*--------------------------------------------------------------------------*/ | |
#if (FXAA_QUALITY__PRESET == 28) | |
#define FXAA_QUALITY__PS 11 | |
#define FXAA_QUALITY__P0 1.0 | |
#define FXAA_QUALITY__P1 1.5 | |
#define FXAA_QUALITY__P2 2.0 | |
#define FXAA_QUALITY__P3 2.0 | |
#define FXAA_QUALITY__P4 2.0 | |
#define FXAA_QUALITY__P5 2.0 | |
#define FXAA_QUALITY__P6 2.0 | |
#define FXAA_QUALITY__P7 2.0 | |
#define FXAA_QUALITY__P8 2.0 | |
#define FXAA_QUALITY__P9 4.0 | |
#define FXAA_QUALITY__P10 8.0 | |
#endif | |
/*--------------------------------------------------------------------------*/ | |
#if (FXAA_QUALITY__PRESET == 29) | |
#define FXAA_QUALITY__PS 12 | |
#define FXAA_QUALITY__P0 1.0 | |
#define FXAA_QUALITY__P1 1.5 | |
#define FXAA_QUALITY__P2 2.0 | |
#define FXAA_QUALITY__P3 2.0 | |
#define FXAA_QUALITY__P4 2.0 | |
#define FXAA_QUALITY__P5 2.0 | |
#define FXAA_QUALITY__P6 2.0 | |
#define FXAA_QUALITY__P7 2.0 | |
#define FXAA_QUALITY__P8 2.0 | |
#define FXAA_QUALITY__P9 2.0 | |
#define FXAA_QUALITY__P10 4.0 | |
#define FXAA_QUALITY__P11 8.0 | |
#endif | |
/*============================================================================ | |
FXAA QUALITY - EXTREME QUALITY | |
============================================================================*/ | |
#if (FXAA_QUALITY__PRESET == 39) | |
#define FXAA_QUALITY__PS 12 | |
#define FXAA_QUALITY__P0 1.0 | |
#define FXAA_QUALITY__P1 1.0 | |
#define FXAA_QUALITY__P2 1.0 | |
#define FXAA_QUALITY__P3 1.0 | |
#define FXAA_QUALITY__P4 1.0 | |
#define FXAA_QUALITY__P5 1.5 | |
#define FXAA_QUALITY__P6 2.0 | |
#define FXAA_QUALITY__P7 2.0 | |
#define FXAA_QUALITY__P8 2.0 | |
#define FXAA_QUALITY__P9 2.0 | |
#define FXAA_QUALITY__P10 4.0 | |
#define FXAA_QUALITY__P11 8.0 | |
#endif | |
/*============================================================================ | |
API PORTING | |
============================================================================*/ | |
#if (FXAA_GLSL_120 == 1) || (FXAA_GLSL_130 == 1) | |
#define FxaaBool bool | |
#define FxaaDiscard discard | |
#define FxaaFloat float | |
#define FxaaFloat2 vec2 | |
#define FxaaFloat3 vec3 | |
#define FxaaFloat4 vec4 | |
#define FxaaHalf float | |
#define FxaaHalf2 vec2 | |
#define FxaaHalf3 vec3 | |
#define FxaaHalf4 vec4 | |
#define FxaaInt2 ivec2 | |
#define FxaaSat(x) clamp(x, 0.0, 1.0) | |
#define FxaaTex sampler2D | |
#else | |
#define FxaaBool bool | |
#define FxaaDiscard clip(-1) | |
#define FxaaFloat float | |
#define FxaaFloat2 float2 | |
#define FxaaFloat3 float3 | |
#define FxaaFloat4 float4 | |
#define FxaaHalf half | |
#define FxaaHalf2 half2 | |
#define FxaaHalf3 half3 | |
#define FxaaHalf4 half4 | |
#define FxaaSat(x) saturate(x) | |
#endif | |
/*--------------------------------------------------------------------------*/ | |
#if (FXAA_GLSL_120 == 1) | |
// Requires, | |
// #version 120 | |
// And at least, | |
// #extension GL_EXT_gpu_shader4 : enable | |
// (or set FXAA_FAST_PIXEL_OFFSET 1 to work like DX9) | |
#define FxaaTexTop(t, p) texture2DLod(t, p, 0.0) | |
#if (FXAA_FAST_PIXEL_OFFSET == 1) | |
#define FxaaTexOff(t, p, o, r) texture2DLodOffset(t, p, 0.0, o) | |
#else | |
#define FxaaTexOff(t, p, o, r) texture2DLod(t, p + (o * r), 0.0) | |
#endif | |
#if (FXAA_GATHER4_ALPHA == 1) | |
// use #extension GL_ARB_gpu_shader5 : enable | |
#define FxaaTexAlpha4(t, p) textureGather(t, p, 3) | |
#define FxaaTexOffAlpha4(t, p, o) textureGatherOffset(t, p, o, 3) | |
#define FxaaTexGreen4(t, p) textureGather(t, p, 1) | |
#define FxaaTexOffGreen4(t, p, o) textureGatherOffset(t, p, o, 1) | |
#endif | |
#endif | |
/*--------------------------------------------------------------------------*/ | |
#if (FXAA_GLSL_130 == 1) | |
// Requires "#version 130" or better | |
#define FxaaTexTop(t, p) textureLod(t, p, 0.0) | |
#define FxaaTexOff(t, p, o, r) textureLodOffset(t, p, 0.0, o) | |
#if (FXAA_GATHER4_ALPHA == 1) | |
// use #extension GL_ARB_gpu_shader5 : enable | |
#define FxaaTexAlpha4(t, p) textureGather(t, p, 3) | |
#define FxaaTexOffAlpha4(t, p, o) textureGatherOffset(t, p, o, 3) | |
#define FxaaTexGreen4(t, p) textureGather(t, p, 1) | |
#define FxaaTexOffGreen4(t, p, o) textureGatherOffset(t, p, o, 1) | |
#endif | |
#endif | |
/*--------------------------------------------------------------------------*/ | |
#if (FXAA_HLSL_3 == 1) || (FXAA_360 == 1) || (FXAA_PS3 == 1) | |
#define FxaaInt2 float2 | |
#define FxaaTex sampler2D | |
#define FxaaTexTop(t, p) tex2Dlod(t, float4(p, 0.0, 0.0)) | |
#define FxaaTexOff(t, p, o, r) tex2Dlod(t, float4(p + (o * r), 0, 0)) | |
#endif | |
/*--------------------------------------------------------------------------*/ | |
#if (FXAA_HLSL_4 == 1) | |
#define FxaaInt2 int2 | |
struct FxaaTex { SamplerState smpl; Texture2D tex; }; | |
#define FxaaTexTop(t, p) t.tex.SampleLevel(t.smpl, p, 0.0) | |
#define FxaaTexOff(t, p, o, r) t.tex.SampleLevel(t.smpl, p, 0.0, o) | |
#endif | |
/*--------------------------------------------------------------------------*/ | |
#if (FXAA_HLSL_5 == 1) | |
#define FxaaInt2 int2 | |
struct FxaaTex { SamplerState smpl; Texture2D tex; }; | |
#define FxaaTexTop(t, p) t.tex.SampleLevel(t.smpl, p, 0.0) | |
#define FxaaTexOff(t, p, o, r) t.tex.SampleLevel(t.smpl, p, 0.0, o) | |
#define FxaaTexAlpha4(t, p) t.tex.GatherAlpha(t.smpl, p) | |
#define FxaaTexOffAlpha4(t, p, o) t.tex.GatherAlpha(t.smpl, p, o) | |
#define FxaaTexGreen4(t, p) t.tex.GatherGreen(t.smpl, p) | |
#define FxaaTexOffGreen4(t, p, o) t.tex.GatherGreen(t.smpl, p, o) | |
#endif | |
/*============================================================================ | |
GREEN AS LUMA OPTION SUPPORT FUNCTION | |
============================================================================*/ | |
#if (FXAA_GREEN_AS_LUMA == 0) | |
FxaaFloat FxaaLuma(FxaaFloat4 rgba) { return rgba.w; } | |
#else | |
FxaaFloat FxaaLuma(FxaaFloat4 rgba) { return rgba.y; } | |
#endif | |
/*============================================================================ | |
FXAA3 QUALITY - PC | |
============================================================================*/ | |
#if (FXAA_PC == 1) | |
/*--------------------------------------------------------------------------*/ | |
FxaaFloat4 FxaaPixelShader( | |
// | |
// Use noperspective interpolation here (turn off perspective interpolation). | |
// {xy} = center of pixel | |
FxaaFloat2 pos, | |
// | |
// Used only for FXAA Console, and not used on the 360 version. | |
// Use noperspective interpolation here (turn off perspective interpolation). | |
// {xy__} = upper left of pixel | |
// {__zw} = lower right of pixel | |
FxaaFloat4 fxaaConsolePosPos, | |
// | |
// Input color texture. | |
// {rgb_} = color in linear or perceptual color space | |
// if (FXAA_GREEN_AS_LUMA == 0) | |
// {___a} = luma in perceptual color space (not linear) | |
FxaaTex tex, | |
// | |
// Only used on the optimized 360 version of FXAA Console. | |
// For everything but 360, just use the same input here as for "tex". | |
// For 360, same texture, just alias with a 2nd sampler. | |
// This sampler needs to have an exponent bias of -1. | |
FxaaTex fxaaConsole360TexExpBiasNegOne, | |
// | |
// Only used on the optimized 360 version of FXAA Console. | |
// For everything but 360, just use the same input here as for "tex". | |
// For 360, same texture, just alias with a 3nd sampler. | |
// This sampler needs to have an exponent bias of -2. | |
FxaaTex fxaaConsole360TexExpBiasNegTwo, | |
// | |
// Only used on FXAA Quality. | |
// This must be from a constant/uniform. | |
// {x_} = 1.0/screenWidthInPixels | |
// {_y} = 1.0/screenHeightInPixels | |
FxaaFloat2 fxaaQualityRcpFrame, | |
// | |
// Only used on FXAA Console. | |
// This must be from a constant/uniform. | |
// This effects sub-pixel AA quality and inversely sharpness. | |
// Where N ranges between, | |
// N = 0.50 (default) | |
// N = 0.33 (sharper) | |
// {x___} = -N/screenWidthInPixels | |
// {_y__} = -N/screenHeightInPixels | |
// {__z_} = N/screenWidthInPixels | |
// {___w} = N/screenHeightInPixels | |
FxaaFloat4 fxaaConsoleRcpFrameOpt, | |
