From 5e6ac1a315edf61f206643d756061949744cb641 Mon Sep 17 00:00:00 2001 From: KojoZero Date: Thu, 30 Apr 2026 15:37:34 -0700 Subject: [PATCH 01/46] changing pipeline part 1 --- .../host_shaders/opengl_present.frag | 1 + .../renderer_opengl/renderer_opengl.cpp | 189 +++++++++++++----- 2 files changed, 140 insertions(+), 50 deletions(-) diff --git a/src/video_core/host_shaders/opengl_present.frag b/src/video_core/host_shaders/opengl_present.frag index 3285301c8..42dc53ee3 100644 --- a/src/video_core/host_shaders/opengl_present.frag +++ b/src/video_core/host_shaders/opengl_present.frag @@ -13,6 +13,7 @@ uniform vec4 i_resolution; uniform vec4 o_resolution; uniform int layer; + void main() { color = texture(color_texture, frag_tex_coord); } diff --git a/src/video_core/renderer_opengl/renderer_opengl.cpp b/src/video_core/renderer_opengl/renderer_opengl.cpp index c8cb6c000..74141ee9c 100644 --- a/src/video_core/renderer_opengl/renderer_opengl.cpp +++ b/src/video_core/renderer_opengl/renderer_opengl.cpp @@ -10,6 +10,7 @@ #include "core/frontend/framebuffer_layout.h" #include "core/memory.h" #include "video_core/pica/pica_core.h" +#include "video_core/renderer_opengl/gl_resource_manager.h" #include "video_core/renderer_opengl/gl_state.h" #include "video_core/renderer_opengl/gl_texture_mailbox.h" #include "video_core/renderer_opengl/post_processing_opengl.h" @@ -319,6 +320,7 @@ void RendererOpenGL::LoadFBToScreenInfo(const Pica::FramebufferConfig& framebuff * Initializes the OpenGL state and creates persistent objects. */ void RendererOpenGL::InitOpenGLObjects() { + renderFramebuffer.Create(); glClearColor(Settings::values.bg_red.GetValue(), Settings::values.bg_green.GetValue(), Settings::values.bg_blue.GetValue(), 1.0f); @@ -509,65 +511,152 @@ void RendererOpenGL::ConfigureFramebufferTexture(TextureInfo& texture, * Draws a single texture to the emulator window, rotating the texture to correct for the 3DS's LCD * rotation. */ -void RendererOpenGL::DrawSingleScreen(const ScreenInfo& screen_info, float x, float y, float w, - float h, Layout::DisplayOrientation orientation) { +void RendererOpenGL::DrawSingleScreen(const ScreenInfo& screen_info, float screenLeft, float screenTop, float screenWidth, + float screenHeight, Layout::DisplayOrientation orientation) { const auto& texcoords = screen_info.display_texcoords; - - std::array vertices; - switch (orientation) { - case Layout::DisplayOrientation::Landscape: - vertices = {{ - ScreenRectVertex(x, y, texcoords.bottom, texcoords.left), - ScreenRectVertex(x + w, y, texcoords.bottom, texcoords.right), - ScreenRectVertex(x, y + h, texcoords.top, texcoords.left), - ScreenRectVertex(x + w, y + h, texcoords.top, texcoords.right), - }}; - break; - case Layout::DisplayOrientation::Portrait: - vertices = {{ - ScreenRectVertex(x, y, texcoords.bottom, texcoords.right), - ScreenRectVertex(x + w, y, texcoords.top, texcoords.right), - ScreenRectVertex(x, y + h, texcoords.bottom, texcoords.left), - ScreenRectVertex(x + w, y + h, texcoords.top, texcoords.left), - }}; - std::swap(h, w); - break; - case Layout::DisplayOrientation::LandscapeFlipped: - vertices = {{ - ScreenRectVertex(x, y, texcoords.top, texcoords.right), - ScreenRectVertex(x + w, y, texcoords.top, texcoords.left), - ScreenRectVertex(x, y + h, texcoords.bottom, texcoords.right), - ScreenRectVertex(x + w, y + h, texcoords.bottom, texcoords.left), - }}; - break; - case Layout::DisplayOrientation::PortraitFlipped: - vertices = {{ - ScreenRectVertex(x, y, texcoords.top, texcoords.left), - ScreenRectVertex(x + w, y, texcoords.bottom, texcoords.left), - ScreenRectVertex(x, y + h, texcoords.top, texcoords.right), - ScreenRectVertex(x + w, y + h, texcoords.bottom, texcoords.right), - }}; - std::swap(h, w); - break; - default: - LOG_ERROR(Render_OpenGL, "Unknown DisplayOrientation: {}", orientation); - break; - } - const u32 scale_factor = GetResolutionScaleFactor(); + + // Texture Widthn and Height when correctly rotated to landscape + float textureWidth, textureHeight; + textureWidth = static_cast(screen_info.texture.height * scale_factor); + textureHeight = static_cast(screen_info.texture.width * scale_factor); + + /* + Current Attempt Rendering + Pass 1: Rotate Texture to Landscape and convert to linear + Pass 2: Rotate Texture to orientation and convert to srgb + + Final Result Attempt + Pass 1: Rotate Texture to Landscape and convert to linear + ---Anti-aliasing pass + SMAA Pass 1 + Smaa Pass 2 + SMAA Pass 3 + or + FXAA Pass + --- + + Final Pass: Rotate Texture to Final orientation and convert to srgb (the present shader) + + */ + + // Rotate Internal Texture to Landscape (The 3DS stores images rotated 90° Counter Clockkwise internally) + std::array landscape_rotation_vertices; + landscape_rotation_vertices = {{ + ScreenRectVertex(0.f, 0.f, 1.f, 0.f), //Left, Top + ScreenRectVertex(textureWidth, 0.f, 1.f, 1.f), //Right, Top + ScreenRectVertex(0.f, textureHeight, 0.f, 0.f), //Left, Bottom + ScreenRectVertex(textureWidth, textureHeight, 0.f, 1.f), //Right, Bottom + }}; + + + // Vertices for 1:1 Texture Mapping. + std::array pass_through_vertices; + pass_through_vertices = {{ + ScreenRectVertex(0.f, 0.f, 0.f, 1.f), //Left, Top + ScreenRectVertex(textureWidth, 0.f, 1.f, 1.f), //Right, Top + ScreenRectVertex(0.f, textureHeight, 0.f, 0.f), //Left, Bottom + ScreenRectVertex(textureWidth, textureHeight, 1.f, 0.f), //Right, Bottom + }}; + + // Rotate for Output Orientation, + std::array output_vertices; + output_vertices = {{ + ScreenRectVertex(screenLeft, screenTop, 0.f, 1.f), //Left, Top + ScreenRectVertex(screenLeft + screenWidth, screenTop, 1.f, 1.f), //Right, Top + ScreenRectVertex(screenLeft, screenTop + screenHeight, 0.f, 0.f), //Left, Bottom + ScreenRectVertex(screenLeft + screenWidth, screenTop + screenHeight, 1.f, 0.f), //Right, Bottom + }}; + + + // switch (orientation) { + // case Layout::DisplayOrientation::Landscape: + // vertices = {{ + // ScreenRectVertex(x, y, texcoords.bottom, texcoords.left), //Top Left + // ScreenRectVertex(x + w, y, texcoords.bottom, texcoords.right), //Top Right + // ScreenRectVertex(x, y + h, texcoords.top, texcoords.left), //Bottom Left + // ScreenRectVertex(x + w, y + h, texcoords.top, texcoords.right), //Bottom Right + // }}; + // break; + // case Layout::DisplayOrientation::Portrait: + // vertices = {{ + // ScreenRectVertex(x, y, texcoords.bottom, texcoords.right), + // ScreenRectVertex(x + w, y, texcoords.top, texcoords.right), + // ScreenRectVertex(x, y + h, texcoords.bottom, texcoords.left), + // ScreenRectVertex(x + w, y + h, texcoords.top, texcoords.left), + // }}; + // std::swap(h, w); + // break; + // case Layout::DisplayOrientation::LandscapeFlipped: + // vertices = {{ + // ScreenRectVertex(x, y, texcoords.top, texcoords.right), + // ScreenRectVertex(x + w, y, texcoords.top, texcoords.left), + // ScreenRectVertex(x, y + h, texcoords.bottom, texcoords.right), + // ScreenRectVertex(x + w, y + h, texcoords.bottom, texcoords.left), + // }}; + // break; + // case Layout::DisplayOrientation::PortraitFlipped: + // vertices = {{ + // ScreenRectVertex(x, y, texcoords.top, texcoords.left), + // ScreenRectVertex(x + w, y, texcoords.bottom, texcoords.left), + // ScreenRectVertex(x, y + h, texcoords.top, texcoords.right), + // ScreenRectVertex(x + w, y + h, texcoords.bottom, texcoords.right), + // }}; + // std::swap(h, w); + // break; + // default: + // LOG_ERROR(Render_OpenGL, "Unknown DisplayOrientation: {}", orientation); + // break; + // } + const GLuint sampler = samplers[Settings::values.filter_mode.GetValue()].handle; - glUniform4f(uniform_i_resolution, static_cast(screen_info.texture.width * scale_factor), - static_cast(screen_info.texture.height * scale_factor), - 1.0f / static_cast(screen_info.texture.width * scale_factor), - 1.0f / static_cast(screen_info.texture.height * scale_factor)); - glUniform4f(uniform_o_resolution, h, w, 1.0f / h, 1.0f / w); + glUniform4f(uniform_i_resolution, textureWidth, textureHeight, 1.0f / textureWidth, 1.0f / textureHeight); + glUniform4f(uniform_o_resolution, screenWidth, screenHeight, 1.0f / screenWidth, 1.0f / screenHeight); state.texture_units[0].texture_2d = screen_info.display_texture; state.texture_units[0].sampler = sampler; state.Apply(); - glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(vertices), vertices.data()); + + /* + TODO: + Implement Two Pass Gamma Corrected Linear Filtering + Create A Shader for initial rotation that'll be used for everything + + Then do: + initial rotation shader -> opengl_present shader (and all the variants) + + */ + + GLuint old_read_fb = state.draw.read_framebuffer; + GLuint old_draw_fb = state.draw.draw_framebuffer; + + // Draw to texture + OGLFramebuffer initFramebuffer; + initFramebuffer.Create(); + state.draw.draw_framebuffer = initFramebuffer.handle; + state.draw.read_framebuffer = initFramebuffer.handle; + OGLTexture initFramebufferTexture; + initFramebufferTexture.Create(); + initFramebufferTexture.Allocate(GL_TEXTURE_2D, 1, GL_RGBA8, screen_info.texture.height*scale_factor, screen_info.texture.width*scale_factor); + state.texture_units[1].texture_2d = initFramebufferTexture.handle; + state.texture_units[1].sampler = samplers[1].handle; + state.Apply(); + + glActiveTexture(GL_TEXTURE1); + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, initFramebufferTexture.handle, 0); + + + + // Draw to screen + state.draw.read_framebuffer = old_read_fb; + state.draw.draw_framebuffer = old_draw_fb; + state.Apply(); + glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(output_vertices), output_vertices.data()); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); + + //Reset + initFramebuffer.Release(); state.texture_units[0].texture_2d = 0; state.texture_units[0].sampler = 0; state.Apply(); From 479b078394174a958834dd4de0ef9b3f07144aff Mon Sep 17 00:00:00 2001 From: KojoZero Date: Thu, 30 Apr 2026 18:54:11 -0700 Subject: [PATCH 02/46] changing pipeline part 2 --- .../host_shaders/opengl_present.frag | 19 +++- .../host_shaders/opengl_simple_present.frag | 30 +++++ .../host_shaders/opengl_simple_present.vert | 13 +++ .../renderer_opengl/renderer_opengl.cpp | 107 +++++++++--------- .../renderer_opengl/renderer_opengl.h | 3 + 5 files changed, 113 insertions(+), 59 deletions(-) create mode 100644 src/video_core/host_shaders/opengl_simple_present.frag create mode 100644 src/video_core/host_shaders/opengl_simple_present.vert diff --git a/src/video_core/host_shaders/opengl_present.frag b/src/video_core/host_shaders/opengl_present.frag index 42dc53ee3..d17b8c177 100644 --- a/src/video_core/host_shaders/opengl_present.frag +++ b/src/video_core/host_shaders/opengl_present.frag @@ -9,11 +9,22 @@ layout(location = 0) out vec4 color; layout(binding = 0) uniform sampler2D color_texture; -uniform vec4 i_resolution; -uniform vec4 o_resolution; -uniform int layer; +uniform int convert_colors; +vec3 sRGBToLinear(vec3 c) { + return mix(c / 12.92, pow((c + 0.055) / 1.055, vec3(2.4)), step(0.04045, c)); +} + +vec3 LinearTosRGB(vec3 c) { + return mix(c * 12.92, 1.055 * pow(c, vec3(1.0/2.4)) - 0.055, step(0.0031308, c)); +} void main() { - color = texture(color_texture, frag_tex_coord); + vec4 pixel = texture(color_texture, frag_tex_coord); + if (convert_colors == 1){ + pixel = vec4(LinearTosRGB(pixel.rgb), pixel.a); + } else if (convert_colors == 2){ + pixel = vec4(sRGBToLinear(pixel.rgb), pixel.a); + } + color = pixel; } diff --git a/src/video_core/host_shaders/opengl_simple_present.frag b/src/video_core/host_shaders/opengl_simple_present.frag new file mode 100644 index 000000000..d17b8c177 --- /dev/null +++ b/src/video_core/host_shaders/opengl_simple_present.frag @@ -0,0 +1,30 @@ +// Copyright 2023 Citra Emulator Project +// Licensed under GPLv2 or any later version +// Refer to the license.txt file included. + +//? #version 430 core + +layout(location = 0) in vec2 frag_tex_coord; +layout(location = 0) out vec4 color; + +layout(binding = 0) uniform sampler2D color_texture; + +uniform int convert_colors; + +vec3 sRGBToLinear(vec3 c) { + return mix(c / 12.92, pow((c + 0.055) / 1.055, vec3(2.4)), step(0.04045, c)); +} + +vec3 LinearTosRGB(vec3 c) { + return mix(c * 12.92, 1.055 * pow(c, vec3(1.0/2.4)) - 0.055, step(0.0031308, c)); +} + +void main() { + vec4 pixel = texture(color_texture, frag_tex_coord); + if (convert_colors == 1){ + pixel = vec4(LinearTosRGB(pixel.rgb), pixel.a); + } else if (convert_colors == 2){ + pixel = vec4(sRGBToLinear(pixel.rgb), pixel.a); + } + color = pixel; +} diff --git a/src/video_core/host_shaders/opengl_simple_present.vert b/src/video_core/host_shaders/opengl_simple_present.vert new file mode 100644 index 000000000..9f7709eba --- /dev/null +++ b/src/video_core/host_shaders/opengl_simple_present.vert @@ -0,0 +1,13 @@ +// Copyright 2023 Citra Emulator Project +// Licensed under GPLv2 or any later version +// Refer to the license.txt file included. + +//? #version 430 core +layout(location = 0) in vec2 vert_position; +layout(location = 1) in vec2 vert_tex_coord; +layout(location = 0) out vec2 frag_tex_coord; + +void main() { + gl_Position = vec4(vert_position, 0.0, 1.0); + frag_tex_coord = vert_tex_coord; +} diff --git a/src/video_core/renderer_opengl/renderer_opengl.cpp b/src/video_core/renderer_opengl/renderer_opengl.cpp index 74141ee9c..4edcd3f82 100644 --- a/src/video_core/renderer_opengl/renderer_opengl.cpp +++ b/src/video_core/renderer_opengl/renderer_opengl.cpp @@ -434,6 +434,7 @@ void RendererOpenGL::ReloadShader(Settings::StereoRenderOption render_3d) { } uniform_i_resolution = glGetUniformLocation(shader.handle, "i_resolution"); uniform_o_resolution = glGetUniformLocation(shader.handle, "o_resolution"); + uniform_convert_colors = glGetUniformLocation(shader.handle, "convert_colors"); uniform_layer = glGetUniformLocation(shader.handle, "layer"); attrib_position = glGetAttribLocation(shader.handle, "vert_position"); attrib_tex_coord = glGetAttribLocation(shader.handle, "vert_tex_coord"); @@ -543,75 +544,69 @@ void RendererOpenGL::DrawSingleScreen(const ScreenInfo& screen_info, float scree // Rotate Internal Texture to Landscape (The 3DS stores images rotated 90° Counter Clockkwise internally) std::array landscape_rotation_vertices; landscape_rotation_vertices = {{ - ScreenRectVertex(0.f, 0.f, 1.f, 0.f), //Left, Top - ScreenRectVertex(textureWidth, 0.f, 1.f, 1.f), //Right, Top - ScreenRectVertex(0.f, textureHeight, 0.f, 0.f), //Left, Bottom - ScreenRectVertex(textureWidth, textureHeight, 0.f, 1.f), //Right, Bottom + ScreenRectVertex(-1.f, 1.f, 1.f, 0.f), //Left, Top + ScreenRectVertex(1.f, 1.f, 1.f, 1.f), //Right, Top + ScreenRectVertex(-1.f, -1.f, 0.f, 0.f), //Left, Bottom + ScreenRectVertex(1.f, -1.f, 0.f, 1.f), //Right, Bottom }}; // Vertices for 1:1 Texture Mapping. std::array pass_through_vertices; pass_through_vertices = {{ - ScreenRectVertex(0.f, 0.f, 0.f, 1.f), //Left, Top - ScreenRectVertex(textureWidth, 0.f, 1.f, 1.f), //Right, Top - ScreenRectVertex(0.f, textureHeight, 0.f, 0.f), //Left, Bottom - ScreenRectVertex(textureWidth, textureHeight, 1.f, 0.f), //Right, Bottom + ScreenRectVertex(-1.f, 1.f, 0.f, 1.f), //Left, Top + ScreenRectVertex(1.f, 1.f, 1.f, 1.f), //Right, Top + ScreenRectVertex(-1.f, -1.f, 0.f, 0.f), //Left, Bottom + ScreenRectVertex(1.f, -1.f, 1.f, 0.f), //Right, Bottom }}; // Rotate for Output Orientation, + // MAKE SURE TO USE ORTHOGRAPHIC MATRIX std::array output_vertices; - output_vertices = {{ - ScreenRectVertex(screenLeft, screenTop, 0.f, 1.f), //Left, Top - ScreenRectVertex(screenLeft + screenWidth, screenTop, 1.f, 1.f), //Right, Top - ScreenRectVertex(screenLeft, screenTop + screenHeight, 0.f, 0.f), //Left, Bottom - ScreenRectVertex(screenLeft + screenWidth, screenTop + screenHeight, 1.f, 0.f), //Right, Bottom - }}; - - - // switch (orientation) { - // case Layout::DisplayOrientation::Landscape: - // vertices = {{ - // ScreenRectVertex(x, y, texcoords.bottom, texcoords.left), //Top Left - // ScreenRectVertex(x + w, y, texcoords.bottom, texcoords.right), //Top Right - // ScreenRectVertex(x, y + h, texcoords.top, texcoords.left), //Bottom Left - // ScreenRectVertex(x + w, y + h, texcoords.top, texcoords.right), //Bottom Right - // }}; - // break; - // case Layout::DisplayOrientation::Portrait: - // vertices = {{ - // ScreenRectVertex(x, y, texcoords.bottom, texcoords.right), - // ScreenRectVertex(x + w, y, texcoords.top, texcoords.right), - // ScreenRectVertex(x, y + h, texcoords.bottom, texcoords.left), - // ScreenRectVertex(x + w, y + h, texcoords.top, texcoords.left), - // }}; - // std::swap(h, w); - // break; - // case Layout::DisplayOrientation::LandscapeFlipped: - // vertices = {{ - // ScreenRectVertex(x, y, texcoords.top, texcoords.right), - // ScreenRectVertex(x + w, y, texcoords.top, texcoords.left), - // ScreenRectVertex(x, y + h, texcoords.bottom, texcoords.right), - // ScreenRectVertex(x + w, y + h, texcoords.bottom, texcoords.left), - // }}; - // break; - // case Layout::DisplayOrientation::PortraitFlipped: - // vertices = {{ - // ScreenRectVertex(x, y, texcoords.top, texcoords.left), - // ScreenRectVertex(x + w, y, texcoords.bottom, texcoords.left), - // ScreenRectVertex(x, y + h, texcoords.top, texcoords.right), - // ScreenRectVertex(x + w, y + h, texcoords.bottom, texcoords.right), - // }}; - // std::swap(h, w); - // break; - // default: - // LOG_ERROR(Render_OpenGL, "Unknown DisplayOrientation: {}", orientation); - // break; - // } + switch (orientation) { + case Layout::DisplayOrientation::Landscape: + output_vertices = {{ + ScreenRectVertex(screenLeft, screenTop, 0.f, 1.f), //Left, Top + ScreenRectVertex(screenLeft + screenWidth, screenTop, 1.f, 1.f), //Right, Top + ScreenRectVertex(screenLeft, screenTop + screenHeight, 0.f, 0.f), //Left, Bottom + ScreenRectVertex(screenLeft + screenWidth, screenTop + screenHeight, 1.f, 0.f), //Right, Bottom + }}; + break; + case Layout::DisplayOrientation::Portrait: + output_vertices = {{ + ScreenRectVertex(screenLeft, screenTop, 1.f, 1.f), //Left, Top + ScreenRectVertex(screenLeft + screenWidth, screenTop, 1.f, 0.f), //Right, Top + ScreenRectVertex(screenLeft, screenTop + screenHeight, 0.f, 1.f), //Left, Bottom + ScreenRectVertex(screenLeft + screenWidth, screenTop + screenHeight, 0.f, 0.f), //Right, Bottom + }}; + std::swap(screenHeight, screenWidth); + break; + case Layout::DisplayOrientation::LandscapeFlipped: + output_vertices = {{ + ScreenRectVertex(screenLeft, screenTop, 0.f, 0.f), //Left, Top + ScreenRectVertex(screenLeft + screenWidth, screenTop, 1.f, 0.f), //Right, Top + ScreenRectVertex(screenLeft, screenTop + screenHeight, 0.f, 1.f), //Left, Bottom + ScreenRectVertex(screenLeft + screenWidth, screenTop + screenHeight, 1.f, 1.f), //Right, Bottom + }}; + break; + case Layout::DisplayOrientation::PortraitFlipped: + output_vertices = {{ + ScreenRectVertex(screenLeft, screenTop, 0.f, 0.f), //Left, Top + ScreenRectVertex(screenLeft + screenWidth, screenTop, 0.f, 1.f), //Right, Top + ScreenRectVertex(screenLeft, screenTop + screenHeight, 1.f, 0.f), //Left, Bottom + ScreenRectVertex(screenLeft + screenWidth, screenTop + screenHeight, 1.f, 1.f), //Right, Bottom + }}; + std::swap(screenHeight, screenWidth); + break; + default: + LOG_ERROR(Render_OpenGL, "Unknown DisplayOrientation: {}", orientation); + break; + } const GLuint sampler = samplers[Settings::values.filter_mode.GetValue()].handle; glUniform4f(uniform_i_resolution, textureWidth, textureHeight, 1.0f / textureWidth, 1.0f / textureHeight); glUniform4f(uniform_o_resolution, screenWidth, screenHeight, 1.0f / screenWidth, 1.0f / screenHeight); + glUniform1i(uniform_convert_colors, 1); state.texture_units[0].texture_2d = screen_info.display_texture; state.texture_units[0].sampler = sampler; state.Apply(); @@ -625,6 +620,8 @@ void RendererOpenGL::DrawSingleScreen(const ScreenInfo& screen_info, float scree Then do: initial rotation shader -> opengl_present shader (and all the variants) + simple present is used for internal textures. It uses ndc coordinates directly + present is used for final mapping to screen. It uses screen coordinates, and transforms it accordingly */ GLuint old_read_fb = state.draw.read_framebuffer; diff --git a/src/video_core/renderer_opengl/renderer_opengl.h b/src/video_core/renderer_opengl/renderer_opengl.h index 2f2b318ed..413f26349 100644 --- a/src/video_core/renderer_opengl/renderer_opengl.h +++ b/src/video_core/renderer_opengl/renderer_opengl.h @@ -102,6 +102,9 @@ private: GLuint uniform_color_texture; GLuint uniform_color_texture_r; + // Shader Uniform for converting colors. 0 is no conversion, 1 is Linear -> sRGB, 2 is sRGB -> linear + GLuint uniform_convert_colors; + // Shader uniform for Dolphin compatibility GLuint uniform_i_resolution; GLuint uniform_o_resolution; From e3a0b19eadb8074fefc6dc0e4f9ca5f29aa5d800 Mon Sep 17 00:00:00 2001 From: KojoZero Date: Fri, 1 May 2026 01:31:37 -0700 Subject: [PATCH 03/46] temp --- .../host_shaders/opengl_present.frag | 4 ++-- .../host_shaders/opengl_simple_present.frag | 4 ++-- .../renderer_opengl/renderer_opengl.cpp | 21 ++++++++++++------- .../renderer_opengl/renderer_opengl.h | 2 +- 4 files changed, 19 insertions(+), 12 deletions(-) diff --git a/src/video_core/host_shaders/opengl_present.frag b/src/video_core/host_shaders/opengl_present.frag index d17b8c177..4e10dddde 100644 --- a/src/video_core/host_shaders/opengl_present.frag +++ b/src/video_core/host_shaders/opengl_present.frag @@ -21,9 +21,9 @@ vec3 LinearTosRGB(vec3 c) { void main() { vec4 pixel = texture(color_texture, frag_tex_coord); - if (convert_colors == 1){ + if (convert_colors == 2){ pixel = vec4(LinearTosRGB(pixel.rgb), pixel.a); - } else if (convert_colors == 2){ + } else if (convert_colors == 1){ pixel = vec4(sRGBToLinear(pixel.rgb), pixel.a); } color = pixel; diff --git a/src/video_core/host_shaders/opengl_simple_present.frag b/src/video_core/host_shaders/opengl_simple_present.frag index d17b8c177..4e10dddde 100644 --- a/src/video_core/host_shaders/opengl_simple_present.frag +++ b/src/video_core/host_shaders/opengl_simple_present.frag @@ -21,9 +21,9 @@ vec3 LinearTosRGB(vec3 c) { void main() { vec4 pixel = texture(color_texture, frag_tex_coord); - if (convert_colors == 1){ + if (convert_colors == 2){ pixel = vec4(LinearTosRGB(pixel.rgb), pixel.a); - } else if (convert_colors == 2){ + } else if (convert_colors == 1){ pixel = vec4(sRGBToLinear(pixel.rgb), pixel.a); } color = pixel; diff --git a/src/video_core/renderer_opengl/renderer_opengl.cpp b/src/video_core/renderer_opengl/renderer_opengl.cpp index 4edcd3f82..f61c0d1e7 100644 --- a/src/video_core/renderer_opengl/renderer_opengl.cpp +++ b/src/video_core/renderer_opengl/renderer_opengl.cpp @@ -611,17 +611,24 @@ void RendererOpenGL::DrawSingleScreen(const ScreenInfo& screen_info, float scree state.texture_units[0].sampler = sampler; state.Apply(); - /* TODO: - Implement Two Pass Gamma Corrected Linear Filtering - Create A Shader for initial rotation that'll be used for everything + Implement Gamma Corrected Linear Filtering + use Simple Present Shader with landscape_rotation_vertices and convert_colors set to 1 + use Regular Present Shader with output_vertices and convert_colors set to 2 - Then do: - initial rotation shader -> opengl_present shader (and all the variants) + Implement FXAA: + use Simple Present Shader with landscape_rotation_vertices and convert_colors set to 0 + use FXAA shader with pass_through_vertices + use Simple Present Shader with pass_through_vertices and convert colors set to 1 + use Regular Present Shader with output_vertices and convert_colors set to 2 - simple present is used for internal textures. It uses ndc coordinates directly - present is used for final mapping to screen. It uses screen coordinates, and transforms it accordingly + Implement SMAA: + use Simple Present Shader with landscape_rotation_vertices and convert_colors set to 1 + use SMAA pass 1 with pass_through_vertices + use SMAA pass 2 with pass_through_vertices + use SMAA pass 3 with pass_through_vertices + use Regular Present Shader with output_vertices and convert_colors set to 2 */ GLuint old_read_fb = state.draw.read_framebuffer; diff --git a/src/video_core/renderer_opengl/renderer_opengl.h b/src/video_core/renderer_opengl/renderer_opengl.h index 413f26349..9ac9268dc 100644 --- a/src/video_core/renderer_opengl/renderer_opengl.h +++ b/src/video_core/renderer_opengl/renderer_opengl.h @@ -102,7 +102,7 @@ private: GLuint uniform_color_texture; GLuint uniform_color_texture_r; - // Shader Uniform for converting colors. 0 is no conversion, 1 is Linear -> sRGB, 2 is sRGB -> linear + // Shader Uniform for converting colors. 0 is no conversion, 1 is sRGB -> linear, 2 is Linear -> sRGB GLuint uniform_convert_colors; // Shader uniform for Dolphin compatibility From 9bc89915a1126f0899772426d76c79323377a9a7 Mon Sep 17 00:00:00 2001 From: KojoZero Date: Sat, 2 May 2026 12:06:58 -0700 Subject: [PATCH 04/46] changing pipeline part 3 --- src/video_core/host_shaders/CMakeLists.txt | 10 + .../antialiasing/opengl_fxaa.frag | 256 ++++++++++++++++++ .../antialiasing/opengl_fxaa.vert | 13 + .../antialiasing/opengl_smaa_pass0.frag | 31 +++ .../antialiasing/opengl_smaa_pass0.vert | 29 ++ .../antialiasing/opengl_smaa_pass1.frag | 28 ++ .../antialiasing/opengl_smaa_pass1.vert | 29 ++ .../antialiasing/opengl_smaa_pass2.frag | 28 ++ .../antialiasing/opengl_smaa_pass2.vert | 29 ++ .../host_shaders/opengl_simple_present.frag | 1 - .../renderer_opengl/gl_resource_manager.cpp | 2 +- .../renderer_opengl/renderer_opengl.cpp | 177 +++++++----- .../renderer_opengl/renderer_opengl.h | 6 + 13 files changed, 576 insertions(+), 63 deletions(-) create mode 100644 src/video_core/host_shaders/antialiasing/opengl_fxaa.frag create mode 100644 src/video_core/host_shaders/antialiasing/opengl_fxaa.vert create mode 100644 src/video_core/host_shaders/antialiasing/opengl_smaa_pass0.frag create mode 100644 src/video_core/host_shaders/antialiasing/opengl_smaa_pass0.vert create mode 100644 src/video_core/host_shaders/antialiasing/opengl_smaa_pass1.frag create mode 100644 src/video_core/host_shaders/antialiasing/opengl_smaa_pass1.vert create mode 100644 src/video_core/host_shaders/antialiasing/opengl_smaa_pass2.frag create mode 100644 src/video_core/host_shaders/antialiasing/opengl_smaa_pass2.vert diff --git a/src/video_core/host_shaders/CMakeLists.txt b/src/video_core/host_shaders/CMakeLists.txt index 964000d92..e54140153 100644 --- a/src/video_core/host_shaders/CMakeLists.txt +++ b/src/video_core/host_shaders/CMakeLists.txt @@ -13,11 +13,21 @@ set(SHADER_FILES texture_filtering/mmpx.frag texture_filtering/x_gradient.frag texture_filtering/y_gradient.frag + antialiasing/opengl_fxaa.frag + antialiasing/opengl_fxaa.vert + antialiasing/opengl_smaa_pass0.frag + antialiasing/opengl_smaa_pass0.vert + antialiasing/opengl_smaa_pass1.frag + antialiasing/opengl_smaa_pass1.vert + antialiasing/opengl_smaa_pass2.frag + antialiasing/opengl_smaa_pass2.vert full_screen_triangle.vert opengl_present.frag opengl_present.vert opengl_present_anaglyph.frag opengl_present_interlaced.frag + opengl_simple_present.frag + opengl_simple_present.vert vulkan_depth_to_buffer.comp vulkan_present.frag vulkan_present.vert diff --git a/src/video_core/host_shaders/antialiasing/opengl_fxaa.frag b/src/video_core/host_shaders/antialiasing/opengl_fxaa.frag new file mode 100644 index 000000000..ac3d736cd --- /dev/null +++ b/src/video_core/host_shaders/antialiasing/opengl_fxaa.frag @@ -0,0 +1,256 @@ +/** + * @license + * Copyright (c) 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, NONINFRINGEMENT,IMPLIED WARRANTIES OF + * MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE. IN NO EVENT SHALL NVIDIA + * OR ITS SUPPLIERS BE LIABLE FOR ANY DIRECT, 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. + */ + +/* +FXAA_PRESET - Choose compile-in knob preset 0-5. +------------------------------------------------------------------------------ +FXAA_EDGE_THRESHOLD - The minimum amount of local contrast required + to apply algorithm. + 1.0/3.0 - too little + 1.0/4.0 - good start + 1.0/8.0 - applies to more edges + 1.0/16.0 - overkill +------------------------------------------------------------------------------ +FXAA_EDGE_THRESHOLD_MIN - Trims the algorithm from processing darks. + Perf optimization. + 1.0/32.0 - visible limit (smaller isn't visible) + 1.0/16.0 - good compromise + 1.0/12.0 - upper limit (seeing artifacts) +------------------------------------------------------------------------------ +FXAA_SEARCH_STEPS - Maximum number of search steps for end of span. +------------------------------------------------------------------------------ +FXAA_SEARCH_THRESHOLD - Controls when to stop searching. + 1.0/4.0 - seems to be the best quality wise +------------------------------------------------------------------------------ +FXAA_SUBPIX_TRIM - Controls sub-pixel aliasing removal. + 1.0/2.0 - low removal + 1.0/3.0 - medium removal + 1.0/4.0 - default removal + 1.0/8.0 - high removal + 0.0 - complete removal +------------------------------------------------------------------------------ +FXAA_SUBPIX_CAP - Insures fine detail is not completely removed. + This is important for the transition of sub-pixel detail, + like fences and wires. + 3.0/4.0 - default (medium amount of filtering) + 7.0/8.0 - high amount of filtering + 1.0 - no capping of sub-pixel aliasing removal +*/ +//? #version 450 + +layout(location = 0) in vec2 frag_tex_coord; +layout(location = 0) out vec4 color; +layout(binding = 0) uniform sampler2D color_texture; + +uniform vec4 i_resolution; +uniform int convert_colors; + +#ifndef FXAA_PRESET + #define FXAA_PRESET 5 +#endif +#if (FXAA_PRESET == 3) + #define FXAA_EDGE_THRESHOLD (1.0/8.0) + #define FXAA_EDGE_THRESHOLD_MIN (1.0/16.0) + #define FXAA_SEARCH_STEPS 16 + #define FXAA_SEARCH_THRESHOLD (1.0/4.0) + #define FXAA_SUBPIX_CAP (3.0/4.0) + #define FXAA_SUBPIX_TRIM (1.0/4.0) +#endif +#if (FXAA_PRESET == 4) + #define FXAA_EDGE_THRESHOLD (1.0/8.0) + #define FXAA_EDGE_THRESHOLD_MIN (1.0/24.0) + #define FXAA_SEARCH_STEPS 24 + #define FXAA_SEARCH_THRESHOLD (1.0/4.0) + #define FXAA_SUBPIX_CAP (3.0/4.0) + #define FXAA_SUBPIX_TRIM (1.0/4.0) +#endif +#if (FXAA_PRESET == 5) + #define FXAA_EDGE_THRESHOLD (1.0/8.0) + #define FXAA_EDGE_THRESHOLD_MIN (1.0/24.0) + #define FXAA_SEARCH_STEPS 32 + #define FXAA_SEARCH_THRESHOLD (1.0/4.0) + #define FXAA_SUBPIX_CAP (3.0/4.0) + #define FXAA_SUBPIX_TRIM (1.0/4.0) +#endif + +#define FXAA_SUBPIX_TRIM_SCALE (1.0/(1.0 - FXAA_SUBPIX_TRIM)) + +// Return the luma, the estimation of luminance from rgb inputs. +// This approximates luma using one FMA instruction, +// skipping normalization and tossing out blue. +// FxaaLuma() will range 0.0 to 2.963210702. +float FxaaLuma(vec3 rgb) { + return rgb.y * (0.587/0.299) + rgb.x; +} + +vec3 FxaaLerp3(vec3 a, vec3 b, float amountOfA) { + return (vec3(-amountOfA) * b) + ((a * vec3(amountOfA)) + b); +} + +vec4 FxaaTexOff(sampler2D tex, vec2 pos, ivec2 off, vec2 rcpFrame) { + float x = pos.x + float(off.x) * rcpFrame.x; + float y = pos.y + float(off.y) * rcpFrame.y; + return texture(tex, vec2(x, y)); +} + +// pos is the output of FxaaVertexShader interpolated across screen. +// xy -> actual texture position {0.0 to 1.0} +// rcpFrame should be a uniform equal to {1.0/frameWidth, 1.0/frameHeight} +vec3 FxaaPixelShader(vec2 pos, sampler2D tex, vec2 rcpFrame) +{ + vec3 rgbN = FxaaTexOff(tex, pos.xy, ivec2( 0,-1), rcpFrame).xyz; + vec3 rgbW = FxaaTexOff(tex, pos.xy, ivec2(-1, 0), rcpFrame).xyz; + vec3 rgbM = FxaaTexOff(tex, pos.xy, ivec2( 0, 0), rcpFrame).xyz; + vec3 rgbE = FxaaTexOff(tex, pos.xy, ivec2( 1, 0), rcpFrame).xyz; + vec3 rgbS = FxaaTexOff(tex, pos.xy, ivec2( 0, 1), rcpFrame).xyz; + + float lumaN = FxaaLuma(rgbN); + float lumaW = FxaaLuma(rgbW); + float lumaM = FxaaLuma(rgbM); + float lumaE = FxaaLuma(rgbE); + float lumaS = FxaaLuma(rgbS); + float rangeMin = min(lumaM, min(min(lumaN, lumaW), min(lumaS, lumaE))); + float rangeMax = max(lumaM, max(max(lumaN, lumaW), max(lumaS, lumaE))); + + float range = rangeMax - rangeMin; + if(range < max(FXAA_EDGE_THRESHOLD_MIN, rangeMax * FXAA_EDGE_THRESHOLD)) + { + return rgbM; + } + + vec3 rgbL = rgbN + rgbW + rgbM + rgbE + rgbS; + + float lumaL = (lumaN + lumaW + lumaE + lumaS) * 0.25; + float rangeL = abs(lumaL - lumaM); + float blendL = max(0.0, (rangeL / range) - FXAA_SUBPIX_TRIM) * FXAA_SUBPIX_TRIM_SCALE; + blendL = min(FXAA_SUBPIX_CAP, blendL); + + vec3 rgbNW = FxaaTexOff(tex, pos.xy, ivec2(-1,-1), rcpFrame).xyz; + vec3 rgbNE = FxaaTexOff(tex, pos.xy, ivec2( 1,-1), rcpFrame).xyz; + vec3 rgbSW = FxaaTexOff(tex, pos.xy, ivec2(-1, 1), rcpFrame).xyz; + vec3 rgbSE = FxaaTexOff(tex, pos.xy, ivec2( 1, 1), rcpFrame).xyz; + rgbL += (rgbNW + rgbNE + rgbSW + rgbSE); + rgbL *= vec3(1.0/9.0); + + float lumaNW = FxaaLuma(rgbNW); + float lumaNE = FxaaLuma(rgbNE); + float lumaSW = FxaaLuma(rgbSW); + float lumaSE = FxaaLuma(rgbSE); + + float edgeVert = + abs((0.25 * lumaNW) + (-0.5 * lumaN) + (0.25 * lumaNE)) + + abs((0.50 * lumaW ) + (-1.0 * lumaM) + (0.50 * lumaE )) + + abs((0.25 * lumaSW) + (-0.5 * lumaS) + (0.25 * lumaSE)); + float edgeHorz = + abs((0.25 * lumaNW) + (-0.5 * lumaW) + (0.25 * lumaSW)) + + abs((0.50 * lumaN ) + (-1.0 * lumaM) + (0.50 * lumaS )) + + abs((0.25 * lumaNE) + (-0.5 * lumaE) + (0.25 * lumaSE)); + + bool horzSpan = edgeHorz >= edgeVert; + float lengthSign = horzSpan ? -rcpFrame.y : -rcpFrame.x; + + if(!horzSpan) + { + lumaN = lumaW; + lumaS = lumaE; + } + + float gradientN = abs(lumaN - lumaM); + float gradientS = abs(lumaS - lumaM); + lumaN = (lumaN + lumaM) * 0.5; + lumaS = (lumaS + lumaM) * 0.5; + + if (gradientN < gradientS) + { + lumaN = lumaS; + lumaN = lumaS; + gradientN = gradientS; + lengthSign *= -1.0; + } + + vec2 posN; + posN.x = pos.x + (horzSpan ? 