// | |
// Only used on FXAA Console. | |
// Not used on 360, but used on PS3 and PC. | |
// This must be from a constant/uniform. | |
// {x___} = -2.0/screenWidthInPixels | |
// {_y__} = -2.0/screenHeightInPixels | |
// {__z_} = 2.0/screenWidthInPixels | |
// {___w} = 2.0/screenHeightInPixels | |
FxaaFloat4 fxaaConsoleRcpFrameOpt2, | |
// | |
// Only used on FXAA Console. | |
// Only used on 360 in place of fxaaConsoleRcpFrameOpt2. | |
// This must be from a constant/uniform. | |
// {x___} = 8.0/screenWidthInPixels | |
// {_y__} = 8.0/screenHeightInPixels | |
// {__z_} = -4.0/screenWidthInPixels | |
// {___w} = -4.0/screenHeightInPixels | |
FxaaFloat4 fxaaConsole360RcpFrameOpt2, | |
// | |
// Only used on FXAA Quality. | |
// This used to be the FXAA_QUALITY__SUBPIX define. | |
// It is here now to allow easier tuning. | |
// Choose the amount of sub-pixel aliasing removal. | |
// This can effect sharpness. | |
// 1.00 - upper limit (softer) | |
// 0.75 - default amount of filtering | |
// 0.50 - lower limit (sharper, less sub-pixel aliasing removal) | |
// 0.25 - almost off | |
// 0.00 - completely off | |
FxaaFloat fxaaQualitySubpix, | |
// | |
// Only used on FXAA Quality. | |
// This used to be the FXAA_QUALITY__EDGE_THRESHOLD define. | |
// It is here now to allow easier tuning. | |
// The minimum amount of local contrast required to apply algorithm. | |
// 0.333 - too little (faster) | |
// 0.250 - low quality | |
// 0.166 - default | |
// 0.125 - high quality | |
// 0.063 - overkill (slower) | |
FxaaFloat fxaaQualityEdgeThreshold, | |
// | |
// Only used on FXAA Quality. | |
// This used to be the FXAA_QUALITY__EDGE_THRESHOLD_MIN define. | |
// It is here now to allow easier tuning. | |
// Trims the algorithm from processing darks. | |
// 0.0833 - upper limit (default, the start of visible unfiltered edges) | |
// 0.0625 - high quality (faster) | |
// 0.0312 - visible limit (slower) | |
// Special notes when using FXAA_GREEN_AS_LUMA, | |
// Likely want to set this to zero. | |
// As colors that are mostly not-green | |
// will appear very dark in the green channel! | |
// Tune by looking at mostly non-green content, | |
// then start at zero and increase until aliasing is a problem. | |
FxaaFloat fxaaQualityEdgeThresholdMin, | |
// | |
// Only used on FXAA Console. | |
// This used to be the FXAA_CONSOLE__EDGE_SHARPNESS define. | |
// It is here now to allow easier tuning. | |
// This does not effect PS3, as this needs to be compiled in. | |
// Use FXAA_CONSOLE__PS3_EDGE_SHARPNESS for PS3. | |
// Due to the PS3 being ALU bound, | |
// there are only three safe values here: 2 and 4 and 8. | |
// These options use the shaders ability to a free *|/ by 2|4|8. | |
// For all other platforms can be a non-power of two. | |
// 8.0 is sharper (default!!!) | |
// 4.0 is softer | |
// 2.0 is really soft (good only for vector graphics inputs) | |
FxaaFloat fxaaConsoleEdgeSharpness, | |
// | |
// Only used on FXAA Console. | |
// This used to be the FXAA_CONSOLE__EDGE_THRESHOLD define. | |
// It is here now to allow easier tuning. | |
// This does not effect PS3, as this needs to be compiled in. | |
// Use FXAA_CONSOLE__PS3_EDGE_THRESHOLD for PS3. | |
// Due to the PS3 being ALU bound, | |
// there are only two safe values here: 1/4 and 1/8. | |
// These options use the shaders ability to a free *|/ by 2|4|8. | |
// The console setting has a different mapping than the quality setting. | |
// Other platforms can use other values. | |
// 0.125 leaves less aliasing, but is softer (default!!!) | |
// 0.25 leaves more aliasing, and is sharper | |
FxaaFloat fxaaConsoleEdgeThreshold, | |
// | |
// Only used on FXAA Console. | |
// This used to be the FXAA_CONSOLE__EDGE_THRESHOLD_MIN define. | |
// It is here now to allow easier tuning. | |
// Trims the algorithm from processing darks. | |
// The console setting has a different mapping than the quality setting. | |
// This only applies when FXAA_EARLY_EXIT is 1. | |
// This does not apply to PS3, | |
// PS3 was simplified to avoid more shader instructions. | |
// 0.06 - faster but more aliasing in darks | |
// 0.05 - default | |
// 0.04 - slower and less aliasing in darks | |
// Special notes when using FXAA_GREEN_AS_LUMA, | |
// Likely want to set this to zero. | |
// As colors that are mostly not-green | |
// will appear very dark in the green channel! | |
// Tune by looking at mostly non-green content, | |
// then start at zero and increase until aliasing is a problem. | |
FxaaFloat fxaaConsoleEdgeThresholdMin, | |
// | |
// Extra constants for 360 FXAA Console only. | |
// Use zeros or anything else for other platforms. | |
// These must be in physical constant registers and NOT immedates. | |
// Immedates will result in compiler un-optimizing. | |
// {xyzw} = float4(1.0, -1.0, 0.25, -0.25) | |
FxaaFloat4 fxaaConsole360ConstDir | |
) { | |
/*--------------------------------------------------------------------------*/ | |
FxaaFloat2 posM; | |
posM.x = pos.x; | |
posM.y = pos.y; | |
#if (FXAA_GATHER4_ALPHA == 1) | |
#if (FXAA_DISCARD == 0) | |
FxaaFloat4 rgbyM = FxaaTexTop(tex, posM); | |
#if (FXAA_GREEN_AS_LUMA == 0) | |
#define lumaM rgbyM.w | |
#else | |
#define lumaM rgbyM.y | |
#endif | |
#endif | |
#if (FXAA_GREEN_AS_LUMA == 0) | |
FxaaFloat4 luma4A = FxaaTexAlpha4(tex, posM); | |
FxaaFloat4 luma4B = FxaaTexOffAlpha4(tex, posM, FxaaInt2(-1, -1)); | |
#else | |
FxaaFloat4 luma4A = FxaaTexGreen4(tex, posM); | |
FxaaFloat4 luma4B = FxaaTexOffGreen4(tex, posM, FxaaInt2(-1, -1)); | |
#endif | |
#if (FXAA_DISCARD == 1) | |
#define lumaM luma4A.w | |
#endif | |
#define lumaE luma4A.z | |
#define lumaS luma4A.x | |
#define lumaSE luma4A.y | |
#define lumaNW luma4B.w | |
#define lumaN luma4B.z | |
#define lumaW luma4B.x | |
#else | |
FxaaFloat4 rgbyM = FxaaTexTop(tex, posM); | |
#if (FXAA_GREEN_AS_LUMA == 0) | |
#define lumaM rgbyM.w | |
#else | |
#define lumaM rgbyM.y | |
#endif | |
FxaaFloat lumaS = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 0, 1), fxaaQualityRcpFrame.xy)); | |
FxaaFloat lumaE = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 1, 0), fxaaQualityRcpFrame.xy)); | |
FxaaFloat lumaN = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 0,-1), fxaaQualityRcpFrame.xy)); | |
FxaaFloat lumaW = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(-1, 0), fxaaQualityRcpFrame.xy)); | |
#endif | |
/*--------------------------------------------------------------------------*/ | |
FxaaFloat maxSM = max(lumaS, lumaM); | |
FxaaFloat minSM = min(lumaS, lumaM); | |
FxaaFloat maxESM = max(lumaE, maxSM); | |
FxaaFloat minESM = min(lumaE, minSM); | |
FxaaFloat maxWN = max(lumaN, lumaW); | |
FxaaFloat minWN = min(lumaN, lumaW); | |
FxaaFloat rangeMax = max(maxWN, maxESM); | |
FxaaFloat rangeMin = min(minWN, minESM); | |
FxaaFloat rangeMaxScaled = rangeMax * fxaaQualityEdgeThreshold; | |
FxaaFloat range = rangeMax - rangeMin; | |
FxaaFloat rangeMaxClamped = max(fxaaQualityEdgeThresholdMin, rangeMaxScaled); | |
FxaaBool earlyExit = range < rangeMaxClamped; | |
/*--------------------------------------------------------------------------*/ | |
if(earlyExit) | |
#if (FXAA_DISCARD == 1) | |
FxaaDiscard; | |
#else | |
return rgbyM; | |
#endif | |
/*--------------------------------------------------------------------------*/ | |
#if (FXAA_GATHER4_ALPHA == 0) | |
FxaaFloat lumaNW = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(-1,-1), fxaaQualityRcpFrame.xy)); | |
FxaaFloat lumaSE = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 1, 1), fxaaQualityRcpFrame.xy)); | |
FxaaFloat lumaNE = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 1,-1), fxaaQualityRcpFrame.xy)); | |
FxaaFloat lumaSW = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(-1, 1), fxaaQualityRcpFrame.xy)); | |
#else | |
FxaaFloat lumaNE = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(1, -1), fxaaQualityRcpFrame.xy)); | |
FxaaFloat lumaSW = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(-1, 1), fxaaQualityRcpFrame.xy)); | |
#endif | |
/*--------------------------------------------------------------------------*/ | |
FxaaFloat lumaNS = lumaN + lumaS; | |
FxaaFloat lumaWE = lumaW + lumaE; | |
FxaaFloat subpixRcpRange = 1.0/range; | |
FxaaFloat subpixNSWE = lumaNS + lumaWE; | |
FxaaFloat edgeHorz1 = (-2.0 * lumaM) + lumaNS; | |
FxaaFloat edgeVert1 = (-2.0 * lumaM) + lumaWE; | |
/*--------------------------------------------------------------------------*/ | |
FxaaFloat lumaNESE = lumaNE + lumaSE; | |
FxaaFloat lumaNWNE = lumaNW + lumaNE; | |
FxaaFloat edgeHorz2 = (-2.0 * lumaE) + lumaNESE; | |
FxaaFloat edgeVert2 = (-2.0 * lumaN) + lumaNWNE; | |
/*--------------------------------------------------------------------------*/ | |
FxaaFloat lumaNWSW = lumaNW + lumaSW; | |
FxaaFloat lumaSWSE = lumaSW + lumaSE; | |
FxaaFloat edgeHorz4 = (abs(edgeHorz1) * 2.0) + abs(edgeHorz2); | |
FxaaFloat edgeVert4 = (abs(edgeVert1) * 2.0) + abs(edgeVert2); | |
FxaaFloat edgeHorz3 = (-2.0 * lumaW) + lumaNWSW; | |
FxaaFloat edgeVert3 = (-2.0 * lumaS) + lumaSWSE; | |
FxaaFloat edgeHorz = abs(edgeHorz3) + edgeHorz4; | |
FxaaFloat edgeVert = abs(edgeVert3) + edgeVert4; | |
/*--------------------------------------------------------------------------*/ | |
FxaaFloat subpixNWSWNESE = lumaNWSW + lumaNESE; | |
FxaaFloat lengthSign = fxaaQualityRcpFrame.x; | |
FxaaBool horzSpan = edgeHorz >= edgeVert; | |
FxaaFloat subpixA = subpixNSWE * 2.0 + subpixNWSWNESE; | |
/*--------------------------------------------------------------------------*/ | |
if(!horzSpan) lumaN = lumaW; | |
if(!horzSpan) lumaS = lumaE; | |
if(horzSpan) lengthSign = fxaaQualityRcpFrame.y; | |
FxaaFloat subpixB = (subpixA * (1.0/12.0)) - lumaM; | |
/*--------------------------------------------------------------------------*/ | |
FxaaFloat gradientN = lumaN - lumaM; | |
FxaaFloat gradientS = lumaS - lumaM; | |
FxaaFloat lumaNN = lumaN + lumaM; | |
FxaaFloat lumaSS = lumaS + lumaM; | |
FxaaBool pairN = abs(gradientN) >= abs(gradientS); | |
FxaaFloat gradient = max(abs(gradientN), abs(gradientS)); | |
if(pairN) lengthSign = -lengthSign; | |
FxaaFloat subpixC = FxaaSat(abs(subpixB) * subpixRcpRange); | |
/*--------------------------------------------------------------------------*/ | |
FxaaFloat2 posB; | |
posB.x = posM.x; | |
posB.y = posM.y; | |
FxaaFloat2 offNP; | |
offNP.x = (!horzSpan) ? 0.0 : fxaaQualityRcpFrame.x; | |
offNP.y = ( horzSpan) ? 0.0 : fxaaQualityRcpFrame.y; | |
if(!horzSpan) posB.x += lengthSign * 0.5; | |
if( horzSpan) posB.y += lengthSign * 0.5; | |
/*--------------------------------------------------------------------------*/ | |
FxaaFloat2 posN; | |
posN.x = posB.x - offNP.x * FXAA_QUALITY__P0; | |
posN.y = posB.y - offNP.y * FXAA_QUALITY__P0; | |
FxaaFloat2 posP; | |
posP.x = posB.x + offNP.x * FXAA_QUALITY__P0; | |
posP.y = posB.y + offNP.y * FXAA_QUALITY__P0; | |
FxaaFloat subpixD = ((-2.0)*subpixC) + 3.0; | |
FxaaFloat lumaEndN = FxaaLuma(FxaaTexTop(tex, posN)); | |
FxaaFloat subpixE = subpixC * subpixC; | |
FxaaFloat lumaEndP = FxaaLuma(FxaaTexTop(tex, posP)); | |
/*--------------------------------------------------------------------------*/ | |
if(!pairN) lumaNN = lumaSS; | |
FxaaFloat gradientScaled = gradient * 1.0/4.0; | |
FxaaFloat lumaMM = lumaM - lumaNN * 0.5; | |
FxaaFloat subpixF = subpixD * subpixE; | |
FxaaBool lumaMLTZero = lumaMM < 0.0; | |
/*--------------------------------------------------------------------------*/ | |
lumaEndN -= lumaNN * 0.5; | |
lumaEndP -= lumaNN * 0.5; | |
FxaaBool doneN = abs(lumaEndN) >= gradientScaled; | |
FxaaBool doneP = abs(lumaEndP) >= gradientScaled; | |
if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P1; | |
if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P1; | |
FxaaBool doneNP = (!doneN) || (!doneP); | |
if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P1; | |
if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P1; | |
/*--------------------------------------------------------------------------*/ | |
if(doneNP) { | |
if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); | |
if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); | |
if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5; | |
if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; | |
doneN = abs(lumaEndN) >= gradientScaled; | |
doneP = abs(lumaEndP) >= gradientScaled; | |
if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P2; | |
if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P2; | |
doneNP = (!doneN) || (!doneP); | |
if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P2; | |
if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P2; | |
/*--------------------------------------------------------------------------*/ | |
#if (FXAA_QUALITY__PS > 3) | |
if(doneNP) { | |
if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); | |
if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); | |
if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5; | |
if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; | |
doneN = abs(lumaEndN) >= gradientScaled; | |
doneP = abs(lumaEndP) >= gradientScaled; | |
if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P3; | |
if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P3; | |
doneNP = (!doneN) || (!doneP); | |
if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P3; | |
if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P3; | |
/*--------------------------------------------------------------------------*/ | |
#if (FXAA_QUALITY__PS > 4) | |
if(doneNP) { | |
if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); | |
if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); | |
if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5; | |
if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; | |
doneN = abs(lumaEndN) >= gradientScaled; | |
doneP = abs(lumaEndP) >= gradientScaled; | |
if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P4; | |
if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P4; | |
doneNP = (!doneN) || (!doneP); | |
if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P4; | |
if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P4; | |
/*--------------------------------------------------------------------------*/ | |
#if (FXAA_QUALITY__PS > 5) | |
if(doneNP) { | |
if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); | |
if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); | |
if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5; | |
if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; | |
doneN = abs(lumaEndN) >= gradientScaled; | |
doneP = abs(lumaEndP) >= gradientScaled; | |
if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P5; | |
if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P5; | |
doneNP = (!doneN) || (!doneP); | |
if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P5; | |
if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P5; | |
/*--------------------------------------------------------------------------*/ | |
#if (FXAA_QUALITY__PS > 6) | |
if(doneNP) { | |
if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); | |
if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); | |
if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5; | |
if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; | |
doneN = abs(lumaEndN) >= gradientScaled; | |
doneP = abs(lumaEndP) >= gradientScaled; | |
if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P6; | |
if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P6; | |
doneNP = (!doneN) || (!doneP); | |
if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P6; | |
if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P6; | |
/*--------------------------------------------------------------------------*/ | |
#if (FXAA_QUALITY__PS > 7) | |
if(doneNP) { | |
if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); | |
if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); | |
if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5; | |
if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; | |
doneN = abs(lumaEndN) >= gradientScaled; | |
doneP = abs(lumaEndP) >= gradientScaled; | |