0.0 : lengthSign * 0.5); + posN.y = pos.y + (horzSpan ? lengthSign * 0.5 : 0.0); + + gradientN *= FXAA_SEARCH_THRESHOLD; + + vec2 posP = posN; + vec2 offNP = horzSpan ? vec2(rcpFrame.x, 0.0) : vec2(0.0, rcpFrame.y); + float lumaEndN = lumaN; + float lumaEndP = lumaN; + bool doneN = false; + bool doneP = false; + posN += offNP * vec2(-1.0, -1.0); + posP += offNP * vec2( 1.0, 1.0); + + for(int i = 0; i < FXAA_SEARCH_STEPS; i++) { + if(!doneN) + { + lumaEndN = FxaaLuma(texture(tex, posN.xy).xyz); + } + if(!doneP) + { + lumaEndP = FxaaLuma(texture(tex, posP.xy).xyz); + } + + doneN = doneN || (abs(lumaEndN - lumaN) >= gradientN); + doneP = doneP || (abs(lumaEndP - lumaN) >= gradientN); + + if(doneN && doneP) + { + break; + } + if(!doneN) + { + posN -= offNP; + } + if(!doneP) + { + posP += offNP; + } + } + + float dstN = horzSpan ? pos.x - posN.x : pos.y - posN.y; + float dstP = horzSpan ? posP.x - pos.x : posP.y - pos.y; + bool directionN = dstN < dstP; + lumaEndN = directionN ? lumaEndN : lumaEndP; + + if(((lumaM - lumaN) < 0.0) == ((lumaEndN - lumaN) < 0.0)) + { + lengthSign = 0.0; + } + + + float spanLength = (dstP + dstN); + dstN = directionN ? dstN : dstP; + float subPixelOffset = (0.5 + (dstN * (-1.0/spanLength))) * lengthSign; + vec3 rgbF = texture(tex, vec2( + pos.x + (horzSpan ? 0.0 : subPixelOffset), + pos.y + (horzSpan ? subPixelOffset : 0.0))).xyz; + return FxaaLerp3(rgbL, rgbF, blendL); +} + +vec3 sRGBToLinear(vec3 c) { + return mix(c / 12.92, pow((c + 0.055) / 1.055, vec3(2.4)), step(0.04045, c)); +} + +void main() +{ + vec4 pixel = vec4(FxaaPixelShader(frag_tex_coord, color_texture, vec2(i_resolution.z, i_resolution.w)), 1.0) * 1.0; + if (convert_colors == 1){ + pixel = vec4(sRGBToLinear(pixel.rgb), pixel.a); + } + color = pixel; +} diff --git a/src/video_core/host_shaders/antialiasing/opengl_fxaa.vert b/src/video_core/host_shaders/antialiasing/opengl_fxaa.vert new file mode 100644 index 000000000..793dcc580 --- /dev/null +++ b/src/video_core/host_shaders/antialiasing/opengl_fxaa.vert @@ -0,0 +1,13 @@ +//? #version 450 +layout(location = 0) in vec2 vert_position; +layout(location = 1) in vec2 vert_tex_coord; +layout(location = 0) out vec2 frag_tex_coord; + +uniform vec4 i_resolution; + +void main() +{ + gl_Position = vec4(vert_position, 0.0, 1.0); + frag_tex_coord = vert_tex_coord; +} + diff --git a/src/video_core/host_shaders/antialiasing/opengl_smaa_pass0.frag b/src/video_core/host_shaders/antialiasing/opengl_smaa_pass0.frag new file mode 100644 index 000000000..e722cfbd7 --- /dev/null +++ b/src/video_core/host_shaders/antialiasing/opengl_smaa_pass0.frag @@ -0,0 +1,31 @@ +//? #version 450 +// SPDX-License-Identifier: Unlicense +//----------------------------------------------------------------------------- +// Edge Detection Shaders (First Pass) + +uniform vec4 i_resolution; +#define SMAA_RT_METRICS vec4(i_resolution.z, i_resolution.w, i_resolution.x, i_resolution.y) +#define SMAA_GLSL_4 +#define SMAA_PRESET_ULTRA +#define SMAA_EDT 1.0 + +layout(location = 0) in vec2 frag_tex_coord; +layout(location = 1) in vec4 offset[3]; +layout(location = 0) out vec4 color; +layout(binding = 0) uniform sampler2D color_texture; + +#define SMAA_INCLUDE_VS 0 +//#include "SMAA.hlsl" + + + + + + +void main() { + if (SMAA_EDT == 0.0) { + color = vec4(SMAALumaEdgeDetectionPS(frag_tex_coord, offset, color_texture), 0.0, 0.0); + } else if (SMAA_EDT <= 1.0) { + color = vec4(SMAAColorEdgeDetectionPS(frag_tex_coord, offset, color_texture), 0.0, 0.0); + } +} diff --git a/src/video_core/host_shaders/antialiasing/opengl_smaa_pass0.vert b/src/video_core/host_shaders/antialiasing/opengl_smaa_pass0.vert new file mode 100644 index 000000000..90c5816c0 --- /dev/null +++ b/src/video_core/host_shaders/antialiasing/opengl_smaa_pass0.vert @@ -0,0 +1,29 @@ +//? #version 450 +// SPDX-License-Identifier: Unlicense +//----------------------------------------------------------------------------- +// Edge Detection Shaders (First Pass) + +uniform vec4 i_resolution; +#define SMAA_RT_METRICS vec4(i_resolution.z, i_resolution.w, i_resolution.x, i_resolution.y) +#define SMAA_GLSL_4 +#define SMAA_PRESET_ULTRA +#define SMAA_EDT 1.0 + +layout(location = 0) in vec2 vert_position; +layout(location = 1) in vec2 vert_tex_coord; +layout(location = 0) out vec2 frag_tex_coord; +layout(location = 1) out vec4 offset[3]; + +#define SMAA_INCLUDE_PS 0 +// #include "SMAA.hlsl" + + + + + + +void main() { + gl_Position = vec4(vert_position, 0.0, 1.0); + frag_tex_coord = vert_tex_coord; + SMAAEdgeDetectionVS(vert_tex_coord, offset); +} \ No newline at end of file diff --git a/src/video_core/host_shaders/antialiasing/opengl_smaa_pass1.frag b/src/video_core/host_shaders/antialiasing/opengl_smaa_pass1.frag new file mode 100644 index 000000000..32bb0f552 --- /dev/null +++ b/src/video_core/host_shaders/antialiasing/opengl_smaa_pass1.frag @@ -0,0 +1,28 @@ +//? #version 450 +// SPDX-License-Identifier: Unlicense +//----------------------------------------------------------------------------- +// Blending Weight Calculation Shader (Second Pass) + +uniform vec4 i_resolution; +#define SMAA_RT_METRICS vec4(i_resolution.z, i_resolution.w, i_resolution.x, i_resolution.y) +#define SMAA_GLSL_4 +#define SMAA_PRESET_ULTRA +#define SMAA_EDT 1.0 + +layout(location = 0) in vec2 frag_tex_coord; +layout(location = 1) in vec2 pixcoord; +layout(location = 2) in vec4 offset[3]; +layout(location = 0) out vec4 color; +layout(binding = 0) uniform sampler2D color_texture; +uniform sampler2D areaTex; +uniform sampler2D searchTex; + +#define SMAA_INCLUDE_VS 0 +//#include "SMAA.hlsl" + + + +void main() { + vec4 subsampleIndices = vec4(0.0); + color = SMAABlendingWeightCalculationPS(frag_tex_coord, pixcoord, offset, color_texture, areaTex, searchTex, subsampleIndices); +} diff --git a/src/video_core/host_shaders/antialiasing/opengl_smaa_pass1.vert b/src/video_core/host_shaders/antialiasing/opengl_smaa_pass1.vert new file mode 100644 index 000000000..91e87614e --- /dev/null +++ b/src/video_core/host_shaders/antialiasing/opengl_smaa_pass1.vert @@ -0,0 +1,29 @@ +//? #version 450 +// SPDX-License-Identifier: Unlicense +//----------------------------------------------------------------------------- +// Blending Weight Calculation Shader (Second Pass) + +uniform vec4 i_resolution; +#define SMAA_RT_METRICS vec4(i_resolution.z, i_resolution.w, i_resolution.x, i_resolution.y) +#define SMAA_GLSL_4 +#define SMAA_PRESET_ULTRA +#define SMAA_EDT 1.0 + +layout(location = 0) in vec2 vert_position; +layout(location = 1) in vec2 vert_tex_coord; +layout(location = 0) out vec2 frag_tex_coord; +layout(location = 1) out vec2 pixcoord; +layout(location = 2) out vec4 offset[3]; + +#define SMAA_INCLUDE_PS 0 +//#include "SMAA.hlsl" + + + + + +void main() { + gl_Position = vec4(vert_position, 0.0, 1.0); + frag_tex_coord = vert_tex_coord; + SMAABlendingWeightCalculationVS(vert_tex_coord, pixcoord, offset); +} \ No newline at end of file diff --git a/src/video_core/host_shaders/antialiasing/opengl_smaa_pass2.frag b/src/video_core/host_shaders/antialiasing/opengl_smaa_pass2.frag new file mode 100644 index 000000000..cc1de4e06 --- /dev/null +++ b/src/video_core/host_shaders/antialiasing/opengl_smaa_pass2.frag @@ -0,0 +1,28 @@ +//? #version 450 +// SPDX-License-Identifier: Unlicense +//----------------------------------------------------------------------------- +// Neighborhood Blending Shader (Third Pass) + +uniform vec4 i_resolution; +#define SMAA_RT_METRICS vec4(i_resolution.z, i_resolution.w, i_resolution.x, i_resolution.y) +#define SMAA_GLSL_4 + +layout(location = 0) in vec2 frag_tex_coord; +layout(location = 1) in vec4 offset; +layout(location = 0) out vec4 color; +layout(binding = 0) uniform sampler2D color_texture; +uniform sampler2D SMAA_Input; + +#define SMAA_INCLUDE_VS 0 +//#include "SMAA.hlsl" + + + + + + + + +void main() { + color = SMAANeighborhoodBlendingPS(frag_tex_coord, offset, SMAA_Input, color_texture); +} diff --git a/src/video_core/host_shaders/antialiasing/opengl_smaa_pass2.vert b/src/video_core/host_shaders/antialiasing/opengl_smaa_pass2.vert new file mode 100644 index 000000000..dfaf4b412 --- /dev/null +++ b/src/video_core/host_shaders/antialiasing/opengl_smaa_pass2.vert @@ -0,0 +1,29 @@ +//? #version 450 +// SPDX-License-Identifier: Unlicense +//----------------------------------------------------------------------------- +// Neighborhood Blending Shader (Third Pass) + +uniform vec4 i_resolution; +#define SMAA_RT_METRICS vec4(i_resolution.z, i_resolution.w, i_resolution.x, i_resolution.y) +#define SMAA_GLSL_4 + +layout(location = 0) in vec2 vert_position; +layout(location = 1) in vec2 vert_tex_coord; +layout(location = 0) out vec2 frag_tex_coord; +layout(location = 1) out vec4 offset; + +#define SMAA_INCLUDE_PS 0 +//#include "SMAA.hlsl" + + + + + + + + +void main() { + gl_Position = vec4(vert_position, 0.0, 1.0); + frag_tex_coord = vert_tex_coord; + SMAANeighborhoodBlendingVS(vert_tex_coord, offset); +} \ No newline at end of file diff --git a/src/video_core/host_shaders/opengl_simple_present.frag b/src/video_core/host_shaders/opengl_simple_present.frag index 4e10dddde..268c7242f 100644 --- a/src/video_core/host_shaders/opengl_simple_present.frag +++ b/src/video_core/host_shaders/opengl_simple_present.frag @@ -6,7 +6,6 @@ layout(location = 0) in vec2 frag_tex_coord; layout(location = 0) out vec4 color; - layout(binding = 0) uniform sampler2D color_texture; uniform int convert_colors; diff --git a/src/video_core/renderer_opengl/gl_resource_manager.cpp b/src/video_core/renderer_opengl/gl_resource_manager.cpp index def0e3274..5ca4bec76 100644 --- a/src/video_core/renderer_opengl/gl_resource_manager.cpp +++ b/src/video_core/renderer_opengl/gl_resource_manager.cpp @@ -75,7 +75,7 @@ void OGLTexture::Allocate(GLenum target, GLsizei levels, GLenum internalformat, glTexStorage3D(target, levels, internalformat, width, height, depth); break; } - + glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); diff --git a/src/video_core/renderer_opengl/renderer_opengl.cpp b/src/video_core/renderer_opengl/renderer_opengl.cpp index f61c0d1e7..0f3d3331c 100644 --- a/src/video_core/renderer_opengl/renderer_opengl.cpp +++ b/src/video_core/renderer_opengl/renderer_opengl.cpp @@ -9,6 +9,7 @@ #include "core/frontend/emu_window.h" #include "core/frontend/framebuffer_layout.h" #include "core/memory.h" +#include "gl_state.h" #include "video_core/pica/pica_core.h" #include "video_core/renderer_opengl/gl_resource_manager.h" #include "video_core/renderer_opengl/gl_state.h" @@ -21,7 +22,17 @@ #include "video_core/host_shaders/opengl_present_frag.h" #include "video_core/host_shaders/opengl_present_interlaced_frag.h" #include "video_core/host_shaders/opengl_present_vert.h" +#include "video_core/host_shaders/opengl_simple_present_frag.h" +#include "video_core/host_shaders/opengl_simple_present_vert.h" +#include "video_core/host_shaders/antialiasing/opengl_fxaa_frag.h" +#include "video_core/host_shaders/antialiasing/opengl_fxaa_vert.h" +#include "video_core/host_shaders/antialiasing/opengl_smaa_pass0_frag.h" +#include "video_core/host_shaders/antialiasing/opengl_smaa_pass0_vert.h" +#include "video_core/host_shaders/antialiasing/opengl_smaa_pass1_frag.h" +#include "video_core/host_shaders/antialiasing/opengl_smaa_pass1_vert.h" +#include "video_core/host_shaders/antialiasing/opengl_smaa_pass2_frag.h" +#include "video_core/host_shaders/antialiasing/opengl_smaa_pass2_vert.h" namespace OpenGL { MICROPROFILE_DEFINE(OpenGL_RenderFrame, "OpenGL", "Render Frame", MP_RGB(128, 128, 64)); @@ -320,7 +331,6 @@ void RendererOpenGL::LoadFBToScreenInfo(const Pica::FramebufferConfig& framebuff * Initializes the OpenGL state and creates persistent objects. */ void RendererOpenGL::InitOpenGLObjects() { - renderFramebuffer.Create(); glClearColor(Settings::values.bg_red.GetValue(), Settings::values.bg_green.GetValue(), Settings::values.bg_blue.GetValue(), 1.0f); @@ -415,6 +425,31 @@ void RendererOpenGL::ReloadShader(Settings::StereoRenderOption render_3d) { } shader.Create(HostShaders::OPENGL_PRESENT_VERT, shader_data); state.draw.shader_program = shader.handle; + + // Setup FXAA, SMAA and Simple Present Shaders + std::string FXAA_shader_data = fragment_shader_precision_OES; + FXAA_shader_data += HostShaders::OPENGL_FXAA_FRAG; + FXAA_shader.Create(HostShaders::OPENGL_FXAA_VERT, FXAA_shader_data); + + std::string SimplePresent_shader_data = fragment_shader_precision_OES; + SimplePresent_shader_data += HostShaders::OPENGL_SIMPLE_PRESENT_FRAG; + SimplePresent_shader.Create(HostShaders::OPENGL_SIMPLE_PRESENT_VERT, SimplePresent_shader_data); + + // std::string SMAA_PASS_0_shader_data = fragment_shader_precision_OES; + // SMAA_PASS_0_shader_data += HostShaders::OPENGL_SMAA_PASS0_FRAG; + // SMAA_PASS_0_shader.Create(HostShaders::OPENGL_SMAA_PASS0_VERT, SMAA_PASS_0_shader_data); + + // std::string SMAA_PASS_1_shader_data = fragment_shader_precision_OES; + // SMAA_PASS_1_shader_data += HostShaders::OPENGL_SMAA_PASS1_FRAG; + // SMAA_PASS_1_shader.Create(HostShaders::OPENGL_SMAA_PASS1_VERT, SMAA_PASS_1_shader_data); + + // std::string SMAA_PASS_2_shader_data = fragment_shader_precision_OES; + // SMAA_PASS_2_shader_data += HostShaders::OPENGL_SMAA_PASS2_FRAG; + // SMAA_PASS_2_shader.Create(HostShaders::OPENGL_SMAA_PASS2_VERT, SMAA_PASS_2_shader_data); + + + // + state.Apply(); uniform_modelview_matrix = glGetUniformLocation(shader.handle, "modelview_matrix"); uniform_color_texture = glGetUniformLocation(shader.handle, "color_texture"); @@ -432,12 +467,6 @@ void RendererOpenGL::ReloadShader(Settings::StereoRenderOption render_3d) { else glUniform1i(uniform_reverse_interlaced, 0); } - uniform_i_resolution = glGetUniformLocation(shader.handle, "i_resolution"); - uniform_o_resolution = glGetUniformLocation(shader.handle, "o_resolution"); - uniform_convert_colors = glGetUniformLocation(shader.handle, "convert_colors"); - uniform_layer = glGetUniformLocation(shader.handle, "layer"); - attrib_position = glGetAttribLocation(shader.handle, "vert_position"); - attrib_tex_coord = glGetAttribLocation(shader.handle, "vert_tex_coord"); } void RendererOpenGL::ConfigureFramebufferTexture(TextureInfo& texture, @@ -508,6 +537,15 @@ void RendererOpenGL::ConfigureFramebufferTexture(TextureInfo& texture, state.Apply(); } +void RendererOpenGL::AttachUniforms(){ + uniform_i_resolution = glGetUniformLocation(state.draw.shader_program, "i_resolution"); + uniform_o_resolution = glGetUniformLocation(state.draw.shader_program, "o_resolution"); + uniform_convert_colors = glGetUniformLocation(state.draw.shader_program, "convert_colors"); + uniform_layer = glGetUniformLocation(state.draw.shader_program, "layer"); + attrib_position = glGetAttribLocation(state.draw.shader_program, "vert_position"); + attrib_tex_coord = glGetAttribLocation(state.draw.shader_program, "vert_tex_coord"); +} + /** * Draws a single texture to the emulator window, rotating the texture to correct for the 3DS's LCD * rotation. @@ -517,33 +555,24 @@ void RendererOpenGL::DrawSingleScreen(const ScreenInfo& screen_info, float scree const auto& texcoords = screen_info.display_texcoords; const u32 scale_factor = GetResolutionScaleFactor(); - // Texture Widthn and Height when correctly rotated to landscape + // Texture Width and Height when correctly rotated to landscape float textureWidth, textureHeight; textureWidth = static_cast(screen_info.texture.height * scale_factor); textureHeight = static_cast(screen_info.texture.width * scale_factor); - /* - Current Attempt Rendering - Pass 1: Rotate Texture to Landscape and convert to linear - Pass 2: Rotate Texture to orientation and convert to srgb - - Final Result Attempt - Pass 1: Rotate Texture to Landscape and convert to linear - ---Anti-aliasing pass - SMAA Pass 1 - Smaa Pass 2 - SMAA Pass 3 - or - FXAA Pass - --- - - Final Pass: Rotate Texture to Final orientation and convert to srgb (the present shader) - - */ - + bool isDownsampling = false; + if (orientation == Layout::DisplayOrientation::Landscape || orientation == Layout::DisplayOrientation::LandscapeFlipped) { + if (textureWidth > screenWidth){ + isDownsampling = true; + } + } else { + if (textureWidth > screenHeight){ + isDownsampling = true; + } + } // Rotate Internal Texture to Landscape (The 3DS stores images rotated 90° Counter Clockkwise internally) - std::array landscape_rotation_vertices; - landscape_rotation_vertices = {{ + std::array rotate_vertices; + rotate_vertices = {{ ScreenRectVertex(-1.f, 1.f, 1.f, 0.f), //Left, Top ScreenRectVertex(1.f, 1.f, 1.f, 1.f), //Right, Top ScreenRectVertex(-1.f, -1.f, 0.f, 0.f), //Left, Bottom @@ -611,56 +640,82 @@ void RendererOpenGL::DrawSingleScreen(const ScreenInfo& screen_info, float scree state.texture_units[0].sampler = sampler; state.Apply(); + /* TODO: - Implement Gamma Corrected Linear Filtering - use Simple Present Shader with landscape_rotation_vertices and convert_colors set to 1 - use Regular Present Shader with output_vertices and convert_colors set to 2 +-------Rewrite + General Idea: + Always rotate to landscape in a pass + Before Bilinear Scaling convert to linear in a pass + Before Presentation convert to sRGB + + The FXAA and SMAA shaders expect pass through vertices + + Implement Gamma Corrected Bilinear: + Rotate Texture and Convert to Linear + Bilinear downscale to Screen width/height and convert to srgb + Implement SMAA: + if (isDownsampling): + Rotate Texture and Convert to Linear + Bilinear downscale to Screen width/height + Run SMAA pass 1 + Run SMAA pass 2 + Run SMAA pass 3 + Convert to srgb and output + else: + Rotate Texture and Convert to Linear + Run SMAA pass 1 + Run SMAA pass 2 + Run SMAA pass 3 + Bilinear upscale to Screen width/height and convert to srgb Implement FXAA: - use Simple Present Shader with landscape_rotation_vertices and convert_colors set to 0 - use FXAA shader with pass_through_vertices - use Simple Present Shader with pass_through_vertices and convert colors set to 1 - use Regular Present Shader with output_vertices and convert_colors set to 2 - - Implement SMAA: - use Simple Present Shader with landscape_rotation_vertices and convert_colors set to 1 - use SMAA pass 1 with pass_through_vertices - use SMAA pass 2 with pass_through_vertices - use SMAA pass 3 with pass_through_vertices - use Regular Present Shader with output_vertices and convert_colors set to 2 + if (isDownsampling): + Rotate Texture and Convert to Linear + Bilinear downscale to Screen width/height and convert to srgb + Run FXAA pass + Output + else: + Rotate Texture + Run FXAA pass and convert to Linear + Bilinear upscale to Screen width/height and convert to srgb */ - GLuint old_read_fb = state.draw.read_framebuffer; - GLuint old_draw_fb = state.draw.draw_framebuffer; + GLuint originalReadFramebuffer = state.draw.read_framebuffer; + GLuint originalDrawFramebuffer = state.draw.draw_framebuffer; - // Draw to texture - OGLFramebuffer initFramebuffer; - initFramebuffer.Create(); - state.draw.draw_framebuffer = initFramebuffer.handle; - state.draw.read_framebuffer = initFramebuffer.handle; - OGLTexture initFramebufferTexture; - initFramebufferTexture.Create(); - initFramebufferTexture.Allocate(GL_TEXTURE_2D, 1, GL_RGBA8, screen_info.texture.height*scale_factor, screen_info.texture.width*scale_factor); - state.texture_units[1].texture_2d = initFramebufferTexture.handle; - state.texture_units[1].sampler = samplers[1].handle; + + // Create and bind Framebuffer + OGLFramebuffer postFBO; + postFBO.Create(); + state.draw.read_framebuffer = postFBO.handle; + state.draw.draw_framebuffer = postFBO.handle; state.Apply(); - glActiveTexture(GL_TEXTURE1); - glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, initFramebufferTexture.handle, 0); - + // Create Framebuffer Texture and bind to Framebuffer + OGLTexture postFBOTexture; + postFBOTexture.Create(); + postFBOTexture.Allocate(GL_TEXTURE_2D, 1, GL_RGBA8, textureWidth, textureHeight); + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, postFBOTexture.handle, 0); + // Use the simple present shader handle + state.draw.shader_program = SimplePresent_shader.handle; + AttachUniforms(); + + state.Apply(); + glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(rotate_vertices), output_vertices.data()); + glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); // Draw to screen - state.draw.read_framebuffer = old_read_fb; - state.draw.draw_framebuffer = old_draw_fb; + state.draw.read_framebuffer = originalReadFramebuffer; + state.draw.draw_framebuffer = originalDrawFramebuffer; state.Apply(); glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(output_vertices), output_vertices.data()); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); //Reset - initFramebuffer.Release(); + postFBO.Release(); state.texture_units[0].texture_2d = 0; state.texture_units[0].sampler = 0; state.Apply(); diff --git a/src/video_core/renderer_opengl/renderer_opengl.h b/src/video_core/renderer_opengl/renderer_opengl.h index 9ac9268dc..ba7172dbf 100644 --- a/src/video_core/renderer_opengl/renderer_opengl.h +++ b/src/video_core/renderer_opengl/renderer_opengl.h @@ -80,6 +80,7 @@ private: // Loads framebuffer from emulated memory into the display information structure void LoadFBToScreenInfo(const Pica::FramebufferConfig& framebuffer, ScreenInfo& screen_info, bool right_eye, const Pica::ColorFill& color_fill); + void AttachUniforms(); private: Pica::PicaCore& pica; @@ -91,6 +92,11 @@ private: OGLVertexArray vertex_array; OGLBuffer vertex_buffer; OGLProgram shader; + OGLProgram SimplePresent_shader; + OGLProgram FXAA_shader; + OGLProgram SMAA_PASS_0_shader; + OGLProgram SMAA_PASS_1_shader; + OGLProgram SMAA_PASS_2_shader; OGLFramebuffer screenshot_framebuffer; std::array samplers; From 1877140f219f1b60900d62eedeef72b9e6c28285 Mon Sep 17 00:00:00 2001 From: KojoZero Date: Sat, 2 May 2026 23:13:27 -0700 Subject: [PATCH 05/46] changing pipeline part 4 --- .../host_shaders/opengl_simple_present.frag | 1 - .../renderer_opengl/renderer_opengl.cpp | 179 +++++++++++++++--- .../renderer_opengl/renderer_opengl.h | 6 +- 3 files changed, 154 insertions(+), 32 deletions(-) diff --git a/src/video_core/host_shaders/opengl_simple_present.frag b/src/video_core/host_shaders/opengl_simple_present.frag index 268c7242f..c8c9aa836 100644 --- a/src/video_core/host_shaders/opengl_simple_present.frag +++ b/src/video_core/host_shaders/opengl_simple_present.frag @@ -7,7 +7,6 @@ layout(location = 0) in vec2 frag_tex_coord; layout(location = 0) out vec4 color; layout(binding = 0) uniform sampler2D color_texture; - uniform int convert_colors; vec3 sRGBToLinear(vec3 c) { diff --git a/src/video_core/renderer_opengl/renderer_opengl.cpp b/src/video_core/renderer_opengl/renderer_opengl.cpp index 0f3d3331c..a91d3d5f4 100644 --- a/src/video_core/renderer_opengl/renderer_opengl.cpp +++ b/src/video_core/renderer_opengl/renderer_opengl.cpp @@ -423,8 +423,10 @@ void RendererOpenGL::ReloadShader(Settings::StereoRenderOption render_3d) { } } } - shader.Create(HostShaders::OPENGL_PRESENT_VERT, shader_data); - state.draw.shader_program = shader.handle; + Present_shader.Create(HostShaders::OPENGL_PRESENT_VERT, shader_data); + state.draw.shader_program = Present_shader.handle; + AttachUniforms(); + // Setup FXAA, SMAA and Simple Present Shaders std::string FXAA_shader_data = fragment_shader_precision_OES; @@ -449,19 +451,13 @@ void RendererOpenGL::ReloadShader(Settings::StereoRenderOption render_3d) { // - state.Apply(); - uniform_modelview_matrix = glGetUniformLocation(shader.handle, "modelview_matrix"); - uniform_color_texture = glGetUniformLocation(shader.handle, "color_texture"); if (render_3d == Settings::StereoRenderOption::Anaglyph || render_3d == Settings::StereoRenderOption::Interlaced || render_3d == Settings::StereoRenderOption::ReverseInterlaced) { - uniform_color_texture_r = glGetUniformLocation(shader.handle, "color_texture_r"); } if (render_3d == Settings::StereoRenderOption::Interlaced || render_3d == Settings::StereoRenderOption::ReverseInterlaced) { - GLuint uniform_reverse_interlaced = - glGetUniformLocation(shader.handle, "reverse_interlaced"); if (render_3d == Settings::StereoRenderOption::ReverseInterlaced) glUniform1i(uniform_reverse_interlaced, 1); else @@ -538,6 +534,10 @@ void RendererOpenGL::ConfigureFramebufferTexture(TextureInfo& texture, } void RendererOpenGL::AttachUniforms(){ + uniform_modelview_matrix = glGetUniformLocation(state.draw.shader_program, "modelview_matrix"); + uniform_color_texture = glGetUniformLocation(state.draw.shader_program, "color_texture"); + uniform_color_texture_r = glGetUniformLocation(state.draw.shader_program, "color_texture_r"); + uniform_reverse_interlaced = glGetUniformLocation(state.draw.shader_program, "reverse_interlaced"); uniform_i_resolution = glGetUniformLocation(state.draw.shader_program, "i_resolution"); uniform_o_resolution = glGetUniformLocation(state.draw.shader_program, "o_resolution"); uniform_convert_colors = glGetUniformLocation(state.draw.shader_program, "convert_colors"); @@ -559,7 +559,6 @@ void RendererOpenGL::DrawSingleScreen(const ScreenInfo& screen_info, float scree float textureWidth, textureHeight; textureWidth = static_cast(screen_info.texture.height * scale_factor); textureHeight = static_cast(screen_info.texture.width * scale_factor); - bool isDownsampling = false; if (orientation == Layout::DisplayOrientation::Landscape || orientation == Layout::DisplayOrientation::LandscapeFlipped) { if (textureWidth > screenWidth){ @@ -591,6 +590,16 @@ void RendererOpenGL::DrawSingleScreen(const ScreenInfo& screen_info, float scree // Rotate for Output Orientation, // MAKE SURE TO USE ORTHOGRAPHIC MATRIX + + //Test + std::array rotate_output_vertices; + rotate_output_vertices = {{ + ScreenRectVertex(screenLeft, screenTop, 1.f, 0.f), //Left, Top + ScreenRectVertex(screenLeft + screenWidth, screenTop, 1.f, 1.f), //Right, Top + ScreenRectVertex(screenLeft, screenTop + screenHeight, 0.f, 0.f), //Left, Bottom + ScreenRectVertex(screenLeft + screenWidth, screenTop + screenHeight, 0.f, 1.f), //Right, Bottom + }}; + std::array output_vertices; switch (orientation) { case Layout::DisplayOrientation::Landscape: @@ -633,12 +642,11 @@ void RendererOpenGL::DrawSingleScreen(const ScreenInfo& screen_info, float scree } const GLuint sampler = samplers[Settings::values.filter_mode.GetValue()].handle; - glUniform4f(uniform_i_resolution, textureWidth, textureHeight, 1.0f / textureWidth, 1.0f / textureHeight); - glUniform4f(uniform_o_resolution, screenWidth, screenHeight, 1.0f / screenWidth, 1.0f / screenHeight); - glUniform1i(uniform_convert_colors, 1); - state.texture_units[0].texture_2d = screen_info.display_texture; - state.texture_units[0].sampler = sampler; - state.Apply(); + // glUniform4f(uniform_i_resolution, textureWidth, textureHeight, 1.0f / textureWidth, 1.0f / textureHeight); + // glUniform4f(uniform_o_resolution, screenWidth, screenHeight, 1.0f / screenWidth, 1.0f / screenHeight); + // glUniform1i(uniform_convert_colors, 1); + // state.texture_units[0].texture_2d = screen_info.display_texture; + // state.texture_units[0].sampler = sampler; /* @@ -683,39 +691,154 @@ void RendererOpenGL::DrawSingleScreen(const ScreenInfo& screen_info, float scree GLuint originalReadFramebuffer = state.draw.read_framebuffer; GLuint originalDrawFramebuffer = state.draw.draw_framebuffer; - - - // Create and bind Framebuffer + int originalViewport[4] = {state.viewport.x, state.viewport.y, state.viewport.width, state.viewport.height}; + // ------------------------------------------------------------- + /* + Implement Gamma Corrected Bilinear: + Rotate Texture and Convert to Linear + Bilinear downscale to Screen width/height and convert to srgb + */ + // Create and bind Framebuffer, Create Framebuffer Texture, Bind the texture to the Framebuffer OGLFramebuffer postFBO; postFBO.Create(); state.draw.read_framebuffer = postFBO.handle; state.draw.draw_framebuffer = postFBO.handle; state.Apply(); - - // Create Framebuffer Texture and bind to Framebuffer + state.viewport.x = 0; + state.viewport.y = 0; + state.viewport.width = textureWidth; + state.viewport.height = textureHeight; + state.Apply(); OGLTexture postFBOTexture; postFBOTexture.Create(); postFBOTexture.Allocate(GL_TEXTURE_2D, 1, GL_RGBA8, textureWidth, textureHeight); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, postFBOTexture.handle, 0); - // Use the simple present shader handle + // Use the simple present shader handle to draw to the texture state.draw.shader_program = SimplePresent_shader.handle; - AttachUniforms(); - state.Apply(); - glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(rotate_vertices), output_vertices.data()); + AttachUniforms(); + state.texture_units[0].texture_2d = screen_info.display_texture; + state.texture_units[0].sampler = samplers[1].handle; + glUniform1i(uniform_color_texture, 0); + glUniform1i(uniform_convert_colors, 1); + state.Apply(); + glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(rotate_vertices), rotate_vertices.data()); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); // Draw to screen state.draw.read_framebuffer = originalReadFramebuffer; state.draw.draw_framebuffer = originalDrawFramebuffer; state.Apply(); + // state.viewport.x = originalViewport[0]; + // state.viewport.y = originalViewport[1]; + // state.viewport.width = originalViewport[2]; + // state.viewport.height = originalViewport[3]; + // state.Apply(); + state.draw.shader_program = Present_shader.handle; + state.Apply(); + AttachUniforms(); + state.texture_units[0].texture_2d = postFBOTexture.handle; + state.texture_units[0].sampler = samplers[1].handle; + glUniform1i(uniform_color_texture, 0); + glUniform1i(uniform_convert_colors, 2); + glUniformMatrix3x2fv(uniform_modelview_matrix, 1, GL_FALSE, ortho_matrix.data()); + state.Apply(); glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(output_vertices), output_vertices.data()); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); + // ------------------------------------------------------------- + // // Draw to screen (No Intermediate) [For Debugging] + // state.draw.read_framebuffer = originalReadFramebuffer; + // state.draw.draw_framebuffer = originalDrawFramebuffer; + // state.Apply(); + // state.draw.shader_program = Present_shader.handle; + // state.Apply(); + // AttachUniforms(); + // state.texture_units[0].texture_2d = screen_info.display_texture; + // state.texture_units[0].sampler = samplers[1].handle; + // glUniform1i(uniform_color_texture, 0); + // glUniform1i(uniform_convert_colors, 2); + // glUniformMatrix3x2fv(uniform_modelview_matrix, 1, GL_FALSE, ortho_matrix.data()); + // state.Apply(); + // glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(rotate_output_vertices), rotate_output_vertices.data()); + // glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); + // // Draw to screen (No Intermediate Simple) [For Debugging] + // state.draw.read_framebuffer = originalReadFramebuffer; + // state.draw.draw_framebuffer = originalDrawFramebuffer; + // state.Apply(); + // state.viewport.x = 0; + // state.viewport.y = 0; + // state.viewport.width = textureWidth; + // state.viewport.height = textureHeight; + // state.Apply(); + // state.draw.shader_program = SimplePresent_shader.handle; + // state.Apply(); + // AttachUniforms(); + // state.texture_units[0].texture_2d = screen_info.display_texture; + // state.texture_units[0].sampler = samplers[1].handle; + // glUniform1i(uniform_color_texture, 0); + // glUniform1i(uniform_convert_colors, 2); + // state.Apply(); + // glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(rotate_vertices), rotate_vertices.data()); + // glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); + // ------------------------------------------------------------- + // // Two Step draw to screen [For Debugging] + // /* + // Implement Gamma Corrected Bilinear: + // Rotate Texture and Convert to Linear + // Bilinear downscale to Screen width/height and convert to srgb + // */ + // // Create and bind Framebuffer, Create Framebuffer Texture, Bind the texture to the Framebuffer + // OGLFramebuffer postFBO; + // postFBO.Create(); + // state.draw.read_framebuffer = postFBO.handle; + // state.draw.draw_framebuffer = postFBO.handle; + // state.Apply(); + // state.viewport.x = 0; + // state.viewport.y = 0; + // state.viewport.width = static_cast(textureWidth); + // state.viewport.height = static_cast(textureHeight); + // state.Apply(); + // OGLTexture postFBOTexture; + // postFBOTexture.Create(); + // postFBOTexture.Allocate(GL_TEXTURE_2D, 1, GL_RGBA8, textureWidth, textureHeight); + // glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, postFBOTexture.handle, 0); + // // Use the simple present shader handle to draw to the texture + // state.draw.shader_program = SimplePresent_shader.handle; + // state.Apply(); + // AttachUniforms(); + // state.texture_units[0].texture_2d = screen_info.display_texture; + // state.texture_units[0].sampler = samplers[1].handle; + // glUniform1i(uniform_color_texture, 0); + // glUniform1i(uniform_convert_colors, 1); + // state.Apply(); + // glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(rotate_vertices), rotate_vertices.data()); + // glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); + + // // Draw to screen + // state.draw.read_framebuffer = originalReadFramebuffer; + // state.draw.draw_framebuffer = originalDrawFramebuffer; + // state.Apply(); + // state.viewport.x = originalViewport[0]; + // state.viewport.y = originalViewport[1]; + // state.viewport.width = originalViewport[2]; + // state.viewport.height = originalViewport[3]; + // state.Apply(); + // state.draw.shader_program = SimplePresent_shader.handle; + // state.Apply(); + // AttachUniforms(); + // state.texture_units[0].texture_2d = postFBOTexture.handle; + // state.texture_units[0].sampler = samplers[1].handle; + // glUniform1i(uniform_color_texture, 0); + // glUniform1i(uniform_convert_colors, 2); + // state.Apply(); + // glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(pass_through_vertices), pass_through_vertices.data()); + // glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); + //Reset - postFBO.Release(); + // postFBO.Release(); state.texture_units[0].texture_2d = 0; state.texture_units[0].sampler = 0; state.Apply(); @@ -808,7 +931,7 @@ void RendererOpenGL::DrawScreens(const Layout::FramebufferLayout& layout, bool f if (settings.shader_update_requested.exchange(false)) { // Update fragment shader before drawing - shader.Release(); + Present_shader.Release(); // Link shaders and get variable locations ReloadShader(layout.render_3d_mode); } @@ -822,9 +945,7 @@ void RendererOpenGL::DrawScreens(const Layout::FramebufferLayout& layout, bool f } // Set projection matrix - std::array ortho_matrix = - MakeOrthographicMatrix((float)layout.width, (float)layout.height, flipped); - glUniformMatrix3x2fv(uniform_modelview_matrix, 1, GL_FALSE, ortho_matrix.data()); + ortho_matrix = MakeOrthographicMatrix((float)layout.width, (float)layout.height, flipped); // Bind texture in Texture Unit 0 glUniform1i(uniform_color_texture, 0); diff --git a/src/video_core/renderer_opengl/renderer_opengl.h b/src/video_core/renderer_opengl/renderer_opengl.h index ba7172dbf..7d9f7a50c 100644 --- a/src/video_core/renderer_opengl/renderer_opengl.h +++ b/src/video_core/renderer_opengl/renderer_opengl.h @@ -80,6 +80,7 @@ private: // Loads framebuffer from emulated memory into the display information structure void LoadFBToScreenInfo(const Pica::FramebufferConfig& framebuffer, ScreenInfo& screen_info, bool right_eye, const Pica::ColorFill& color_fill); + // Attach Uniforms to the current shader void AttachUniforms(); private: @@ -91,7 +92,7 @@ private: // OpenGL object IDs OGLVertexArray vertex_array; OGLBuffer vertex_buffer; - OGLProgram shader; + OGLProgram Present_shader; OGLProgram SimplePresent_shader; OGLProgram FXAA_shader; OGLProgram SMAA_PASS_0_shader; @@ -102,11 +103,12 @@ private: // Display information for top and bottom screens respectively std::array screen_infos; - + std::array ortho_matrix; // Shader uniform location indices GLuint uniform_modelview_matrix; GLuint uniform_color_texture; GLuint uniform_color_texture_r; + GLuint uniform_reverse_interlaced; // Shader Uniform for converting colors. 