if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P7; | |
if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P7; | |
doneNP = (!doneN) || (!doneP); | |
if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P7; | |
if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P7; | |
/*--------------------------------------------------------------------------*/ | |
#if (FXAA_QUALITY__PS > 8) | |
if(doneNP) { | |
if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); | |
if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); | |
if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5; | |
if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; | |
doneN = abs(lumaEndN) >= gradientScaled; | |
doneP = abs(lumaEndP) >= gradientScaled; | |
if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P8; | |
if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P8; | |
doneNP = (!doneN) || (!doneP); | |
if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P8; | |
if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P8; | |
/*--------------------------------------------------------------------------*/ | |
#if (FXAA_QUALITY__PS > 9) | |
if(doneNP) { | |
if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); | |
if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); | |
if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5; | |
if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; | |
doneN = abs(lumaEndN) >= gradientScaled; | |
doneP = abs(lumaEndP) >= gradientScaled; | |
if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P9; | |
if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P9; | |
doneNP = (!doneN) || (!doneP); | |
if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P9; | |
if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P9; | |
/*--------------------------------------------------------------------------*/ | |
#if (FXAA_QUALITY__PS > 10) | |
if(doneNP) { | |
if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); | |
if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); | |
if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5; | |
if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; | |
doneN = abs(lumaEndN) >= gradientScaled; | |
doneP = abs(lumaEndP) >= gradientScaled; | |
if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P10; | |
if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P10; | |
doneNP = (!doneN) || (!doneP); | |
if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P10; | |
if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P10; | |
/*--------------------------------------------------------------------------*/ | |
#if (FXAA_QUALITY__PS > 11) | |
if(doneNP) { | |
if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); | |
if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); | |
if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5; | |
if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; | |
doneN = abs(lumaEndN) >= gradientScaled; | |
doneP = abs(lumaEndP) >= gradientScaled; | |
if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P11; | |
if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P11; | |
doneNP = (!doneN) || (!doneP); | |
if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P11; | |
if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P11; | |
/*--------------------------------------------------------------------------*/ | |
#if (FXAA_QUALITY__PS > 12) | |
if(doneNP) { | |
if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); | |
if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); | |
if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5; | |
if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; | |
doneN = abs(lumaEndN) >= gradientScaled; | |
doneP = abs(lumaEndP) >= gradientScaled; | |
if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P12; | |
if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P12; | |
doneNP = (!doneN) || (!doneP); | |
if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P12; | |
if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P12; | |
/*--------------------------------------------------------------------------*/ | |
} | |
#endif | |
/*--------------------------------------------------------------------------*/ | |
} | |
#endif | |
/*--------------------------------------------------------------------------*/ | |
} | |
#endif | |
/*--------------------------------------------------------------------------*/ | |
} | |
#endif | |
/*--------------------------------------------------------------------------*/ | |
} | |
#endif | |
/*--------------------------------------------------------------------------*/ | |
} | |
#endif | |
/*--------------------------------------------------------------------------*/ | |
} | |
#endif | |
/*--------------------------------------------------------------------------*/ | |
} | |
#endif | |
/*--------------------------------------------------------------------------*/ | |
} | |
#endif | |
/*--------------------------------------------------------------------------*/ | |
} | |
#endif | |
/*--------------------------------------------------------------------------*/ | |
} | |
/*--------------------------------------------------------------------------*/ | |
FxaaFloat dstN = posM.x - posN.x; | |
FxaaFloat dstP = posP.x - posM.x; | |
if(!horzSpan) dstN = posM.y - posN.y; | |
if(!horzSpan) dstP = posP.y - posM.y; | |
/*--------------------------------------------------------------------------*/ | |
FxaaBool goodSpanN = (lumaEndN < 0.0) != lumaMLTZero; | |
FxaaFloat spanLength = (dstP + dstN); | |
FxaaBool goodSpanP = (lumaEndP < 0.0) != lumaMLTZero; | |
FxaaFloat spanLengthRcp = 1.0/spanLength; | |
/*--------------------------------------------------------------------------*/ | |
FxaaBool directionN = dstN < dstP; | |
FxaaFloat dst = min(dstN, dstP); | |
FxaaBool goodSpan = directionN ? goodSpanN : goodSpanP; | |
FxaaFloat subpixG = subpixF * subpixF; | |
FxaaFloat pixelOffset = (dst * (-spanLengthRcp)) + 0.5; | |
FxaaFloat subpixH = subpixG * fxaaQualitySubpix; | |
/*--------------------------------------------------------------------------*/ | |
FxaaFloat pixelOffsetGood = goodSpan ? pixelOffset : 0.0; | |
FxaaFloat pixelOffsetSubpix = max(pixelOffsetGood, subpixH); | |
if(!horzSpan) posM.x += pixelOffsetSubpix * lengthSign; | |
if( horzSpan) posM.y += pixelOffsetSubpix * lengthSign; | |
#if (FXAA_DISCARD == 1) | |
return FxaaTexTop(tex, posM); | |
#else | |
return FxaaFloat4(FxaaTexTop(tex, posM).xyz, lumaM); | |
#endif | |
} | |
/*==========================================================================*/ | |
#endif | |
/*============================================================================ | |
FXAA3 CONSOLE - PC VERSION | |
------------------------------------------------------------------------------ | |
Instead of using this on PC, I'd suggest just using FXAA Quality with | |
#define FXAA_QUALITY__PRESET 10 | |
Or | |
#define FXAA_QUALITY__PRESET 20 | |
Either are higher qualilty and almost as fast as this on modern PC GPUs. | |
============================================================================*/ | |
#if (FXAA_PC_CONSOLE == 1) | |
/*--------------------------------------------------------------------------*/ | |
FxaaFloat4 FxaaPixelShader( | |
// See FXAA Quality FxaaPixelShader() source for docs on Inputs! | |
FxaaFloat2 pos, | |
FxaaFloat4 fxaaConsolePosPos, | |
FxaaTex tex, | |
FxaaTex fxaaConsole360TexExpBiasNegOne, | |
FxaaTex fxaaConsole360TexExpBiasNegTwo, | |
FxaaFloat2 fxaaQualityRcpFrame, | |
FxaaFloat4 fxaaConsoleRcpFrameOpt, | |
FxaaFloat4 fxaaConsoleRcpFrameOpt2, | |
FxaaFloat4 fxaaConsole360RcpFrameOpt2, | |
FxaaFloat fxaaQualitySubpix, | |
FxaaFloat fxaaQualityEdgeThreshold, | |
FxaaFloat fxaaQualityEdgeThresholdMin, | |
FxaaFloat fxaaConsoleEdgeSharpness, | |
FxaaFloat fxaaConsoleEdgeThreshold, | |
FxaaFloat fxaaConsoleEdgeThresholdMin, | |
FxaaFloat4 fxaaConsole360ConstDir | |
) { | |
/*--------------------------------------------------------------------------*/ | |
FxaaFloat lumaNw = FxaaLuma(FxaaTexTop(tex, fxaaConsolePosPos.xy)); | |
FxaaFloat lumaSw = FxaaLuma(FxaaTexTop(tex, fxaaConsolePosPos.xw)); | |
FxaaFloat lumaNe = FxaaLuma(FxaaTexTop(tex, fxaaConsolePosPos.zy)); | |
FxaaFloat lumaSe = FxaaLuma(FxaaTexTop(tex, fxaaConsolePosPos.zw)); | |
/*--------------------------------------------------------------------------*/ | |
FxaaFloat4 rgbyM = FxaaTexTop(tex, pos.xy); | |
#if (FXAA_GREEN_AS_LUMA == 0) | |
FxaaFloat lumaM = rgbyM.w; | |
#else | |
FxaaFloat lumaM = rgbyM.y; | |
#endif | |
/*--------------------------------------------------------------------------*/ | |
FxaaFloat lumaMaxNwSw = max(lumaNw, lumaSw); | |
lumaNe += 1.0/384.0; | |
FxaaFloat lumaMinNwSw = min(lumaNw, lumaSw); | |
/*--------------------------------------------------------------------------*/ | |
FxaaFloat lumaMaxNeSe = max(lumaNe, lumaSe); | |
FxaaFloat lumaMinNeSe = min(lumaNe, lumaSe); | |
/*--------------------------------------------------------------------------*/ | |
FxaaFloat lumaMax = max(lumaMaxNeSe, lumaMaxNwSw); | |
FxaaFloat lumaMin = min(lumaMinNeSe, lumaMinNwSw); | |
/*--------------------------------------------------------------------------*/ | |
FxaaFloat lumaMaxScaled = lumaMax * fxaaConsoleEdgeThreshold; | |
/*--------------------------------------------------------------------------*/ | |
FxaaFloat lumaMinM = min(lumaMin, lumaM); | |
FxaaFloat lumaMaxScaledClamped = max(fxaaConsoleEdgeThresholdMin, lumaMaxScaled); | |
FxaaFloat lumaMaxM = max(lumaMax, lumaM); | |
FxaaFloat dirSwMinusNe = lumaSw - lumaNe; | |
FxaaFloat lumaMaxSubMinM = lumaMaxM - lumaMinM; | |
FxaaFloat dirSeMinusNw = lumaSe - lumaNw; | |
if(lumaMaxSubMinM < lumaMaxScaledClamped) return rgbyM; | |
/*--------------------------------------------------------------------------*/ | |
FxaaFloat2 dir; | |
dir.x = dirSwMinusNe + dirSeMinusNw; | |
dir.y = dirSwMinusNe - dirSeMinusNw; | |
/*--------------------------------------------------------------------------*/ | |
FxaaFloat2 dir1 = normalize(dir.xy); | |
FxaaFloat4 rgbyN1 = FxaaTexTop(tex, pos.xy - dir1 * fxaaConsoleRcpFrameOpt.zw); | |
FxaaFloat4 rgbyP1 = FxaaTexTop(tex, pos.xy + dir1 * fxaaConsoleRcpFrameOpt.zw); | |
/*--------------------------------------------------------------------------*/ | |
FxaaFloat dirAbsMinTimesC = min(abs(dir1.x), abs(dir1.y)) * fxaaConsoleEdgeSharpness; | |
FxaaFloat2 dir2 = clamp(dir1.xy / dirAbsMinTimesC, -2.0, 2.0); | |
/*--------------------------------------------------------------------------*/ | |
FxaaFloat4 rgbyN2 = FxaaTexTop(tex, pos.xy - dir2 * fxaaConsoleRcpFrameOpt2.zw); | |
FxaaFloat4 rgbyP2 = FxaaTexTop(tex, pos.xy + dir2 * fxaaConsoleRcpFrameOpt2.zw); | |
/*--------------------------------------------------------------------------*/ | |
FxaaFloat4 rgbyA = rgbyN1 + rgbyP1; | |
FxaaFloat4 rgbyB = ((rgbyN2 + rgbyP2) * 0.25) + (rgbyA * 0.25); | |
/*--------------------------------------------------------------------------*/ | |
#if (FXAA_GREEN_AS_LUMA == 0) | |
FxaaBool twoTap = (rgbyB.w < lumaMin) || (rgbyB.w > lumaMax); | |
#else | |
FxaaBool twoTap = (rgbyB.y < lumaMin) || (rgbyB.y > lumaMax); | |
#endif | |
if(twoTap) rgbyB.xyz = rgbyA.xyz * 0.5; | |
return rgbyB; } | |
/*==========================================================================*/ | |
#endif | |
/*============================================================================ | |
FXAA3 CONSOLE - 360 PIXEL SHADER | |
------------------------------------------------------------------------------ | |
This optimized version thanks to suggestions from Andy Luedke. | |
Should be fully tex bound in all cases. | |
As of the FXAA 3.11 release, I have still not tested this code, | |
however I fixed a bug which was in both FXAA 3.9 and FXAA 3.10. | |
And note this is replacing the old unoptimized version. | |
If it does not work, please let me know so I can fix it. | |
============================================================================*/ | |
#if (FXAA_360 == 1) | |
/*--------------------------------------------------------------------------*/ | |
[reduceTempRegUsage(4)] | |
float4 FxaaPixelShader( | |
// See FXAA Quality FxaaPixelShader() source for docs on Inputs! | |
FxaaFloat2 pos, | |
FxaaFloat4 fxaaConsolePosPos, | |
FxaaTex tex, | |
FxaaTex fxaaConsole360TexExpBiasNegOne, | |
FxaaTex fxaaConsole360TexExpBiasNegTwo, | |
FxaaFloat2 fxaaQualityRcpFrame, | |
FxaaFloat4 fxaaConsoleRcpFrameOpt, | |
FxaaFloat4 fxaaConsoleRcpFrameOpt2, | |
FxaaFloat4 fxaaConsole360RcpFrameOpt2, | |
FxaaFloat fxaaQualitySubpix, | |
FxaaFloat fxaaQualityEdgeThreshold, | |
FxaaFloat fxaaQualityEdgeThresholdMin, | |
FxaaFloat fxaaConsoleEdgeSharpness, | |
FxaaFloat fxaaConsoleEdgeThreshold, | |
FxaaFloat fxaaConsoleEdgeThresholdMin, | |
FxaaFloat4 fxaaConsole360ConstDir | |
) { | |
/*--------------------------------------------------------------------------*/ | |
float4 lumaNwNeSwSe; | |
#if (FXAA_GREEN_AS_LUMA == 0) | |
asm { | |
tfetch2D lumaNwNeSwSe.w___, tex, pos.xy, OffsetX = -0.5, OffsetY = -0.5, UseComputedLOD=false | |
tfetch2D lumaNwNeSwSe._w__, tex, pos.xy, OffsetX = 0.5, OffsetY = -0.5, UseComputedLOD=false | |
tfetch2D lumaNwNeSwSe.__w_, tex, pos.xy, OffsetX = -0.5, OffsetY = 0.5, UseComputedLOD=false | |
tfetch2D lumaNwNeSwSe.___w, tex, pos.xy, OffsetX = 0.5, OffsetY = 0.5, UseComputedLOD=false | |
}; | |
#else | |
asm { | |
tfetch2D lumaNwNeSwSe.y___, tex, pos.xy, OffsetX = -0.5, OffsetY = -0.5, UseComputedLOD=false | |
tfetch2D lumaNwNeSwSe._y__, tex, pos.xy, OffsetX = 0.5, OffsetY = -0.5, UseComputedLOD=false | |
tfetch2D lumaNwNeSwSe.__y_, tex, pos.xy, OffsetX = -0.5, OffsetY = 0.5, UseComputedLOD=false | |
tfetch2D lumaNwNeSwSe.___y, tex, pos.xy, OffsetX = 0.5, OffsetY = 0.5, UseComputedLOD=false | |
}; | |
#endif | |
/*--------------------------------------------------------------------------*/ | |
lumaNwNeSwSe.y += 1.0/384.0; | |
float2 lumaMinTemp = min(lumaNwNeSwSe.xy, lumaNwNeSwSe.zw); | |
float2 lumaMaxTemp = max(lumaNwNeSwSe.xy, lumaNwNeSwSe.zw); | |
float lumaMin = min(lumaMinTemp.x, lumaMinTemp.y); | |
float lumaMax = max(lumaMaxTemp.x, lumaMaxTemp.y); | |
/*--------------------------------------------------------------------------*/ | |
float4 rgbyM = tex2Dlod(tex, float4(pos.xy, 0.0, 0.0)); | |
#if (FXAA_GREEN_AS_LUMA == 0) | |
float lumaMinM = min(lumaMin, rgbyM.w); | |
float lumaMaxM = max(lumaMax, rgbyM.w); | |
#else | |
float lumaMinM = min(lumaMin, rgbyM.y); | |
float lumaMaxM = max(lumaMax, rgbyM.y); | |
#endif | |
if((lumaMaxM - lumaMinM) < max(fxaaConsoleEdgeThresholdMin, lumaMax * fxaaConsoleEdgeThreshold)) return rgbyM; | |
/*--------------------------------------------------------------------------*/ | |
float2 dir; | |
dir.x = dot(lumaNwNeSwSe, fxaaConsole360ConstDir.yyxx); | |
dir.y = dot(lumaNwNeSwSe, fxaaConsole360ConstDir.xyxy); | |
dir = normalize(dir); | |
/*--------------------------------------------------------------------------*/ | |
float4 dir1 = dir.xyxy * fxaaConsoleRcpFrameOpt.xyzw; | |
/*--------------------------------------------------------------------------*/ | |
float4 dir2; | |
float dirAbsMinTimesC = min(abs(dir.x), abs(dir.y)) * fxaaConsoleEdgeSharpness; | |
dir2 = saturate(fxaaConsole360ConstDir.zzww * dir.xyxy / dirAbsMinTimesC + 0.5); | |
dir2 = dir2 * fxaaConsole360RcpFrameOpt2.xyxy + fxaaConsole360RcpFrameOpt2.zwzw; | |
/*--------------------------------------------------------------------------*/ | |
float4 rgbyN1 = tex2Dlod(fxaaConsole360TexExpBiasNegOne, float4(pos.xy + dir1.xy, 0.0, 0.0)); | |
float4 rgbyP1 = tex2Dlod(fxaaConsole360TexExpBiasNegOne, float4(pos.xy + dir1.zw, 0.0, 0.0)); | |
float4 rgbyN2 = tex2Dlod(fxaaConsole360TexExpBiasNegTwo, float4(pos.xy + dir2.xy, 0.0, 0.0)); | |
float4 rgbyP2 = tex2Dlod(fxaaConsole360TexExpBiasNegTwo, float4(pos.xy + dir2.zw, 0.0, 0.0)); | |
/*--------------------------------------------------------------------------*/ | |
float4 rgbyA = rgbyN1 + rgbyP1; | |
float4 rgbyB = rgbyN2 + rgbyP2 + rgbyA * 0.5; | |
/*--------------------------------------------------------------------------*/ | |