0 is no conversion, 1 is sRGB -> linear, 2 is Linear -> sRGB GLuint uniform_convert_colors; From 652db82300fa203e9eadcb3114d38207eb80aef4 Mon Sep 17 00:00:00 2001 From: KojoZero Date: Sun, 3 May 2026 02:38:19 -0700 Subject: [PATCH 06/46] opengl implemented fxaa and gamma corrected bilinear --- .../renderer_opengl/renderer_opengl.cpp | 301 +++++++++++++----- 1 file changed, 221 insertions(+), 80 deletions(-) diff --git a/src/video_core/renderer_opengl/renderer_opengl.cpp b/src/video_core/renderer_opengl/renderer_opengl.cpp index a91d3d5f4..868bcf755 100644 --- a/src/video_core/renderer_opengl/renderer_opengl.cpp +++ b/src/video_core/renderer_opengl/renderer_opengl.cpp @@ -560,6 +560,7 @@ void RendererOpenGL::DrawSingleScreen(const ScreenInfo& screen_info, float scree textureWidth = static_cast(screen_info.texture.height * scale_factor); textureHeight = static_cast(screen_info.texture.width * scale_factor); bool isDownsampling = false; + int antialiasingMode = 1; //0 is none, 1 is FXAA, 2 is SMAA if (orientation == Layout::DisplayOrientation::Landscape || orientation == Layout::DisplayOrientation::LandscapeFlipped) { if (textureWidth > screenWidth){ isDownsampling = true; @@ -569,7 +570,7 @@ void RendererOpenGL::DrawSingleScreen(const ScreenInfo& screen_info, float scree isDownsampling = true; } } - // Rotate Internal Texture to Landscape (The 3DS stores images rotated 90° Counter Clockkwise internally) + // Rotate Internal Texture to Landscape (The 3DS stores images rotated 90° internally) std::array rotate_vertices; rotate_vertices = {{ ScreenRectVertex(-1.f, 1.f, 1.f, 0.f), //Left, Top @@ -588,18 +589,6 @@ void RendererOpenGL::DrawSingleScreen(const ScreenInfo& screen_info, float scree ScreenRectVertex(1.f, -1.f, 1.f, 0.f), //Right, Bottom }}; - // Rotate for Output Orientation, - // MAKE SURE TO USE ORTHOGRAPHIC MATRIX - - //Test - std::array rotate_output_vertices; - rotate_output_vertices = {{ - ScreenRectVertex(screenLeft, screenTop, 1.f, 0.f), //Left, Top - ScreenRectVertex(screenLeft + screenWidth, screenTop, 1.f, 1.f), //Right, Top - ScreenRectVertex(screenLeft, screenTop + screenHeight, 0.f, 0.f), //Left, Bottom - ScreenRectVertex(screenLeft + screenWidth, screenTop + screenHeight, 0.f, 1.f), //Right, Bottom - }}; - std::array output_vertices; switch (orientation) { case Layout::DisplayOrientation::Landscape: @@ -693,75 +682,221 @@ void RendererOpenGL::DrawSingleScreen(const ScreenInfo& screen_info, float scree GLuint originalDrawFramebuffer = state.draw.draw_framebuffer; int originalViewport[4] = {state.viewport.x, state.viewport.y, state.viewport.width, state.viewport.height}; // ------------------------------------------------------------- - /* - Implement Gamma Corrected Bilinear: - Rotate Texture and Convert to Linear - Bilinear downscale to Screen width/height and convert to srgb - */ - // Create and bind Framebuffer, Create Framebuffer Texture, Bind the texture to the Framebuffer - OGLFramebuffer postFBO; - postFBO.Create(); - state.draw.read_framebuffer = postFBO.handle; - state.draw.draw_framebuffer = postFBO.handle; - state.Apply(); - state.viewport.x = 0; - state.viewport.y = 0; - state.viewport.width = textureWidth; - state.viewport.height = textureHeight; - state.Apply(); - OGLTexture postFBOTexture; - postFBOTexture.Create(); - postFBOTexture.Allocate(GL_TEXTURE_2D, 1, GL_RGBA8, textureWidth, textureHeight); - glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, postFBOTexture.handle, 0); + if (antialiasingMode == 1){ + if (isDownsampling){ + //Pass 1 + OGLFramebuffer textureFBO; + textureFBO.Create(); + state.draw.read_framebuffer = textureFBO.handle; + state.draw.draw_framebuffer = textureFBO.handle; + state.Apply(); + state.viewport.x = 0; + state.viewport.y = 0; + state.viewport.width = textureWidth; + state.viewport.height = textureHeight; + state.Apply(); + OGLTexture pass1FBOTexture; + pass1FBOTexture.Create(); + pass1FBOTexture.Allocate(GL_TEXTURE_2D, 1, GL_RGBA16F, textureWidth, textureHeight); + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, pass1FBOTexture.handle, 0); + state.draw.shader_program = SimplePresent_shader.handle; + state.Apply(); + AttachUniforms(); + state.texture_units[0].texture_2d = screen_info.display_texture; + state.texture_units[0].sampler = samplers[1].handle; + glUniform1i(uniform_color_texture, 0); + glUniform1i(uniform_convert_colors, 1); + state.Apply(); + glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(rotate_vertices), rotate_vertices.data()); + glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); - // Use the simple present shader handle to draw to the texture - state.draw.shader_program = SimplePresent_shader.handle; - state.Apply(); - AttachUniforms(); - state.texture_units[0].texture_2d = screen_info.display_texture; - state.texture_units[0].sampler = samplers[1].handle; - glUniform1i(uniform_color_texture, 0); - glUniform1i(uniform_convert_colors, 1); - state.Apply(); - glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(rotate_vertices), rotate_vertices.data()); - glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); + //Pass 2 + state.viewport.x = 0; + state.viewport.y = 0; + state.viewport.width = screenWidth; + state.viewport.height = screenHeight; + state.Apply(); + OGLTexture pass2FBOTexture; + pass2FBOTexture.Create(); + pass2FBOTexture.Allocate(GL_TEXTURE_2D, 1, GL_RGBA16F, screenWidth, screenHeight); + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, pass2FBOTexture.handle, 0); + state.draw.shader_program = SimplePresent_shader.handle; + state.Apply(); + AttachUniforms(); + state.texture_units[0].texture_2d = pass1FBOTexture.handle; + state.texture_units[0].sampler = samplers[1].handle; + glUniform1i(uniform_color_texture, 0); + glUniform1i(uniform_convert_colors, 2); + state.Apply(); + glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(pass_through_vertices), pass_through_vertices.data()); + glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); + + //Pass 3 + state.viewport.x = 0; + state.viewport.y = 0; + state.viewport.width = screenWidth; + state.viewport.height = screenHeight; + state.Apply(); + OGLTexture pass3FBOTexture; + pass3FBOTexture.Create(); + pass3FBOTexture.Allocate(GL_TEXTURE_2D, 1, GL_RGBA16F, screenWidth, screenHeight); + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, pass3FBOTexture.handle, 0); + state.draw.shader_program = FXAA_shader.handle; + state.Apply(); + AttachUniforms(); + state.texture_units[0].texture_2d = pass2FBOTexture.handle; + state.texture_units[0].sampler = samplers[1].handle; + glUniform1i(uniform_color_texture, 0); + glUniform1i(uniform_convert_colors, 0); + glUniform4f(uniform_i_resolution, screenWidth, screenHeight, 1.0f / screenWidth, 1.0f / screenHeight); + state.Apply(); + glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(pass_through_vertices), pass_through_vertices.data()); + glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); + + //Output + state.draw.read_framebuffer = originalReadFramebuffer; + state.draw.draw_framebuffer = originalDrawFramebuffer; + state.Apply(); + state.viewport.x = originalViewport[0]; + state.viewport.y = originalViewport[1]; + state.viewport.width = originalViewport[2]; + state.viewport.height = originalViewport[3]; + state.Apply(); + state.draw.shader_program = Present_shader.handle; + state.Apply(); + AttachUniforms(); + state.texture_units[0].texture_2d = pass3FBOTexture.handle; + state.texture_units[0].sampler = samplers[1].handle; + glUniform1i(uniform_color_texture, 0); + glUniform1i(uniform_convert_colors, 0); + glUniformMatrix3x2fv(uniform_modelview_matrix, 1, GL_FALSE, ortho_matrix.data()); + state.Apply(); + glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(output_vertices), output_vertices.data()); + glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); + } else { + //Pass 1 + OGLFramebuffer textureFBO; + textureFBO.Create(); + state.draw.read_framebuffer = textureFBO.handle; + state.draw.draw_framebuffer = textureFBO.handle; + state.Apply(); + state.viewport.x = 0; + state.viewport.y = 0; + state.viewport.width = textureWidth; + state.viewport.height = textureHeight; + state.Apply(); + OGLTexture pass1FBOTexture; + pass1FBOTexture.Create(); + pass1FBOTexture.Allocate(GL_TEXTURE_2D, 1, GL_RGBA16F, textureWidth, textureHeight); + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, pass1FBOTexture.handle, 0); + state.draw.shader_program = SimplePresent_shader.handle; + state.Apply(); + AttachUniforms(); + state.texture_units[0].texture_2d = screen_info.display_texture; + state.texture_units[0].sampler = samplers[1].handle; + glUniform1i(uniform_color_texture, 0); + glUniform1i(uniform_convert_colors, 0); + state.Apply(); + glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(rotate_vertices), rotate_vertices.data()); + glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); + + //Pass 2 + state.viewport.x = 0; + state.viewport.y = 0; + state.viewport.width = textureWidth; + state.viewport.height = textureHeight; + state.Apply(); + OGLTexture pass2FBOTexture; + pass2FBOTexture.Create(); + pass2FBOTexture.Allocate(GL_TEXTURE_2D, 1, GL_RGBA16F, textureWidth, textureHeight); + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, pass2FBOTexture.handle, 0); + state.draw.shader_program = FXAA_shader.handle; + state.Apply(); + AttachUniforms(); + state.texture_units[0].texture_2d = pass1FBOTexture.handle; + state.texture_units[0].sampler = samplers[1].handle; + glUniform1i(uniform_color_texture, 0); + glUniform1i(uniform_convert_colors, 1); + glUniform4f(uniform_i_resolution, textureWidth, textureHeight, 1.0f / textureWidth, 1.0f / textureHeight); + state.Apply(); + glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(pass_through_vertices), pass_through_vertices.data()); + glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); + + //Output + state.draw.read_framebuffer = originalReadFramebuffer; + state.draw.draw_framebuffer = originalDrawFramebuffer; + state.Apply(); + state.viewport.x = originalViewport[0]; + state.viewport.y = originalViewport[1]; + state.viewport.width = originalViewport[2]; + state.viewport.height = originalViewport[3]; + state.Apply(); + state.draw.shader_program = Present_shader.handle; + state.Apply(); + AttachUniforms(); + state.texture_units[0].texture_2d = pass2FBOTexture.handle; + state.texture_units[0].sampler = samplers[1].handle; + glUniform1i(uniform_color_texture, 0); + glUniform1i(uniform_convert_colors, 2); + glUniformMatrix3x2fv(uniform_modelview_matrix, 1, GL_FALSE, ortho_matrix.data()); + state.Apply(); + glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(output_vertices), output_vertices.data()); + glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); + + } + } else { + OGLFramebuffer postFBO; + postFBO.Create(); + state.draw.read_framebuffer = postFBO.handle; + state.draw.draw_framebuffer = postFBO.handle; + state.Apply(); + state.viewport.x = 0; + state.viewport.y = 0; + state.viewport.width = textureWidth; + state.viewport.height = textureHeight; + state.Apply(); + OGLTexture postFBOTexture; + postFBOTexture.Create(); + postFBOTexture.Allocate(GL_TEXTURE_2D, 1, GL_RGBA16F, textureWidth, textureHeight); + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, postFBOTexture.handle, 0); + + // Use the simple present shader handle to draw to the texture + state.draw.shader_program = SimplePresent_shader.handle; + state.Apply(); + AttachUniforms(); + state.texture_units[0].texture_2d = screen_info.display_texture; + state.texture_units[0].sampler = samplers[1].handle; + glUniform1i(uniform_color_texture, 0); + glUniform1i(uniform_convert_colors, 1); + state.Apply(); + glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(rotate_vertices), rotate_vertices.data()); + glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); + + // Draw to screen + state.draw.read_framebuffer = originalReadFramebuffer; + state.draw.draw_framebuffer = originalDrawFramebuffer; + state.Apply(); + state.viewport.x = originalViewport[0]; + state.viewport.y = originalViewport[1]; + state.viewport.width = originalViewport[2]; + state.viewport.height = originalViewport[3]; + // LOG_INFO(Render_OpenGL, "Texture Width: {}, Texture Height: {}", textureWidth, textureHeight); + // LOG_INFO(Render_OpenGL, "Viewport Width: {}, Viewport Height: {}", originalViewport[2], originalViewport[3]); + state.Apply(); + state.draw.shader_program = Present_shader.handle; + state.Apply(); + AttachUniforms(); + state.texture_units[0].texture_2d = postFBOTexture.handle; + state.texture_units[0].sampler = samplers[1].handle; + glUniform1i(uniform_color_texture, 0); + glUniform1i(uniform_convert_colors, 2); + glUniformMatrix3x2fv(uniform_modelview_matrix, 1, GL_FALSE, ortho_matrix.data()); + state.Apply(); + glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(output_vertices), output_vertices.data()); + glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); + } - // Draw to screen - state.draw.read_framebuffer = originalReadFramebuffer; - state.draw.draw_framebuffer = originalDrawFramebuffer; - state.Apply(); - // state.viewport.x = originalViewport[0]; - // state.viewport.y = originalViewport[1]; - // state.viewport.width = originalViewport[2]; - // state.viewport.height = originalViewport[3]; - // state.Apply(); - state.draw.shader_program = Present_shader.handle; - state.Apply(); - AttachUniforms(); - state.texture_units[0].texture_2d = postFBOTexture.handle; - state.texture_units[0].sampler = samplers[1].handle; - glUniform1i(uniform_color_texture, 0); - glUniform1i(uniform_convert_colors, 2); - glUniformMatrix3x2fv(uniform_modelview_matrix, 1, GL_FALSE, ortho_matrix.data()); - state.Apply(); - glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(output_vertices), output_vertices.data()); - glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); // ------------------------------------------------------------- - // // Draw to screen (No Intermediate) [For Debugging] - // state.draw.read_framebuffer = originalReadFramebuffer; - // state.draw.draw_framebuffer = originalDrawFramebuffer; - // state.Apply(); - // state.draw.shader_program = Present_shader.handle; - // state.Apply(); - // AttachUniforms(); - // state.texture_units[0].texture_2d = screen_info.display_texture; - // state.texture_units[0].sampler = samplers[1].handle; - // glUniform1i(uniform_color_texture, 0); - // glUniform1i(uniform_convert_colors, 2); - // glUniformMatrix3x2fv(uniform_modelview_matrix, 1, GL_FALSE, ortho_matrix.data()); - // state.Apply(); - // glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(rotate_output_vertices), rotate_output_vertices.data()); - // glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); // // Draw to screen (No Intermediate Simple) [For Debugging] // state.draw.read_framebuffer = originalReadFramebuffer; @@ -939,7 +1074,13 @@ void RendererOpenGL::DrawScreens(const Layout::FramebufferLayout& layout, bool f const auto& top_screen = layout.top_screen; const auto& bottom_screen = layout.bottom_screen; - glViewport(0, 0, layout.width, layout.height); + //Set the Viewport + state.viewport.x = 0; + state.viewport.y = 0; + state.viewport.width = layout.width; + state.viewport.height = layout.height; + state.Apply(); + if (render_window.NeedsClearing()) { glClear(GL_COLOR_BUFFER_BIT); } From 0bf83f5682aede38d59edeeab1c53c12b1497702 Mon Sep 17 00:00:00 2001 From: KojoZero Date: Sun, 3 May 2026 12:16:01 -0700 Subject: [PATCH 07/46] opengl smaa setup --- src/video_core/host_shaders/CMakeLists.txt | 19 +- .../host_shaders/antialiasing/AreaTex.png | Bin 0 -> 30346 bytes .../host_shaders/antialiasing/SearchTex.png | Bin 0 -> 126 bytes .../antialiasing/opengl_smaa_pass0_post.frag | 7 + .../antialiasing/opengl_smaa_pass0_post.vert | 5 + ..._pass0.frag => opengl_smaa_pass0_pre.frag} | 15 +- ..._pass0.vert => opengl_smaa_pass0_pre.vert} | 13 +- .../antialiasing/opengl_smaa_pass1_post.frag | 4 + .../antialiasing/opengl_smaa_pass1_post.vert | 5 + ..._pass1.frag => opengl_smaa_pass1_pre.frag} | 9 +- ..._pass1.vert => opengl_smaa_pass1_pre.vert} | 12 +- .../antialiasing/opengl_smaa_pass2_post.frag | 3 + .../antialiasing/opengl_smaa_pass2_post.vert | 5 + ..._pass2.frag => opengl_smaa_pass2_pre.frag} | 13 +- ..._pass2.vert => opengl_smaa_pass2_pre.vert} | 15 +- .../host_shaders/antialiasing/smaa.hlsl | 1361 +++ .../renderer_opengl/renderer_opengl.cpp | 345 +- src/video_core/texture/stb_image.h | 7988 +++++++++++++++++ 18 files changed, 9724 insertions(+), 95 deletions(-) create mode 100644 src/video_core/host_shaders/antialiasing/AreaTex.png create mode 100644 src/video_core/host_shaders/antialiasing/SearchTex.png create mode 100644 src/video_core/host_shaders/antialiasing/opengl_smaa_pass0_post.frag create mode 100644 src/video_core/host_shaders/antialiasing/opengl_smaa_pass0_post.vert rename src/video_core/host_shaders/antialiasing/{opengl_smaa_pass0.frag => opengl_smaa_pass0_pre.frag} (64%) rename src/video_core/host_shaders/antialiasing/{opengl_smaa_pass0.vert => opengl_smaa_pass0_pre.vert} (75%) create mode 100644 src/video_core/host_shaders/antialiasing/opengl_smaa_pass1_post.frag create mode 100644 src/video_core/host_shaders/antialiasing/opengl_smaa_pass1_post.vert rename src/video_core/host_shaders/antialiasing/{opengl_smaa_pass1.frag => opengl_smaa_pass1_pre.frag} (75%) rename src/video_core/host_shaders/antialiasing/{opengl_smaa_pass1.vert => opengl_smaa_pass1_pre.vert} (75%) create mode 100644 src/video_core/host_shaders/antialiasing/opengl_smaa_pass2_post.frag create mode 100644 src/video_core/host_shaders/antialiasing/opengl_smaa_pass2_post.vert rename src/video_core/host_shaders/antialiasing/{opengl_smaa_pass2.frag => opengl_smaa_pass2_pre.frag} (79%) rename src/video_core/host_shaders/antialiasing/{opengl_smaa_pass2.vert => opengl_smaa_pass2_pre.vert} (73%) create mode 100644 src/video_core/host_shaders/antialiasing/smaa.hlsl create mode 100644 src/video_core/texture/stb_image.h diff --git a/src/video_core/host_shaders/CMakeLists.txt b/src/video_core/host_shaders/CMakeLists.txt index e54140153..113eb3b9c 100644 --- a/src/video_core/host_shaders/CMakeLists.txt +++ b/src/video_core/host_shaders/CMakeLists.txt @@ -15,12 +15,19 @@ set(SHADER_FILES texture_filtering/y_gradient.frag antialiasing/opengl_fxaa.frag antialiasing/opengl_fxaa.vert - antialiasing/opengl_smaa_pass0.frag - antialiasing/opengl_smaa_pass0.vert - antialiasing/opengl_smaa_pass1.frag - antialiasing/opengl_smaa_pass1.vert - antialiasing/opengl_smaa_pass2.frag - antialiasing/opengl_smaa_pass2.vert + antialiasing/opengl_smaa_pass0_pre.frag + antialiasing/opengl_smaa_pass0_pre.vert + antialiasing/opengl_smaa_pass0_post.frag + antialiasing/opengl_smaa_pass0_post.vert + antialiasing/opengl_smaa_pass1_pre.frag + antialiasing/opengl_smaa_pass1_pre.vert + 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b/src/video_core/host_shaders/antialiasing/opengl_smaa_pass0_post.frag new file mode 100644 index 000000000..722a27b36 --- /dev/null +++ b/src/video_core/host_shaders/antialiasing/opengl_smaa_pass0_post.frag @@ -0,0 +1,7 @@ +void main() { + if (SMAA_EDT == 0.0) { + color = vec4(SMAALumaEdgeDetectionPS(frag_tex_coord, offset, color_texture), 0.0, 0.0); + } else if (SMAA_EDT <= 1.0) { + color = vec4(SMAAColorEdgeDetectionPS(frag_tex_coord, offset, color_texture), 0.0, 0.0); + } +} diff --git a/src/video_core/host_shaders/antialiasing/opengl_smaa_pass0_post.vert b/src/video_core/host_shaders/antialiasing/opengl_smaa_pass0_post.vert new file mode 100644 index 000000000..eed5f71cb --- /dev/null +++ b/src/video_core/host_shaders/antialiasing/opengl_smaa_pass0_post.vert @@ -0,0 +1,5 @@ +void main() { + gl_Position = vec4(vert_position, 0.0, 1.0); + frag_tex_coord = vert_tex_coord; + SMAAEdgeDetectionVS(vert_tex_coord, offset); +} \ No newline at end of file diff --git a/src/video_core/host_shaders/antialiasing/opengl_smaa_pass0.frag b/src/video_core/host_shaders/antialiasing/opengl_smaa_pass0_pre.frag similarity index 64% rename from src/video_core/host_shaders/antialiasing/opengl_smaa_pass0.frag rename to src/video_core/host_shaders/antialiasing/opengl_smaa_pass0_pre.frag index e722cfbd7..51a1e2779 100644 --- a/src/video_core/host_shaders/antialiasing/opengl_smaa_pass0.frag +++ b/src/video_core/host_shaders/antialiasing/opengl_smaa_pass0_pre.frag @@ -15,17 +15,4 @@ layout(location = 0) out vec4 color; layout(binding = 0) uniform sampler2D color_texture; #define SMAA_INCLUDE_VS 0 -//#include "SMAA.hlsl" - - - - - - -void main() { - if (SMAA_EDT == 0.0) { - color = vec4(SMAALumaEdgeDetectionPS(frag_tex_coord, offset, color_texture), 0.0, 0.0); - } else if (SMAA_EDT <= 1.0) { - color = vec4(SMAAColorEdgeDetectionPS(frag_tex_coord, offset, color_texture), 0.0, 0.0); - } -} +//#include "SMAA.hlsl" \ No newline at end of file diff --git a/src/video_core/host_shaders/antialiasing/opengl_smaa_pass0.vert b/src/video_core/host_shaders/antialiasing/opengl_smaa_pass0_pre.vert similarity index 75% rename from src/video_core/host_shaders/antialiasing/opengl_smaa_pass0.vert rename to src/video_core/host_shaders/antialiasing/opengl_smaa_pass0_pre.vert index 90c5816c0..4bdce548b 100644 --- a/src/video_core/host_shaders/antialiasing/opengl_smaa_pass0.vert +++ b/src/video_core/host_shaders/antialiasing/opengl_smaa_pass0_pre.vert @@ -15,15 +15,4 @@ layout(location = 0) out vec2 frag_tex_coord; layout(location = 1) out vec4 offset[3]; #define SMAA_INCLUDE_PS 0 -// #include "SMAA.hlsl" - - - - - - -void main() { - gl_Position = vec4(vert_position, 0.0, 1.0); - frag_tex_coord = vert_tex_coord; - SMAAEdgeDetectionVS(vert_tex_coord, offset); -} \ No newline at end of file +//#include "SMAA.hlsl" \ No newline at end of file diff --git a/src/video_core/host_shaders/antialiasing/opengl_smaa_pass1_post.frag b/src/video_core/host_shaders/antialiasing/opengl_smaa_pass1_post.frag new file mode 100644 index 000000000..d407fa1a1 --- /dev/null +++ b/src/video_core/host_shaders/antialiasing/opengl_smaa_pass1_post.frag @@ -0,0 +1,4 @@ +void main() { + vec4 subsampleIndices = vec4(0.0); + color = SMAABlendingWeightCalculationPS(frag_tex_coord, pixcoord, offset, color_texture, areaTex, searchTex, subsampleIndices); +} diff --git a/src/video_core/host_shaders/antialiasing/opengl_smaa_pass1_post.vert b/src/video_core/host_shaders/antialiasing/opengl_smaa_pass1_post.vert new file mode 100644 index 000000000..110300dbd --- /dev/null +++ b/src/video_core/host_shaders/antialiasing/opengl_smaa_pass1_post.vert @@ -0,0 +1,5 @@ +void main() { + gl_Position = vec4(vert_position, 0.0, 1.0); + frag_tex_coord = vert_tex_coord; + SMAABlendingWeightCalculationVS(vert_tex_coord, pixcoord, offset); +} \ No newline at end of file diff --git a/src/video_core/host_shaders/antialiasing/opengl_smaa_pass1.frag b/src/video_core/host_shaders/antialiasing/opengl_smaa_pass1_pre.frag similarity index 75% rename from src/video_core/host_shaders/antialiasing/opengl_smaa_pass1.frag rename to src/video_core/host_shaders/antialiasing/opengl_smaa_pass1_pre.frag index 32bb0f552..279a85300 100644 --- a/src/video_core/host_shaders/antialiasing/opengl_smaa_pass1.frag +++ b/src/video_core/host_shaders/antialiasing/opengl_smaa_pass1_pre.frag @@ -18,11 +18,4 @@ uniform sampler2D areaTex; uniform sampler2D searchTex; #define SMAA_INCLUDE_VS 0 -//#include "SMAA.hlsl" - - - -void main() { - vec4 subsampleIndices = vec4(0.0); - color = SMAABlendingWeightCalculationPS(frag_tex_coord, pixcoord, offset, color_texture, areaTex, searchTex, subsampleIndices); -} +//#include "SMAA.hlsl" \ No newline at end of file diff --git a/src/video_core/host_shaders/antialiasing/opengl_smaa_pass1.vert b/src/video_core/host_shaders/antialiasing/opengl_smaa_pass1_pre.vert similarity index 75% rename from src/video_core/host_shaders/antialiasing/opengl_smaa_pass1.vert rename to src/video_core/host_shaders/antialiasing/opengl_smaa_pass1_pre.vert index 91e87614e..f75990c39 100644 --- a/src/video_core/host_shaders/antialiasing/opengl_smaa_pass1.vert +++ b/src/video_core/host_shaders/antialiasing/opengl_smaa_pass1_pre.vert @@ -16,14 +16,4 @@ layout(location = 1) out vec2 pixcoord; layout(location = 2) out vec4 offset[3]; #define SMAA_INCLUDE_PS 0 -//#include "SMAA.hlsl" - - - - - -void main() { - gl_Position = vec4(vert_position, 0.0, 1.0); - frag_tex_coord = vert_tex_coord; - SMAABlendingWeightCalculationVS(vert_tex_coord, pixcoord, offset); -} \ No newline at end of file +//#include "SMAA.hlsl" \ No newline at end of file diff --git a/src/video_core/host_shaders/antialiasing/opengl_smaa_pass2_post.frag b/src/video_core/host_shaders/antialiasing/opengl_smaa_pass2_post.frag new file mode 100644 index 000000000..7f99ef685 --- /dev/null +++ b/src/video_core/host_shaders/antialiasing/opengl_smaa_pass2_post.frag @@ -0,0 +1,3 @@ +void main() { + color = SMAANeighborhoodBlendingPS(frag_tex_coord, offset, SMAA_Input, color_texture); +} diff --git a/src/video_core/host_shaders/antialiasing/opengl_smaa_pass2_post.vert b/src/video_core/host_shaders/antialiasing/opengl_smaa_pass2_post.vert new file mode 100644 index 000000000..6a3d9ea1e --- /dev/null +++ b/src/video_core/host_shaders/antialiasing/opengl_smaa_pass2_post.vert @@ -0,0 +1,5 @@ +void main() { + gl_Position = vec4(vert_position, 0.0, 1.0); + frag_tex_coord = vert_tex_coord; + SMAANeighborhoodBlendingVS(vert_tex_coord, offset); +} \ No newline at end of file diff --git a/src/video_core/host_shaders/antialiasing/opengl_smaa_pass2.frag b/src/video_core/host_shaders/antialiasing/opengl_smaa_pass2_pre.frag similarity index 79% rename from src/video_core/host_shaders/antialiasing/opengl_smaa_pass2.frag rename to src/video_core/host_shaders/antialiasing/opengl_smaa_pass2_pre.frag index cc1de4e06..3a49037fb 100644 --- a/src/video_core/host_shaders/antialiasing/opengl_smaa_pass2.frag +++ b/src/video_core/host_shaders/antialiasing/opengl_smaa_pass2_pre.frag @@ -14,15 +14,4 @@ layout(binding = 0) uniform sampler2D color_texture; uniform sampler2D SMAA_Input; #define SMAA_INCLUDE_VS 0 -//#include "SMAA.hlsl" - - - - - - - - -void main() { - color = SMAANeighborhoodBlendingPS(frag_tex_coord, offset, SMAA_Input, color_texture); -} +//#include "SMAA.hlsl" \ No newline at end of file diff --git a/src/video_core/host_shaders/antialiasing/opengl_smaa_pass2.vert b/src/video_core/host_shaders/antialiasing/opengl_smaa_pass2_pre.vert similarity index 73% rename from src/video_core/host_shaders/antialiasing/opengl_smaa_pass2.vert rename to src/video_core/host_shaders/antialiasing/opengl_smaa_pass2_pre.vert index dfaf4b412..24baa2cc6 100644 --- a/src/video_core/host_shaders/antialiasing/opengl_smaa_pass2.vert +++ b/src/video_core/host_shaders/antialiasing/opengl_smaa_pass2_pre.vert @@ -13,17 +13,4 @@ layout(location = 0) out vec2 frag_tex_coord; layout(location = 1) out vec4 offset; #define SMAA_INCLUDE_PS 0 -//#include "SMAA.hlsl" - - - - - - - - -void main() { - gl_Position = vec4(vert_position, 0.0, 1.0); - frag_tex_coord = vert_tex_coord; - SMAANeighborhoodBlendingVS(vert_tex_coord, offset); -} \ No newline at end of file +//#include "SMAA.hlsl" \ No newline at end of file diff --git a/src/video_core/host_shaders/antialiasing/smaa.hlsl b/src/video_core/host_shaders/antialiasing/smaa.hlsl new file mode 100644 index 000000000..05e2b5eed --- /dev/null +++ b/src/video_core/host_shaders/antialiasing/smaa.hlsl @@ -0,0 +1,1361 @@ +/** + * Copyright (C) 2013 Jorge Jimenez (jorge@iryoku.com) + * Copyright (C) 2013 Jose I. Echevarria (joseignacioechevarria@gmail.com) + * Copyright (C) 2013 Belen Masia (bmasia@unizar.es) + * Copyright (C) 2013 Fernando Navarro (fernandn@microsoft.com) + * Copyright (C) 2013 Diego Gutierrez (diegog@unizar.es) + * + * Permission is hereby granted, free of charge, to any person obtaining a copy + * this software and associated documentation files (the "Software"), to deal in + * the Software without restriction, including without limitation the rights to + * use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies + * of the Software, and to permit persons to whom the Software is furnished to + * do so, subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included in + * all copies or substantial portions of the Software. As clarification, there + * is no requirement that the copyright notice and permission be included in + * binary distributions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, + * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE + * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER + * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, + * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE + * SOFTWARE. + */ + + +/** + * _______ ___ ___ ___ ___ + * / || \/ | / \ / \ + * | (---- | \ / | / ^ \ / ^ \ + * \ \ | |\/| | / /_\ \ / /_\ \ + * ----) | | | | | / _____ \ / _____ \ + * |_______/ |__| |__| /__/ \__\ /__/ \__\ + * + * E N H A N C E D + * S U B P I X E L M O R P H O L O G I C A L A N T I A L I A S I N G + * + * http://www.iryoku.com/smaa/ + * + * Hi, welcome aboard! + * + * Here you'll find instructions to get the shader up and running as fast as + * possible. + * + * IMPORTANTE NOTICE: when updating, remember to update both this file and the + * precomputed textures! They may change from version to version. + * + * The shader has three passes, chained together as follows: + * + * |input|------------------· + * v | + * [ SMAA*EdgeDetection ] | + * v | + * |edgesTex| | + * v | + * [ SMAABlendingWeightCalculation ] | + * v | + * |blendTex| | + * v | + * [ SMAANeighborhoodBlending ] <------· + * v + * |output| + * + * Note that each [pass] has its own vertex and pixel shader. Remember to use + * oversized triangles instead of quads to avoid overshading along the + * diagonal. + * + * You've three edge detection methods to choose from: luma, color or depth. + * They represent different quality/performance and anti-aliasing/sharpness + * tradeoffs, so our recommendation is for you to choose the one that best + * suits your particular scenario: + * + * - Depth edge detection is usually the fastest but it may miss some edges. + * + * - Luma edge detection is usually more expensive than depth edge detection, + * but catches visible edges that depth edge detection can miss. + * + * - Color edge detection is usually the most expensive one but catches + * chroma-only edges. + * + * For quickstarters: just use luma edge detection. + * + * The general advice is to not rush the integration process and ensure each + * step is done correctly (don't try to integrate SMAA T2x with predicated edge + * detection from the start!). Ok then, let's go! + * + * 1. The first step is to create two RGBA temporal render targets for holding + * |edgesTex| and |blendTex|. + * + * In DX10 or DX11, you can use a RG render target for the edges texture. + * In the case of NVIDIA GPUs, using RG render targets seems to actually be + * slower. + * + * On the Xbox 360, you can use the same render target for resolving both + * |edgesTex| and |blendTex|, as they aren't needed simultaneously. + * + * 2. Both temporal render targets |edgesTex| and |blendTex| must be cleared + * each frame. Do not forget to clear the alpha channel! + * + * 3. The next step is loading the two supporting precalculated textures, + * 'areaTex' and 'searchTex'. You'll find them in the 'Textures' folder as + * C++ headers, and also as regular DDS files. They'll be needed for the + * 'SMAABlendingWeightCalculation' pass. + * + * If you use the C++ headers, be sure to load them in the format specified + * inside of them. + * + * You can also compress 'areaTex' and 'searchTex' using BC5 and BC4 + * respectively, if you have that option in your content processor pipeline. + * When compressing then, you get a non-perceptible quality decrease, and a + * marginal performance increase. + * + * 4. All samplers must be set to linear filtering and clamp. + * + * After you get the technique working, remember that 64-bit inputs have + * half-rate linear filtering on GCN. + * + * If SMAA is applied to 64-bit color buffers, switching to point filtering + * when accesing them will increase the performance. Search for + * 'SMAASamplePoint' to see which textures may benefit from point + * filtering, and where (which is basically the color input in the edge + * detection and resolve passes). + * + * 5. All texture reads and buffer writes must be non-sRGB, with the exception + * of the input read and the output write in + * 'SMAANeighborhoodBlending' (and only in this pass!). If sRGB reads in + * this last pass are not possible, the technique will work anyway, but + * will perform antialiasing in gamma space. + * + * IMPORTANT: for best results the input read for the color/luma edge + * detection should *NOT* be sRGB. + * + * 6. Before including SMAA.h you'll have to setup the render target metrics, + * the target and any optional configuration defines. Optionally you can + * use a preset. + * + * You have the following targets available: + * SMAA_HLSL_3 + * SMAA_HLSL_4 + * SMAA_HLSL_4_1 + * SMAA_GLSL_3 * + * SMAA_GLSL_4 * + * + * * (See SMAA_INCLUDE_VS and SMAA_INCLUDE_PS below). + * + * And four presets: + * SMAA_PRESET_LOW (%60 of the quality) + * SMAA_PRESET_MEDIUM (%80 of the quality) + * SMAA_PRESET_HIGH (%95 of the quality) + * SMAA_PRESET_ULTRA (%99 of the quality) + * + * For example: + * #define SMAA_RT_METRICS float4(1.0 / 1280.0, 1.0 / 720.0, 1280.0, 720.0) + * #define SMAA_HLSL_4 + * #define SMAA_PRESET_HIGH + * #include "SMAA.h" + * + * Note that SMAA_RT_METRICS doesn't need to be a macro, it can be a + * uniform variable. The code is designed to minimize the impact of not + * using a constant value, but it is still better to hardcode it. + * + * Depending on how you encoded 'areaTex' and 'searchTex', you may have to + * add (and customize) the following defines before including SMAA.h: + * #define SMAA_AREATEX_SELECT(sample) sample.rg + * #define SMAA_SEARCHTEX_SELECT(sample) sample.r + * + * If your engine is already using porting macros, you can define + * SMAA_CUSTOM_SL, and define the porting functions by yourself. + * + * 7. Then, you'll have to setup the passes as indicated in the scheme above. + * You can take a look into SMAA.fx, to see how we did it for our demo. + * Checkout the function wrappers, you may want to copy-paste them! + * + * 8. It's recommended to validate the produced |edgesTex| and |blendTex|. + * You can use a screenshot from your engine to compare the |edgesTex| + * and |blendTex| produced inside of the engine with the results obtained + * with the reference demo. + * + * 9. After you get the last pass to work, it's time to optimize. You'll have + * to initialize a stencil buffer in the first pass (discard is already in + * the code), then mask execution by using it the second pass. The last + * pass should be executed in all pixels. + * + * + * After this point you can choose to enable predicated thresholding, + * temporal supersampling and motion blur integration: + * + * a) If you want to use predicated thresholding, take a look into + * SMAA_PREDICATION; you'll need to pass an extra texture in the edge + * detection pass. + * + * b) If you want to enable temporal supersampling (SMAA T2x): + * + * 1. The first step is to render using subpixel jitters. I won't go into + * detail, but it's as simple as moving each vertex position in the + * vertex shader, you can check how we do it in our DX10 demo. + * + * 2. Then, you must setup the temporal resolve. You may want to take a look + * into SMAAResolve for resolving 2x modes. After you get it working, you'll + * probably see ghosting everywhere. But fear not, you can enable the + * CryENGINE temporal reprojection by setting the SMAA_REPROJECTION macro. + * Check out SMAA_DECODE_VELOCITY if your velocity buffer is encoded. + * + * 3. The next step is to apply SMAA to each subpixel jittered frame, just as + * done for 1x. + * + * 4. At this point you should already have something usable, but for best + * results the proper area textures must be set depending on current jitter. + * For this, the parameter 'subsampleIndices' of + * 'SMAABlendingWeightCalculationPS' must be set as follows, for our T2x + * mode: + * + * @SUBSAMPLE_INDICES + * + * | S# | Camera Jitter | subsampleIndices | + * +----+------------------+---------------------+ + * | 0 | ( 0.25, -0.25) | float4(1, 1, 1, 0) | + * | 1 | (-0.25, 0.25) | float4(2, 2, 2, 0) | + * + * These jitter positions assume a bottom-to-top y axis. S# stands for the + * sample number. + * + * More information about temporal supersampling here: + * http://iryoku.com/aacourse/downloads/13-Anti-Aliasing-Methods-in-CryENGINE-3.pdf + * + * c) If you want to enable spatial multisampling (SMAA S2x): + * + * 1. The scene must be rendered using MSAA 2x. The MSAA 2x buffer must be + * created with: + * - DX10: see below (*) + * - DX10.1: D3D10_STANDARD_MULTISAMPLE_PATTERN or + * - DX11: D3D11_STANDARD_MULTISAMPLE_PATTERN + * + * This allows to ensure that the subsample order matches the table in + * @SUBSAMPLE_INDICES. + * + * (*) In the case of DX10, we refer the reader to: + * - SMAA::detectMSAAOrder and + * - SMAA::msaaReorder + * + * These functions allow to match the standard multisample patterns by + * detecting the subsample order for a specific GPU, and reordering + * them appropriately. + * + * 2. A shader must be run to output each subsample into a separate buffer + * (DX10 is required). You can use SMAASeparate for this purpose, or just do + * it in an existing pass (for example, in the tone mapping pass, which has + * the advantage of feeding tone mapped subsamples to SMAA, which will yield + * better results). + * + * 3. The full SMAA 1x pipeline must be run for each separated buffer, storing + * the results in the final buffer. The second run should alpha blend with + * the existing final buffer using a blending factor of 0.5. + * 'subsampleIndices' must be adjusted as in the SMAA T2x case (see point + * b). + * + * d) If you want to enable temporal supersampling on top of SMAA S2x + * (which actually is SMAA 4x): + * + * 1. SMAA 4x consists on temporally jittering SMAA S2x, so the first step is + * to calculate SMAA S2x for current frame. In this case, 'subsampleIndices' + * must be set as follows: + * + * | F# | S# | Camera Jitter | Net Jitter | subsampleIndices | + * +----+----+--------------------+-------------------+----------------------+ + * | 0 | 0 | ( 0.125, 0.125) | ( 0.375, -0.125) | float4(5, 3, 1, 3) | + * | 0 | 1 | ( 0.125, 0.125) | (-0.125, 0.375) | float4(4, 6, 2, 3) | + * +----+----+--------------------+-------------------+----------------------+ + * | 1 | 2 | (-0.125, -0.125) | ( 0.125, -0.375) | float4(3, 5, 1, 4) | + * | 1 | 3 | (-0.125, -0.125) | (-0.375, 0.125) | float4(6, 4, 2, 4) | + * + * These jitter positions assume a bottom-to-top y axis. F# stands for the + * frame number. S# stands for the sample number. + * + * 2. After calculating SMAA S2x for current frame (with the new subsample + * indices), previous frame must be reprojected as in SMAA T2x mode (see + * point b). + * + * e) If motion blur is used, you may want to do the edge detection pass + * together with motion blur. This has two advantages: + * + * 1. Pixels under heavy motion can be omitted from the edge detection process. + * For these pixels we can just store "no edge", as motion blur will take + * care of them. + * 2. The center pixel tap is reused. + * + * Note that in this case depth testing should be used instead of stenciling, + * as we have to write all the pixels in the motion blur pass. + * + * That's it! + */ + +//----------------------------------------------------------------------------- +// SMAA Presets + +/** + * Note that if you use one of these presets, the following configuration + * macros will be ignored if set in the "Configurable Defines" section. + */ + +#if defined(SMAA_PRESET_LOW) +#define SMAA_THRESHOLD 0.15 +#define SMAA_MAX_SEARCH_STEPS 4 +#define SMAA_DISABLE_DIAG_DETECTION +#define SMAA_DISABLE_CORNER_DETECTION +#elif defined(SMAA_PRESET_MEDIUM) +#define SMAA_THRESHOLD 0.1 +#define SMAA_MAX_SEARCH_STEPS 8 +#define SMAA_DISABLE_DIAG_DETECTION +#define SMAA_DISABLE_CORNER_DETECTION +#elif defined(SMAA_PRESET_HIGH) +#define SMAA_THRESHOLD 0.1 +#define SMAA_MAX_SEARCH_STEPS 16 +#define SMAA_MAX_SEARCH_STEPS_DIAG 8 +#define SMAA_CORNER_ROUNDING 25 +#elif defined(SMAA_PRESET_ULTRA) +#define SMAA_THRESHOLD 0.05 +#define SMAA_MAX_SEARCH_STEPS 32 +#define SMAA_MAX_SEARCH_STEPS_DIAG 16 +#define SMAA_CORNER_ROUNDING 25 +#endif + +//----------------------------------------------------------------------------- +// Configurable Defines + +/** + * SMAA_THRESHOLD specifies the threshold or sensitivity to edges. + * Lowering this value you will be able to detect more edges at the expense of + * performance. + * + * Range: [0, 0.5] + * 0.1 is a reasonable value, and allows to catch most visible edges. + * 0.05 is a rather overkill value, that allows to catch 'em all. + * + * If temporal supersampling is used, 0.2 could be a reasonable value, as low + * contrast edges are properly filtered by just 2x. + */ +#ifndef SMAA_THRESHOLD +#define SMAA_THRESHOLD 0.1 +#endif + +/** + * SMAA_DEPTH_THRESHOLD specifies the threshold for depth edge detection. + * + * Range: depends on the depth range of the scene. + */ +#ifndef SMAA_DEPTH_THRESHOLD +#define SMAA_DEPTH_THRESHOLD (0.1 * SMAA_THRESHOLD) +#endif + +/** + * SMAA_MAX_SEARCH_STEPS specifies the maximum steps performed in the + * horizontal/vertical pattern searches, at each side of the pixel. + * + * In number of pixels, it's actually the double. So the maximum line length + * perfectly handled by, for example 16, is 64 (by perfectly, we meant that + * longer lines won't look as good, but still antialiased). + * + * Range: [0, 112] + */ +#ifndef SMAA_MAX_SEARCH_STEPS +#define SMAA_MAX_SEARCH_STEPS 16 +#endif + +/** + * SMAA_MAX_SEARCH_STEPS_DIAG specifies the maximum steps performed in the + * diagonal pattern searches, at each side of the pixel. In this case we jump + * one pixel at time, instead of two. + * + * Range: [0, 20] + * + * On high-end machines it is cheap (between a 0.8x and 0.9x slower for 16 + * steps), but it can have a significant impact on older machines. + * + * Define SMAA_DISABLE_DIAG_DETECTION to disable diagonal processing. + */ +#ifndef SMAA_MAX_SEARCH_STEPS_DIAG +#define SMAA_MAX_SEARCH_STEPS_DIAG 8 +#endif + +/** + * SMAA_CORNER_ROUNDING specifies how much sharp corners will be rounded. + * + * Range: [0, 100] + * + * Define SMAA_DISABLE_CORNER_DETECTION to disable corner processing. + */ +#ifndef SMAA_CORNER_ROUNDING +#define SMAA_CORNER_ROUNDING 25 +#endif + +/** + * If there is an neighbor edge that has SMAA_LOCAL_CONTRAST_FACTOR times + * bigger contrast than current edge, current edge will be discarded. + * + * This allows to eliminate spurious crossing edges, and is based on the fact + * that, if there is too much contrast in a direction, that will hide + * perceptually contrast in the other neighbors. + */ +#ifndef SMAA_LOCAL_CONTRAST_ADAPTATION_FACTOR +#define SMAA_LOCAL_CONTRAST_ADAPTATION_FACTOR 2.0 +#endif + +/** + * Predicated thresholding allows to better preserve texture details and to + * improve performance, by decreasing the number of detected edges using an + * additional buffer like the light accumulation buffer, object ids or even the + * depth buffer (the depth buffer usage may be limited to indoor or short range + * scenes). + * + * It locally decreases the luma or color threshold if an edge is found in an + * additional buffer (so the global threshold can be higher). + * + * This method was developed by Playstation EDGE MLAA team, and used in + * Killzone 3, by using the light accumulation buffer. More information here: + * http://iryoku.com/aacourse/downloads/06-MLAA-on-PS3.pptx + */ +#ifndef SMAA_PREDICATION +#define SMAA_PREDICATION 0 +#endif + +/** + * Threshold to be used in the additional predication buffer. + * + * Range: depends on the input, so you'll have to find the magic number that + * works for you. + */ +#ifndef SMAA_PREDICATION_THRESHOLD +#define SMAA_PREDICATION_THRESHOLD 0.01 +#endif + +/** + * How much to scale the global threshold used for luma or color edge + * detection when using predication. + * + * Range: [1, 5] + */ +#ifndef SMAA_PREDICATION_SCALE +#define SMAA_PREDICATION_SCALE 2.0 +#endif + +/** + * How much to locally decrease the threshold. + * + * Range: [0, 1] + */ +#ifndef SMAA_PREDICATION_STRENGTH +#define SMAA_PREDICATION_STRENGTH 0.4 +#endif + +/** + * Temporal reprojection allows to remove ghosting artifacts when using + * temporal supersampling. We use the CryEngine 3 method which also introduces + * velocity weighting. This feature is of extreme importance for totally + * removing ghosting. More information here: + * http://iryoku.com/aacourse/downloads/13-Anti-Aliasing-Methods-in-CryENGINE-3.pdf + * + * Note that you'll need to setup a velocity buffer for enabling reprojection. + * For static geometry, saving the previous depth buffer is a viable + * alternative. + */ +#ifndef SMAA_REPROJECTION +#define SMAA_REPROJECTION 0 +#endif + +/** + * SMAA_REPROJECTION_WEIGHT_SCALE controls the velocity weighting. It allows to + * remove ghosting trails behind the moving object, which are not removed by + * just using reprojection. Using low values will exhibit ghosting, while using + * high values will disable temporal supersampling under motion. + * + * Behind the scenes, velocity weighting removes temporal supersampling when + * the velocity of the subsamples differs (meaning they are different objects). + * + * Range: [0, 80] + */ +#ifndef SMAA_REPROJECTION_WEIGHT_SCALE +#define SMAA_REPROJECTION_WEIGHT_SCALE 30.0 +#endif + +/** + * On some compilers, discard cannot be used in vertex shaders. Thus, they need + * to be compiled separately. + */ +#ifndef SMAA_INCLUDE_VS +#define SMAA_INCLUDE_VS 1 +#endif +#ifndef SMAA_INCLUDE_PS +#define SMAA_INCLUDE_PS 1 +#endif + +//----------------------------------------------------------------------------- +// Texture Access Defines + +#ifndef SMAA_AREATEX_SELECT +#if defined(SMAA_HLSL_3) +#define SMAA_AREATEX_SELECT(sample) sample.ra +#else +#define SMAA_AREATEX_SELECT(sample) sample.rg +#endif +#endif + +#ifndef SMAA_SEARCHTEX_SELECT +#define SMAA_SEARCHTEX_SELECT(sample) sample.r +#endif + +#ifndef SMAA_DECODE_VELOCITY +#define SMAA_DECODE_VELOCITY(sample) sample.rg +#endif + +//----------------------------------------------------------------------------- +// Non-Configurable Defines + +#define SMAA_AREATEX_MAX_DISTANCE 16 +#define SMAA_AREATEX_MAX_DISTANCE_DIAG 20 +#define SMAA_AREATEX_PIXEL_SIZE (1.0 / float2(160.0, 560.0)) +#define SMAA_AREATEX_SUBTEX_SIZE (1.0 / 7.0) +#define SMAA_SEARCHTEX_SIZE float2(66.0, 33.0) +#define SMAA_SEARCHTEX_PACKED_SIZE float2(64.0, 16.0) +#define SMAA_CORNER_ROUNDING_NORM (float(SMAA_CORNER_ROUNDING) / 100.0) + +//----------------------------------------------------------------------------- +// Porting Functions + +#if defined(SMAA_HLSL_3) +#define SMAATexture2D(tex) sampler2D tex +#define SMAATexturePass2D(tex) tex +#define SMAASampleLevelZero(tex, coord) tex2Dlod(tex, float4(coord, 0.0, 0.0)) +#define SMAASampleLevelZeroPoint(tex, coord) tex2Dlod(tex, float4(coord, 0.0, 0.0)) +#define SMAASampleLevelZeroOffset(tex, coord, offset) tex2Dlod(tex, float4(coord + offset * SMAA_RT_METRICS.xy, 0.0, 0.0)) +#define SMAASample(tex, coord) tex2D(tex, coord) +#define SMAASamplePoint(tex, coord) tex2D(tex, coord) +#define SMAASampleOffset(tex, coord, offset) tex2D(tex, coord + offset * SMAA_RT_METRICS.xy) +#define SMAA_FLATTEN [flatten] +#define SMAA_BRANCH [branch] +#endif +#if defined(SMAA_HLSL_4) || defined(SMAA_HLSL_4_1) +SamplerState LinearSampler { Filter = MIN_MAG_LINEAR_MIP_POINT; AddressU = Clamp; AddressV = Clamp; }; +SamplerState PointSampler { Filter = MIN_MAG_MIP_POINT; AddressU = Clamp; AddressV = Clamp; }; +#define SMAATexture2D(tex) Texture2D tex +#define SMAATexturePass2D(tex) tex +#define SMAASampleLevelZero(tex, coord) tex.SampleLevel(LinearSampler, coord, 0) +#define SMAASampleLevelZeroPoint(tex, coord) tex.SampleLevel(PointSampler, coord, 0) +#define SMAASampleLevelZeroOffset(tex, coord, offset) tex.SampleLevel(LinearSampler, coord, 0, offset) +#define SMAASample(tex, coord) tex.Sample(LinearSampler, coord) +#define SMAASamplePoint(tex, coord) tex.Sample(PointSampler, coord) +#define SMAASampleOffset(tex, coord, offset) tex.Sample(LinearSampler, coord, offset) +#define SMAA_FLATTEN [flatten] +#define SMAA_BRANCH [branch] +#define SMAATexture2DMS2(tex) Texture2DMS tex +#define SMAALoad(tex, pos, sample) tex.Load(pos, sample) +#if defined(SMAA_HLSL_4_1) +#define SMAAGather(tex, coord) tex.Gather(LinearSampler, coord, 0) +#endif +#endif +#if defined(SMAA_GLSL_3) || defined(SMAA_GLSL_4) +#define SMAATexture2D(tex) sampler2D tex +#define SMAATexturePass2D(tex) tex +#define SMAASampleLevelZero(tex, coord) textureLod(tex, coord, 0.0) +#define SMAASampleLevelZeroPoint(tex, coord) textureLod(tex, coord, 0.0) +#define SMAASampleLevelZeroOffset(tex, coord, offset) textureLodOffset(tex, coord, 0.0, offset) +#define SMAASample(tex, coord) texture(tex, coord) +#define SMAASamplePoint(tex, coord) texture(tex, coord) +#define SMAASampleOffset(tex, coord, offset) texture(tex, coord, offset) +#define SMAA_FLATTEN +#define SMAA_BRANCH +#define lerp(a, b, t) mix(a, b, t) +#define saturate(a) clamp(a, 0.0, 1.0) +#if defined(SMAA_GLSL_4) +#define mad(a, b, c) fma(a, b, c) +#define SMAAGather(tex, coord) textureGather(tex, coord) +#else +#define mad(a, b, c) (a * b + c) +#endif +#define float2 vec2 +#define float3 vec3 +#define float4 vec4 +#define int2 ivec2 +#define int3 ivec3 +#define int4 ivec4 +#define bool2 bvec2 +#define bool3 bvec3 +#define bool4 bvec4 +#endif + +#if !defined(SMAA_HLSL_3) && !defined(SMAA_HLSL_4) && !defined(SMAA_HLSL_4_1) && !defined(SMAA_GLSL_3) && !defined(SMAA_GLSL_4) && !defined(SMAA_CUSTOM_SL) +#error you must define the shading language: SMAA_HLSL_*, SMAA_GLSL_* or SMAA_CUSTOM_SL +#endif + +//----------------------------------------------------------------------------- +// Misc functions + +/** + * Gathers current pixel, and the top-left neighbors. + */ +float3 SMAAGatherNeighbours(float2 texcoord, + float4 offset[3], + SMAATexture2D(tex)) { + #ifdef SMAAGather + return SMAAGather(tex, texcoord + SMAA_RT_METRICS.xy * float2(-0.5, -0.5)).grb; + #else + float P = SMAASamplePoint(tex, texcoord).r; + float Pleft = SMAASamplePoint(tex, offset[0].xy).r; + float Ptop = SMAASamplePoint(tex, offset[0].zw).r; + return float3(P, Pleft, Ptop); + #endif +} + +/** + * Adjusts the threshold by means of predication. + */ +float2 SMAACalculatePredicatedThreshold(float2 texcoord, + float4 offset[3], + SMAATexture2D(predicationTex)) { + float3 neighbours = SMAAGatherNeighbours(texcoord, offset, SMAATexturePass2D(predicationTex)); + float2 delta = abs(neighbours.xx - neighbours.yz); + float2 edges = step(SMAA_PREDICATION_THRESHOLD, delta); + return SMAA_PREDICATION_SCALE * SMAA_THRESHOLD * (1.0 - SMAA_PREDICATION_STRENGTH * edges); +} + +/** + * Conditional move: + */ +void SMAAMovc(bool2 cond, inout float2 variable, float2 value) { + SMAA_FLATTEN if (cond.x) variable.x = value.x; + SMAA_FLATTEN if (cond.y) variable.y = value.y; +} + +void SMAAMovc(bool4 cond, inout float4 variable, float4 value) { + SMAAMovc(cond.xy, variable.xy, value.xy); + SMAAMovc(cond.zw, variable.zw, value.zw); +} + + +#if SMAA_INCLUDE_VS +//----------------------------------------------------------------------------- +// Vertex Shaders + +/** + * Edge Detection Vertex Shader + */ +void SMAAEdgeDetectionVS(float2 texcoord, + out float4 offset[3]) { + offset[0] = mad(SMAA_RT_METRICS.xyxy, float4(-1.0, 0.0, 0.0, -1.0), texcoord.xyxy); + offset[1] = mad(SMAA_RT_METRICS.xyxy, float4( 1.0, 0.0, 0.0, 1.0), texcoord.xyxy); + offset[2] = mad(SMAA_RT_METRICS.xyxy, float4(-2.0, 0.0, 0.0, -2.0), texcoord.xyxy); +} + +/** + * Blend Weight Calculation Vertex Shader + */ +void SMAABlendingWeightCalculationVS(float2 texcoord, + out float2 pixcoord, + out float4 offset[3]) { + pixcoord = texcoord * SMAA_RT_METRICS.zw; + + // We will use these offsets for the searches later on (see @PSEUDO_GATHER4): + offset[0] = mad(SMAA_RT_METRICS.xyxy, float4(-0.25, -0.125, 1.25, -0.125), texcoord.xyxy); + offset[1] = mad(SMAA_RT_METRICS.xyxy, float4(-0.125, -0.25, -0.125, 1.25), texcoord.xyxy); + + // And these for the searches, they indicate the ends of the loops: + offset[2] = mad(SMAA_RT_METRICS.xxyy, + float4(-2.0, 2.0, -2.0, 2.0) * float(SMAA_MAX_SEARCH_STEPS), + float4(offset[0].xz, offset[1].yw)); +} + +/** + * Neighborhood Blending Vertex Shader + */ +void SMAANeighborhoodBlendingVS(float2 texcoord, + out float4 offset) { + offset = mad(SMAA_RT_METRICS.xyxy, float4( 1.0, 0.0, 0.0, 1.0), texcoord.xyxy); +} +#endif // SMAA_INCLUDE_VS + +#if SMAA_INCLUDE_PS +//----------------------------------------------------------------------------- +// Edge Detection Pixel Shaders (First Pass) + +/** + * Luma Edge Detection + * + * IMPORTANT NOTICE: luma edge detection requires gamma-corrected colors, and + * thus 'colorTex' should be a non-sRGB texture. + */ +float2 SMAALumaEdgeDetectionPS(float2 texcoord, + float4 offset[3], + SMAATexture2D(colorTex) + #if SMAA_PREDICATION + , SMAATexture2D(predicationTex) + #endif + ) { + // Calculate the threshold: + #if SMAA_PREDICATION + float2 threshold = SMAACalculatePredicatedThreshold(texcoord, offset, SMAATexturePass2D(predicationTex)); + #else + float2 threshold = float2(SMAA_THRESHOLD, SMAA_THRESHOLD); + #endif + + // Calculate lumas: + float3 weights = float3(0.2126, 0.7152, 0.0722); + float L = dot(SMAASamplePoint(colorTex, texcoord).rgb, weights); + + float Lleft = dot(SMAASamplePoint(colorTex, offset[0].xy).rgb, weights); + float Ltop = dot(SMAASamplePoint(colorTex, offset[0].zw).rgb, weights); + + // We do the usual threshold: + float4 delta; + delta.xy = abs(L - float2(Lleft, Ltop)); + float2 edges = step(threshold, delta.xy); + + // Then discard if there is no edge: + if (dot(edges, float2(1.0, 1.0)) == 0.0) + discard; + + // Calculate right and bottom deltas: + float Lright = dot(SMAASamplePoint(colorTex, offset[1].xy).rgb, weights); + float Lbottom = dot(SMAASamplePoint(colorTex, offset[1].zw).rgb, weights); + delta.zw = abs(L - float2(Lright, Lbottom)); + + // Calculate the maximum delta in the direct neighborhood: + float2 maxDelta = max(delta.xy, delta.zw); + + // Calculate left-left and top-top deltas: + float Lleftleft = dot(SMAASamplePoint(colorTex, offset[2].xy).rgb, weights); + float Ltoptop = dot(SMAASamplePoint(colorTex, offset[2].zw).rgb, weights); + delta.zw = abs(float2(Lleft, Ltop) - float2(Lleftleft, Ltoptop)); + + // Calculate the final maximum delta: + maxDelta = max(maxDelta.xy, delta.zw); + float finalDelta = max(maxDelta.x, maxDelta.y); + + // Local contrast adaptation: + edges.xy *= step(finalDelta, SMAA_LOCAL_CONTRAST_ADAPTATION_FACTOR * delta.xy); + + return edges; +} + +/** + * Color Edge Detection + * + * IMPORTANT NOTICE: color edge detection requires gamma-corrected colors, and + * thus 'colorTex' should be a non-sRGB texture. + */ +float2 SMAAColorEdgeDetectionPS(float2 texcoord, + float4 offset[3], + SMAATexture2D(colorTex) + #if SMAA_PREDICATION + , SMAATexture2D(predicationTex) + #endif + ) { + // Calculate the threshold: + #if SMAA_PREDICATION + float2 threshold = SMAACalculatePredicatedThreshold(texcoord, offset, predicationTex); + #else + float2 threshold = float2(SMAA_THRESHOLD, SMAA_THRESHOLD); + #endif + + // Calculate color deltas: + float4 delta; + float3 C = SMAASamplePoint(colorTex, texcoord).rgb; + + float3 Cleft = SMAASamplePoint(colorTex, offset[0].xy).rgb; + float3 t = abs(C - Cleft); + delta.x = max(max(t.r, t.g), t.b); + + float3 Ctop = SMAASamplePoint(colorTex, offset[0].zw).rgb; + t = abs(C - Ctop); + delta.y = max(max(t.r, t.g), t.b); + + // We do the usual threshold: + float2 edges = step(threshold, delta.xy); + + // Then discard if there is no edge: + if (dot(edges, float2(1.0, 1.0)) == 0.0) + discard; + + // Calculate right and bottom deltas: + float3 Cright = SMAASamplePoint(colorTex, offset[1].xy).rgb; + t = abs(C - Cright); + delta.z = max(max(t.r, t.g), t.b); + + float3 Cbottom = SMAASamplePoint(colorTex, offset[1].zw).rgb; + t = abs(C - Cbottom); + delta.w = max(max(t.r, t.g), t.b); + + // Calculate the maximum delta in the direct neighborhood: + float2 maxDelta = max(delta.xy, delta.zw); + + // Calculate left-left and top-top deltas: + float3 Cleftleft = SMAASamplePoint(colorTex, offset[2].xy).rgb; + t = abs(Cleft - Cleftleft); + delta.z = max(max(t.r, t.g), t.b); + + float3 Ctoptop = SMAASamplePoint(colorTex, offset[2].zw).rgb; + t = abs(Ctop - Ctoptop); + delta.w = max(max(t.r, t.g), t.b); + + // Calculate the final maximum delta: + maxDelta = max(maxDelta.xy, delta.zw); + float finalDelta = max(maxDelta.x, maxDelta.y); + + // Local contrast adaptation: + edges.xy *= step(finalDelta, SMAA_LOCAL_CONTRAST_ADAPTATION_FACTOR * delta.xy); + + return edges; +} + +/** + * Depth Edge Detection + */ +float2 SMAADepthEdgeDetectionPS(float2 texcoord, + float4 offset[3], + SMAATexture2D(depthTex)) { + float3 neighbours = SMAAGatherNeighbours(texcoord, offset, SMAATexturePass2D(depthTex)); + float2 delta = abs(neighbours.xx - float2(neighbours.y, neighbours.z)); + float2 edges = step(SMAA_DEPTH_THRESHOLD, delta); + + if (dot(edges, float2(1.0, 1.0)) == 0.0) + discard; + + return edges; +} + +//----------------------------------------------------------------------------- +// Diagonal Search Functions + +#if !defined(SMAA_DISABLE_DIAG_DETECTION) + +/** + * Allows to decode two binary values from a bilinear-filtered access. + */ +float2 SMAADecodeDiagBilinearAccess(float2 e) { + // Bilinear access for fetching 'e' have a 0.25 offset, and we are + // interested in the R and G edges: + // + // +---G---+-------+ + // | x o R x | + // +-------+-------+ + // + // Then, if one of these edge is enabled: + // Red: (0.75 * X + 0.25 * 1) => 0.25 or 1.0 + // Green: (0.75 * 1 + 0.25 * X) => 0.75 or 1.0 + // + // This function will unpack the values (mad + mul + round): + // wolframalpha.com: round(x * abs(5 * x - 5 * 0.75)) plot 0 to 1 + e.r = e.r * abs(5.0 * e.r - 5.0 * 0.75); + return round(e); +} + +float4 SMAADecodeDiagBilinearAccess(float4 e) { + e.rb = e.rb * abs(5.0 * e.rb - 5.0 * 0.75); + return round(e); +} + +/** + * These functions allows to perform diagonal pattern searches. + */ +float2 SMAASearchDiag1(SMAATexture2D(edgesTex), float2 texcoord, float2 dir, out float2 e) { + float4 coord = float4(texcoord, -1.0, 1.0); + float3 t = float3(SMAA_RT_METRICS.xy, 1.0); + while (coord.z < float(SMAA_MAX_SEARCH_STEPS_DIAG - 1) && + coord.w > 0.9) { + coord.xyz = mad(t, float3(dir, 1.0), coord.xyz); + e = SMAASampleLevelZero(edgesTex, coord.xy).rg; + coord.w = dot(e, float2(0.5, 0.5)); + } + return coord.zw; +} + +float2 SMAASearchDiag2(SMAATexture2D(edgesTex), float2 texcoord, float2 dir, out float2 e) { + float4 coord = float4(texcoord, -1.0, 1.0); + coord.x += 0.25 * SMAA_RT_METRICS.x; // See @SearchDiag2Optimization + float3 t = float3(SMAA_RT_METRICS.xy, 1.0); + while (coord.z < float(SMAA_MAX_SEARCH_STEPS_DIAG - 1) && + coord.w > 0.9) { + coord.xyz = mad(t, float3(dir, 1.0), coord.xyz); + + // @SearchDiag2Optimization + // Fetch both edges at once using bilinear filtering: + e = SMAASampleLevelZero(edgesTex, coord.xy).rg; + e = SMAADecodeDiagBilinearAccess(e); + + // Non-optimized version: + // e.g = SMAASampleLevelZero(edgesTex, coord.xy).g; + // e.r = SMAASampleLevelZeroOffset(edgesTex, coord.xy, int2(1, 0)).r; + + coord.w = dot(e, float2(0.5, 0.5)); + } + return coord.zw; +} + +/** + * Similar to SMAAArea, this calculates the area corresponding to a certain + * diagonal distance and crossing edges 'e'. + */ +float2 SMAAAreaDiag(SMAATexture2D(areaTex), float2 dist, float2 e, float offset) { + float2 texcoord = mad(float2(SMAA_AREATEX_MAX_DISTANCE_DIAG, SMAA_AREATEX_MAX_DISTANCE_DIAG), e, dist); + + // We do a scale and bias for mapping to texel space: + texcoord = mad(SMAA_AREATEX_PIXEL_SIZE, texcoord, 0.5 * SMAA_AREATEX_PIXEL_SIZE); + + // Diagonal areas are on the second half of the texture: + texcoord.x += 0.5; + + // Move to proper place, according to the subpixel offset: + texcoord.y += SMAA_AREATEX_SUBTEX_SIZE * offset; + + // Do it! + return SMAA_AREATEX_SELECT(SMAASampleLevelZero(areaTex, texcoord)); +} + +/** + * This searches for diagonal patterns and returns the corresponding weights. + */ +float2 SMAACalculateDiagWeights(SMAATexture2D(edgesTex), SMAATexture2D(areaTex), float2 texcoord, float2 e, float4 subsampleIndices) { + float2 weights = float2(0.0, 0.0); + + // Search for the line ends: + float4 d; + float2 end; + if (e.r > 0.0) { + d.xz = SMAASearchDiag1(SMAATexturePass2D(edgesTex), texcoord, float2(-1.0, 1.0), end); + d.x += float(end.y > 0.9); + } else + d.xz = float2(0.0, 0.0); + d.yw = SMAASearchDiag1(SMAATexturePass2D(edgesTex), texcoord, float2(1.0, -1.0), end); + + SMAA_BRANCH + if (d.x + d.y > 2.0) { // d.x + d.y + 1 > 3 + // Fetch the crossing edges: + float4 coords = mad(float4(-d.x + 0.25, d.x, d.y, -d.y - 0.25), SMAA_RT_METRICS.xyxy, texcoord.xyxy); + float4 c; + c.xy = SMAASampleLevelZeroOffset(edgesTex, coords.xy, int2(-1, 0)).rg; + c.zw = SMAASampleLevelZeroOffset(edgesTex, coords.zw, int2( 1, 0)).rg; + c.yxwz = SMAADecodeDiagBilinearAccess(c.xyzw); + + // Non-optimized version: + // float4 coords = mad(float4(-d.x, d.x, d.y, -d.y), SMAA_RT_METRICS.xyxy, texcoord.xyxy); + // float4 c; + // c.x = SMAASampleLevelZeroOffset(edgesTex, coords.xy, int2(-1, 0)).g; + // c.y = SMAASampleLevelZeroOffset(edgesTex, coords.xy, int2( 0, 0)).r; + // c.z = SMAASampleLevelZeroOffset(edgesTex, coords.zw, int2( 1, 0)).g; + // c.w = SMAASampleLevelZeroOffset(edgesTex, coords.zw, int2( 1, -1)).r; + + // Merge crossing edges at each side into a single value: + float2 cc = mad(float2(2.0, 2.0), c.xz, c.yw); + + // Remove the crossing edge if we didn't found the end of the line: + SMAAMovc(bool2(step(0.9, d.zw)), cc, float2(0.0, 0.0)); + + // Fetch the areas for this line: + weights += SMAAAreaDiag(SMAATexturePass2D(areaTex), d.xy, cc, subsampleIndices.z); + } + + // Search for the line ends: + d.xz = SMAASearchDiag2(SMAATexturePass2D(edgesTex), texcoord, float2(-1.0, -1.0), end); + if (SMAASampleLevelZeroOffset(edgesTex, texcoord, int2(1, 0)).r > 0.0) { + d.yw = SMAASearchDiag2(SMAATexturePass2D(edgesTex), texcoord, float2(1.0, 1.0), end); + d.y += float(end.y > 0.9); + } else + d.yw = float2(0.0, 0.0); + + SMAA_BRANCH + if (d.x + d.y > 2.0) { // d.x + d.y + 1 > 3 + // Fetch the crossing edges: + float4 coords = mad(float4(-d.x, -d.x, d.y, d.y), SMAA_RT_METRICS.xyxy, texcoord.xyxy); + float4 c; + c.x = SMAASampleLevelZeroOffset(edgesTex, coords.xy, int2(-1, 0)).g; + c.y = SMAASampleLevelZeroOffset(edgesTex, coords.xy, int2( 0, -1)).r; + c.zw = SMAASampleLevelZeroOffset(edgesTex, coords.zw, int2( 1, 0)).gr; + float2 cc = mad(float2(2.0, 2.0), c.xz, c.yw); + + // Remove the crossing edge if we didn't found the end of the line: + SMAAMovc(bool2(step(0.9, d.zw)), cc, float2(0.0, 0.0)); + + // Fetch the areas for this line: + weights += SMAAAreaDiag(SMAATexturePass2D(areaTex), d.xy, cc, subsampleIndices.w).gr; + } + + return weights; +} +#endif + +//----------------------------------------------------------------------------- +// Horizontal/Vertical Search Functions + +/** + * This allows to determine how much length should we add in the last step + * of the searches. It takes the bilinearly interpolated edge (see + * @PSEUDO_GATHER4), and adds 0, 1 or 2, depending on which edges and + * crossing edges are active. + */ +float SMAASearchLength(SMAATexture2D(searchTex), float2 e, float offset) { + // The texture is flipped vertically, with left and right cases taking half + // of the space horizontally: + float2 scale = SMAA_SEARCHTEX_SIZE * float2(0.5, -1.0); + float2 bias = SMAA_SEARCHTEX_SIZE * float2(offset, 1.0); + + // Scale and bias to access texel centers: + scale += float2(-1.0, 1.0); + bias += float2( 0.5, -0.5); + + // Convert from pixel coordinates to texcoords: + // (We use SMAA_SEARCHTEX_PACKED_SIZE because the texture is cropped) + scale *= 1.0 / SMAA_SEARCHTEX_PACKED_SIZE; + bias *= 1.0 / SMAA_SEARCHTEX_PACKED_SIZE; + + // Lookup the search texture: + return SMAA_SEARCHTEX_SELECT(SMAASampleLevelZero(searchTex, mad(scale, e, bias))); +} + +/** + * Horizontal/vertical search functions for the 2nd pass. + */ +float SMAASearchXLeft(SMAATexture2D(edgesTex), SMAATexture2D(searchTex), float2 texcoord, float end) { + /** + * @PSEUDO_GATHER4 + * This texcoord has been offset by (-0.25, -0.125) in the vertex shader to + * sample between edge, thus fetching four edges in a row. + * Sampling with different offsets in each direction allows to disambiguate + * which edges are active from the four fetched ones. + */ + float2 e = float2(0.0, 1.0); + while (texcoord.x > end && + e.g > 0.8281 && // Is there some edge not activated? + e.r == 0.0) { // Or is there a crossing edge that breaks the line? + e = SMAASampleLevelZero(edgesTex, texcoord).rg; + texcoord = mad(-float2(2.0, 0.0), SMAA_RT_METRICS.xy, texcoord); + } + + float offset = mad(-(255.0 / 127.0), SMAASearchLength(SMAATexturePass2D(searchTex), e, 0.0), 3.25); + return mad(SMAA_RT_METRICS.x, offset, texcoord.x); + + // Non-optimized version: + // We correct the previous (-0.25, -0.125) offset we applied: + // texcoord.x += 0.25 * SMAA_RT_METRICS.x; + + // The searches are bias by 1, so adjust the coords accordingly: + // texcoord.x += SMAA_RT_METRICS.x; + + // Disambiguate the length added by the last step: + // texcoord.x += 2.0 * SMAA_RT_METRICS.x; // Undo last step + // texcoord.x -= SMAA_RT_METRICS.x * (255.0 / 127.0) * SMAASearchLength(SMAATexturePass2D(searchTex), e, 0.0); + // return mad(SMAA_RT_METRICS.x, offset, texcoord.x); +} + +float SMAASearchXRight(SMAATexture2D(edgesTex), SMAATexture2D(searchTex), float2 texcoord, float end) { + float2 e = float2(0.0, 1.0); + while (texcoord.x < end && + e.g > 0.8281 && // Is there some edge not activated? + e.r == 0.0) { // Or is there a crossing edge that breaks the line? + e = SMAASampleLevelZero(edgesTex, texcoord).rg; + texcoord = mad(float2(2.0, 0.0), SMAA_RT_METRICS.xy, texcoord); + } + float offset = mad(-(255.0 / 127.0), SMAASearchLength(SMAATexturePass2D(searchTex), e, 0.5), 3.25); + return mad(-SMAA_RT_METRICS.x, offset, texcoord.x); +} + +float SMAASearchYUp(SMAATexture2D(edgesTex), SMAATexture2D(searchTex), float2 texcoord, float end) { + float2 e = float2(1.0, 0.0); + while (texcoord.y > end && + e.r > 0.8281 && // Is there some edge not activated? + e.g == 0.0) { // Or is there a crossing edge that breaks the line? + e = SMAASampleLevelZero(edgesTex, texcoord).rg; + texcoord = mad(-float2(0.0, 2.0), SMAA_RT_METRICS.xy, texcoord); + } + float offset = mad(-(255.0 / 127.0), SMAASearchLength(SMAATexturePass2D(searchTex), e.gr, 0.0), 3.25); + return mad(SMAA_RT_METRICS.y, offset, texcoord.y); +} + +float SMAASearchYDown(SMAATexture2D(edgesTex), SMAATexture2D(searchTex), float2 texcoord, float end) { + float2 e = float2(1.0, 0.0); + while (texcoord.y < end && + e.r > 0.8281 && // Is there some edge not activated? + e.g == 0.0) { // Or is there a crossing edge that breaks the line? + e = SMAASampleLevelZero(edgesTex, texcoord).rg; + texcoord = mad(float2(0.0, 2.0), SMAA_RT_METRICS.xy, texcoord); + } + float offset = mad(-(255.0 / 127.0), SMAASearchLength(SMAATexturePass2D(searchTex), e.gr, 0.5), 3.25); + return mad(-SMAA_RT_METRICS.y, offset, texcoord.y); +} + +/** + * Ok, we have the distance and both crossing edges. So, what are the areas + * at each side of current edge? + */ +float2 SMAAArea(SMAATexture2D(areaTex), float2 dist, float e1, float e2, float offset) { + // Rounding prevents precision errors of bilinear filtering: + float2 texcoord = mad(float2(SMAA_AREATEX_MAX_DISTANCE, SMAA_AREATEX_MAX_DISTANCE), round(4.0 * float2(e1, e2)), dist); + + // We do a scale and bias for mapping to texel space: + texcoord = mad(SMAA_AREATEX_PIXEL_SIZE, texcoord, 0.5 * SMAA_AREATEX_PIXEL_SIZE); + + // Move to proper place, according to the subpixel offset: + texcoord.y = mad(SMAA_AREATEX_SUBTEX_SIZE, offset, texcoord.y); + + // Do it! + return SMAA_AREATEX_SELECT(SMAASampleLevelZero(areaTex, texcoord)); +} + +//----------------------------------------------------------------------------- +// Corner Detection Functions + +void SMAADetectHorizontalCornerPattern(SMAATexture2D(edgesTex), inout float2 weights, float4 texcoord, float2 d) { + #if !defined(SMAA_DISABLE_CORNER_DETECTION) + float2 leftRight = step(d.xy, d.yx); + float2 rounding = (1.0 - SMAA_CORNER_ROUNDING_NORM) * leftRight; + + rounding /= leftRight.x + leftRight.y; // Reduce blending for pixels in the center of a line. + + float2 factor = float2(1.0, 1.0); + factor.x -= rounding.x * SMAASampleLevelZeroOffset(edgesTex, texcoord.xy, int2(0, 1)).r; + factor.x -= rounding.y * SMAASampleLevelZeroOffset(edgesTex, texcoord.zw, int2(1, 1)).r; + factor.y -= rounding.x * SMAASampleLevelZeroOffset(edgesTex, texcoord.xy, int2(0, -2)).r; + factor.y -= rounding.y * SMAASampleLevelZeroOffset(edgesTex, texcoord.zw, int2(1, -2)).r; + + weights *= saturate(factor); + #endif +} + +void SMAADetectVerticalCornerPattern(SMAATexture2D(edgesTex), inout float2 weights, float4 texcoord, float2 d) { + #if !defined(SMAA_DISABLE_CORNER_DETECTION) + float2 leftRight = step(d.xy, d.yx); + float2 rounding = (1.0 - SMAA_CORNER_ROUNDING_NORM) * leftRight; + + rounding /= leftRight.x + leftRight.y; + + float2 factor = float2(1.0, 1.0); + factor.x -= rounding.x * SMAASampleLevelZeroOffset(edgesTex, texcoord.xy, int2( 1, 0)).g; + factor.x -= rounding.y * SMAASampleLevelZeroOffset(edgesTex, texcoord.zw, int2( 1, 1)).g; + factor.y -= rounding.x * SMAASampleLevelZeroOffset(edgesTex, texcoord.xy, int2(-2, 0)).g; + factor.y -= rounding.y * SMAASampleLevelZeroOffset(edgesTex, texcoord.zw, int2(-2, 1)).g; + + weights *= saturate(factor); + #endif +} + +//----------------------------------------------------------------------------- +// Blending Weight Calculation Pixel Shader (Second Pass) + +float4 SMAABlendingWeightCalculationPS(float2 texcoord, + float2 pixcoord, + float4 offset[3], + SMAATexture2D(edgesTex), + SMAATexture2D(areaTex), + SMAATexture2D(searchTex), + float4 subsampleIndices) { // Just pass zero for SMAA 1x, see @SUBSAMPLE_INDICES. + float4 weights = float4(0.0, 0.0, 0.0, 0.0); + + float2 e = SMAASample(edgesTex, texcoord).rg; + + SMAA_BRANCH + if (e.g > 0.0) { // Edge at north + #if !defined(SMAA_DISABLE_DIAG_DETECTION) + // Diagonals have both north and west edges, so searching for them in + // one of the boundaries is enough. + weights.rg = SMAACalculateDiagWeights(SMAATexturePass2D(edgesTex), SMAATexturePass2D(areaTex), texcoord, e, subsampleIndices); + + // We give priority to diagonals, so if we find a diagonal we skip + // horizontal/vertical processing. + SMAA_BRANCH + if (weights.r == -weights.g) { // weights.r + weights.g == 0.0 + #endif + + float2 d; + + // Find the distance to the left: + float3 coords; + coords.x = SMAASearchXLeft(SMAATexturePass2D(edgesTex), SMAATexturePass2D(searchTex), offset[0].xy, offset[2].x); + coords.y = offset[1].y; // offset[1].y = texcoord.y - 0.25 * SMAA_RT_METRICS.y (@CROSSING_OFFSET) + d.x = coords.x; + + // Now fetch the left crossing edges, two at a time using bilinear + // filtering. Sampling at -0.25 (see @CROSSING_OFFSET) enables to + // discern what value each edge has: + float e1 = SMAASampleLevelZero(edgesTex, coords.xy).r; + + // Find the distance to the right: + coords.z = SMAASearchXRight(SMAATexturePass2D(edgesTex), SMAATexturePass2D(searchTex), offset[0].zw, offset[2].y); + d.y = coords.z; + + // We want the distances to be in pixel units (doing this here allow to + // better interleave arithmetic and memory accesses): + d = abs(round(mad(SMAA_RT_METRICS.zz, d, -pixcoord.xx))); + + // SMAAArea below needs a sqrt, as the areas texture is compressed + // quadratically: + float2 sqrt_d = sqrt(d); + + // Fetch the right crossing edges: + float e2 = SMAASampleLevelZeroOffset(edgesTex, coords.zy, int2(1, 0)).r; + + // Ok, we know how this pattern looks like, now it is time for getting + // the actual area: + weights.rg = SMAAArea(SMAATexturePass2D(areaTex), sqrt_d, e1, e2, subsampleIndices.y); + + // Fix corners: + coords.y = texcoord.y; + SMAADetectHorizontalCornerPattern(SMAATexturePass2D(edgesTex), weights.rg, coords.xyzy, d); + + #if !defined(SMAA_DISABLE_DIAG_DETECTION) + } else + e.r = 0.0; // Skip vertical processing. + #endif + } + + SMAA_BRANCH + if (e.r > 0.0) { // Edge at west + float2 d; + + // Find the distance to the top: + float3 coords; + coords.y = SMAASearchYUp(SMAATexturePass2D(edgesTex), SMAATexturePass2D(searchTex), offset[1].xy, offset[2].z); + coords.x = offset[0].x; // offset[1].x = texcoord.x - 0.25 * SMAA_RT_METRICS.x; + d.x = coords.y; + + // Fetch the top crossing edges: + float e1 = SMAASampleLevelZero(edgesTex, coords.xy).g; + + // Find the distance to the bottom: + coords.z = SMAASearchYDown(SMAATexturePass2D(edgesTex), SMAATexturePass2D(searchTex), offset[1].zw, offset[2].w); + d.y = coords.z; + + // We want the distances to be in pixel units: + d = abs(round(mad(SMAA_RT_METRICS.ww, d, -pixcoord.yy))); + + // SMAAArea below needs a sqrt, as the areas texture is compressed + // quadratically: + float2 sqrt_d = sqrt(d); + + // Fetch the bottom crossing edges: + float e2 = SMAASampleLevelZeroOffset(edgesTex, coords.xz, int2(0, 1)).g; + + // Get the area for this direction: + weights.ba = SMAAArea(SMAATexturePass2D(areaTex), sqrt_d, e1, e2, subsampleIndices.x); + + // Fix corners: + coords.x = texcoord.x; + SMAADetectVerticalCornerPattern(SMAATexturePass2D(edgesTex), weights.ba, coords.xyxz, d); + } + + return weights; +} + +//----------------------------------------------------------------------------- +// Neighborhood Blending Pixel Shader (Third Pass) + +float4 SMAANeighborhoodBlendingPS(float2 texcoord, + float4 offset, + SMAATexture2D(colorTex), + SMAATexture2D(blendTex) + #if SMAA_REPROJECTION + , SMAATexture2D(velocityTex) + #endif + ) { + // Fetch the blending weights for current pixel: + float4 a; + a.x = SMAASample(blendTex, offset.xy).a; // Right + a.y = SMAASample(blendTex, offset.zw).g; // Top + a.wz = SMAASample(blendTex, texcoord).xz; // Bottom / Left + + // Is there any blending weight with a value greater than 0.0? + SMAA_BRANCH + if (dot(a, float4(1.0, 1.0, 1.0, 1.0)) < 1e-5) { + float4 color = SMAASampleLevelZero(colorTex, texcoord); + + #if SMAA_REPROJECTION + float2 velocity = SMAA_DECODE_VELOCITY(SMAASampleLevelZero(velocityTex, texcoord)); + + // Pack velocity into the alpha channel: + color.a = sqrt(5.0 * length(velocity)); + #endif + + return color; + } else { + bool h = max(a.x, a.z) > max(a.y, a.w); // max(horizontal) > max(vertical) + + // Calculate the blending offsets: + float4 blendingOffset = float4(0.0, a.y, 0.0, a.w); + float2 blendingWeight = a.yw; + SMAAMovc(bool4(h, h, h, h), blendingOffset, float4(a.x, 0.0, a.z, 0.0)); + SMAAMovc(bool2(h, h), blendingWeight, a.xz); + blendingWeight /= dot(blendingWeight, float2(1.0, 1.0)); + + // Calculate the texture coordinates: + float4 blendingCoord = mad(blendingOffset, float4(SMAA_RT_METRICS.xy, -SMAA_RT_METRICS.xy), texcoord.xyxy); + + // We exploit bilinear filtering to mix current pixel with the chosen + // neighbor: + float4 color = blendingWeight.x * SMAASampleLevelZero(colorTex, blendingCoord.xy); + color += blendingWeight.y * SMAASampleLevelZero(colorTex, blendingCoord.zw); + + #if SMAA_REPROJECTION + // Antialias velocity for proper reprojection in a later stage: + float2 velocity = blendingWeight.x * SMAA_DECODE_VELOCITY(SMAASampleLevelZero(velocityTex, blendingCoord.xy)); + velocity += blendingWeight.y * SMAA_DECODE_VELOCITY(SMAASampleLevelZero(velocityTex, blendingCoord.zw)); + + // Pack velocity into the alpha channel: + color.a = sqrt(5.0 * length(velocity)); + #endif + + return color; + } +} + +//----------------------------------------------------------------------------- +// Temporal Resolve Pixel Shader (Optional Pass) + +float4 SMAAResolvePS(float2 texcoord, + SMAATexture2D(currentColorTex), + SMAATexture2D(previousColorTex) + #if SMAA_REPROJECTION + , SMAATexture2D(velocityTex) + #endif + ) { + #if SMAA_REPROJECTION + // Velocity is assumed to be calculated for motion blur, so we need to + // inverse it for reprojection: + float2 velocity = -SMAA_DECODE_VELOCITY(SMAASamplePoint(velocityTex, texcoord).rg); + + // Fetch current pixel: + float4 current = SMAASamplePoint(currentColorTex, texcoord); + + // Reproject current coordinates and fetch previous pixel: + float4 previous = SMAASamplePoint(previousColorTex, texcoord + velocity); + + // Attenuate the previous pixel if the velocity is different: + float delta = abs(current.a * current.a - previous.a * previous.a) / 5.0; + float weight = 0.5 * saturate(1.0 - sqrt(delta) * SMAA_REPROJECTION_WEIGHT_SCALE); + + // Blend the pixels according to the calculated weight: + return lerp(current, previous, weight); + #else + // Just blend the pixels: + float4 current = SMAASamplePoint(currentColorTex, texcoord); + float4 previous = SMAASamplePoint(previousColorTex, texcoord); + return lerp(current, previous, 0.5); + #endif +} + +//----------------------------------------------------------------------------- +// Separate Multisamples Pixel Shader (Optional Pass) + +#ifdef SMAALoad +void SMAASeparatePS(float4 position, + float2 texcoord, + out float4 target0, + out float4 target1, + SMAATexture2DMS2(colorTexMS)) { + int2 pos = int2(position.xy); + target0 = SMAALoad(colorTexMS, pos, 0); + target1 = SMAALoad(colorTexMS, pos, 1); +} +#endif + +//----------------------------------------------------------------------------- +#endif // SMAA_INCLUDE_PS diff --git a/src/video_core/renderer_opengl/renderer_opengl.cpp b/src/video_core/renderer_opengl/renderer_opengl.cpp index 868bcf755..4534978eb 100644 --- a/src/video_core/renderer_opengl/renderer_opengl.cpp +++ b/src/video_core/renderer_opengl/renderer_opengl.cpp @@ -10,6 +10,7 @@ #include "core/frontend/framebuffer_layout.h" #include "core/memory.h" #include "gl_state.h" +#include "video_core/host_shaders/antialiasing/SMAA_hlsl.h" #include "video_core/pica/pica_core.h" #include "video_core/renderer_opengl/gl_resource_manager.h" #include "video_core/renderer_opengl/gl_state.h" @@ -27,12 +28,24 @@ #include "video_core/host_shaders/antialiasing/opengl_fxaa_frag.h" #include "video_core/host_shaders/antialiasing/opengl_fxaa_vert.h" -#include "video_core/host_shaders/antialiasing/opengl_smaa_pass0_frag.h" -#include "video_core/host_shaders/antialiasing/opengl_smaa_pass0_vert.h" -#include "video_core/host_shaders/antialiasing/opengl_smaa_pass1_frag.h" -#include "video_core/host_shaders/antialiasing/opengl_smaa_pass1_vert.h" -#include "video_core/host_shaders/antialiasing/opengl_smaa_pass2_frag.h" -#include "video_core/host_shaders/antialiasing/opengl_smaa_pass2_vert.h" +#include "video_core/host_shaders/antialiasing/opengl_smaa_pass0_pre_frag.h" +#include "video_core/host_shaders/antialiasing/opengl_smaa_pass0_pre_vert.h" +#include "video_core/host_shaders/antialiasing/opengl_smaa_pass0_post_frag.h" +#include "video_core/host_shaders/antialiasing/opengl_smaa_pass0_post_vert.h" +#include "video_core/host_shaders/antialiasing/opengl_smaa_pass1_pre_frag.h" +#include "video_core/host_shaders/antialiasing/opengl_smaa_pass1_pre_vert.h" +#include "video_core/host_shaders/antialiasing/opengl_smaa_pass1_post_frag.h" +#include "video_core/host_shaders/antialiasing/opengl_smaa_pass1_post_vert.h" +#include "video_core/host_shaders/antialiasing/opengl_smaa_pass2_pre_frag.h" +#include "video_core/host_shaders/antialiasing/opengl_smaa_pass2_pre_vert.h" +#include "video_core/host_shaders/antialiasing/opengl_smaa_pass2_post_frag.h" +#include "video_core/host_shaders/antialiasing/opengl_smaa_pass2_post_vert.h" +#include "video_core/host_shaders/antialiasing/smaa_hlsl.h" + + + +#define STB_IMAGE_IMPLEMENTATION +#include "video_core/texture/stb_image.h" namespace OpenGL { MICROPROFILE_DEFINE(OpenGL_RenderFrame, "OpenGL", "Render Frame", MP_RGB(128, 128, 64)); @@ -437,19 +450,35 @@ void RendererOpenGL::ReloadShader(Settings::StereoRenderOption render_3d) { SimplePresent_shader_data += HostShaders::OPENGL_SIMPLE_PRESENT_FRAG; SimplePresent_shader.Create(HostShaders::OPENGL_SIMPLE_PRESENT_VERT, SimplePresent_shader_data); - // std::string SMAA_PASS_0_shader_data = fragment_shader_precision_OES; - // SMAA_PASS_0_shader_data += HostShaders::OPENGL_SMAA_PASS0_FRAG; - // SMAA_PASS_0_shader.Create(HostShaders::OPENGL_SMAA_PASS0_VERT, SMAA_PASS_0_shader_data); + std::string SMAA_PASS_0_shader_frag_data = fragment_shader_precision_OES; + SMAA_PASS_0_shader_frag_data += HostShaders::OPENGL_SMAA_PASS0_PRE_FRAG; + SMAA_PASS_0_shader_frag_data += HostShaders::SMAA_HLSL; + SMAA_PASS_0_shader_frag_data += HostShaders::OPENGL_SMAA_PASS0_POST_FRAG; + std::string SMAA_PASS_0_shader_vert_data; + SMAA_PASS_0_shader_vert_data += HostShaders::OPENGL_SMAA_PASS0_PRE_VERT; + SMAA_PASS_0_shader_vert_data += HostShaders::SMAA_HLSL; + SMAA_PASS_0_shader_vert_data += HostShaders::OPENGL_SMAA_PASS0_POST_VERT; + SMAA_PASS_0_shader.Create(SMAA_PASS_0_shader_vert_data, SMAA_PASS_0_shader_frag_data); - // std::string SMAA_PASS_1_shader_data = fragment_shader_precision_OES; - // SMAA_PASS_1_shader_data += HostShaders::OPENGL_SMAA_PASS1_FRAG; - // SMAA_PASS_1_shader.Create(HostShaders::OPENGL_SMAA_PASS1_VERT, SMAA_PASS_1_shader_data); - - // std::string SMAA_PASS_2_shader_data = fragment_shader_precision_OES; - // SMAA_PASS_2_shader_data += HostShaders::OPENGL_SMAA_PASS2_FRAG; - // SMAA_PASS_2_shader.Create(HostShaders::OPENGL_SMAA_PASS2_VERT, SMAA_PASS_2_shader_data); - + std::string SMAA_PASS_1_shader_frag_data = fragment_shader_precision_OES; + SMAA_PASS_1_shader_frag_data += HostShaders::OPENGL_SMAA_PASS1_PRE_FRAG; + SMAA_PASS_1_shader_frag_data += HostShaders::SMAA_HLSL; + SMAA_PASS_1_shader_frag_data += HostShaders::OPENGL_SMAA_PASS1_POST_FRAG; + std::string SMAA_PASS_1_shader_vert_data; + SMAA_PASS_1_shader_vert_data += HostShaders::OPENGL_SMAA_PASS1_PRE_VERT; + SMAA_PASS_1_shader_vert_data += HostShaders::SMAA_HLSL; + SMAA_PASS_1_shader_vert_data += HostShaders::OPENGL_SMAA_PASS1_POST_VERT; + SMAA_PASS_1_shader.Create(SMAA_PASS_1_shader_vert_data, SMAA_PASS_1_shader_frag_data); + std::string SMAA_PASS_2_shader_frag_data = fragment_shader_precision_OES; + SMAA_PASS_2_shader_frag_data += HostShaders::OPENGL_SMAA_PASS2_PRE_FRAG; + SMAA_PASS_2_shader_frag_data += HostShaders::SMAA_HLSL; + SMAA_PASS_2_shader_frag_data += HostShaders::OPENGL_SMAA_PASS2_POST_FRAG; + std::string SMAA_PASS_2_shader_vert_data; + SMAA_PASS_2_shader_vert_data += HostShaders::OPENGL_SMAA_PASS2_PRE_VERT; + SMAA_PASS_2_shader_vert_data += HostShaders::SMAA_HLSL; + SMAA_PASS_2_shader_vert_data += HostShaders::OPENGL_SMAA_PASS2_POST_VERT; + SMAA_PASS_2_shader.Create(SMAA_PASS_2_shader_vert_data, SMAA_PASS_2_shader_frag_data); // state.Apply(); if (render_3d == Settings::StereoRenderOption::Anaglyph || @@ -560,7 +589,7 @@ void RendererOpenGL::DrawSingleScreen(const ScreenInfo& screen_info, float scree textureWidth = static_cast(screen_info.texture.height * scale_factor); textureHeight = static_cast(screen_info.texture.width * scale_factor); bool isDownsampling = false; - int antialiasingMode = 1; //0 is none, 1 is FXAA, 2 is SMAA + int antialiasingMode = 2; //0 is none, 1 is FXAA, 2 is SMAA if (orientation == Layout::DisplayOrientation::Landscape || orientation == Layout::DisplayOrientation::LandscapeFlipped) { if (textureWidth > screenWidth){ isDownsampling = true; @@ -844,6 +873,286 @@ void RendererOpenGL::DrawSingleScreen(const ScreenInfo& screen_info, float scree glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); } + } else if (antialiasingMode == 2){ + //Load AreaTex and SearchTex Pngs to OGLTexture Objects + stbi_set_flip_vertically_on_load(true); + OGLTexture areatex; + areatex.Create(); + int areatex_width, areatex_height, areatex_channels; + unsigned char* areatex_buffer; + const char* areatex_path = "src/video_core/host_shaders/antialiasing/AreaTex.png"; + + OGLTexture searchtex; + searchtex.Create(); + int searchtex_width, searchtex_height, searchtex_channels; + unsigned char* searchtex_buffer; + const char* searchtex_path = "src/video_core/host_shaders/antialiasing/SearchTex.png"; + + areatex_buffer = stbi_load(areatex_path, &areatex_width, &areatex_height, &areatex_channels, 4); + searchtex_buffer = stbi_load(searchtex_path, &searchtex_width, &searchtex_height, &searchtex_channels, 4); + + GLuint old_tex = OpenGLState::GetCurState().texture_units[0].texture_2d; + + glBindTexture(GL_TEXTURE_2D, areatex.handle); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F, areatex_width, areatex_height, 0, GL_RGBA16F, GL_UNSIGNED_BYTE, areatex_buffer); + + glBindTexture(GL_TEXTURE_2D, searchtex.handle); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F, searchtex_width, searchtex_height, 0, GL_RGBA16F, GL_UNSIGNED_BYTE, searchtex_buffer); + + glBindTexture(GL_TEXTURE_2D, old_tex); + + //Actually Start SMAA Pipeline + + //Pass 1 + OGLFramebuffer textureFBO; + textureFBO.Create(); + state.draw.read_framebuffer = textureFBO.handle; + state.draw.draw_framebuffer = textureFBO.handle; + state.Apply(); + state.viewport.x = 0; + state.viewport.y = 0; + state.viewport.width = textureWidth; + state.viewport.height = textureHeight; + state.Apply(); + OGLTexture pass1FBOTexture; + pass1FBOTexture.Create(); + pass1FBOTexture.Allocate(GL_TEXTURE_2D, 1, GL_RGBA16F, textureWidth, textureHeight); + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, pass1FBOTexture.handle, 0); + state.draw.shader_program = SimplePresent_shader.handle; + state.Apply(); + AttachUniforms(); + state.texture_units[0].texture_2d = screen_info.display_texture; + state.texture_units[0].sampler = samplers[1].handle; + glUniform1i(uniform_color_texture, 0); + glUniform1i(uniform_convert_colors, 1); + state.Apply(); + glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(rotate_vertices), rotate_vertices.data()); + glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); + + if (isDownsampling){ + //Pass 2 + state.viewport.x = 0; + state.viewport.y = 0; + state.viewport.width = screenWidth; + state.viewport.height = screenHeight; + state.Apply(); + OGLTexture pass2FBOTexture; + pass2FBOTexture.Create(); + pass2FBOTexture.Allocate(GL_TEXTURE_2D, 1, GL_RGBA16F, screenWidth, screenHeight); + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, pass2FBOTexture.handle, 0); + state.draw.shader_program = SimplePresent_shader.handle; + state.Apply(); + AttachUniforms(); + state.texture_units[0].texture_2d = pass1FBOTexture.handle; + state.texture_units[0].sampler = samplers[1].handle; + glUniform1i(uniform_color_texture, 0); + glUniform1i(uniform_convert_colors, 0); + state.Apply(); + glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(pass_through_vertices), pass_through_vertices.data()); + glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); + + //Pass 3 + state.viewport.x = 0; + state.viewport.y = 0; + state.viewport.width = screenWidth; + state.viewport.height = screenHeight; + state.Apply(); + OGLTexture pass3FBOTexture; + pass3FBOTexture.Create(); + pass3FBOTexture.Allocate(GL_TEXTURE_2D, 1, GL_RGBA16F, screenWidth, screenHeight); + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, pass3FBOTexture.handle, 0); + state.draw.shader_program = SMAA_PASS_0_shader.handle; + state.Apply(); + AttachUniforms(); + state.texture_units[0].texture_2d = pass2FBOTexture.handle; + state.texture_units[0].sampler = samplers[1].handle; + glUniform1i(uniform_color_texture, 0); + glUniform4f(uniform_i_resolution, screenWidth, screenHeight, 1.0f / screenWidth, 1.0f / screenHeight); + state.Apply(); + glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(pass_through_vertices), pass_through_vertices.data()); + glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); + + //Pass 4 + state.viewport.x = 0; + state.viewport.y = 0; + state.viewport.width = screenWidth; + state.viewport.height = screenHeight; + state.Apply(); + OGLTexture pass4FBOTexture; + pass4FBOTexture.Create(); + pass4FBOTexture.Allocate(GL_TEXTURE_2D, 1, GL_RGBA16F, screenWidth, screenHeight); + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, pass4FBOTexture.handle, 0); + state.draw.shader_program = SMAA_PASS_1_shader.handle; + state.Apply(); + AttachUniforms(); + state.texture_units[0].texture_2d = pass3FBOTexture.handle; + state.texture_units[0].sampler = samplers[1].handle; + state.texture_units[1].texture_2d = areatex.handle; + state.texture_units[1].sampler = samplers[1].handle; + state.texture_units[2].texture_2d = searchtex.handle; + state.texture_units[2].sampler = samplers[1].handle; + GLuint uniform_areatex = glGetUniformLocation(state.draw.shader_program, "areaTex"); + GLuint uniform_searchtex = glGetUniformLocation(state.draw.shader_program, "searchTex"); + glUniform1i(uniform_color_texture, 0); + glUniform1i(uniform_areatex, 1); + glUniform1i(uniform_searchtex, 2); + glUniform4f(uniform_i_resolution, screenWidth, screenHeight, 1.0f / screenWidth, 1.0f / screenHeight); + state.Apply(); + glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(pass_through_vertices), pass_through_vertices.data()); + glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); + + //Pass 5 + state.viewport.x = 0; + state.viewport.y = 0; + state.viewport.width = screenWidth; + state.viewport.height = screenHeight; + state.Apply(); + OGLTexture pass5FBOTexture; + pass5FBOTexture.Create(); + pass5FBOTexture.Allocate(GL_TEXTURE_2D, 1, GL_RGBA16F, screenWidth, screenHeight); + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, pass5FBOTexture.handle, 0); + state.draw.shader_program = SMAA_PASS_2_shader.handle; + state.Apply(); + AttachUniforms(); + state.texture_units[0].texture_2d = pass4FBOTexture.handle; + state.texture_units[0].sampler = samplers[1].handle; + state.texture_units[1].texture_2d = pass2FBOTexture.handle; + state.texture_units[1].sampler = samplers[1].handle; + GLuint uniform_smaa_input = glGetUniformLocation(state.draw.shader_program, "SMAA_Input"); + glUniform1i(uniform_color_texture, 0); + glUniform1i(uniform_smaa_input, 1); + glUniform4f(uniform_i_resolution, screenWidth, screenHeight, 1.0f / screenWidth, 1.0f / screenHeight); + state.Apply(); + glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(pass_through_vertices), pass_through_vertices.data()); + glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); + + //Output + state.draw.read_framebuffer = originalReadFramebuffer; + state.draw.draw_framebuffer = originalDrawFramebuffer; + state.Apply(); + state.viewport.x = originalViewport[0]; + state.viewport.y = originalViewport[1]; + state.viewport.width = originalViewport[2]; + state.viewport.height = originalViewport[3]; + state.Apply(); + state.draw.shader_program = Present_shader.handle; + state.Apply(); + AttachUniforms(); + state.texture_units[0].texture_2d = pass5FBOTexture.handle; + state.texture_units[0].sampler = samplers[1].handle; + glUniform1i(uniform_color_texture, 0); + glUniform1i(uniform_convert_colors, 2); + glUniformMatrix3x2fv(uniform_modelview_matrix, 1, GL_FALSE, ortho_matrix.data()); + state.Apply(); + glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(output_vertices), output_vertices.data()); + glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); + } else { + //Pass 2 + state.viewport.x = 0; + state.viewport.y = 0; + state.viewport.width = textureWidth; + state.viewport.height = textureHeight; + state.Apply(); + OGLTexture pass2FBOTexture; + pass2FBOTexture.Create(); + pass2FBOTexture.Allocate(GL_TEXTURE_2D, 1, GL_RGBA16F, textureWidth, textureHeight); + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, pass2FBOTexture.handle, 0); + state.draw.shader_program = SMAA_PASS_0_shader.handle; + state.Apply(); + AttachUniforms(); + state.texture_units[0].texture_2d = pass1FBOTexture.handle; + state.texture_units[0].sampler = samplers[1].handle; + glUniform1i(uniform_color_texture, 0); + glUniform4f(uniform_i_resolution, textureWidth, textureHeight, 1.0f / textureWidth, 1.0f / textureHeight); + state.Apply(); + glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(pass_through_vertices), pass_through_vertices.data()); + glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); + + //Pass 3 + state.viewport.x = 0; + state.viewport.y = 0; + state.viewport.width = textureWidth; + state.viewport.height = textureHeight; + state.Apply(); + OGLTexture pass3FBOTexture; + pass3FBOTexture.Create(); + pass3FBOTexture.Allocate(GL_TEXTURE_2D, 1, GL_RGBA16F, textureWidth, textureHeight); + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, pass3FBOTexture.handle, 0); + state.draw.shader_program = SMAA_PASS_1_shader.handle; + state.Apply(); + AttachUniforms(); + state.texture_units[0].texture_2d = pass2FBOTexture.handle; + state.texture_units[0].sampler = samplers[1].handle; + state.texture_units[1].texture_2d = areatex.handle; + state.texture_units[1].sampler = samplers[1].handle; + state.texture_units[2].texture_2d = searchtex.handle; + state.texture_units[2].sampler = samplers[1].handle; + GLuint uniform_areatex = glGetUniformLocation(state.draw.shader_program, "areaTex"); + GLuint uniform_searchtex = glGetUniformLocation(state.draw.shader_program, "searchTex"); + glUniform1i(uniform_color_texture, 0); + glUniform1i(uniform_areatex, 1); + glUniform1i(uniform_searchtex, 2); + glUniform4f(uniform_i_resolution, textureWidth, textureHeight, 1.0f / textureWidth, 1.0f / textureHeight); + state.Apply(); + glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(pass_through_vertices), pass_through_vertices.data()); + glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); + + //Pass 4 + state.viewport.x = 0; + state.viewport.y = 0; + state.viewport.width = textureWidth; + state.viewport.height = textureHeight; + state.Apply(); + OGLTexture pass4FBOTexture; + pass4FBOTexture.Create(); + pass4FBOTexture.Allocate(GL_TEXTURE_2D, 1, GL_RGBA16F, textureWidth, textureHeight); + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, pass4FBOTexture.handle, 0); + state.draw.shader_program = SMAA_PASS_2_shader.handle; + state.Apply(); + AttachUniforms(); + state.texture_units[0].texture_2d = pass3FBOTexture.handle; + state.texture_units[0].sampler = samplers[1].handle; + state.texture_units[1].texture_2d = pass1FBOTexture.handle; + state.texture_units[1].sampler = samplers[1].handle; + GLuint uniform_smaa_input = glGetUniformLocation(state.draw.shader_program, "SMAA_Input"); + glUniform1i(uniform_color_texture, 0); + glUniform1i(uniform_smaa_input, 1); + glUniform4f(uniform_i_resolution, textureWidth, textureHeight, 1.0f / textureWidth, 1.0f / textureHeight); + state.Apply(); + glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(pass_through_vertices), pass_through_vertices.data()); + glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); + + //Output + state.draw.read_framebuffer = originalReadFramebuffer; + state.draw.draw_framebuffer = originalDrawFramebuffer; + state.Apply(); + state.viewport.x = originalViewport[0]; + state.viewport.y = originalViewport[1]; + state.viewport.width = originalViewport[2]; + state.viewport.height = originalViewport[3]; + state.Apply(); + state.draw.shader_program = Present_shader.handle; + state.Apply(); + AttachUniforms(); + state.texture_units[0].texture_2d = pass4FBOTexture.handle; + state.texture_units[0].sampler = samplers[1].handle; + glUniform1i(uniform_color_texture, 0); + glUniform1i(uniform_convert_colors, 2); + glUniformMatrix3x2fv(uniform_modelview_matrix, 1, GL_FALSE, ortho_matrix.data()); + state.Apply(); + glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(output_vertices), output_vertices.data()); + glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); + } + + } else { OGLFramebuffer postFBO; postFBO.Create(); diff --git a/src/video_core/texture/stb_image.h b/src/video_core/texture/stb_image.h new file mode 100644 index 000000000..9eedabedc --- /dev/null +++ b/src/video_core/texture/stb_image.h @@ -0,0 +1,7988 @@ +/* stb_image - v2.30 - public domain image loader - http://nothings.org/stb + no warranty implied; use at your own risk + + Do this: + #define STB_IMAGE_IMPLEMENTATION + before you include this file in *one* C or C++ file to create the implementation. + + // i.e. it should look like this: + #include ... + #include ... + #include ... + #define STB_IMAGE_IMPLEMENTATION + #include "stb_image.h" + + You can #define STBI_ASSERT(x) before the #include to avoid using assert.h. + And #define STBI_MALLOC, STBI_REALLOC, and STBI_FREE to avoid using malloc,realloc,free + + + QUICK NOTES: + Primarily of interest to game developers and other people who can + avoid problematic images and only need the trivial interface + + JPEG baseline & progressive (12 bpc/arithmetic not supported, same as stock IJG lib) + PNG 1/2/4/8/16-bit-per-channel + + TGA (not sure what subset, if a subset) + BMP non-1bpp, non-RLE + PSD (composited view only, no extra channels, 8/16 bit-per-channel) + + GIF (*comp always reports as 4-channel) + HDR (radiance rgbE format) + PIC (Softimage PIC) + PNM (PPM and PGM binary only) + + Animated GIF still needs a proper API, but here's one way to do it: + http://gist.github.com/urraka/685d9a6340b26b830d49 + + - decode from memory or through FILE (define STBI_NO_STDIO to remove code) + - decode from arbitrary I/O callbacks + - SIMD acceleration on x86/x64 (SSE2) and ARM (NEON) + + Full documentation under "DOCUMENTATION" below. + + +LICENSE + + See end of file for license information. + +RECENT REVISION HISTORY: + + 2.30 (2024-05-31) avoid erroneous gcc warning + 2.29 (2023-05-xx) optimizations + 2.28 (2023-01-29) many error fixes, security errors, just tons of stuff + 2.27 (2021-07-11) document stbi_info better, 16-bit PNM support, bug fixes + 2.26 (2020-07-13) many minor fixes + 2.25 (2020-02-02) fix warnings + 2.24 (2020-02-02) fix warnings; thread-local failure_reason and flip_vertically + 2.23 (2019-08-11) fix clang static analysis warning + 2.22 (2019-03-04) gif fixes, fix warnings + 2.21 (2019-02-25) fix typo in comment + 2.20 (2019-02-07) support utf8 filenames in Windows; fix warnings and platform ifdefs + 2.19 (2018-02-11) fix warning + 2.18 (2018-01-30) fix warnings + 2.17 (2018-01-29) bugfix, 1-bit BMP, 16-bitness query, fix warnings + 2.16 (2017-07-23) all functions have 16-bit variants; optimizations; bugfixes + 2.15 (2017-03-18) fix png-1,2,4; all Imagenet JPGs; no runtime SSE detection on GCC + 2.14 (2017-03-03) remove deprecated STBI_JPEG_OLD; fixes for Imagenet JPGs + 2.13 (2016-12-04) experimental 16-bit API, only for PNG so far; fixes + 2.12 (2016-04-02) fix typo in 2.11 PSD fix that caused crashes + 2.11 (2016-04-02) 16-bit PNGS; enable SSE2 in non-gcc x64 + RGB-format JPEG; remove white matting in PSD; + allocate large structures on the stack; + correct channel count for PNG & BMP + 2.10 (2016-01-22) avoid warning introduced in 2.09 + 2.09 (2016-01-16) 16-bit TGA; comments in PNM files; STBI_REALLOC_SIZED + + See end of file for full revision history. + + + ============================ Contributors ========================= + + Image formats Extensions, features + Sean Barrett (jpeg, png, bmp) Jetro Lauha (stbi_info) + Nicolas Schulz (hdr, psd) Martin "SpartanJ" Golini (stbi_info) + Jonathan Dummer (tga) James "moose2000" Brown (iPhone PNG) + Jean-Marc Lienher (gif) Ben "Disch" Wenger (io callbacks) + Tom Seddon (pic) Omar Cornut (1/2/4-bit PNG) + Thatcher Ulrich (psd) Nicolas Guillemot (vertical flip) + Ken Miller (pgm, ppm) Richard Mitton (16-bit PSD) + github:urraka (animated gif) Junggon Kim (PNM comments) + Christopher Forseth (animated gif) Daniel Gibson (16-bit TGA) + socks-the-fox (16-bit PNG) + Jeremy Sawicki (handle all ImageNet JPGs) + Optimizations & bugfixes Mikhail Morozov (1-bit BMP) + Fabian "ryg" Giesen Anael Seghezzi (is-16-bit query) + Arseny Kapoulkine Simon Breuss (16-bit PNM) + John-Mark Allen + Carmelo J Fdez-Aguera + + Bug & warning fixes + Marc LeBlanc David Woo Guillaume George Martins Mozeiko + Christpher Lloyd Jerry Jansson Joseph Thomson Blazej Dariusz Roszkowski + Phil Jordan Dave Moore Roy Eltham + Hayaki Saito Nathan Reed Won Chun + Luke Graham Johan Duparc Nick Verigakis the Horde3D community + Thomas Ruf Ronny Chevalier github:rlyeh + Janez Zemva John Bartholomew Michal Cichon github:romigrou + Jonathan Blow Ken Hamada Tero Hanninen github:svdijk + Eugene Golushkov Laurent Gomila Cort Stratton github:snagar + Aruelien Pocheville Sergio Gonzalez Thibault Reuille github:Zelex + Cass Everitt Ryamond Barbiero github:grim210 + Paul Du Bois Engin Manap Aldo Culquicondor github:sammyhw + Philipp Wiesemann Dale Weiler Oriol Ferrer Mesia github:phprus + Josh Tobin Neil Bickford Matthew Gregan github:poppolopoppo + Julian Raschke Gregory Mullen Christian Floisand github:darealshinji + Baldur Karlsson Kevin Schmidt JR Smith github:Michaelangel007 + Brad Weinberger Matvey Cherevko github:mosra + Luca Sas Alexander Veselov Zack Middleton [reserved] + Ryan C. Gordon [reserved] [reserved] + DO NOT ADD YOUR NAME HERE + + Jacko Dirks + + To add your name to the credits, pick a random blank space in the middle and fill it. + 80% of merge conflicts on stb PRs are due to people adding their name at the end + of the credits. +*/ + +#ifndef STBI_INCLUDE_STB_IMAGE_H +#define STBI_INCLUDE_STB_IMAGE_H + +// DOCUMENTATION +// +// Limitations: +// - no 12-bit-per-channel JPEG +// - no JPEGs with arithmetic coding +// - GIF always returns *comp=4 +// +// Basic usage (see HDR discussion below for HDR usage): +// int x,y,n; +// unsigned char *data = stbi_load(filename, &x, &y, &n, 0); +// // ... process data if not NULL ... +// // ... x = width, y = height, n = # 8-bit components per pixel ... +// // ... replace '0' with '1'..'4' to force that many components per pixel +// // ... but 'n' will always be the number that it would have been if you said 0 +// stbi_image_free(data); +// +// Standard parameters: +// int *x -- outputs image width in pixels +// int *y -- outputs image height in pixels +// int *channels_in_file -- outputs # of image components in image file +// int desired_channels -- if non-zero, # of image components requested in result +// +// The return value from an image loader is an 'unsigned char *' which points +// to the pixel data, or NULL on an allocation failure or if the image is +// corrupt or invalid. The pixel data consists of *y scanlines of *x pixels, +// with each pixel consisting of N interleaved 8-bit components; the first +// pixel pointed to is top-left-most in the image. There is no padding between +// image scanlines or between pixels, regardless of format. The number of +// components N is 'desired_channels' if desired_channels is non-zero, or +// *channels_in_file otherwise. If desired_channels is non-zero, +// *channels_in_file has the number of components that _would_ have been +// output otherwise. E.g. if you set desired_channels to 4, you will always +// get RGBA output, but you can check *channels_in_file to see if it's trivially +// opaque because e.g. there were only 3 channels in the source image. +// +// An output image with N components has the following components interleaved +// in this order in each pixel: +// +// N=#comp components +// 1 grey +// 2 grey, alpha +// 3 red, green, blue +// 4 red, green, blue, alpha +// +// If image loading fails for any reason, the return value will be NULL, +// and *x, *y, *channels_in_file will be unchanged. The function +// stbi_failure_reason() can be queried for an extremely brief, end-user +// unfriendly explanation of why the load failed. Define STBI_NO_FAILURE_STRINGS +// to avoid compiling these strings at all, and STBI_FAILURE_USERMSG to get slightly +// more user-friendly ones. +// +// Paletted PNG, BMP, GIF, and PIC images are automatically depalettized. +// +// To query the width, height and component count of an image without having to +// decode the full file, you can use the stbi_info family of functions: +// +// int x,y,n,ok; +// ok = stbi_info(filename, &x, &y, &n); +// // returns ok=1 and sets x, y, n if image is a supported format, +// // 0 otherwise. +// +// Note that stb_image pervasively uses ints in its public API for sizes, +// including sizes of memory buffers. This is now part of the API and thus +// hard to change without causing breakage. As a result, the various image +// loaders all have certain limits on image size; these differ somewhat +// by format but generally boil down to either just under 2GB or just under +// 1GB. When the decoded image would be larger than this, stb_image decoding +// will fail. +// +// Additionally, stb_image will reject image files that have any of their +// dimensions set to a larger value than the configurable STBI_MAX_DIMENSIONS, +// which defaults to 2**24 = 16777216 pixels. Due to the above memory limit, +// the only way to have an image with such dimensions load correctly +// is for it to have a rather extreme aspect ratio. Either way, the +// assumption here is that such larger images are likely to be malformed +// or malicious. If you do need to load an image with individual dimensions +// larger than that, and it still fits in the overall size limit, you can +// #define STBI_MAX_DIMENSIONS on your own to be something larger. +// +// =========================================================================== +// +// UNICODE: +// +// If compiling for Windows and you wish to use Unicode filenames, compile +// with +// #define STBI_WINDOWS_UTF8 +// and pass utf8-encoded filenames. Call stbi_convert_wchar_to_utf8 to convert +// Windows wchar_t filenames to utf8. +// +// =========================================================================== +// +// Philosophy +// +// stb libraries are designed with the following priorities: +// +// 1. easy to use +// 2. easy to maintain +// 3. good performance +// +// Sometimes I let "good performance" creep up in priority over "easy to maintain", +// and for best performance I may provide less-easy-to-use APIs that give higher +// performance, in addition to the easy-to-use ones. Nevertheless, it's important +// to keep in mind that from the standpoint of you, a client of this library, +// all you care about is #1 and #3, and stb libraries DO NOT emphasize #3 above all. +// +// Some secondary priorities arise directly from the first two, some of which +// provide more explicit reasons why performance can't be emphasized. +// +// - Portable ("ease of use") +// - Small source code footprint ("easy to maintain") +// - No dependencies ("ease of use") +// +// =========================================================================== +// +// I/O callbacks +// +// I/O callbacks allow you to read from arbitrary sources, like packaged +// files or some other source. Data read from callbacks are processed +// through a small internal buffer (currently 128 bytes) to try to reduce +// overhead. +// +// The three functions you must define are "read" (reads some bytes of data), +// "skip" (skips some bytes of data), "eof" (reports if the stream is at the end). +// +// =========================================================================== +// +// SIMD support +// +// The JPEG decoder will try to automatically use SIMD kernels on x86 when +// supported by the compiler. For ARM Neon support, you must explicitly +// request it. +// +// (The old do-it-yourself SIMD API is no longer supported in the current +// code.) +// +// On x86, SSE2 will automatically be used when available based on a run-time +// test; if not, the generic C versions are used as a fall-back. On ARM targets, +// the typical path is to have separate builds for NEON and non-NEON devices +// (at least this is true for iOS and Android). Therefore, the NEON support is +// toggled by a build flag: define STBI_NEON to get NEON loops. +// +// If for some reason you do not want to use any of SIMD code, or if +// you have issues compiling it, you can disable it entirely by +// defining STBI_NO_SIMD. +// +// =========================================================================== +// +// HDR image support (disable by defining STBI_NO_HDR) +// +// stb_image supports loading HDR images in general, and currently the Radiance +// .HDR file format specifically. You can still load any file through the existing +// interface; if you attempt to load an HDR file, it will be automatically remapped +// to LDR, assuming gamma 2.2 and an arbitrary scale factor defaulting to 1; +// both of these constants can be reconfigured through this interface: +// +// stbi_hdr_to_ldr_gamma(2.2f); +// stbi_hdr_to_ldr_scale(1.0f); +// +// (note, do not use _inverse_ constants; stbi_image will invert them +// appropriately). +// +// Additionally, there is a new, parallel interface for loading files as +// (linear) floats to preserve the full dynamic range: +// +// float *data = stbi_loadf(filename, &x, &y, &n, 0); +// +// If you load LDR images through this interface, those images will +// be promoted to floating point values, run through the inverse of +// constants corresponding to the above: +// +// stbi_ldr_to_hdr_scale(1.0f); +// stbi_ldr_to_hdr_gamma(2.2f); +// +// Finally, given a filename (or an open file or memory block--see header +// file for details) containing image data, you can query for the "most +// appropriate" interface to use (that is, whether the image is HDR or +// not), using: +// +// stbi_is_hdr(char *filename); +// +// =========================================================================== +// +// iPhone PNG support: +// +// We optionally support converting iPhone-formatted PNGs (which store +// premultiplied BGRA) back to RGB, even though they're internally encoded +// differently. To enable this conversion, call +// stbi_convert_iphone_png_to_rgb(1). +// +// Call stbi_set_unpremultiply_on_load(1) as well to force a divide per +// pixel to remove any premultiplied alpha *only* if the image file explicitly +// says there's premultiplied data (currently only happens in iPhone images, +// and only if iPhone convert-to-rgb processing is on). +// +// =========================================================================== +// +// ADDITIONAL CONFIGURATION +// +// - You can suppress implementation of any of the decoders to reduce +// your code footprint by #defining one or more of the following +// symbols before creating the implementation. +// +// STBI_NO_JPEG +// STBI_NO_PNG +// STBI_NO_BMP +// STBI_NO_PSD +// STBI_NO_TGA +// STBI_NO_GIF +// STBI_NO_HDR +// STBI_NO_PIC +// STBI_NO_PNM (.ppm and .pgm) +// +// - You can request *only* certain decoders and suppress all other ones +// (this will be more forward-compatible, as addition of new decoders +// doesn't require you to disable them explicitly): +// +// STBI_ONLY_JPEG +// STBI_ONLY_PNG +// STBI_ONLY_BMP +// STBI_ONLY_PSD +// STBI_ONLY_TGA +// STBI_ONLY_GIF +// STBI_ONLY_HDR +// STBI_ONLY_PIC +// STBI_ONLY_PNM (.ppm and .pgm) +// +// - If you use STBI_NO_PNG (or _ONLY_ without PNG), and you still +// want the zlib decoder to be available, #define STBI_SUPPORT_ZLIB +// +// - If you define STBI_MAX_DIMENSIONS, stb_image will reject images greater +// than that size (in either width or height) without further processing. +// This is to let programs in the wild set an upper bound to prevent +// denial-of-service attacks on untrusted data, as one could generate a +// valid image of gigantic dimensions and force stb_image to allocate a +// huge block of memory and spend disproportionate time decoding it. By +// default this is set to (1 << 24), which is 16777216, but that's still +// very big. + +#ifndef STBI_NO_STDIO +#include +#endif // STBI_NO_STDIO + +#define STBI_VERSION 1 + +enum +{ + STBI_default = 0, // only used for desired_channels + + STBI_grey = 1, + STBI_grey_alpha = 2, + STBI_rgb = 3, + STBI_rgb_alpha = 4 +}; + +#include +typedef unsigned char stbi_uc; +typedef unsigned short stbi_us; + +#ifdef __cplusplus +extern "C" { +#endif + +#ifndef STBIDEF +#ifdef STB_IMAGE_STATIC +#define STBIDEF static +#else +#define STBIDEF extern +#endif +#endif + +////////////////////////////////////////////////////////////////////////////// +// +// PRIMARY API - works on images of any type +// + +// +// load image by filename, open file, or memory buffer +// + +typedef struct +{ + int (*read) (void *user,char *data,int size); // fill 'data' with 'size' bytes. return number of bytes actually read + void (*skip) (void *user,int n); // skip the next 'n' bytes, or 'unget' the last -n bytes if negative + int (*eof) (void *user); // returns nonzero if we are at end of file/data +} stbi_io_callbacks; + +//////////////////////////////////// +// +// 8-bits-per-channel interface +// + +STBIDEF stbi_uc *stbi_load_from_memory (stbi_uc const *buffer, int len , int *x, int *y, int *channels_in_file, int desired_channels); +STBIDEF stbi_uc *stbi_load_from_callbacks(stbi_io_callbacks const *clbk , void *user, int *x, int *y, int *channels_in_file, int desired_channels); + +#ifndef STBI_NO_STDIO +STBIDEF stbi_uc *stbi_load (char const *filename, int *x, int *y, int *channels_in_file, int desired_channels); +STBIDEF stbi_uc *stbi_load_from_file (FILE *f, int *x, int *y, int *channels_in_file, int desired_channels); +// for stbi_load_from_file, file pointer is left pointing immediately after image +#endif + +#ifndef STBI_NO_GIF +STBIDEF stbi_uc *stbi_load_gif_from_memory(stbi_uc const *buffer, int len, int **delays, int *x, int *y, int *z, int *comp, int req_comp); +#endif + +#ifdef STBI_WINDOWS_UTF8 +STBIDEF int stbi_convert_wchar_to_utf8(char *buffer, size_t bufferlen, const wchar_t* input); +#endif + +//////////////////////////////////// +// +// 16-bits-per-channel interface +// + +STBIDEF stbi_us *stbi_load_16_from_memory (stbi_uc const *buffer, int len, int *x, int *y, int *channels_in_file, int desired_channels); +STBIDEF stbi_us *stbi_load_16_from_callbacks(stbi_io_callbacks const *clbk, void *user, int *x, int *y, int *channels_in_file, int desired_channels); + +#ifndef STBI_NO_STDIO +STBIDEF stbi_us *stbi_load_16 (char const *filename, int *x, int *y, int *channels_in_file, int desired_channels); +STBIDEF stbi_us *stbi_load_from_file_16(FILE *f, int *x, int *y, int *channels_in_file, int desired_channels); +#endif + +//////////////////////////////////// +// +// float-per-channel interface +// +#ifndef STBI_NO_LINEAR + STBIDEF float *stbi_loadf_from_memory (stbi_uc const *buffer, int len, int *x, int *y, int *channels_in_file, int desired_channels); + STBIDEF float *stbi_loadf_from_callbacks (stbi_io_callbacks const *clbk, void *user, int *x, int *y, int *channels_in_file, int desired_channels); + + #ifndef STBI_NO_STDIO + STBIDEF float *stbi_loadf (char const *filename, int *x, int *y, int *channels_in_file, int desired_channels); + STBIDEF float *stbi_loadf_from_file (FILE *f, int *x, int *y, int *channels_in_file, int desired_channels); + #endif +#endif + +#ifndef STBI_NO_HDR + STBIDEF void stbi_hdr_to_ldr_gamma(float gamma); + STBIDEF void stbi_hdr_to_ldr_scale(float scale); +#endif // STBI_NO_HDR + +#ifndef STBI_NO_LINEAR + STBIDEF void stbi_ldr_to_hdr_gamma(float gamma); + STBIDEF void stbi_ldr_to_hdr_scale(float scale); +#endif // STBI_NO_LINEAR + +// stbi_is_hdr is always defined, but always returns false if STBI_NO_HDR +STBIDEF int stbi_is_hdr_from_callbacks(stbi_io_callbacks const *clbk, void *user); +STBIDEF int stbi_is_hdr_from_memory(stbi_uc const *buffer, int len); +#ifndef STBI_NO_STDIO +STBIDEF int stbi_is_hdr (char const *filename); +STBIDEF int stbi_is_hdr_from_file(FILE *f); +#endif // STBI_NO_STDIO + + +// get a VERY brief reason for failure +// on most compilers (and ALL modern mainstream compilers) this is threadsafe +STBIDEF const char *stbi_failure_reason (void); + +// free the loaded image -- this is just free() +STBIDEF void stbi_image_free (void *retval_from_stbi_load); + +// get image dimensions & components without fully decoding +STBIDEF int stbi_info_from_memory(stbi_uc const *buffer, int len, int *x, int *y, int *comp); +STBIDEF int stbi_info_from_callbacks(stbi_io_callbacks const *clbk, void *user, int *x, int *y, int *comp); +STBIDEF int stbi_is_16_bit_from_memory(stbi_uc const *buffer, int len); +STBIDEF int stbi_is_16_bit_from_callbacks(stbi_io_callbacks const *clbk, void *user); + +#ifndef STBI_NO_STDIO +STBIDEF int stbi_info (char const *filename, int *x, int *y, int *comp); +STBIDEF int stbi_info_from_file (FILE *f, int *x, int *y, int *comp); +STBIDEF int stbi_is_16_bit (char const *filename); +STBIDEF int stbi_is_16_bit_from_file(FILE *f); +#endif + + + +// for image formats that explicitly notate that they have premultiplied alpha, +// we just return the colors as stored in the file. set this flag to force +// unpremultiplication. results are undefined if the unpremultiply overflow. +STBIDEF void stbi_set_unpremultiply_on_load(int flag_true_if_should_unpremultiply); + +// indicate whether we should process iphone images back to canonical format, +// or just pass them through "as-is" +STBIDEF void stbi_convert_iphone_png_to_rgb(int flag_true_if_should_convert); + +// flip the image vertically, so the first pixel in the output array is the bottom left +STBIDEF void stbi_set_flip_vertically_on_load(int flag_true_if_should_flip); + +// as above, but only applies to images loaded on the thread that calls the function +// this function is only available if your compiler supports thread-local variables; +// calling it will fail to link if your compiler doesn't +STBIDEF void stbi_set_unpremultiply_on_load_thread(int flag_true_if_should_unpremultiply); +STBIDEF void stbi_convert_iphone_png_to_rgb_thread(int flag_true_if_should_convert); +STBIDEF void stbi_set_flip_vertically_on_load_thread(int flag_true_if_should_flip); + +// ZLIB client - used by PNG, available for other purposes + +STBIDEF char *stbi_zlib_decode_malloc_guesssize(const char *buffer, int len, int initial_size, int *outlen); +STBIDEF char *stbi_zlib_decode_malloc_guesssize_headerflag(const char *buffer, int len, int initial_size, int *outlen, int parse_header); +STBIDEF char *stbi_zlib_decode_malloc(const char *buffer, int len, int *outlen); +STBIDEF int stbi_zlib_decode_buffer(char *obuffer, int olen, const char *ibuffer, int ilen); + +STBIDEF char *stbi_zlib_decode_noheader_malloc(const char *buffer, int len, int *outlen); +STBIDEF int stbi_zlib_decode_noheader_buffer(char *obuffer, int olen, const char *ibuffer, int ilen); + + +#ifdef __cplusplus +} +#endif + +// +// +//// end header file ///////////////////////////////////////////////////// +#endif // STBI_INCLUDE_STB_IMAGE_H + +#ifdef STB_IMAGE_IMPLEMENTATION + +#if defined(STBI_ONLY_JPEG) || defined(STBI_ONLY_PNG) || defined(STBI_ONLY_BMP) \ + || defined(STBI_ONLY_TGA) || defined(STBI_ONLY_GIF) || defined(STBI_ONLY_PSD) \ + || defined(STBI_ONLY_HDR) || defined(STBI_ONLY_PIC) || defined(STBI_ONLY_PNM) \ + || defined(STBI_ONLY_ZLIB) + #ifndef STBI_ONLY_JPEG + #define STBI_NO_JPEG + #endif + #ifndef STBI_ONLY_PNG + #define STBI_NO_PNG + #endif + #ifndef STBI_ONLY_BMP + #define STBI_NO_BMP + #endif + #ifndef STBI_ONLY_PSD + #define STBI_NO_PSD + #endif + #ifndef STBI_ONLY_TGA + #define STBI_NO_TGA + #endif + #ifndef STBI_ONLY_GIF + #define STBI_NO_GIF + #endif + #ifndef STBI_ONLY_HDR + #define STBI_NO_HDR + #endif + #ifndef STBI_ONLY_PIC + #define STBI_NO_PIC + #endif + #ifndef STBI_ONLY_PNM + #define STBI_NO_PNM + #endif +#endif + +#if defined(STBI_NO_PNG) && !defined(STBI_SUPPORT_ZLIB) && !defined(STBI_NO_ZLIB) +#define STBI_NO_ZLIB +#endif + + +#include +#include // ptrdiff_t on osx +#include +#include +#include + +#if !defined(STBI_NO_LINEAR) || !defined(STBI_NO_HDR) +#include // ldexp, pow +#endif + +#ifndef STBI_NO_STDIO +#include +#endif + +#ifndef STBI_ASSERT +#include +#define STBI_ASSERT(x) assert(x) +#endif + +#ifdef __cplusplus +#define STBI_EXTERN extern "C" +#else +#define STBI_EXTERN extern +#endif + + +#ifndef _MSC_VER + #ifdef __cplusplus + #define stbi_inline inline + #else + #define stbi_inline + #endif +#else + #define stbi_inline __forceinline +#endif + +#ifndef STBI_NO_THREAD_LOCALS + #if defined(__cplusplus) && __cplusplus >= 201103L + #define STBI_THREAD_LOCAL thread_local + #elif defined(__GNUC__) && __GNUC__ < 5 + #define STBI_THREAD_LOCAL __thread + #elif defined(_MSC_VER) + #define STBI_THREAD_LOCAL __declspec(thread) + #elif defined (__STDC_VERSION__) && __STDC_VERSION__ >= 201112L && !defined(__STDC_NO_THREADS__) + #define STBI_THREAD_LOCAL _Thread_local + #endif + + #ifndef STBI_THREAD_LOCAL + #if defined(__GNUC__) + #define STBI_THREAD_LOCAL __thread + #endif + #endif +#endif + +#if defined(_MSC_VER) || defined(__SYMBIAN32__) +typedef unsigned short stbi__uint16; +typedef signed short stbi__int16; +typedef unsigned int stbi__uint32; +typedef signed int stbi__int32; +#else +#include +typedef uint16_t stbi__uint16; +typedef int16_t stbi__int16; +typedef uint32_t stbi__uint32; +typedef int32_t stbi__int32; +#endif + +// should produce compiler error if size is wrong +typedef unsigned char validate_uint32[sizeof(stbi__uint32)==4 ? 1 : -1]; + +#ifdef _MSC_VER +#define STBI_NOTUSED(v) (void)(v) +#else +#define STBI_NOTUSED(v) (void)sizeof(v) +#endif + +#ifdef _MSC_VER +#define STBI_HAS_LROTL +#endif + +#ifdef STBI_HAS_LROTL + #define stbi_lrot(x,y) _lrotl(x,y) +#else + #define stbi_lrot(x,y) (((x) << (y)) | ((x) >> (-(y) & 31))) +#endif + +#if defined(STBI_MALLOC) && defined(STBI_FREE) && (defined(STBI_REALLOC) || defined(STBI_REALLOC_SIZED)) +// ok +#elif !defined(STBI_MALLOC) && !defined(STBI_FREE) && !defined(STBI_REALLOC) && !defined(STBI_REALLOC_SIZED) +// ok +#else +#error "Must define all or none of STBI_MALLOC, STBI_FREE, and STBI_REALLOC (or STBI_REALLOC_SIZED)." +#endif + +#ifndef STBI_MALLOC +#define STBI_MALLOC(sz) malloc(sz) +#define STBI_REALLOC(p,newsz) realloc(p,newsz) +#define STBI_FREE(p) free(p) +#endif + +#ifndef STBI_REALLOC_SIZED +#define STBI_REALLOC_SIZED(p,oldsz,newsz) STBI_REALLOC(p,newsz) +#endif + +// x86/x64 detection +#if defined(__x86_64__) || defined(_M_X64) +#define STBI__X64_TARGET +#elif defined(__i386) || defined(_M_IX86) +#define STBI__X86_TARGET +#endif + +#if defined(__GNUC__) && defined(STBI__X86_TARGET) && !defined(__SSE2__) && !defined(STBI_NO_SIMD) +// gcc doesn't support sse2 intrinsics unless you compile with -msse2, +// which in turn means it gets to use SSE2 everywhere. This is unfortunate, +// but previous attempts to provide the SSE2 functions with runtime +// detection caused numerous issues. The way architecture extensions are +// exposed in GCC/Clang is, sadly, not really suited for one-file libs. +// New behavior: if compiled with -msse2, we use SSE2 without any +// detection; if not, we don't use it at all. +#define STBI_NO_SIMD +#endif + +#if defined(__MINGW32__) && defined(STBI__X86_TARGET) && !defined(STBI_MINGW_ENABLE_SSE2) && !defined(STBI_NO_SIMD) +// Note that __MINGW32__ doesn't actually mean 32-bit, so we have to avoid STBI__X64_TARGET +// +// 32-bit MinGW wants ESP to be 16-byte aligned, but this is not in the +// Windows ABI and VC++ as well as Windows DLLs don't maintain that invariant. +// As a result, enabling SSE2 on 32-bit MinGW is dangerous when not +// simultaneously enabling "-mstackrealign". +// +// See https://github.com/nothings/stb/issues/81 for more information. +// +// So default to no SSE2 on 32-bit MinGW. If you've read this far and added +// -mstackrealign to your build settings, feel free to #define STBI_MINGW_ENABLE_SSE2. +#define STBI_NO_SIMD +#endif + +#if !defined(STBI_NO_SIMD) && (defined(STBI__X86_TARGET) || defined(STBI__X64_TARGET)) +#define STBI_SSE2 +#include + +#ifdef _MSC_VER + +#if _MSC_VER >= 1400 // not VC6 +#include // __cpuid +static int stbi__cpuid3(void) +{ + int info[4]; + __cpuid(info,1); + return info[3]; +} +#else +static int stbi__cpuid3(void) +{ + int res; + __asm { + mov eax,1 + cpuid + mov res,edx + } + return res; +} +#endif + +#define STBI_SIMD_ALIGN(type, name) __declspec(align(16)) type name + +#if !defined(STBI_NO_JPEG) && defined(STBI_SSE2) +static int stbi__sse2_available(void) +{ + int info3 = stbi__cpuid3(); + return ((info3 >> 26) & 1) != 0; +} +#endif + +#else // assume GCC-style if not VC++ +#define STBI_SIMD_ALIGN(type, name) type name __attribute__((aligned(16))) + +#if !defined(STBI_NO_JPEG) && defined(STBI_SSE2) +static int stbi__sse2_available(void) +{ + // If we're even attempting to compile this on GCC/Clang, that means + // -msse2 is on, which means the compiler is allowed to use SSE2 + // instructions at will, and so are we. + return 1; +} +#endif + +#endif +#endif + +// ARM NEON +#if defined(STBI_NO_SIMD) && defined(STBI_NEON) +#undef STBI_NEON +#endif + +#ifdef STBI_NEON +#include +#ifdef _MSC_VER +#define STBI_SIMD_ALIGN(type, name) __declspec(align(16)) type name +#else +#define STBI_SIMD_ALIGN(type, name) type name __attribute__((aligned(16))) +#endif +#endif + +#ifndef STBI_SIMD_ALIGN +#define STBI_SIMD_ALIGN(type, name) type name +#endif + +#ifndef STBI_MAX_DIMENSIONS +#define STBI_MAX_DIMENSIONS (1 << 24) +#endif + +/////////////////////////////////////////////// +// +// stbi__context struct and start_xxx functions + +// stbi__context structure is our basic context used by all images, so it +// contains all the IO context, plus some basic image information +typedef struct +{ + stbi__uint32 img_x, img_y; + int img_n, img_out_n; + + stbi_io_callbacks io; + void *io_user_data; + + int read_from_callbacks; + int buflen; + stbi_uc buffer_start[128]; + int callback_already_read; + + stbi_uc *img_buffer, *img_buffer_end; + stbi_uc *img_buffer_original, *img_buffer_original_end; +} stbi__context; + + +static void stbi__refill_buffer(stbi__context *s); + +// initialize a memory-decode context +static void stbi__start_mem(stbi__context *s, stbi_uc const *buffer, int len) +{ + s->io.read = NULL; + s->read_from_callbacks = 0; + s->callback_already_read = 0; + s->img_buffer = s->img_buffer_original = (stbi_uc *) buffer; + s->img_buffer_end = s->img_buffer_original_end = (stbi_uc *) buffer+len; +} + +// initialize a callback-based context +static void stbi__start_callbacks(stbi__context *s, stbi_io_callbacks *c, void *user) +{ + s->io = *c; + s->io_user_data = user; + s->buflen = sizeof(s->buffer_start); + s->read_from_callbacks = 1; + s->callback_already_read = 0; + s->img_buffer = s->img_buffer_original = s->buffer_start; + stbi__refill_buffer(s); + s->img_buffer_original_end = s->img_buffer_end; +} + +#ifndef STBI_NO_STDIO + +static int stbi__stdio_read(void *user, char *data, int size) +{ + return (int) fread(data,1,size,(FILE*) user); +} + +static void stbi__stdio_skip(void *user, int n) +{ + int ch; + fseek((FILE*) user, n, SEEK_CUR); + ch = fgetc((FILE*) user); /* have to read a byte to reset feof()'s flag */ + if (ch != EOF) { + ungetc(ch, (FILE *) user); /* push byte back onto stream if valid. */ + } +} + +static int stbi__stdio_eof(void *user) +{ + return feof((FILE*) user) || ferror((FILE *) user); +} + +static stbi_io_callbacks stbi__stdio_callbacks = +{ + stbi__stdio_read, + stbi__stdio_skip, + stbi__stdio_eof, +}; + +static void stbi__start_file(stbi__context *s, FILE *f) +{ + stbi__start_callbacks(s, &stbi__stdio_callbacks, (void *) f); +} + +//static void stop_file(stbi__context *s) { } + +#endif // !STBI_NO_STDIO + +static void stbi__rewind(stbi__context *s) +{ + // conceptually rewind SHOULD rewind to the beginning of the stream, + // but we just rewind to the beginning of the initial buffer, because + // we only use it after doing 'test', which only ever looks at at most 92 bytes + s->img_buffer = s->img_buffer_original; + s->img_buffer_end = s->img_buffer_original_end; +} + +enum +{ + STBI_ORDER_RGB, + STBI_ORDER_BGR +}; + +typedef struct +{ + int bits_per_channel; + int num_channels; + int channel_order; +} stbi__result_info; + +#ifndef STBI_NO_JPEG +static int stbi__jpeg_test(stbi__context *s); +static void *stbi__jpeg_load(stbi__context *s, int *x, int *y, int *comp, int req_comp, stbi__result_info *ri); +static int stbi__jpeg_info(stbi__context *s, int *x, int *y, int *comp); +#endif + +#ifndef STBI_NO_PNG +static int stbi__png_test(stbi__context *s); +static void *stbi__png_load(stbi__context *s, int *x, int *y, int *comp, int req_comp, stbi__result_info *ri); +static int stbi__png_info(stbi__context *s, int *x, int *y, int *comp); +static int stbi__png_is16(stbi__context *s); +#endif + +#ifndef STBI_NO_BMP +static int stbi__bmp_test(stbi__context *s); +static void *stbi__bmp_load(stbi__context *s, int *x, int *y, int *comp, int req_comp, stbi__result_info *ri); +static int stbi__bmp_info(stbi__context *s, int *x, int *y, int *comp); +#endif + +#ifndef STBI_NO_TGA +static int stbi__tga_test(stbi__context *s); +static void *stbi__tga_load(stbi__context *s, int *x, int *y, int *comp, int req_comp, stbi__result_info *ri); +static int stbi__tga_info(stbi__context *s, int *x, int *y, int *comp); +#endif + +#ifndef STBI_NO_PSD +static int stbi__psd_test(stbi__context *s); +static void *stbi__psd_load(stbi__context *s, int *x, int *y, int *comp, int req_comp, stbi__result_info *ri, int bpc); +static int stbi__psd_info(stbi__context *s, int *x, int *y, int *comp); +static int stbi__psd_is16(stbi__context *s); +#endif + +#ifndef STBI_NO_HDR +static int stbi__hdr_test(stbi__context *s); +static float *stbi__hdr_load(stbi__context *s, int *x, int *y, int *comp, int req_comp, stbi__result_info *ri); +static int stbi__hdr_info(stbi__context *s, int *x, int *y, int *comp); +#endif + +#ifndef STBI_NO_PIC +static int stbi__pic_test(stbi__context *s); +static void *stbi__pic_load(stbi__context *s, int *x, int *y, int *comp, int req_comp, stbi__result_info *ri); +static int stbi__pic_info(stbi__context *s, int *x, int *y, int *comp); +#endif + +#ifndef STBI_NO_GIF +static int stbi__gif_test(stbi__context *s); +static void *stbi__gif_load(stbi__context *s, int *x, int *y, int *comp, int req_comp, stbi__result_info *ri); +static void *stbi__load_gif_main(stbi__context *s, int **delays, int *x, int *y, int *z, int *comp, int req_comp); +static int stbi__gif_info(stbi__context *s, int *x, int *y, int *comp); +#endif + +#ifndef STBI_NO_PNM +static int stbi__pnm_test(stbi__context *s); +static void *stbi__pnm_load(stbi__context *s, int *x, int *y, int *comp, int req_comp, stbi__result_info *ri); +static int stbi__pnm_info(stbi__context *s, int *x, int *y, int *comp); +static int stbi__pnm_is16(stbi__context *s); +#endif + +static +#ifdef STBI_THREAD_LOCAL +STBI_THREAD_LOCAL +#endif +const char *stbi__g_failure_reason; + +STBIDEF const char *stbi_failure_reason(void) +{ + return stbi__g_failure_reason; +} + +#ifndef STBI_NO_FAILURE_STRINGS +static int stbi__err(const char *str) +{ + stbi__g_failure_reason = str; + return 0; +} +#endif + +static void *stbi__malloc(size_t size) +{ + return STBI_MALLOC(size); +} + +// stb_image uses ints pervasively, including for offset calculations. +// therefore the largest decoded image size we can support with the +// current code, even on 64-bit targets, is INT_MAX. this is not a +// significant limitation for the intended use case. +// +// we do, however, need to make sure our size calculations don't +// overflow. hence a few helper functions for size calculations that +// multiply integers together, making sure that they're non-negative +// and no overflow occurs. + +// return 1 if the sum is valid, 0 on overflow. +// negative terms are considered invalid. +static int stbi__addsizes_valid(int a, int b) +{ + if (b < 0) return 0; + // now 0 <= b <= INT_MAX, hence also + // 0 <= INT_MAX - b <= INTMAX. + // And "a + b <= INT_MAX" (which might overflow) is the + // same as a <= INT_MAX - b (no overflow) + return a <= INT_MAX - b; +} + +// returns 1 if the product is valid, 0 on overflow. +// negative factors are considered invalid. +static int stbi__mul2sizes_valid(int a, int b) +{ + if (a < 0 || b < 0) return 0; + if (b == 0) return 1; // mul-by-0 is always safe + // portable way to check for no overflows in a*b + return a <= INT_MAX/b; +} + +#if !defined(STBI_NO_JPEG) || !defined(STBI_NO_PNG) || !defined(STBI_NO_TGA) || !defined(STBI_NO_HDR) +// returns 1 if "a*b + add" has no negative terms/factors and doesn't overflow +static int stbi__mad2sizes_valid(int a, int b, int add) +{ + return stbi__mul2sizes_valid(a, b) && stbi__addsizes_valid(a*b, add); +} +#endif + +// returns 1 if "a*b*c + add" has no negative terms/factors and doesn't overflow +static int stbi__mad3sizes_valid(int a, int b, int c, int add) +{ + return stbi__mul2sizes_valid(a, b) && stbi__mul2sizes_valid(a*b, c) && + stbi__addsizes_valid(a*b*c, add); +} + +// returns 1 if "a*b*c*d + add" has no negative terms/factors and doesn't overflow +#if !defined(STBI_NO_LINEAR) || !defined(STBI_NO_HDR) || !defined(STBI_NO_PNM) +static int stbi__mad4sizes_valid(int a, int b, int c, int d, int add) +{ + return stbi__mul2sizes_valid(a, b) && stbi__mul2sizes_valid(a*b, c) && + stbi__mul2sizes_valid(a*b*c, d) && stbi__addsizes_valid(a*b*c*d, add); +} +#endif + +#if !defined(STBI_NO_JPEG) || !defined(STBI_NO_PNG) || !defined(STBI_NO_TGA) || !defined(STBI_NO_HDR) +// mallocs with size overflow checking +static void *stbi__malloc_mad2(int a, int b, int add) +{ + if (!stbi__mad2sizes_valid(a, b, add)) return NULL; + return stbi__malloc(a*b + add); +} +#endif + +static void *stbi__malloc_mad3(int a, int b, int c, int add) +{ + if (!stbi__mad3sizes_valid(a, b, c, add)) return NULL; + return stbi__malloc(a*b*c + add); +} + +#if !defined(STBI_NO_LINEAR) || !defined(STBI_NO_HDR) || !defined(STBI_NO_PNM) +static void *stbi__malloc_mad4(int a, int b, int c, int d, int add) +{ + if (!stbi__mad4sizes_valid(a, b, c, d, add)) return NULL; + return stbi__malloc(a*b*c*d + add); +} +#endif + +// returns 1 if the sum of two signed ints is valid (between -2^31 and 2^31-1 inclusive), 0 on overflow. +static int stbi__addints_valid(int a, int b) +{ + if ((a >= 0) != (b >= 0)) return 1; // a and b have different signs, so no overflow + if (a < 0 && b < 0) return a >= INT_MIN - b; // same as a + b >= INT_MIN; INT_MIN - b cannot overflow since b < 0. + return a <= INT_MAX - b; +} + +// returns 1 if the product of two ints fits in a signed short, 0 on overflow. +static int stbi__mul2shorts_valid(int a, int b) +{ + if (b == 0 || b == -1) return 1; // multiplication by 0 is always 0; check for -1 so SHRT_MIN/b doesn't overflow + if ((a >= 0) == (b >= 0)) return a <= SHRT_MAX/b; // product is positive, so similar to mul2sizes_valid + if (b < 0) return a <= SHRT_MIN / b; // same as a * b >= SHRT_MIN + return a >= SHRT_MIN / b; +} + +// stbi__err - error +// stbi__errpf - error returning pointer to float +// stbi__errpuc - error returning pointer to unsigned char + +#ifdef STBI_NO_FAILURE_STRINGS + #define stbi__err(x,y) 0 +#elif defined(STBI_FAILURE_USERMSG) + #define stbi__err(x,y) stbi__err(y) +#else + #define stbi__err(x,y) stbi__err(x) +#endif + +#define stbi__errpf(x,y) ((float *)(size_t) (stbi__err(x,y)?NULL:NULL)) +#define stbi__errpuc(x,y) ((unsigned char *)(size_t) (stbi__err(x,y)?NULL:NULL)) + +STBIDEF void stbi_image_free(void *retval_from_stbi_load) +{ + STBI_FREE(retval_from_stbi_load); +} + +#ifndef STBI_NO_LINEAR +static float *stbi__ldr_to_hdr(stbi_uc *data, int x, int y, int comp); +#endif + +#ifndef STBI_NO_HDR +static stbi_uc *stbi__hdr_to_ldr(float *data, int x, int y, int comp); +#endif + +static int stbi__vertically_flip_on_load_global = 0; + +STBIDEF void stbi_set_flip_vertically_on_load(int flag_true_if_should_flip) +{ + stbi__vertically_flip_on_load_global = flag_true_if_should_flip; +} + +#ifndef STBI_THREAD_LOCAL +#define stbi__vertically_flip_on_load stbi__vertically_flip_on_load_global +#else +static STBI_THREAD_LOCAL int stbi__vertically_flip_on_load_local, stbi__vertically_flip_on_load_set; + +STBIDEF void stbi_set_flip_vertically_on_load_thread(int flag_true_if_should_flip) +{ + stbi__vertically_flip_on_load_local = flag_true_if_should_flip; + stbi__vertically_flip_on_load_set = 1; +} + +#define stbi__vertically_flip_on_load (stbi__vertically_flip_on_load_set \ + ? stbi__vertically_flip_on_load_local \ + : stbi__vertically_flip_on_load_global) +#endif // STBI_THREAD_LOCAL + +static void *stbi__load_main(stbi__context *s, int *x, int *y, int *comp, int req_comp, stbi__result_info *ri, int bpc) +{ + memset(ri, 0, sizeof(*ri)); // make sure it's initialized if we add new fields + ri->bits_per_channel = 8; // default is 8 so most paths don't have to be changed + ri->channel_order = STBI_ORDER_RGB; // all current input & output are this, but this is here so we can add BGR order + ri->num_channels = 0; + + // test the formats with a very explicit header first (at least a FOURCC + // or distinctive magic number first) + #ifndef STBI_NO_PNG + if (stbi__png_test(s)) return stbi__png_load(s,x,y,comp,req_comp, ri); + #endif + #ifndef STBI_NO_BMP + if (stbi__bmp_test(s)) return stbi__bmp_load(s,x,y,comp,req_comp, ri); + #endif + #ifndef STBI_NO_GIF + if (stbi__gif_test(s)) return stbi__gif_load(s,x,y,comp,req_comp, ri); + #endif + #ifndef STBI_NO_PSD + if (stbi__psd_test(s)) return stbi__psd_load(s,x,y,comp,req_comp, ri, bpc); + #else + STBI_NOTUSED(bpc); + #endif + #ifndef STBI_NO_PIC + if (stbi__pic_test(s)) return stbi__pic_load(s,x,y,comp,req_comp, ri); + #endif + + // then the formats that can end up attempting to load with just 1 or 2 + // bytes matching expectations; these are prone to false positives, so + // try them later + #ifndef STBI_NO_JPEG + if (stbi__jpeg_test(s)) return stbi__jpeg_load(s,x,y,comp,req_comp, ri); + #endif + #ifndef STBI_NO_PNM + if (stbi__pnm_test(s)) return stbi__pnm_load(s,x,y,comp,req_comp, ri); + #endif + + #ifndef STBI_NO_HDR + if (stbi__hdr_test(s)) { + float *hdr = stbi__hdr_load(s, x,y,comp,req_comp, ri); + return stbi__hdr_to_ldr(hdr, *x, *y, req_comp ? req_comp : *comp); + } + #endif + + #ifndef STBI_NO_TGA + // test tga last because it's a crappy test! + if (stbi__tga_test(s)) + return stbi__tga_load(s,x,y,comp,req_comp, ri); + #endif + + return stbi__errpuc("unknown image type", "Image not of any known type, or corrupt"); +} + +static stbi_uc *stbi__convert_16_to_8(stbi__uint16 *orig, int w, int h, int channels) +{ + int i; + int img_len = w * h * channels; + stbi_uc *reduced; + + reduced = (stbi_uc *) stbi__malloc(img_len); + if (reduced == NULL) return stbi__errpuc("outofmem", "Out of memory"); + + for (i = 0; i < img_len; ++i) + reduced[i] = (stbi_uc)((orig[i] >> 8) & 0xFF); // top half of each byte is sufficient approx of 16->8 bit scaling + + STBI_FREE(orig); + return reduced; +} + +static stbi__uint16 *stbi__convert_8_to_16(stbi_uc *orig, int w, int h, int channels) +{ + int i; + int img_len = w * h * channels; + stbi__uint16 *enlarged; + + enlarged = (stbi__uint16 *) stbi__malloc(img_len*2); + if (enlarged == NULL) return (stbi__uint16 *) stbi__errpuc("outofmem", "Out of memory"); + + for (i = 0; i < img_len; ++i) + enlarged[i] = (stbi__uint16)((orig[i] << 8) + orig[i]); // replicate to high and low byte, maps 0->0, 255->0xffff + + STBI_FREE(orig); + return enlarged; +} + +static void stbi__vertical_flip(void *image, int w, int h, int bytes_per_pixel) +{ + int row; + size_t bytes_per_row = (size_t)w * bytes_per_pixel; + stbi_uc temp[2048]; + stbi_uc *bytes = (stbi_uc *)image; + + for (row = 0; row < (h>>1); row++) { + stbi_uc *row0 = bytes + row*bytes_per_row; + stbi_uc *row1 = bytes + (h - row - 1)*bytes_per_row; + // swap row0 with row1 + size_t bytes_left = bytes_per_row; + while (bytes_left) { + size_t bytes_copy = (bytes_left < sizeof(temp)) ? bytes_left : sizeof(temp); + memcpy(temp, row0, bytes_copy); + memcpy(row0, row1, bytes_copy); + memcpy(row1, temp, bytes_copy); + row0 += bytes_copy; + row1 += bytes_copy; + bytes_left -= bytes_copy; + } + } +} + +#ifndef STBI_NO_GIF +static void stbi__vertical_flip_slices(void *image, int w, int h, int z, int bytes_per_pixel) +{ + int slice; + int slice_size = w * h * bytes_per_pixel; + + stbi_uc *bytes = (stbi_uc *)image; + for (slice = 0; slice < z; ++slice) { + stbi__vertical_flip(bytes, w, h, bytes_per_pixel); + bytes += slice_size; + } +} +#endif + +static unsigned char *stbi__load_and_postprocess_8bit(stbi__context *s, int *x, int *y, int *comp, int req_comp) +{ + stbi__result_info ri; + void *result = stbi__load_main(s, x, y, comp, req_comp, &ri, 8); + + if (result == NULL) + return NULL; + + // it is the responsibility of the loaders to make sure we get either 8 or 16 bit. + STBI_ASSERT(ri.bits_per_channel == 8 || ri.bits_per_channel == 16); + + if (ri.bits_per_channel != 8) { + result = stbi__convert_16_to_8((stbi__uint16 *) result, *x, *y, req_comp == 0 ? *comp : req_comp); + ri.bits_per_channel = 8; + } + + // @TODO: move stbi__convert_format to here + + if (stbi__vertically_flip_on_load) { + int channels = req_comp ? req_comp : *comp; + stbi__vertical_flip(result, *x, *y, channels * sizeof(stbi_uc)); + } + + return (unsigned char *) result; +} + +static stbi__uint16 *stbi__load_and_postprocess_16bit(stbi__context *s, int *x, int *y, int *comp, int req_comp) +{ + stbi__result_info ri; + void *result = stbi__load_main(s, x, y, comp, req_comp, &ri, 16); + + if (result == NULL) + return NULL; + + // it is the responsibility of the loaders to make sure we get either 8 or 16 bit. + STBI_ASSERT(ri.bits_per_channel == 8 || ri.bits_per_channel == 16); + + if (ri.bits_per_channel != 16) { + result = stbi__convert_8_to_16((stbi_uc *) result, *x, *y, req_comp == 0 ? *comp : req_comp); + ri.bits_per_channel = 16; + } + + // @TODO: move stbi__convert_format16 to here + // @TODO: special case RGB-to-Y (and RGBA-to-YA) for 8-bit-to-16-bit case to keep more precision + + if (stbi__vertically_flip_on_load) { + int channels = req_comp ? req_comp : *comp; + stbi__vertical_flip(result, *x, *y, channels * sizeof(stbi__uint16)); + } + + return (stbi__uint16 *) result; +} + +#if !defined(STBI_NO_HDR) && !defined(STBI_NO_LINEAR) +static void stbi__float_postprocess(float *result, int *x, int *y, int *comp, int req_comp) +{ + if (stbi__vertically_flip_on_load && result != NULL) { + int channels = req_comp ? req_comp : *comp; + stbi__vertical_flip(result, *x, *y, channels * sizeof(float)); + } +} +#endif + +#ifndef STBI_NO_STDIO + +#if defined(_WIN32) && defined(STBI_WINDOWS_UTF8) +STBI_EXTERN __declspec(dllimport) int __stdcall MultiByteToWideChar(unsigned int cp, unsigned long flags, const char *str, int cbmb, wchar_t *widestr, int cchwide); +STBI_EXTERN __declspec(dllimport) int __stdcall WideCharToMultiByte(unsigned int cp, unsigned long flags, const wchar_t *widestr, int cchwide, char *str, int cbmb, const char *defchar, int *used_default); +#endif + +#if defined(_WIN32) && defined(STBI_WINDOWS_UTF8) +STBIDEF int stbi_convert_wchar_to_utf8(char *buffer, size_t bufferlen, const wchar_t* input) +{ + return WideCharToMultiByte(65001 /* UTF8 */, 0, input, -1, buffer, (int) bufferlen, NULL, NULL); +} +#endif + +static FILE *stbi__fopen(char const *filename, char const *mode) +{ + FILE *f; +#if defined(_WIN32) && defined(STBI_WINDOWS_UTF8) + wchar_t wMode[64]; + wchar_t wFilename[1024]; + if (0 == MultiByteToWideChar(65001 /* UTF8 */, 0, filename, -1, wFilename, sizeof(wFilename)/sizeof(*wFilename))) + return 0; + + if (0 == MultiByteToWideChar(65001 /* UTF8 */, 0, mode, -1, wMode, sizeof(wMode)/sizeof(*wMode))) + return 0; + +#if defined(_MSC_VER) && _MSC_VER >= 1400 + if (0 != _wfopen_s(&f, wFilename, wMode)) + f = 0; +#else + f = _wfopen(wFilename, wMode); +#endif + +#elif defined(_MSC_VER) && _MSC_VER >= 1400 + if (0 != fopen_s(&f, filename, mode)) + f=0; +#else + f = fopen(filename, mode); +#endif + return f; +} + + +STBIDEF stbi_uc *stbi_load(char const *filename, int *x, int *y, int *comp, int req_comp) +{ + FILE *f = stbi__fopen(filename, "rb"); + unsigned char *result; + if (!f) return stbi__errpuc("can't fopen", "Unable to open file"); + result = stbi_load_from_file(f,x,y,comp,req_comp); + fclose(f); + return result; +} + +STBIDEF stbi_uc *stbi_load_from_file(FILE *f, int *x, int *y, int *comp, int req_comp) +{ + unsigned char *result; + stbi__context s; + stbi__start_file(&s,f); + result = stbi__load_and_postprocess_8bit(&s,x,y,comp,req_comp); + if (result) { + // need to 'unget' all the characters in the IO buffer + fseek(f, - (int) (s.img_buffer_end - s.img_buffer), SEEK_CUR); + } + return result; +} + +STBIDEF stbi__uint16 *stbi_load_from_file_16(FILE *f, int *x, int *y, int *comp, int req_comp) +{ + stbi__uint16 *result; + stbi__context s; + stbi__start_file(&s,f); + result = stbi__load_and_postprocess_16bit(&s,x,y,comp,req_comp); + if (result) { + // need to 'unget' all the characters in the IO buffer + fseek(f, - (int) (s.img_buffer_end - s.img_buffer), SEEK_CUR); + } + return result; +} + +STBIDEF stbi_us *stbi_load_16(char const *filename, int *x, int *y, int *comp, int req_comp) +{ + FILE *f = stbi__fopen(filename, "rb"); + stbi__uint16 *result; + if (!f) return (stbi_us *) stbi__errpuc("can't fopen", "Unable to open file"); + result = stbi_load_from_file_16(f,x,y,comp,req_comp); + fclose(f); + return result; +} + + +#endif //!STBI_NO_STDIO + +STBIDEF stbi_us *stbi_load_16_from_memory(stbi_uc const *buffer, int len, int *x, int *y, int *channels_in_file, int desired_channels) +{ + stbi__context s; + stbi__start_mem(&s,buffer,len); + return stbi__load_and_postprocess_16bit(&s,x,y,channels_in_file,desired_channels); +} + +STBIDEF stbi_us *stbi_load_16_from_callbacks(stbi_io_callbacks const *clbk, void *user, int *x, int *y, int *channels_in_file, int desired_channels) +{ + stbi__context s; + stbi__start_callbacks(&s, (stbi_io_callbacks *)clbk, user); + return stbi__load_and_postprocess_16bit(&s,x,y,channels_in_file,desired_channels); +} + +STBIDEF stbi_uc *stbi_load_from_memory(stbi_uc const *buffer, int len, int *x, int *y, int *comp, int req_comp) +{ + stbi__context s; + stbi__start_mem(&s,buffer,len); + return stbi__load_and_postprocess_8bit(&s,x,y,comp,req_comp); +} + +STBIDEF stbi_uc *stbi_load_from_callbacks(stbi_io_callbacks const *clbk, void *user, int *x, int *y, int *comp, int req_comp) +{ + stbi__context s; + stbi__start_callbacks(&s, (stbi_io_callbacks *) clbk, user); + return stbi__load_and_postprocess_8bit(&s,x,y,comp,req_comp); +} + +#ifndef STBI_NO_GIF +STBIDEF stbi_uc *stbi_load_gif_from_memory(stbi_uc const *buffer, int len, int **delays, int *x, int *y, int *z, int *comp, int req_comp) +{ + unsigned char *result; + stbi__context s; + stbi__start_mem(&s,buffer,len); + + result = (unsigned char*) stbi__load_gif_main(&s, delays, x, y, z, comp, req_comp); + if (stbi__vertically_flip_on_load) { + stbi__vertical_flip_slices( result, *x, *y, *z, *comp ); + } + + return result; +} +#endif + +#ifndef STBI_NO_LINEAR +static float *stbi__loadf_main(stbi__context *s, int *x, int *y, int *comp, int req_comp) +{ + unsigned char *data; + #ifndef STBI_NO_HDR + if (stbi__hdr_test(s)) { + stbi__result_info ri; + float *hdr_data = stbi__hdr_load(s,x,y,comp,req_comp, &ri); + if (hdr_data) + stbi__float_postprocess(hdr_data,x,y,comp,req_comp); + return hdr_data; + } + #endif + data = stbi__load_and_postprocess_8bit(s, x, y, comp, req_comp); + if (data) + return stbi__ldr_to_hdr(data, *x, *y, req_comp ? req_comp : *comp); + return stbi__errpf("unknown image type", "Image not of any known type, or corrupt"); +} + +STBIDEF float *stbi_loadf_from_memory(stbi_uc const *buffer, int len, int *x, int *y, int *comp, int req_comp) +{ + stbi__context s; + stbi__start_mem(&s,buffer,len); + return stbi__loadf_main(&s,x,y,comp,req_comp); +} + +STBIDEF float *stbi_loadf_from_callbacks(stbi_io_callbacks const *clbk, void *user, int *x, int *y, int *comp, int req_comp) +{ + stbi__context s; + stbi__start_callbacks(&s, (stbi_io_callbacks *) clbk, user); + return stbi__loadf_main(&s,x,y,comp,req_comp); +} + +#ifndef STBI_NO_STDIO +STBIDEF float *stbi_loadf(char const *filename, int *x, int *y, int *comp, int req_comp) +{ + float *result; + FILE *f = stbi__fopen(filename, "rb"); + if (!f) return stbi__errpf("can't fopen", "Unable to open file"); + result = stbi_loadf_from_file(f,x,y,comp,req_comp); + fclose(f); + return result; +} + +STBIDEF float *stbi_loadf_from_file(FILE *f, int *x, int *y, int *comp, int req_comp) +{ + stbi__context s; + stbi__start_file(&s,f); + return stbi__loadf_main(&s,x,y,comp,req_comp); +} +#endif // !STBI_NO_STDIO + +#endif // !STBI_NO_LINEAR + +// these is-hdr-or-not is defined independent of whether STBI_NO_LINEAR is +// defined, for API simplicity; if STBI_NO_LINEAR is defined, it always +// reports false! + +STBIDEF int stbi_is_hdr_from_memory(stbi_uc const *buffer, int len) +{ + #ifndef STBI_NO_HDR + stbi__context s; + stbi__start_mem(&s,buffer,len); + return stbi__hdr_test(&s); + #else + STBI_NOTUSED(buffer); + STBI_NOTUSED(len); + return 0; + #endif +} + +#ifndef STBI_NO_STDIO +STBIDEF int stbi_is_hdr (char const *filename) +{ + FILE *f = stbi__fopen(filename, "rb"); + int result=0; + if (f) { + result = stbi_is_hdr_from_file(f); + fclose(f); + } + return result; +} + +STBIDEF int stbi_is_hdr_from_file(FILE *f) +{ + #ifndef STBI_NO_HDR + long pos = ftell(f); + int res; + stbi__context s; + stbi__start_file(&s,f); + res = stbi__hdr_test(&s); + fseek(f, pos, SEEK_SET); + return res; + #else + STBI_NOTUSED(f); + return 0; + #endif +} +#endif // !STBI_NO_STDIO + +STBIDEF int stbi_is_hdr_from_callbacks(stbi_io_callbacks const *clbk, void *user) +{ + #ifndef STBI_NO_HDR + stbi__context s; + stbi__start_callbacks(&s, (stbi_io_callbacks *) clbk, user); + return stbi__hdr_test(&s); + #else + STBI_NOTUSED(clbk); + STBI_NOTUSED(user); + return 0; + #endif +} + +#ifndef STBI_NO_LINEAR +static float stbi__l2h_gamma=2.2f, stbi__l2h_scale=1.0f; + +STBIDEF void stbi_ldr_to_hdr_gamma(float gamma) { stbi__l2h_gamma = gamma; } +STBIDEF void stbi_ldr_to_hdr_scale(float scale) { stbi__l2h_scale = scale; } +#endif + +static float stbi__h2l_gamma_i=1.0f/2.2f, stbi__h2l_scale_i=1.0f; + +STBIDEF void stbi_hdr_to_ldr_gamma(float gamma) { stbi__h2l_gamma_i = 1/gamma; } +STBIDEF void stbi_hdr_to_ldr_scale(float scale) { stbi__h2l_scale_i = 1/scale; } + + +////////////////////////////////////////////////////////////////////////////// +// +// Common code used by all image loaders +// + +enum +{ + STBI__SCAN_load=0, + STBI__SCAN_type, + STBI__SCAN_header +}; + +static void stbi__refill_buffer(stbi__context *s) +{ + int n = (s->io.read)(s->io_user_data,(char*)s->buffer_start,s->buflen); + s->callback_already_read += (int) (s->img_buffer - s->img_buffer_original); + if (n == 0) { + // at end of file, treat same as if from memory, but need to handle case + // where s->img_buffer isn't pointing to safe memory, e.g. 0-byte file + s->read_from_callbacks = 0; + s->img_buffer = s->buffer_start; + s->img_buffer_end = s->buffer_start+1; + *s->img_buffer = 0; + } else { + s->img_buffer = s->buffer_start; + s->img_buffer_end = s->buffer_start + n; + } +} + +stbi_inline static stbi_uc stbi__get8(stbi__context *s) +{ + if (s->img_buffer < s->img_buffer_end) + return *s->img_buffer++; + if (s->read_from_callbacks) { + stbi__refill_buffer(s); + return *s->img_buffer++; + } + return 0; +} + +#if defined(STBI_NO_JPEG) && defined(STBI_NO_HDR) && defined(STBI_NO_PIC) && defined(STBI_NO_PNM) +// nothing +#else +stbi_inline static int stbi__at_eof(stbi__context *s) +{ + if (s->io.read) { + if (!(s->io.eof)(s->io_user_data)) return 0; + // if feof() is true, check if buffer = end + // special case: we've only got the special 0 character at the end + if (s->read_from_callbacks == 0) return 1; + } + + return s->img_buffer >= s->img_buffer_end; +} +#endif + +#if defined(STBI_NO_JPEG) && defined(STBI_NO_PNG) && defined(STBI_NO_BMP) && defined(STBI_NO_PSD) && defined(STBI_NO_TGA) && defined(STBI_NO_GIF) && defined(STBI_NO_PIC) +// nothing +#else +static void stbi__skip(stbi__context *s, int n) +{ + if (n == 0) return; // already there! + if (n < 0) { + s->img_buffer = s->img_buffer_end; + return; + } + if (s->io.read) { + int blen = (int) (s->img_buffer_end - s->img_buffer); + if (blen < n) { + s->img_buffer = s->img_buffer_end; + (s->io.skip)(s->io_user_data, n - blen); + return; + } + } + s->img_buffer += n; +} +#endif + +#if defined(STBI_NO_PNG) && defined(STBI_NO_TGA) && defined(STBI_NO_HDR) && defined(STBI_NO_PNM) +// nothing +#else +static int stbi__getn(stbi__context *s, stbi_uc *buffer, int n) +{ + if (s->io.read) { + int blen = (int) (s->img_buffer_end - s->img_buffer); + if (blen < n) { + int res, count; + + memcpy(buffer, s->img_buffer, blen); + + count = (s->io.read)(s->io_user_data, (char*) buffer + blen, n - blen); + res = (count == (n-blen)); + s->img_buffer = s->img_buffer_end; + return res; + } + } + + if (s->img_buffer+n <= s->img_buffer_end) { + memcpy(buffer, s->img_buffer, n); + s->img_buffer += n; + return 1; + } else + return 0; +} +#endif + +#if defined(STBI_NO_JPEG) && defined(STBI_NO_PNG) && defined(STBI_NO_PSD) && defined(STBI_NO_PIC) +// nothing +#else +static int stbi__get16be(stbi__context *s) +{ + int z = stbi__get8(s); + return (z << 8) + stbi__get8(s); +} +#endif + +#if defined(STBI_NO_PNG) && defined(STBI_NO_PSD) && defined(STBI_NO_PIC) +// nothing +#else +static stbi__uint32 stbi__get32be(stbi__context *s) +{ + stbi__uint32 z = stbi__get16be(s); + return (z << 16) + stbi__get16be(s); +} +#endif + +#if defined(STBI_NO_BMP) && defined(STBI_NO_TGA) && defined(STBI_NO_GIF) +// nothing +#else +static int stbi__get16le(stbi__context *s) +{ + int z = stbi__get8(s); + return z + (stbi__get8(s) << 8); +} +#endif + +#ifndef STBI_NO_BMP +static stbi__uint32 stbi__get32le(stbi__context *s) +{ + stbi__uint32 z = stbi__get16le(s); + z += (stbi__uint32)stbi__get16le(s) << 16; + return z; +} +#endif + +#define STBI__BYTECAST(x) ((stbi_uc) ((x) & 255)) // truncate int to byte without warnings + +#if defined(STBI_NO_JPEG) && defined(STBI_NO_PNG) && defined(STBI_NO_BMP) && defined(STBI_NO_PSD) && defined(STBI_NO_TGA) && defined(STBI_NO_GIF) && defined(STBI_NO_PIC) && defined(STBI_NO_PNM) +// nothing +#else +////////////////////////////////////////////////////////////////////////////// +// +// generic converter from built-in img_n to req_comp +// individual types do this automatically as much as possible (e.g. jpeg +// does all cases internally since it needs to colorspace convert anyway, +// and it never has alpha, so very few cases ). png can automatically +// interleave an alpha=255 channel, but falls back to this for other cases +// +// assume data buffer is malloced, so malloc a new one and free that one +// only failure mode is malloc failing + +static stbi_uc stbi__compute_y(int r, int g, int b) +{ + return (stbi_uc) (((r*77) + (g*150) + (29*b)) >> 8); +} +#endif + +#if defined(STBI_NO_PNG) && defined(STBI_NO_BMP) && defined(STBI_NO_PSD) && defined(STBI_NO_TGA) && defined(STBI_NO_GIF) && defined(STBI_NO_PIC) && defined(STBI_NO_PNM) +// nothing +#else +static unsigned char *stbi__convert_format(unsigned char *data, int img_n, int req_comp, unsigned int x, unsigned int y) +{ + int i,j; + unsigned char *good; + + if (req_comp == img_n) return data; + STBI_ASSERT(req_comp >= 1 && req_comp <= 4); + + good = (unsigned char *) stbi__malloc_mad3(req_comp, x, y, 0); + if (good == NULL) { + STBI_FREE(data); + return stbi__errpuc("outofmem", "Out of memory"); + } + + for (j=0; j < (int) y; ++j) { + unsigned char *src = data + j * x * img_n ; + unsigned char *dest = good + j * x * req_comp; + + #define STBI__COMBO(a,b) ((a)*8+(b)) + #define STBI__CASE(a,b) case STBI__COMBO(a,b): for(i=x-1; i >= 0; --i, src += a, dest += b) + // convert source image with img_n components to one with req_comp components; + // avoid switch per pixel, so use switch per scanline and massive macros + switch (STBI__COMBO(img_n, req_comp)) { + STBI__CASE(1,2) { dest[0]=src[0]; dest[1]=255; } break; + STBI__CASE(1,3) { dest[0]=dest[1]=dest[2]=src[0]; } break; + STBI__CASE(1,4) { dest[0]=dest[1]=dest[2]=src[0]; dest[3]=255; } break; + STBI__CASE(2,1) { dest[0]=src[0]; } break; + STBI__CASE(2,3) { dest[0]=dest[1]=dest[2]=src[0]; } break; + STBI__CASE(2,4) { dest[0]=dest[1]=dest[2]=src[0]; dest[3]=src[1]; } break; + STBI__CASE(3,4) { dest[0]=src[0];dest[1]=src[1];dest[2]=src[2];dest[3]=255; } break; + STBI__CASE(3,1) { dest[0]=stbi__compute_y(src[0],src[1],src[2]); } break; + STBI__CASE(3,2) { dest[0]=stbi__compute_y(src[0],src[1],src[2]); dest[1] = 255; } break; + STBI__CASE(4,1) { dest[0]=stbi__compute_y(src[0],src[1],src[2]); } break; + STBI__CASE(4,2) { dest[0]=stbi__compute_y(src[0],src[1],src[2]); dest[1] = src[3]; } break; + STBI__CASE(4,3) { dest[0]=src[0];dest[1]=src[1];dest[2]=src[2]; } break; + default: STBI_ASSERT(0); STBI_FREE(data); STBI_FREE(good); return stbi__errpuc("unsupported", "Unsupported format conversion"); + } + #undef STBI__CASE + } + + STBI_FREE(data); + return good; +} +#endif + +#if defined(STBI_NO_PNG) && defined(STBI_NO_PSD) +// nothing +#else +static stbi__uint16 stbi__compute_y_16(int r, int g, int b) +{ + return (stbi__uint16) (((r*77) + (g*150) + (29*b)) >> 8); +} +#endif + +#if defined(STBI_NO_PNG) && defined(STBI_NO_PSD) +// nothing +#else +static stbi__uint16 *stbi__convert_format16(stbi__uint16 *data, int img_n, int req_comp, unsigned int x, unsigned int y) +{ + int i,j; + stbi__uint16 *good; + + if (req_comp == img_n) return data; + STBI_ASSERT(req_comp >= 1 && req_comp <= 4); + + good = (stbi__uint16 *) stbi__malloc(req_comp * x * y * 2); + if (good == NULL) { + STBI_FREE(data); + return (stbi__uint16 *) stbi__errpuc("outofmem", "Out of memory"); + } + + for (j=0; j < (int) y; ++j) { + stbi__uint16 *src = data + j * x * img_n ; + stbi__uint16 *dest = good + j * x * req_comp; + + #define STBI__COMBO(a,b) ((a)*8+(b)) + #define STBI__CASE(a,b) case STBI__COMBO(a,b): for(i=x-1; i >= 0; --i, src += a, dest += b) + // convert source image with img_n components to one with req_comp components; + // avoid switch per pixel, so use switch per scanline and massive macros + switch (STBI__COMBO(img_n, req_comp)) { + STBI__CASE(1,2) { dest[0]=src[0]; dest[1]=0xffff; } break; + STBI__CASE(1,3) { dest[0]=dest[1]=dest[2]=src[0]; } break; + STBI__CASE(1,4) { dest[0]=dest[1]=dest[2]=src[0]; dest[3]=0xffff; } break; + STBI__CASE(2,1) { dest[0]=src[0]; } break; + STBI__CASE(2,3) { dest[0]=dest[1]=dest[2]=src[0]; } break; + STBI__CASE(2,4) { dest[0]=dest[1]=dest[2]=src[0]; dest[3]=src[1]; } break; + STBI__CASE(3,4) { dest[0]=src[0];dest[1]=src[1];dest[2]=src[2];dest[3]=0xffff; } break; + STBI__CASE(3,1) { dest[0]=stbi__compute_y_16(src[0],src[1],src[2]); } break; + STBI__CASE(3,2) { dest[0]=stbi__compute_y_16(src[0],src[1],src[2]); dest[1] = 0xffff; } break; + STBI__CASE(4,1) { dest[0]=stbi__compute_y_16(src[0],src[1],src[2]); } break; + STBI__CASE(4,2) { dest[0]=stbi__compute_y_16(src[0],src[1],src[2]); dest[1] = src[3]; } break; + STBI__CASE(4,3) { dest[0]=src[0];dest[1]=src[1];dest[2]=src[2]; } break; + default: STBI_ASSERT(0); STBI_FREE(data); STBI_FREE(good); return (stbi__uint16*) stbi__errpuc("unsupported", "Unsupported format conversion"); + } + #undef STBI__CASE + } + + STBI_FREE(data); + return good; +} +#endif + +#ifndef STBI_NO_LINEAR +static float *stbi__ldr_to_hdr(stbi_uc *data, int x, int y, int comp) +{ + int i,k,n; + float *output; + if (!data) return NULL; + output = (float *) stbi__malloc_mad4(x, y, comp, sizeof(float), 0); + if (output == NULL) { STBI_FREE(data); return stbi__errpf("outofmem", "Out of memory"); } + // compute number of non-alpha components + if (comp & 1) n = comp; else n = comp-1; + for (i=0; i < x*y; ++i) { + for (k=0; k < n; ++k) { + output[i*comp + k] = (float) (pow(data[i*comp+k]/255.0f, stbi__l2h_gamma) * stbi__l2h_scale); + } + } + if (n < comp) { + for (i=0; i < x*y; ++i) { + output[i*comp + n] = data[i*comp + n]/255.0f; + } + } + STBI_FREE(data); + return output; +} +#endif + +#ifndef STBI_NO_HDR +#define stbi__float2int(x) ((int) (x)) +static