float4 rgbyR = ((FxaaLuma(rgbyB) - lumaMax) > 0.0) ? rgbyA : rgbyB; | |
rgbyR = ((FxaaLuma(rgbyB) - lumaMin) > 0.0) ? rgbyR : rgbyA; | |
return rgbyR; } | |
/*==========================================================================*/ | |
#endif | |
/*============================================================================ | |
FXAA3 CONSOLE - OPTIMIZED PS3 PIXEL SHADER (NO EARLY EXIT) | |
============================================================================== | |
The code below does not exactly match the assembly. | |
I have a feeling that 12 cycles is possible, but was not able to get there. | |
Might have to increase register count to get full performance. | |
Note this shader does not use perspective interpolation. | |
Use the following cgc options, | |
--fenable-bx2 --fastmath --fastprecision --nofloatbindings | |
------------------------------------------------------------------------------ | |
NVSHADERPERF OUTPUT | |
------------------------------------------------------------------------------ | |
For reference and to aid in debug, output of NVShaderPerf should match this, | |
Shader to schedule: | |
0: texpkb h0.w(TRUE), v5.zyxx, #0 | |
2: addh h2.z(TRUE), h0.w, constant(0.001953, 0.000000, 0.000000, 0.000000).x | |
4: texpkb h0.w(TRUE), v5.xwxx, #0 | |
6: addh h0.z(TRUE), -h2, h0.w | |
7: texpkb h1.w(TRUE), v5, #0 | |
9: addh h0.x(TRUE), h0.z, -h1.w | |
10: addh h3.w(TRUE), h0.z, h1 | |
11: texpkb h2.w(TRUE), v5.zwzz, #0 | |
13: addh h0.z(TRUE), h3.w, -h2.w | |
14: addh h0.x(TRUE), h2.w, h0 | |
15: nrmh h1.xz(TRUE), h0_n | |
16: minh_m8 h0.x(TRUE), |h1|, |h1.z| | |
17: maxh h4.w(TRUE), h0, h1 | |
18: divx h2.xy(TRUE), h1_n.xzzw, h0_n | |
19: movr r1.zw(TRUE), v4.xxxy | |
20: madr r2.xz(TRUE), -h1, constant(cConst5.x, cConst5.y, cConst5.z, cConst5.w).zzww, r1.zzww | |
22: minh h5.w(TRUE), h0, h1 | |
23: texpkb h0(TRUE), r2.xzxx, #0 | |
25: madr r0.zw(TRUE), h1.xzxz, constant(cConst5.x, cConst5.y, cConst5.z, cConst5.w), r1 | |
27: maxh h4.x(TRUE), h2.z, h2.w | |
28: texpkb h1(TRUE), r0.zwzz, #0 | |
30: addh_d2 h1(TRUE), h0, h1 | |
31: madr r0.xy(TRUE), -h2, constant(cConst5.x, cConst5.y, cConst5.z, cConst5.w).xyxx, r1.zwzz | |
33: texpkb h0(TRUE), r0, #0 | |
35: minh h4.z(TRUE), h2, h2.w | |
36: fenct TRUE | |
37: madr r1.xy(TRUE), h2, constant(cConst5.x, cConst5.y, cConst5.z, cConst5.w).xyxx, r1.zwzz | |
39: texpkb h2(TRUE), r1, #0 | |
41: addh_d2 h0(TRUE), h0, h2 | |
42: maxh h2.w(TRUE), h4, h4.x | |
43: minh h2.x(TRUE), h5.w, h4.z | |
44: addh_d2 h0(TRUE), h0, h1 | |
45: slth h2.x(TRUE), h0.w, h2 | |
46: sgth h2.w(TRUE), h0, h2 | |
47: movh h0(TRUE), h0 | |
48: addx.c0 rc(TRUE), h2, h2.w | |
49: movh h0(c0.NE.x), h1 | |
IPU0 ------ Simplified schedule: -------- | |
Pass | Unit | uOp | PC: Op | |
-----+--------+------+------------------------- | |
1 | SCT0/1 | mov | 0: TXLr h0.w, g[TEX1].zyxx, const.xxxx, TEX0; | |
| TEX | txl | 0: TXLr h0.w, g[TEX1].zyxx, const.xxxx, TEX0; | |
| SCB1 | add | 2: ADDh h2.z, h0.--w-, const.--x-; | |
| | | | |
2 | SCT0/1 | mov | 4: TXLr h0.w, g[TEX1].xwxx, const.xxxx, TEX0; | |
| TEX | txl | 4: TXLr h0.w, g[TEX1].xwxx, const.xxxx, TEX0; | |
| SCB1 | add | 6: ADDh h0.z,-h2, h0.--w-; | |
| | | | |
3 | SCT0/1 | mov | 7: TXLr h1.w, g[TEX1], const.xxxx, TEX0; | |
| TEX | txl | 7: TXLr h1.w, g[TEX1], const.xxxx, TEX0; | |
| SCB0 | add | 9: ADDh h0.x, h0.z---,-h1.w---; | |
| SCB1 | add | 10: ADDh h3.w, h0.---z, h1; | |
| | | | |
4 | SCT0/1 | mov | 11: TXLr h2.w, g[TEX1].zwzz, const.xxxx, TEX0; | |
| TEX | txl | 11: TXLr h2.w, g[TEX1].zwzz, const.xxxx, TEX0; | |
| SCB0 | add | 14: ADDh h0.x, h2.w---, h0; | |
| SCB1 | add | 13: ADDh h0.z, h3.--w-,-h2.--w-; | |
| | | | |
5 | SCT1 | mov | 15: NRMh h1.xz, h0; | |
| SRB | nrm | 15: NRMh h1.xz, h0; | |
| SCB0 | min | 16: MINh*8 h0.x, |h1|, |h1.z---|; | |
| SCB1 | max | 17: MAXh h4.w, h0, h1; | |
| | | | |
6 | SCT0 | div | 18: DIVx h2.xy, h1.xz--, h0; | |
| SCT1 | mov | 19: MOVr r1.zw, g[TEX0].--xy; | |
| SCB0 | mad | 20: MADr r2.xz,-h1, const.z-w-, r1.z-w-; | |
| SCB1 | min | 22: MINh h5.w, h0, h1; | |
| | | | |
7 | SCT0/1 | mov | 23: TXLr h0, r2.xzxx, const.xxxx, TEX0; | |
| TEX | txl | 23: TXLr h0, r2.xzxx, const.xxxx, TEX0; | |
| SCB0 | max | 27: MAXh h4.x, h2.z---, h2.w---; | |
| SCB1 | mad | 25: MADr r0.zw, h1.--xz, const, r1; | |
| | | | |
8 | SCT0/1 | mov | 28: TXLr h1, r0.zwzz, const.xxxx, TEX0; | |
| TEX | txl | 28: TXLr h1, r0.zwzz, const.xxxx, TEX0; | |
| SCB0/1 | add | 30: ADDh/2 h1, h0, h1; | |
| | | | |
9 | SCT0 | mad | 31: MADr r0.xy,-h2, const.xy--, r1.zw--; | |
| SCT1 | mov | 33: TXLr h0, r0, const.zzzz, TEX0; | |
| TEX | txl | 33: TXLr h0, r0, const.zzzz, TEX0; | |
| SCB1 | min | 35: MINh h4.z, h2, h2.--w-; | |
| | | | |
10 | SCT0 | mad | 37: MADr r1.xy, h2, const.xy--, r1.zw--; | |
| SCT1 | mov | 39: TXLr h2, r1, const.zzzz, TEX0; | |
| TEX | txl | 39: TXLr h2, r1, const.zzzz, TEX0; | |
| SCB0/1 | add | 41: ADDh/2 h0, h0, h2; | |
| | | | |
11 | SCT0 | min | 43: MINh h2.x, h5.w---, h4.z---; | |
| SCT1 | max | 42: MAXh h2.w, h4, h4.---x; | |
| SCB0/1 | add | 44: ADDh/2 h0, h0, h1; | |
| | | | |
12 | SCT0 | set | 45: SLTh h2.x, h0.w---, h2; | |
| SCT1 | set | 46: SGTh h2.w, h0, h2; | |
| SCB0/1 | mul | 47: MOVh h0, h0; | |
| | | | |
13 | SCT0 | mad | 48: ADDxc0_s rc, h2, h2.w---; | |
| SCB0/1 | mul | 49: MOVh h0(NE0.xxxx), h1; | |
Pass SCT TEX SCB | |
1: 0% 100% 25% | |
2: 0% 100% 25% | |
3: 0% 100% 50% | |
4: 0% 100% 50% | |
5: 0% 0% 50% | |
6: 100% 0% 75% | |
7: 0% 100% 75% | |
8: 0% 100% 100% | |
9: 0% 100% 25% | |
10: 0% 100% 100% | |
11: 50% 0% 100% | |
12: 50% 0% 100% | |
13: 25% 0% 100% | |
MEAN: 17% 61% 67% | |
Pass SCT0 SCT1 TEX SCB0 SCB1 | |
1: 0% 0% 100% 0% 100% | |
2: 0% 0% 100% 0% 100% | |
3: 0% 0% 100% 100% 100% | |
4: 0% 0% 100% 100% 100% | |
5: 0% 0% 0% 100% 100% | |
6: 100% 100% 0% 100% 100% | |
7: 0% 0% 100% 100% 100% | |
8: 0% 0% 100% 100% 100% | |
9: 0% 0% 100% 0% 100% | |
10: 0% 0% 100% 100% 100% | |
11: 100% 100% 0% 100% 100% | |
12: 100% 100% 0% 100% 100% | |
13: 100% 0% 0% 100% 100% | |
MEAN: 30% 23% 61% 76% 100% | |
Fragment Performance Setup: Driver RSX Compiler, GPU RSX, Flags 0x5 | |
Results 13 cycles, 3 r regs, 923,076,923 pixels/s | |
============================================================================*/ | |
#if (FXAA_PS3 == 1) && (FXAA_EARLY_EXIT == 0) | |
/*--------------------------------------------------------------------------*/ | |
#pragma regcount 7 | |
#pragma disablepc all | |
#pragma option O3 | |
#pragma option OutColorPrec=fp16 | |
#pragma texformat default RGBA8 | |
/*==========================================================================*/ | |
half4 FxaaPixelShader( | |
// See FXAA Quality FxaaPixelShader() source for docs on Inputs! | |
FxaaFloat2 pos, | |
FxaaFloat4 fxaaConsolePosPos, | |
FxaaTex tex, | |
FxaaTex fxaaConsole360TexExpBiasNegOne, | |
FxaaTex fxaaConsole360TexExpBiasNegTwo, | |
FxaaFloat2 fxaaQualityRcpFrame, | |
FxaaFloat4 fxaaConsoleRcpFrameOpt, | |
FxaaFloat4 fxaaConsoleRcpFrameOpt2, | |
FxaaFloat4 fxaaConsole360RcpFrameOpt2, | |
FxaaFloat fxaaQualitySubpix, | |
FxaaFloat fxaaQualityEdgeThreshold, | |
FxaaFloat fxaaQualityEdgeThresholdMin, | |
FxaaFloat fxaaConsoleEdgeSharpness, | |
FxaaFloat fxaaConsoleEdgeThreshold, | |
FxaaFloat fxaaConsoleEdgeThresholdMin, | |
FxaaFloat4 fxaaConsole360ConstDir | |
) { | |
/*--------------------------------------------------------------------------*/ | |
// (1) | |
half4 dir; | |
half4 lumaNe = h4tex2Dlod(tex, half4(fxaaConsolePosPos.zy, 0, 0)); | |
#if (FXAA_GREEN_AS_LUMA == 0) | |
lumaNe.w += half(1.0/512.0); | |
dir.x = -lumaNe.w; | |
dir.z = -lumaNe.w; | |
#else | |
lumaNe.y += half(1.0/512.0); | |
dir.x = -lumaNe.y; | |
dir.z = -lumaNe.y; | |
#endif | |
/*--------------------------------------------------------------------------*/ | |
// (2) | |
half4 lumaSw = h4tex2Dlod(tex, half4(fxaaConsolePosPos.xw, 0, 0)); | |
#if (FXAA_GREEN_AS_LUMA == 0) | |
dir.x += lumaSw.w; | |
dir.z += lumaSw.w; | |
#else | |
dir.x += lumaSw.y; | |
dir.z += lumaSw.y; | |
#endif | |
/*--------------------------------------------------------------------------*/ | |
// (3) | |
half4 lumaNw = h4tex2Dlod(tex, half4(fxaaConsolePosPos.xy, 0, 0)); | |
#if (FXAA_GREEN_AS_LUMA == 0) | |
dir.x -= lumaNw.w; | |
dir.z += lumaNw.w; | |
#else | |
dir.x -= lumaNw.y; | |
dir.z += lumaNw.y; | |
#endif | |
/*--------------------------------------------------------------------------*/ | |
// (4) | |
half4 lumaSe = h4tex2Dlod(tex, half4(fxaaConsolePosPos.zw, 0, 0)); | |
#if (FXAA_GREEN_AS_LUMA == 0) | |
dir.x += lumaSe.w; | |
dir.z -= lumaSe.w; | |
#else | |
dir.x += lumaSe.y; | |
dir.z -= lumaSe.y; | |
#endif | |
/*--------------------------------------------------------------------------*/ | |
// (5) | |
half4 dir1_pos; | |
dir1_pos.xy = normalize(dir.xyz).xz; | |
half dirAbsMinTimesC = min(abs(dir1_pos.x), abs(dir1_pos.y)) * half(FXAA_CONSOLE__PS3_EDGE_SHARPNESS); | |
/*--------------------------------------------------------------------------*/ | |
// (6) | |
half4 dir2_pos; | |
dir2_pos.xy = clamp(dir1_pos.xy / dirAbsMinTimesC, half(-2.0), half(2.0)); | |
dir1_pos.zw = pos.xy; | |
dir2_pos.zw = pos.xy; | |
half4 temp1N; | |
temp1N.xy = dir1_pos.zw - dir1_pos.xy * fxaaConsoleRcpFrameOpt.zw; | |
/*--------------------------------------------------------------------------*/ | |
// (7) | |
temp1N = h4tex2Dlod(tex, half4(temp1N.xy, 0.0, 0.0)); | |
half4 rgby1; | |
rgby1.xy = dir1_pos.zw + dir1_pos.xy * fxaaConsoleRcpFrameOpt.zw; | |
/*--------------------------------------------------------------------------*/ | |
// (8) | |
rgby1 = h4tex2Dlod(tex, half4(rgby1.xy, 0.0, 0.0)); | |
rgby1 = (temp1N + rgby1) * 0.5; | |
/*--------------------------------------------------------------------------*/ | |
// (9) | |
half4 temp2N; | |
temp2N.xy = dir2_pos.zw - dir2_pos.xy * fxaaConsoleRcpFrameOpt2.zw; | |
temp2N = h4tex2Dlod(tex, half4(temp2N.xy, 0.0, 0.0)); | |
/*--------------------------------------------------------------------------*/ | |
// (10) | |
half4 rgby2; | |
rgby2.xy = dir2_pos.zw + dir2_pos.xy * fxaaConsoleRcpFrameOpt2.zw; | |
rgby2 = h4tex2Dlod(tex, half4(rgby2.xy, 0.0, 0.0)); | |
rgby2 = (temp2N + rgby2) * 0.5; | |
/*--------------------------------------------------------------------------*/ | |
// (11) | |
// compilier moves these scalar ops up to other cycles | |
#if (FXAA_GREEN_AS_LUMA == 0) | |
half lumaMin = min(min(lumaNw.w, lumaSw.w), min(lumaNe.w, lumaSe.w)); | |
half lumaMax = max(max(lumaNw.w, lumaSw.w), max(lumaNe.w, lumaSe.w)); | |
#else | |
half lumaMin = min(min(lumaNw.y, lumaSw.y), min(lumaNe.y, lumaSe.y)); | |
half lumaMax = max(max(lumaNw.y, lumaSw.y), max(lumaNe.y, lumaSe.y)); | |
#endif | |
rgby2 = (rgby2 + rgby1) * 0.5; | |
/*--------------------------------------------------------------------------*/ | |
// (12) | |
#if (FXAA_GREEN_AS_LUMA == 0) | |
bool twoTapLt = rgby2.w < lumaMin; | |
bool twoTapGt = rgby2.w > lumaMax; | |
#else | |
bool twoTapLt = rgby2.y < lumaMin; | |
bool twoTapGt = rgby2.y > lumaMax; | |
#endif | |
/*--------------------------------------------------------------------------*/ | |
// (13) | |
if(twoTapLt || twoTapGt) rgby2 = rgby1; | |
/*--------------------------------------------------------------------------*/ | |
return rgby2; } | |
/*==========================================================================*/ | |
#endif | |
/*============================================================================ | |
FXAA3 CONSOLE - OPTIMIZED PS3 PIXEL SHADER (WITH EARLY EXIT) | |
============================================================================== | |
The code mostly matches the assembly. | |
I have a feeling that 14 cycles is possible, but was not able to get there. | |
Might have to increase register count to get full performance. | |
Note this shader does not use perspective interpolation. | |
Use the following cgc options, | |
--fenable-bx2 --fastmath --fastprecision --nofloatbindings | |
Use of FXAA_GREEN_AS_LUMA currently adds a cycle (16 clks). | |
Will look at fixing this for FXAA 3.12. | |
------------------------------------------------------------------------------ | |
NVSHADERPERF OUTPUT | |
------------------------------------------------------------------------------ | |
For reference and to aid in debug, output of NVShaderPerf should match this, | |
Shader to schedule: | |
0: texpkb h0.w(TRUE), v5.zyxx, #0 | |
2: addh h2.y(TRUE), h0.w, constant(0.001953, 0.000000, 0.000000, 0.000000).x | |
4: texpkb h1.w(TRUE), v5.xwxx, #0 | |
6: addh h0.x(TRUE), h1.w, -h2.y | |
7: texpkb h2.w(TRUE), v5.zwzz, #0 | |
9: minh h4.w(TRUE), h2.y, h2 | |
10: maxh h5.x(TRUE), h2.y, h2.w | |
11: texpkb h0.w(TRUE), v5, #0 | |
13: addh h3.w(TRUE), -h0, h0.x | |
14: addh h0.x(TRUE), h0.w, h0 | |
15: addh h0.z(TRUE), -h2.w, h0.x | |
16: addh h0.x(TRUE), h2.w, h3.w | |
17: minh h5.y(TRUE), h0.w, h1.w | |
18: nrmh h2.xz(TRUE), h0_n | |
19: minh_m8 h2.w(TRUE), |h2.x|, |h2.z| | |
20: divx h4.xy(TRUE), h2_n.xzzw, h2_n.w | |
21: movr r1.zw(TRUE), v4.xxxy | |
22: maxh h2.w(TRUE), h0, h1 | |
23: fenct TRUE | |
24: madr r0.xy(TRUE), -h2.xzzw, constant(cConst5.x, cConst5.y, cConst5.z, cConst5.w).zwzz, r1.zwzz | |
26: texpkb h0(TRUE), r0, #0 | |
28: maxh h5.x(TRUE), h2.w, h5 | |
29: minh h5.w(TRUE), h5.y, h4 | |
30: madr r1.xy(TRUE), h2.xzzw, constant(cConst5.x, cConst5.y, cConst5.z, cConst5.w).zwzz, r1.zwzz | |
32: texpkb h2(TRUE), r1, #0 | |
34: addh_d2 h2(TRUE), h0, h2 | |
35: texpkb h1(TRUE), v4, #0 | |
37: maxh h5.y(TRUE), h5.x, h1.w | |
38: minh h4.w(TRUE), h1, h5 | |
39: madr r0.xy(TRUE), -h4, constant(cConst5.x, cConst5.y, cConst5.z, cConst5.w).xyxx, r1.zwzz | |
41: texpkb h0(TRUE), r0, #0 | |
43: addh_m8 h5.z(TRUE), h5.y, -h4.w | |
44: madr r2.xy(TRUE), h4, constant(cConst5.x, cConst5.y, cConst5.z, cConst5.w).xyxx, r1.zwzz | |
46: texpkb h3(TRUE), r2, #0 | |
48: addh_d2 h0(TRUE), h0, h3 | |
49: addh_d2 h3(TRUE), h0, h2 | |
50: movh h0(TRUE), h3 | |
51: slth h3.x(TRUE), h3.w, h5.w | |
52: sgth h3.w(TRUE), h3, h5.x | |
53: addx.c0 rc(TRUE), h3.x, h3 | |
54: slth.c0 rc(TRUE), h5.z, h5 | |
55: movh h0(c0.NE.w), h2 | |
56: movh h0(c0.NE.x), h1 | |
IPU0 ------ Simplified schedule: -------- | |
Pass | Unit | uOp | PC: Op | |
-----+--------+------+------------------------- | |
1 | SCT0/1 | mov | 0: TXLr h0.w, g[TEX1].zyxx, const.xxxx, TEX0; | |
| TEX | txl | 0: TXLr h0.w, g[TEX1].zyxx, const.xxxx, TEX0; | |
| SCB0 | add | 2: ADDh h2.y, h0.-w--, const.-x--; | |
| | | | |
2 | SCT0/1 | mov | 4: TXLr h1.w, g[TEX1].xwxx, const.xxxx, TEX0; | |
| TEX | txl | 4: TXLr h1.w, g[TEX1].xwxx, const.xxxx, TEX0; | |
| SCB0 | add | 6: ADDh h0.x, h1.w---,-h2.y---; | |
| | | | |
3 | SCT0/1 | mov | 7: TXLr h2.w, g[TEX1].zwzz, const.xxxx, TEX0; | |
| TEX | txl | 7: TXLr h2.w, g[TEX1].zwzz, const.xxxx, TEX0; | |
| SCB0 | max | 10: MAXh h5.x, h2.y---, h2.w---; | |
| SCB1 | min | 9: MINh h4.w, h2.---y, h2; | |
| | | | |
4 | SCT0/1 | mov | 11: TXLr h0.w, g[TEX1], const.xxxx, TEX0; | |
| TEX | txl | 11: TXLr h0.w, g[TEX1], const.xxxx, TEX0; | |
| SCB0 | add | 14: ADDh h0.x, h0.w---, h0; | |
| SCB1 | add | 13: ADDh h3.w,-h0, h0.---x; | |
| | | | |
5 | SCT0 | mad | 16: ADDh h0.x, h2.w---, h3.w---; | |
| SCT1 | mad | 15: ADDh h0.z,-h2.--w-, h0.--x-; | |
| SCB0 | min | 17: MINh h5.y, h0.-w--, h1.-w--; | |
| | | | |
6 | SCT1 | mov | 18: NRMh h2.xz, h0; | |
| SRB | nrm | 18: NRMh h2.xz, h0; | |
| SCB1 | min | 19: MINh*8 h2.w, |h2.---x|, |h2.---z|; | |
| | | | |
7 | SCT0 | div | 20: DIVx h4.xy, h2.xz--, h2.ww--; | |
| SCT1 | mov | 21: MOVr r1.zw, g[TEX0].--xy; | |
| SCB1 | max | 22: MAXh h2.w, h0, h1; | |
| | | | |
8 | SCT0 | mad | 24: MADr r0.xy,-h2.xz--, const.zw--, r1.zw--; | |
| SCT1 | mov | 26: TXLr h0, r0, const.xxxx, TEX0; | |
| TEX | txl | 26: TXLr h0, r0, const.xxxx, TEX0; | |
| SCB0 | max | 28: MAXh h5.x, h2.w---, h5; | |
| SCB1 | min | 29: MINh h5.w, h5.---y, h4; | |
| | | | |
9 | SCT0 | mad | 30: MADr r1.xy, h2.xz--, const.zw--, r1.zw--; | |
| SCT1 | mov | 32: TXLr h2, r1, const.xxxx, TEX0; | |
| TEX | txl | 32: TXLr h2, r1, const.xxxx, TEX0; | |
| SCB0/1 | add | 34: ADDh/2 h2, h0, h2; | |
| | | | |
10 | SCT0/1 | mov | 35: TXLr h1, g[TEX0], const.xxxx, TEX0; | |
| TEX | txl | 35: TXLr h1, g[TEX0], const.xxxx, TEX0; | |
| SCB0 | max | 37: MAXh h5.y, h5.-x--, h1.-w--; | |
| SCB1 | min | 38: MINh h4.w, h1, h5; | |
| | | | |
11 | SCT0 | mad | 39: MADr r0.xy,-h4, const.xy--, r1.zw--; | |
| SCT1 | mov | 41: TXLr h0, r0, const.zzzz, TEX0; | |
| TEX | txl | 41: TXLr h0, r0, const.zzzz, TEX0; | |
| SCB0 | mad | 44: MADr r2.xy, h4, const.xy--, r1.zw--; | |
| SCB1 | add | 43: ADDh*8 h5.z, h5.--y-,-h4.--w-; | |
| | | | |
12 | SCT0/1 | mov | 46: TXLr h3, r2, const.xxxx, TEX0; | |
| TEX | txl | 46: TXLr h3, r2, const.xxxx, TEX0; | |
| SCB0/1 | add | 48: ADDh/2 h0, h0, h3; | |
| | | | |
13 | SCT0/1 | mad | 49: ADDh/2 h3, h0, h2; | |
| SCB0/1 | mul | 50: MOVh h0, h3; | |
| | | | |
14 | SCT0 | set | 51: SLTh h3.x, h3.w---, h5.w---; | |
| SCT1 | set | 52: SGTh h3.w, h3, h5.---x; | |
| SCB0 | set | 54: SLThc0 rc, h5.z---, h5; | |
| SCB1 | add | 53: ADDxc0_s rc, h3.---x, h3; | |
| | | | |
15 | SCT0/1 | mul | 55: MOVh h0(NE0.wwww), h2; | |
| SCB0/1 | mul | 56: MOVh h0(NE0.xxxx), h1; | |
Pass SCT TEX SCB | |
1: 0% 100% 25% | |
2: 0% 100% 25% | |
3: 0% 100% 50% | |
4: 0% 100% 50% | |
5: 50% 0% 25% | |
6: 0% 0% 25% | |
7: 100% 0% 25% | |
8: 0% 100% 50% | |
9: 0% 100% 100% | |
10: 0% 100% 50% | |
11: 0% 100% 75% | |
12: 0% 100% 100% | |
13: 100% 0% 100% | |
14: 50% 0% 50% | |
15: 100% 0% 100% | |
MEAN: 26% 60% 56% | |
Pass SCT0 SCT1 TEX SCB0 SCB1 | |
1: 0% 0% 100% 100% 0% | |
2: 0% 0% 100% 100% 0% | |
3: 0% 0% 100% 100% 100% | |
4: 0% 0% 100% 100% 100% | |
5: 100% 100% 0% 100% 0% | |
6: 0% 0% 0% 0% 100% | |
7: 100% 100% 0% 0% 100% | |
8: 0% 0% 100% 100% 100% | |
9: 0% 0% 100% 100% 100% | |
10: 0% 0% 100% 100% 100% | |
11: 0% 0% 100% 100% 100% | |
12: 0% 0% 100% 100% 100% | |
13: 100% 100% 0% 100% 100% | |
14: 100% 100% 0% 100% 100% | |
15: 100% 100% 0% 100% 100% | |
MEAN: 33% 33% 60% 86% 80% | |
Fragment Performance Setup: Driver RSX Compiler, GPU RSX, Flags 0x5 | |
Results 15 cycles, 3 r regs, 800,000,000 pixels/s | |
============================================================================*/ | |
#if (FXAA_PS3 == 1) && (FXAA_EARLY_EXIT == 1) | |
/*--------------------------------------------------------------------------*/ | |
#pragma regcount 7 | |
#pragma disablepc all | |
#pragma option O2 | |
#pragma option OutColorPrec=fp16 | |
#pragma texformat default RGBA8 | |
/*==========================================================================*/ | |
half4 FxaaPixelShader( | |
// See FXAA Quality FxaaPixelShader() source for docs on Inputs! | |
FxaaFloat2 pos, | |
FxaaFloat4 fxaaConsolePosPos, | |
FxaaTex tex, | |
FxaaTex fxaaConsole360TexExpBiasNegOne, | |
FxaaTex fxaaConsole360TexExpBiasNegTwo, | |
FxaaFloat2 fxaaQualityRcpFrame, | |
FxaaFloat4 fxaaConsoleRcpFrameOpt, | |
FxaaFloat4 fxaaConsoleRcpFrameOpt2, | |
FxaaFloat4 fxaaConsole360RcpFrameOpt2, | |
FxaaFloat fxaaQualitySubpix, | |
FxaaFloat fxaaQualityEdgeThreshold, | |
FxaaFloat fxaaQualityEdgeThresholdMin, | |
FxaaFloat fxaaConsoleEdgeSharpness, | |
FxaaFloat fxaaConsoleEdgeThreshold, | |
FxaaFloat fxaaConsoleEdgeThresholdMin, | |
FxaaFloat4 fxaaConsole360ConstDir | |
) { | |
/*--------------------------------------------------------------------------*/ | |
// (1) | |
half4 rgbyNe = h4tex2Dlod(tex, half4(fxaaConsolePosPos.zy, 0, 0)); | |
#if (FXAA_GREEN_AS_LUMA == 0) | |
half lumaNe = rgbyNe.w + half(1.0/512.0); | |
#else | |
half lumaNe = rgbyNe.y + half(1.0/512.0); | |
#endif | |
/*--------------------------------------------------------------------------*/ | |
// (2) | |
half4 lumaSw = h4tex2Dlod(tex, half4(fxaaConsolePosPos.xw, 0, 0)); | |
#if (FXAA_GREEN_AS_LUMA == 0) | |
half lumaSwNegNe = lumaSw.w - lumaNe; | |
#else | |
half lumaSwNegNe = lumaSw.y - lumaNe; | |
#endif | |
/*--------------------------------------------------------------------------*/ | |
// (3) | |
half4 lumaNw = h4tex2Dlod(tex, half4(fxaaConsolePosPos.xy, 0, 0)); | |
#if (FXAA_GREEN_AS_LUMA == 0) | |
half lumaMaxNwSw = max(lumaNw.w, lumaSw.w); | |
half lumaMinNwSw = min(lumaNw.w, lumaSw.w); | |
#else | |
half lumaMaxNwSw = max(lumaNw.y, lumaSw.y); | |
half lumaMinNwSw = min(lumaNw.y, lumaSw.y); | |
#endif | |
/*--------------------------------------------------------------------------*/ | |
// (4) | |
half4 lumaSe = h4tex2Dlod(tex, half4(fxaaConsolePosPos.zw, 0, 0)); | |
#if (FXAA_GREEN_AS_LUMA == 0) | |
half dirZ = lumaNw.w + lumaSwNegNe; | |
half dirX = -lumaNw.w + lumaSwNegNe; | |
#else | |
half dirZ = lumaNw.y + lumaSwNegNe; | |
half dirX = -lumaNw.y + lumaSwNegNe; | |
#endif | |
/*--------------------------------------------------------------------------*/ | |
// (5) | |
half3 dir; | |
dir.y = 0.0; | |
#if (FXAA_GREEN_AS_LUMA == 0) | |
dir.x = lumaSe.w + dirX; | |
dir.z = -lumaSe.w + dirZ; | |
half lumaMinNeSe = min(lumaNe, lumaSe.w); | |
#else | |
dir.x = lumaSe.y + dirX; | |
dir.z = -lumaSe.y + dirZ; | |
half lumaMinNeSe = min(lumaNe, lumaSe.y); | |
#endif | |
/*--------------------------------------------------------------------------*/ | |
// (6) | |
half4 dir1_pos; | |
dir1_pos.xy = normalize(dir).xz; | |
half dirAbsMinTimes8 = min(abs(dir1_pos.x), abs(dir1_pos.y)) * half(FXAA_CONSOLE__PS3_EDGE_SHARPNESS); | |
/*--------------------------------------------------------------------------*/ | |
// (7) | |
half4 dir2_pos; | |
dir2_pos.xy = clamp(dir1_pos.xy / dirAbsMinTimes8, half(-2.0), half(2.0)); | |
dir1_pos.zw = pos.xy; | |
dir2_pos.zw = pos.xy; | |
#if (FXAA_GREEN_AS_LUMA == 0) | |
half lumaMaxNeSe = max(lumaNe, lumaSe.w); | |
#else | |
half lumaMaxNeSe = max(lumaNe, lumaSe.y); | |
#endif | |
/*--------------------------------------------------------------------------*/ | |
// (8) | |
half4 temp1N; | |
temp1N.xy = dir1_pos.zw - dir1_pos.xy * fxaaConsoleRcpFrameOpt.zw; | |
temp1N = h4tex2Dlod(tex, half4(temp1N.xy, 0.0, 0.0)); | |
half lumaMax = max(lumaMaxNwSw, lumaMaxNeSe); | |
half lumaMin = min(lumaMinNwSw, lumaMinNeSe); | |
/*--------------------------------------------------------------------------*/ | |
// (9) | |
half4 rgby1; | |
rgby1.xy = dir1_pos.zw + dir1_pos.xy * fxaaConsoleRcpFrameOpt.zw; | |
rgby1 = h4tex2Dlod(tex, half4(rgby1.xy, 0.0, 0.0)); | |
rgby1 = (temp1N + rgby1) * 0.5; | |
/*--------------------------------------------------------------------------*/ | |
// (10) | |
half4 rgbyM = h4tex2Dlod(tex, half4(pos.xy, 0.0, 0.0)); | |
#if (FXAA_GREEN_AS_LUMA == 0) | |
half lumaMaxM = max(lumaMax, rgbyM.w); | |
half lumaMinM = min(lumaMin, rgbyM.w); | |
#else | |
half lumaMaxM = max(lumaMax, rgbyM.y); | |
half lumaMinM = min(lumaMin, rgbyM.y); | |
#endif | |
/*--------------------------------------------------------------------------*/ | |
// (11) | |
half4 temp2N; | |
temp2N.xy = dir2_pos.zw - dir2_pos.xy * fxaaConsoleRcpFrameOpt2.zw; | |
temp2N = h4tex2Dlod(tex, half4(temp2N.xy, 0.0, 0.0)); | |
half4 rgby2; | |
rgby2.xy = dir2_pos.zw + dir2_pos.xy * fxaaConsoleRcpFrameOpt2.zw; | |
half lumaRangeM = (lumaMaxM - lumaMinM) / FXAA_CONSOLE__PS3_EDGE_THRESHOLD; | |
/*--------------------------------------------------------------------------*/ | |
// (12) | |
rgby2 = h4tex2Dlod(tex, half4(rgby2.xy, 0.0, 0.0)); | |
rgby2 = (temp2N + rgby2) * 0.5; | |
/*--------------------------------------------------------------------------*/ | |
// (13) | |
rgby2 = (rgby2 + rgby1) * 0.5; | |
/*--------------------------------------------------------------------------*/ | |
// (14) | |
#if (FXAA_GREEN_AS_LUMA == 0) | |
bool twoTapLt = rgby2.w < lumaMin; | |
bool twoTapGt = rgby2.w > lumaMax; | |
#else | |
bool twoTapLt = rgby2.y < lumaMin; | |
bool twoTapGt = rgby2.y > lumaMax; | |
#endif | |
bool earlyExit = lumaRangeM < lumaMax; | |
bool twoTap = twoTapLt || twoTapGt; | |
/*--------------------------------------------------------------------------*/ | |
// (15) | |
if(twoTap) rgby2 = rgby1; | |
if(earlyExit) rgby2 = rgbyM; | |
/*--------------------------------------------------------------------------*/ | |
return rgby2; } | |
/*==========================================================================*/ | |
#endif |
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