stbi_uc *stbi__hdr_to_ldr(float *data, int x, int y, int comp) +{ + int i,k,n; + stbi_uc *output; + if (!data) return NULL; + output = (stbi_uc *) stbi__malloc_mad3(x, y, comp, 0); + if (output == NULL) { STBI_FREE(data); return stbi__errpuc("outofmem", "Out of memory"); } + // compute number of non-alpha components + if (comp & 1) n = comp; else n = comp-1; + for (i=0; i < x*y; ++i) { + for (k=0; k < n; ++k) { + float z = (float) pow(data[i*comp+k]*stbi__h2l_scale_i, stbi__h2l_gamma_i) * 255 + 0.5f; + if (z < 0) z = 0; + if (z > 255) z = 255; + output[i*comp + k] = (stbi_uc) stbi__float2int(z); + } + if (k < comp) { + float z = data[i*comp+k] * 255 + 0.5f; + if (z < 0) z = 0; + if (z > 255) z = 255; + output[i*comp + k] = (stbi_uc) stbi__float2int(z); + } + } + STBI_FREE(data); + return output; +} +#endif + +////////////////////////////////////////////////////////////////////////////// +// +// "baseline" JPEG/JFIF decoder +// +// simple implementation +// - doesn't support delayed output of y-dimension +// - simple interface (only one output format: 8-bit interleaved RGB) +// - doesn't try to recover corrupt jpegs +// - doesn't allow partial loading, loading multiple at once +// - still fast on x86 (copying globals into locals doesn't help x86) +// - allocates lots of intermediate memory (full size of all components) +// - non-interleaved case requires this anyway +// - allows good upsampling (see next) +// high-quality +// - upsampled channels are bilinearly interpolated, even across blocks +// - quality integer IDCT derived from IJG's 'slow' +// performance +// - fast huffman; reasonable integer IDCT +// - some SIMD kernels for common paths on targets with SSE2/NEON +// - uses a lot of intermediate memory, could cache poorly + +#ifndef STBI_NO_JPEG + +// huffman decoding acceleration +#define FAST_BITS 9 // larger handles more cases; smaller stomps less cache + +typedef struct +{ + stbi_uc fast[1 << FAST_BITS]; + // weirdly, repacking this into AoS is a 10% speed loss, instead of a win + stbi__uint16 code[256]; + stbi_uc values[256]; + stbi_uc size[257]; + unsigned int maxcode[18]; + int delta[17]; // old 'firstsymbol' - old 'firstcode' +} stbi__huffman; + +typedef struct +{ + stbi__context *s; + stbi__huffman huff_dc[4]; + stbi__huffman huff_ac[4]; + stbi__uint16 dequant[4][64]; + stbi__int16 fast_ac[4][1 << FAST_BITS]; + +// sizes for components, interleaved MCUs + int img_h_max, img_v_max; + int img_mcu_x, img_mcu_y; + int img_mcu_w, img_mcu_h; + +// definition of jpeg image component + struct + { + int id; + int h,v; + int tq; + int hd,ha; + int dc_pred; + + int x,y,w2,h2; + stbi_uc *data; + void *raw_data, *raw_coeff; + stbi_uc *linebuf; + short *coeff; // progressive only + int coeff_w, coeff_h; // number of 8x8 coefficient blocks + } img_comp[4]; + + stbi__uint32 code_buffer; // jpeg entropy-coded buffer + int code_bits; // number of valid bits + unsigned char marker; // marker seen while filling entropy buffer + int nomore; // flag if we saw a marker so must stop + + int progressive; + int spec_start; + int spec_end; + int succ_high; + int succ_low; + int eob_run; + int jfif; + int app14_color_transform; // Adobe APP14 tag + int rgb; + + int scan_n, order[4]; + int restart_interval, todo; + +// kernels + void (*idct_block_kernel)(stbi_uc *out, int out_stride, short data[64]); + void (*YCbCr_to_RGB_kernel)(stbi_uc *out, const stbi_uc *y, const stbi_uc *pcb, const stbi_uc *pcr, int count, int step); + stbi_uc *(*resample_row_hv_2_kernel)(stbi_uc *out, stbi_uc *in_near, stbi_uc *in_far, int w, int hs); +} stbi__jpeg; + +static int stbi__build_huffman(stbi__huffman *h, int *count) +{ + int i,j,k=0; + unsigned int code; + // build size list for each symbol (from JPEG spec) + for (i=0; i < 16; ++i) { + for (j=0; j < count[i]; ++j) { + h->size[k++] = (stbi_uc) (i+1); + if(k >= 257) return stbi__err("bad size list","Corrupt JPEG"); + } + } + h->size[k] = 0; + + // compute actual symbols (from jpeg spec) + code = 0; + k = 0; + for(j=1; j <= 16; ++j) { + // compute delta to add to code to compute symbol id + h->delta[j] = k - code; + if (h->size[k] == j) { + while (h->size[k] == j) + h->code[k++] = (stbi__uint16) (code++); + if (code-1 >= (1u << j)) return stbi__err("bad code lengths","Corrupt JPEG"); + } + // compute largest code + 1 for this size, preshifted as needed later + h->maxcode[j] = code << (16-j); + code <<= 1; + } + h->maxcode[j] = 0xffffffff; + + // build non-spec acceleration table; 255 is flag for not-accelerated + memset(h->fast, 255, 1 << FAST_BITS); + for (i=0; i < k; ++i) { + int s = h->size[i]; + if (s <= FAST_BITS) { + int c = h->code[i] << (FAST_BITS-s); + int m = 1 << (FAST_BITS-s); + for (j=0; j < m; ++j) { + h->fast[c+j] = (stbi_uc) i; + } + } + } + return 1; +} + +// build a table that decodes both magnitude and value of small ACs in +// one go. +static void stbi__build_fast_ac(stbi__int16 *fast_ac, stbi__huffman *h) +{ + int i; + for (i=0; i < (1 << FAST_BITS); ++i) { + stbi_uc fast = h->fast[i]; + fast_ac[i] = 0; + if (fast < 255) { + int rs = h->values[fast]; + int run = (rs >> 4) & 15; + int magbits = rs & 15; + int len = h->size[fast]; + + if (magbits && len + magbits <= FAST_BITS) { + // magnitude code followed by receive_extend code + int k = ((i << len) & ((1 << FAST_BITS) - 1)) >> (FAST_BITS - magbits); + int m = 1 << (magbits - 1); + if (k < m) k += (~0U << magbits) + 1; + // if the result is small enough, we can fit it in fast_ac table + if (k >= -128 && k <= 127) + fast_ac[i] = (stbi__int16) ((k * 256) + (run * 16) + (len + magbits)); + } + } + } +} + +static void stbi__grow_buffer_unsafe(stbi__jpeg *j) +{ + do { + unsigned int b = j->nomore ? 0 : stbi__get8(j->s); + if (b == 0xff) { + int c = stbi__get8(j->s); + while (c == 0xff) c = stbi__get8(j->s); // consume fill bytes + if (c != 0) { + j->marker = (unsigned char) c; + j->nomore = 1; + return; + } + } + j->code_buffer |= b << (24 - j->code_bits); + j->code_bits += 8; + } while (j->code_bits <= 24); +} + +// (1 << n) - 1 +static const stbi__uint32 stbi__bmask[17]={0,1,3,7,15,31,63,127,255,511,1023,2047,4095,8191,16383,32767,65535}; + +// decode a jpeg huffman value from the bitstream +stbi_inline static int stbi__jpeg_huff_decode(stbi__jpeg *j, stbi__huffman *h) +{ + unsigned int temp; + int c,k; + + if (j->code_bits < 16) stbi__grow_buffer_unsafe(j); + + // look at the top FAST_BITS and determine what symbol ID it is, + // if the code is <= FAST_BITS + c = (j->code_buffer >> (32 - FAST_BITS)) & ((1 << FAST_BITS)-1); + k = h->fast[c]; + if (k < 255) { + int s = h->size[k]; + if (s > j->code_bits) + return -1; + j->code_buffer <<= s; + j->code_bits -= s; + return h->values[k]; + } + + // naive test is to shift the code_buffer down so k bits are + // valid, then test against maxcode. To speed this up, we've + // preshifted maxcode left so that it has (16-k) 0s at the + // end; in other words, regardless of the number of bits, it + // wants to be compared against something shifted to have 16; + // that way we don't need to shift inside the loop. + temp = j->code_buffer >> 16; + for (k=FAST_BITS+1 ; ; ++k) + if (temp < h->maxcode[k]) + break; + if (k == 17) { + // error! code not found + j->code_bits -= 16; + return -1; + } + + if (k > j->code_bits) + return -1; + + // convert the huffman code to the symbol id + c = ((j->code_buffer >> (32 - k)) & stbi__bmask[k]) + h->delta[k]; + if(c < 0 || c >= 256) // symbol id out of bounds! + return -1; + STBI_ASSERT((((j->code_buffer) >> (32 - h->size[c])) & stbi__bmask[h->size[c]]) == h->code[c]); + + // convert the id to a symbol + j->code_bits -= k; + j->code_buffer <<= k; + return h->values[c]; +} + +// bias[n] = (-1<code_bits < n) stbi__grow_buffer_unsafe(j); + if (j->code_bits < n) return 0; // ran out of bits from stream, return 0s intead of continuing + + sgn = j->code_buffer >> 31; // sign bit always in MSB; 0 if MSB clear (positive), 1 if MSB set (negative) + k = stbi_lrot(j->code_buffer, n); + j->code_buffer = k & ~stbi__bmask[n]; + k &= stbi__bmask[n]; + j->code_bits -= n; + return k + (stbi__jbias[n] & (sgn - 1)); +} + +// get some unsigned bits +stbi_inline static int stbi__jpeg_get_bits(stbi__jpeg *j, int n) +{ + unsigned int k; + if (j->code_bits < n) stbi__grow_buffer_unsafe(j); + if (j->code_bits < n) return 0; // ran out of bits from stream, return 0s intead of continuing + k = stbi_lrot(j->code_buffer, n); + j->code_buffer = k & ~stbi__bmask[n]; + k &= stbi__bmask[n]; + j->code_bits -= n; + return k; +} + +stbi_inline static int stbi__jpeg_get_bit(stbi__jpeg *j) +{ + unsigned int k; + if (j->code_bits < 1) stbi__grow_buffer_unsafe(j); + if (j->code_bits < 1) return 0; // ran out of bits from stream, return 0s intead of continuing + k = j->code_buffer; + j->code_buffer <<= 1; + --j->code_bits; + return k & 0x80000000; +} + +// given a value that's at position X in the zigzag stream, +// where does it appear in the 8x8 matrix coded as row-major? +static const stbi_uc stbi__jpeg_dezigzag[64+15] = +{ + 0, 1, 8, 16, 9, 2, 3, 10, + 17, 24, 32, 25, 18, 11, 4, 5, + 12, 19, 26, 33, 40, 48, 41, 34, + 27, 20, 13, 6, 7, 14, 21, 28, + 35, 42, 49, 56, 57, 50, 43, 36, + 29, 22, 15, 23, 30, 37, 44, 51, + 58, 59, 52, 45, 38, 31, 39, 46, + 53, 60, 61, 54, 47, 55, 62, 63, + // let corrupt input sample past end + 63, 63, 63, 63, 63, 63, 63, 63, + 63, 63, 63, 63, 63, 63, 63 +}; + +// decode one 64-entry block-- +static int stbi__jpeg_decode_block(stbi__jpeg *j, short data[64], stbi__huffman *hdc, stbi__huffman *hac, stbi__int16 *fac, int b, stbi__uint16 *dequant) +{ + int diff,dc,k; + int t; + + if (j->code_bits < 16) stbi__grow_buffer_unsafe(j); + t = stbi__jpeg_huff_decode(j, hdc); + if (t < 0 || t > 15) return stbi__err("bad huffman code","Corrupt JPEG"); + + // 0 all the ac values now so we can do it 32-bits at a time + memset(data,0,64*sizeof(data[0])); + + diff = t ? stbi__extend_receive(j, t) : 0; + if (!stbi__addints_valid(j->img_comp[b].dc_pred, diff)) return stbi__err("bad delta","Corrupt JPEG"); + dc = j->img_comp[b].dc_pred + diff; + j->img_comp[b].dc_pred = dc; + if (!stbi__mul2shorts_valid(dc, dequant[0])) return stbi__err("can't merge dc and ac", "Corrupt JPEG"); + data[0] = (short) (dc * dequant[0]); + + // decode AC components, see JPEG spec + k = 1; + do { + unsigned int zig; + int c,r,s; + if (j->code_bits < 16) stbi__grow_buffer_unsafe(j); + c = (j->code_buffer >> (32 - FAST_BITS)) & ((1 << FAST_BITS)-1); + r = fac[c]; + if (r) { // fast-AC path + k += (r >> 4) & 15; // run + s = r & 15; // combined length + if (s > j->code_bits) return stbi__err("bad huffman code", "Combined length longer than code bits available"); + j->code_buffer <<= s; + j->code_bits -= s; + // decode into unzigzag'd location + zig = stbi__jpeg_dezigzag[k++]; + data[zig] = (short) ((r >> 8) * dequant[zig]); + } else { + int rs = stbi__jpeg_huff_decode(j, hac); + if (rs < 0) return stbi__err("bad huffman code","Corrupt JPEG"); + s = rs & 15; + r = rs >> 4; + if (s == 0) { + if (rs != 0xf0) break; // end block + k += 16; + } else { + k += r; + // decode into unzigzag'd location + zig = stbi__jpeg_dezigzag[k++]; + data[zig] = (short) (stbi__extend_receive(j,s) * dequant[zig]); + } + } + } while (k < 64); + return 1; +} + +static int stbi__jpeg_decode_block_prog_dc(stbi__jpeg *j, short data[64], stbi__huffman *hdc, int b) +{ + int diff,dc; + int t; + if (j->spec_end != 0) return stbi__err("can't merge dc and ac", "Corrupt JPEG"); + + if (j->code_bits < 16) stbi__grow_buffer_unsafe(j); + + if (j->succ_high == 0) { + // first scan for DC coefficient, must be first + memset(data,0,64*sizeof(data[0])); // 0 all the ac values now + t = stbi__jpeg_huff_decode(j, hdc); + if (t < 0 || t > 15) return stbi__err("can't merge dc and ac", "Corrupt JPEG"); + diff = t ? stbi__extend_receive(j, t) : 0; + + if (!stbi__addints_valid(j->img_comp[b].dc_pred, diff)) return stbi__err("bad delta", "Corrupt JPEG"); + dc = j->img_comp[b].dc_pred + diff; + j->img_comp[b].dc_pred = dc; + if (!stbi__mul2shorts_valid(dc, 1 << j->succ_low)) return stbi__err("can't merge dc and ac", "Corrupt JPEG"); + data[0] = (short) (dc * (1 << j->succ_low)); + } else { + // refinement scan for DC coefficient + if (stbi__jpeg_get_bit(j)) + data[0] += (short) (1 << j->succ_low); + } + return 1; +} + +// @OPTIMIZE: store non-zigzagged during the decode passes, +// and only de-zigzag when dequantizing +static int stbi__jpeg_decode_block_prog_ac(stbi__jpeg *j, short data[64], stbi__huffman *hac, stbi__int16 *fac) +{ + int k; + if (j->spec_start == 0) return stbi__err("can't merge dc and ac", "Corrupt JPEG"); + + if (j->succ_high == 0) { + int shift = j->succ_low; + + if (j->eob_run) { + --j->eob_run; + return 1; + } + + k = j->spec_start; + do { + unsigned int zig; + int c,r,s; + if (j->code_bits < 16) stbi__grow_buffer_unsafe(j); + c = (j->code_buffer >> (32 - FAST_BITS)) & ((1 << FAST_BITS)-1); + r = fac[c]; + if (r) { // fast-AC path + k += (r >> 4) & 15; // run + s = r & 15; // combined length + if (s > j->code_bits) return stbi__err("bad huffman code", "Combined length longer than code bits available"); + j->code_buffer <<= s; + j->code_bits -= s; + zig = stbi__jpeg_dezigzag[k++]; + data[zig] = (short) ((r >> 8) * (1 << shift)); + } else { + int rs = stbi__jpeg_huff_decode(j, hac); + if (rs < 0) return stbi__err("bad huffman code","Corrupt JPEG"); + s = rs & 15; + r = rs >> 4; + if (s == 0) { + if (r < 15) { + j->eob_run = (1 << r); + if (r) + j->eob_run += stbi__jpeg_get_bits(j, r); + --j->eob_run; + break; + } + k += 16; + } else { + k += r; + zig = stbi__jpeg_dezigzag[k++]; + data[zig] = (short) (stbi__extend_receive(j,s) * (1 << shift)); + } + } + } while (k <= j->spec_end); + } else { + // refinement scan for these AC coefficients + + short bit = (short) (1 << j->succ_low); + + if (j->eob_run) { + --j->eob_run; + for (k = j->spec_start; k <= j->spec_end; ++k) { + short *p = &data[stbi__jpeg_dezigzag[k]]; + if (*p != 0) + if (stbi__jpeg_get_bit(j)) + if ((*p & bit)==0) { + if (*p > 0) + *p += bit; + else + *p -= bit; + } + } + } else { + k = j->spec_start; + do { + int r,s; + int rs = stbi__jpeg_huff_decode(j, hac); // @OPTIMIZE see if we can use the fast path here, advance-by-r is so slow, eh + if (rs < 0) return stbi__err("bad huffman code","Corrupt JPEG"); + s = rs & 15; + r = rs >> 4; + if (s == 0) { + if (r < 15) { + j->eob_run = (1 << r) - 1; + if (r) + j->eob_run += stbi__jpeg_get_bits(j, r); + r = 64; // force end of block + } else { + // r=15 s=0 should write 16 0s, so we just do + // a run of 15 0s and then write s (which is 0), + // so we don't have to do anything special here + } + } else { + if (s != 1) return stbi__err("bad huffman code", "Corrupt JPEG"); + // sign bit + if (stbi__jpeg_get_bit(j)) + s = bit; + else + s = -bit; + } + + // advance by r + while (k <= j->spec_end) { + short *p = &data[stbi__jpeg_dezigzag[k++]]; + if (*p != 0) { + if (stbi__jpeg_get_bit(j)) + if ((*p & bit)==0) { + if (*p > 0) + *p += bit; + else + *p -= bit; + } + } else { + if (r == 0) { + *p = (short) s; + break; + } + --r; + } + } + } while (k <= j->spec_end); + } + } + return 1; +} + +// take a -128..127 value and stbi__clamp it and convert to 0..255 +stbi_inline static stbi_uc stbi__clamp(int x) +{ + // trick to use a single test to catch both cases + if ((unsigned int) x > 255) { + if (x < 0) return 0; + if (x > 255) return 255; + } + return (stbi_uc) x; +} + +#define stbi__f2f(x) ((int) (((x) * 4096 + 0.5))) +#define stbi__fsh(x) ((x) * 4096) + +// derived from jidctint -- DCT_ISLOW +#define STBI__IDCT_1D(s0,s1,s2,s3,s4,s5,s6,s7) \ + int t0,t1,t2,t3,p1,p2,p3,p4,p5,x0,x1,x2,x3; \ + p2 = s2; \ + p3 = s6; \ + p1 = (p2+p3) * stbi__f2f(0.5411961f); \ + t2 = p1 + p3*stbi__f2f(-1.847759065f); \ + t3 = p1 + p2*stbi__f2f( 0.765366865f); \ + p2 = s0; \ + p3 = s4; \ + t0 = stbi__fsh(p2+p3); \ + t1 = stbi__fsh(p2-p3); \ + x0 = t0+t3; \ + x3 = t0-t3; \ + x1 = t1+t2; \ + x2 = t1-t2; \ + t0 = s7; \ + t1 = s5; \ + t2 = s3; \ + t3 = s1; \ + p3 = t0+t2; \ + p4 = t1+t3; \ + p1 = t0+t3; \ + p2 = t1+t2; \ + p5 = (p3+p4)*stbi__f2f( 1.175875602f); \ + t0 = t0*stbi__f2f( 0.298631336f); \ + t1 = t1*stbi__f2f( 2.053119869f); \ + t2 = t2*stbi__f2f( 3.072711026f); \ + t3 = t3*stbi__f2f( 1.501321110f); \ + p1 = p5 + p1*stbi__f2f(-0.899976223f); \ + p2 = p5 + p2*stbi__f2f(-2.562915447f); \ + p3 = p3*stbi__f2f(-1.961570560f); \ + p4 = p4*stbi__f2f(-0.390180644f); \ + t3 += p1+p4; \ + t2 += p2+p3; \ + t1 += p2+p4; \ + t0 += p1+p3; + +static void stbi__idct_block(stbi_uc *out, int out_stride, short data[64]) +{ + int i,val[64],*v=val; + stbi_uc *o; + short *d = data; + + // columns + for (i=0; i < 8; ++i,++d, ++v) { + // if all zeroes, shortcut -- this avoids dequantizing 0s and IDCTing + if (d[ 8]==0 && d[16]==0 && d[24]==0 && d[32]==0 + && d[40]==0 && d[48]==0 && d[56]==0) { + // no shortcut 0 seconds + // (1|2|3|4|5|6|7)==0 0 seconds + // all separate -0.047 seconds + // 1 && 2|3 && 4|5 && 6|7: -0.047 seconds + int dcterm = d[0]*4; + v[0] = v[8] = v[16] = v[24] = v[32] = v[40] = v[48] = v[56] = dcterm; + } else { + STBI__IDCT_1D(d[ 0],d[ 8],d[16],d[24],d[32],d[40],d[48],d[56]) + // constants scaled things up by 1<<12; let's bring them back + // down, but keep 2 extra bits of precision + x0 += 512; x1 += 512; x2 += 512; x3 += 512; + v[ 0] = (x0+t3) >> 10; + v[56] = (x0-t3) >> 10; + v[ 8] = (x1+t2) >> 10; + v[48] = (x1-t2) >> 10; + v[16] = (x2+t1) >> 10; + v[40] = (x2-t1) >> 10; + v[24] = (x3+t0) >> 10; + v[32] = (x3-t0) >> 10; + } + } + + for (i=0, v=val, o=out; i < 8; ++i,v+=8,o+=out_stride) { + // no fast case since the first 1D IDCT spread components out + STBI__IDCT_1D(v[0],v[1],v[2],v[3],v[4],v[5],v[6],v[7]) + // constants scaled things up by 1<<12, plus we had 1<<2 from first + // loop, plus horizontal and vertical each scale by sqrt(8) so together + // we've got an extra 1<<3, so 1<<17 total we need to remove. + // so we want to round that, which means adding 0.5 * 1<<17, + // aka 65536. Also, we'll end up with -128 to 127 that we want + // to encode as 0..255 by adding 128, so we'll add that before the shift + x0 += 65536 + (128<<17); + x1 += 65536 + (128<<17); + x2 += 65536 + (128<<17); + x3 += 65536 + (128<<17); + // tried computing the shifts into temps, or'ing the temps to see + // if any were out of range, but that was slower + o[0] = stbi__clamp((x0+t3) >> 17); + o[7] = stbi__clamp((x0-t3) >> 17); + o[1] = stbi__clamp((x1+t2) >> 17); + o[6] = stbi__clamp((x1-t2) >> 17); + o[2] = stbi__clamp((x2+t1) >> 17); + o[5] = stbi__clamp((x2-t1) >> 17); + o[3] = stbi__clamp((x3+t0) >> 17); + o[4] = stbi__clamp((x3-t0) >> 17); + } +} + +#ifdef STBI_SSE2 +// sse2 integer IDCT. not the fastest possible implementation but it +// produces bit-identical results to the generic C version so it's +// fully "transparent". +static void stbi__idct_simd(stbi_uc *out, int out_stride, short data[64]) +{ + // This is constructed to match our regular (generic) integer IDCT exactly. + __m128i row0, row1, row2, row3, row4, row5, row6, row7; + __m128i tmp; + + // dot product constant: even elems=x, odd elems=y + #define dct_const(x,y) _mm_setr_epi16((x),(y),(x),(y),(x),(y),(x),(y)) + + // out(0) = c0[even]*x + c0[odd]*y (c0, x, y 16-bit, out 32-bit) + // out(1) = c1[even]*x + c1[odd]*y + #define dct_rot(out0,out1, x,y,c0,c1) \ + __m128i c0##lo = _mm_unpacklo_epi16((x),(y)); \ + __m128i c0##hi = _mm_unpackhi_epi16((x),(y)); \ + __m128i out0##_l = _mm_madd_epi16(c0##lo, c0); \ + __m128i out0##_h = _mm_madd_epi16(c0##hi, c0); \ + __m128i out1##_l = _mm_madd_epi16(c0##lo, c1); \ + __m128i out1##_h = _mm_madd_epi16(c0##hi, c1) + + // out = in << 12 (in 16-bit, out 32-bit) + #define dct_widen(out, in) \ + __m128i out##_l = _mm_srai_epi32(_mm_unpacklo_epi16(_mm_setzero_si128(), (in)), 4); \ + __m128i out##_h = _mm_srai_epi32(_mm_unpackhi_epi16(_mm_setzero_si128(), (in)), 4) + + // wide add + #define dct_wadd(out, a, b) \ + __m128i out##_l = _mm_add_epi32(a##_l, b##_l); \ + __m128i out##_h = _mm_add_epi32(a##_h, b##_h) + + // wide sub + #define dct_wsub(out, a, b) \ + __m128i out##_l = _mm_sub_epi32(a##_l, b##_l); \ + __m128i out##_h = _mm_sub_epi32(a##_h, b##_h) + + // butterfly a/b, add bias, then shift by "s" and pack + #define dct_bfly32o(out0, out1, a,b,bias,s) \ + { \ + __m128i abiased_l = _mm_add_epi32(a##_l, bias); \ + __m128i abiased_h = _mm_add_epi32(a##_h, bias); \ + dct_wadd(sum, abiased, b); \ + dct_wsub(dif, abiased, b); \ + out0 = _mm_packs_epi32(_mm_srai_epi32(sum_l, s), _mm_srai_epi32(sum_h, s)); \ + out1 = _mm_packs_epi32(_mm_srai_epi32(dif_l, s), _mm_srai_epi32(dif_h, s)); \ + } + + // 8-bit interleave step (for transposes) + #define dct_interleave8(a, b) \ + tmp = a; \ + a = _mm_unpacklo_epi8(a, b); \ + b = _mm_unpackhi_epi8(tmp, b) + + // 16-bit interleave step (for transposes) + #define dct_interleave16(a, b) \ + tmp = a; \ + a = _mm_unpacklo_epi16(a, b); \ + b = _mm_unpackhi_epi16(tmp, b) + + #define dct_pass(bias,shift) \ + { \ + /* even part */ \ + dct_rot(t2e,t3e, row2,row6, rot0_0,rot0_1); \ + __m128i sum04 = _mm_add_epi16(row0, row4); \ + __m128i dif04 = _mm_sub_epi16(row0, row4); \ + dct_widen(t0e, sum04); \ + dct_widen(t1e, dif04); \ + dct_wadd(x0, t0e, t3e); \ + dct_wsub(x3, t0e, t3e); \ + dct_wadd(x1, t1e, t2e); \ + dct_wsub(x2, t1e, t2e); \ + /* odd part */ \ + dct_rot(y0o,y2o, row7,row3, rot2_0,rot2_1); \ + dct_rot(y1o,y3o, row5,row1, rot3_0,rot3_1); \ + __m128i sum17 = _mm_add_epi16(row1, row7); \ + __m128i sum35 = _mm_add_epi16(row3, row5); \ + dct_rot(y4o,y5o, sum17,sum35, rot1_0,rot1_1); \ + dct_wadd(x4, y0o, y4o); \ + dct_wadd(x5, y1o, y5o); \ + dct_wadd(x6, y2o, y5o); \ + dct_wadd(x7, y3o, y4o); \ + dct_bfly32o(row0,row7, x0,x7,bias,shift); \ + dct_bfly32o(row1,row6, x1,x6,bias,shift); \ + dct_bfly32o(row2,row5, x2,x5,bias,shift); \ + dct_bfly32o(row3,row4, x3,x4,bias,shift); \ + } + + __m128i rot0_0 = dct_const(stbi__f2f(0.5411961f), stbi__f2f(0.5411961f) + stbi__f2f(-1.847759065f)); + __m128i rot0_1 = dct_const(stbi__f2f(0.5411961f) + stbi__f2f( 0.765366865f), stbi__f2f(0.5411961f)); + __m128i rot1_0 = dct_const(stbi__f2f(1.175875602f) + stbi__f2f(-0.899976223f), stbi__f2f(1.175875602f)); + __m128i rot1_1 = dct_const(stbi__f2f(1.175875602f), stbi__f2f(1.175875602f) + stbi__f2f(-2.562915447f)); + __m128i rot2_0 = dct_const(stbi__f2f(-1.961570560f) + stbi__f2f( 0.298631336f), stbi__f2f(-1.961570560f)); + __m128i rot2_1 = dct_const(stbi__f2f(-1.961570560f), stbi__f2f(-1.961570560f) + stbi__f2f( 3.072711026f)); + __m128i rot3_0 = dct_const(stbi__f2f(-0.390180644f) + stbi__f2f( 2.053119869f), stbi__f2f(-0.390180644f)); + __m128i rot3_1 = dct_const(stbi__f2f(-0.390180644f), stbi__f2f(-0.390180644f) + stbi__f2f( 1.501321110f)); + + // rounding biases in column/row passes, see stbi__idct_block for explanation. + __m128i bias_0 = _mm_set1_epi32(512); + __m128i bias_1 = _mm_set1_epi32(65536 + (128<<17)); + + // load + row0 = _mm_load_si128((const __m128i *) (data + 0*8)); + row1 = _mm_load_si128((const __m128i *) (data + 1*8)); + row2 = _mm_load_si128((const __m128i *) (data + 2*8)); + row3 = _mm_load_si128((const __m128i *) (data + 3*8)); + row4 = _mm_load_si128((const __m128i *) (data + 4*8)); + row5 = _mm_load_si128((const __m128i *) (data + 5*8)); + row6 = _mm_load_si128((const __m128i *) (data + 6*8)); + row7 = _mm_load_si128((const __m128i *) (data + 7*8)); + + // column pass + dct_pass(bias_0, 10); + + { + // 16bit 8x8 transpose pass 1 + dct_interleave16(row0, row4); + dct_interleave16(row1, row5); + dct_interleave16(row2, row6); + dct_interleave16(row3, row7); + + // transpose pass 2 + dct_interleave16(row0, row2); + dct_interleave16(row1, row3); + dct_interleave16(row4, row6); + dct_interleave16(row5, row7); + + // transpose pass 3 + dct_interleave16(row0, row1); + dct_interleave16(row2, row3); + dct_interleave16(row4, row5); + dct_interleave16(row6, row7); + } + + // row pass + dct_pass(bias_1, 17); + + { + // pack + __m128i p0 = _mm_packus_epi16(row0, row1); // a0a1a2a3...a7b0b1b2b3...b7 + __m128i p1 = _mm_packus_epi16(row2, row3); + __m128i p2 = _mm_packus_epi16(row4, row5); + __m128i p3 = _mm_packus_epi16(row6, row7); + + // 8bit 8x8 transpose pass 1 + dct_interleave8(p0, p2); // a0e0a1e1... + dct_interleave8(p1, p3); // c0g0c1g1... + + // transpose pass 2 + dct_interleave8(p0, p1); // a0c0e0g0... + dct_interleave8(p2, p3); // b0d0f0h0... + + // transpose pass 3 + dct_interleave8(p0, p2); // a0b0c0d0... + dct_interleave8(p1, p3); // a4b4c4d4... + + // store + _mm_storel_epi64((__m128i *) out, p0); out += out_stride; + _mm_storel_epi64((__m128i *) out, _mm_shuffle_epi32(p0, 0x4e)); out += out_stride; + _mm_storel_epi64((__m128i *) out, p2); out += out_stride; + _mm_storel_epi64((__m128i *) out, _mm_shuffle_epi32(p2, 0x4e)); out += out_stride; + _mm_storel_epi64((__m128i *) out, p1); out += out_stride; + _mm_storel_epi64((__m128i *) out, _mm_shuffle_epi32(p1, 0x4e)); out += out_stride; + _mm_storel_epi64((__m128i *) out, p3); out += out_stride; + _mm_storel_epi64((__m128i *) out, _mm_shuffle_epi32(p3, 0x4e)); + } + +#undef dct_const +#undef dct_rot +#undef dct_widen +#undef dct_wadd +#undef dct_wsub +#undef dct_bfly32o +#undef dct_interleave8 +#undef dct_interleave16 +#undef dct_pass +} + +#endif // STBI_SSE2 + +#ifdef STBI_NEON + +// NEON integer IDCT. should produce bit-identical +// results to the generic C version. +static void stbi__idct_simd(stbi_uc *out, int out_stride, short data[64]) +{ + int16x8_t row0, row1, row2, row3, row4, row5, row6, row7; + + int16x4_t rot0_0 = vdup_n_s16(stbi__f2f(0.5411961f)); + int16x4_t rot0_1 = vdup_n_s16(stbi__f2f(-1.847759065f)); + int16x4_t rot0_2 = vdup_n_s16(stbi__f2f( 0.765366865f)); + int16x4_t rot1_0 = vdup_n_s16(stbi__f2f( 1.175875602f)); + int16x4_t rot1_1 = vdup_n_s16(stbi__f2f(-0.899976223f)); + int16x4_t rot1_2 = vdup_n_s16(stbi__f2f(-2.562915447f)); + int16x4_t rot2_0 = vdup_n_s16(stbi__f2f(-1.961570560f)); + int16x4_t rot2_1 = vdup_n_s16(stbi__f2f(-0.390180644f)); + int16x4_t rot3_0 = vdup_n_s16(stbi__f2f( 0.298631336f)); + int16x4_t rot3_1 = vdup_n_s16(stbi__f2f( 2.053119869f)); + int16x4_t rot3_2 = vdup_n_s16(stbi__f2f( 3.072711026f)); + int16x4_t rot3_3 = vdup_n_s16(stbi__f2f( 1.501321110f)); + +#define dct_long_mul(out, inq, coeff) \ + int32x4_t out##_l = vmull_s16(vget_low_s16(inq), coeff); \ + int32x4_t out##_h = vmull_s16(vget_high_s16(inq), coeff) + +#define dct_long_mac(out, acc, inq, coeff) \ + int32x4_t out##_l = vmlal_s16(acc##_l, vget_low_s16(inq), coeff); \ + int32x4_t out##_h = vmlal_s16(acc##_h, vget_high_s16(inq), coeff) + +#define dct_widen(out, inq) \ + int32x4_t out##_l = vshll_n_s16(vget_low_s16(inq), 12); \ + int32x4_t out##_h = vshll_n_s16(vget_high_s16(inq), 12) + +// wide add +#define dct_wadd(out, a, b) \ + int32x4_t out##_l = vaddq_s32(a##_l, b##_l); \ + int32x4_t out##_h = vaddq_s32(a##_h, b##_h) + +// wide sub +#define dct_wsub(out, a, b) \ + int32x4_t out##_l = vsubq_s32(a##_l, b##_l); \ + int32x4_t out##_h = vsubq_s32(a##_h, b##_h) + +// butterfly a/b, then shift using "shiftop" by "s" and pack +#define dct_bfly32o(out0,out1, a,b,shiftop,s) \ + { \ + dct_wadd(sum, a, b); \ + dct_wsub(dif, a, b); \ + out0 = vcombine_s16(shiftop(sum_l, s), shiftop(sum_h, s)); \ + out1 = vcombine_s16(shiftop(dif_l, s), shiftop(dif_h, s)); \ + } + +#define dct_pass(shiftop, shift) \ + { \ + /* even part */ \ + int16x8_t sum26 = vaddq_s16(row2, row6); \ + dct_long_mul(p1e, sum26, rot0_0); \ + dct_long_mac(t2e, p1e, row6, rot0_1); \ + dct_long_mac(t3e, p1e, row2, rot0_2); \ + int16x8_t sum04 = vaddq_s16(row0, row4); \ + int16x8_t dif04 = vsubq_s16(row0, row4); \ + dct_widen(t0e, sum04); \ + dct_widen(t1e, dif04); \ + dct_wadd(x0, t0e, t3e); \ + dct_wsub(x3, t0e, t3e); \ + dct_wadd(x1, t1e, t2e); \ + dct_wsub(x2, t1e, t2e); \ + /* odd part */ \ + int16x8_t sum15 = vaddq_s16(row1, row5); \ + int16x8_t sum17 = vaddq_s16(row1, row7); \ + int16x8_t sum35 = vaddq_s16(row3, row5); \ + int16x8_t sum37 = vaddq_s16(row3, row7); \ + int16x8_t sumodd = vaddq_s16(sum17, sum35); \ + dct_long_mul(p5o, sumodd, rot1_0); \ + dct_long_mac(p1o, p5o, sum17, rot1_1); \ + dct_long_mac(p2o, p5o, sum35, rot1_2); \ + dct_long_mul(p3o, sum37, rot2_0); \ + dct_long_mul(p4o, sum15, rot2_1); \ + dct_wadd(sump13o, p1o, p3o); \ + dct_wadd(sump24o, p2o, p4o); \ + dct_wadd(sump23o, p2o, p3o); \ + dct_wadd(sump14o, p1o, p4o); \ + dct_long_mac(x4, sump13o, row7, rot3_0); \ + dct_long_mac(x5, sump24o, row5, rot3_1); \ + dct_long_mac(x6, sump23o, row3, rot3_2); \ + dct_long_mac(x7, sump14o, row1, rot3_3); \ + dct_bfly32o(row0,row7, x0,x7,shiftop,shift); \ + dct_bfly32o(row1,row6, x1,x6,shiftop,shift); \ + dct_bfly32o(row2,row5, x2,x5,shiftop,shift); \ + dct_bfly32o(row3,row4, x3,x4,shiftop,shift); \ + } + + // load + row0 = vld1q_s16(data + 0*8); + row1 = vld1q_s16(data + 1*8); + row2 = vld1q_s16(data + 2*8); + row3 = vld1q_s16(data + 3*8); + row4 = vld1q_s16(data + 4*8); + row5 = vld1q_s16(data + 5*8); + row6 = vld1q_s16(data + 6*8); + row7 = vld1q_s16(data + 7*8); + + // add DC bias + row0 = vaddq_s16(row0, vsetq_lane_s16(1024, vdupq_n_s16(0), 0)); + + // column pass + dct_pass(vrshrn_n_s32, 10); + + // 16bit 8x8 transpose + { +// these three map to a single VTRN.16, VTRN.32, and VSWP, respectively. +// whether compilers actually get this is another story, sadly. +#define dct_trn16(x, y) { int16x8x2_t t = vtrnq_s16(x, y); x = t.val[0]; y = t.val[1]; } +#define dct_trn32(x, y) { int32x4x2_t t = vtrnq_s32(vreinterpretq_s32_s16(x), vreinterpretq_s32_s16(y)); x = vreinterpretq_s16_s32(t.val[0]); y = vreinterpretq_s16_s32(t.val[1]); } +#define dct_trn64(x, y) { int16x8_t x0 = x; int16x8_t y0 = y; x = vcombine_s16(vget_low_s16(x0), vget_low_s16(y0)); y = vcombine_s16(vget_high_s16(x0), vget_high_s16(y0)); } + + // pass 1 + dct_trn16(row0, row1); // a0b0a2b2a4b4a6b6 + dct_trn16(row2, row3); + dct_trn16(row4, row5); + dct_trn16(row6, row7); + + // pass 2 + dct_trn32(row0, row2); // a0b0c0d0a4b4c4d4 + dct_trn32(row1, row3); + dct_trn32(row4, row6); + dct_trn32(row5, row7); + + // pass 3 + dct_trn64(row0, row4); // a0b0c0d0e0f0g0h0 + dct_trn64(row1, row5); + dct_trn64(row2, row6); + dct_trn64(row3, row7); + +#undef dct_trn16 +#undef dct_trn32 +#undef dct_trn64 + } + + // row pass + // vrshrn_n_s32 only supports shifts up to 16, we need + // 17. so do a non-rounding shift of 16 first then follow + // up with a rounding shift by 1. + dct_pass(vshrn_n_s32, 16); + + { + // pack and round + uint8x8_t p0 = vqrshrun_n_s16(row0, 1); + uint8x8_t p1 = vqrshrun_n_s16(row1, 1); + uint8x8_t p2 = vqrshrun_n_s16(row2, 1); + uint8x8_t p3 = vqrshrun_n_s16(row3, 1); + uint8x8_t p4 = vqrshrun_n_s16(row4, 1); + uint8x8_t p5 = vqrshrun_n_s16(row5, 1); + uint8x8_t p6 = vqrshrun_n_s16(row6, 1); + uint8x8_t p7 = vqrshrun_n_s16(row7, 1); + + // again, these can translate into one instruction, but often don't. +#define dct_trn8_8(x, y) { uint8x8x2_t t = vtrn_u8(x, y); x = t.val[0]; y = t.val[1]; } +#define dct_trn8_16(x, y) { uint16x4x2_t t = vtrn_u16(vreinterpret_u16_u8(x), vreinterpret_u16_u8(y)); x = vreinterpret_u8_u16(t.val[0]); y = vreinterpret_u8_u16(t.val[1]); } +#define dct_trn8_32(x, y) { uint32x2x2_t t = vtrn_u32(vreinterpret_u32_u8(x), vreinterpret_u32_u8(y)); x = vreinterpret_u8_u32(t.val[0]); y = vreinterpret_u8_u32(t.val[1]); } + + // sadly can't use interleaved stores here since we only write + // 8 bytes to each scan line! + + // 8x8 8-bit transpose pass 1 + dct_trn8_8(p0, p1); + dct_trn8_8(p2, p3); + dct_trn8_8(p4, p5); + dct_trn8_8(p6, p7); + + // pass 2 + dct_trn8_16(p0, p2); + dct_trn8_16(p1, p3); + dct_trn8_16(p4, p6); + dct_trn8_16(p5, p7); + + // pass 3 + dct_trn8_32(p0, p4); + dct_trn8_32(p1, p5); + dct_trn8_32(p2, p6); + dct_trn8_32(p3, p7); + + // store + vst1_u8(out, p0); out += out_stride; + vst1_u8(out, p1); out += out_stride; + vst1_u8(out, p2); out += out_stride; + vst1_u8(out, p3); out += out_stride; + vst1_u8(out, p4); out += out_stride; + vst1_u8(out, p5); out += out_stride; + vst1_u8(out, p6); out += out_stride; + vst1_u8(out, p7); + +#undef dct_trn8_8 +#undef dct_trn8_16 +#undef dct_trn8_32 + } + +#undef dct_long_mul +#undef dct_long_mac +#undef dct_widen +#undef dct_wadd +#undef dct_wsub +#undef dct_bfly32o +#undef dct_pass +} + +#endif // STBI_NEON + +#define STBI__MARKER_none 0xff +// if there's a pending marker from the entropy stream, return that +// otherwise, fetch from the stream and get a marker. if there's no +// marker, return 0xff, which is never a valid marker value +static stbi_uc stbi__get_marker(stbi__jpeg *j) +{ + stbi_uc x; + if (j->marker != STBI__MARKER_none) { x = j->marker; j->marker = STBI__MARKER_none; return x; } + x = stbi__get8(j->s); + if (x != 0xff) return STBI__MARKER_none; + while (x == 0xff) + x = stbi__get8(j->s); // consume repeated 0xff fill bytes + return x; +} + +// in each scan, we'll have scan_n components, and the order +// of the components is specified by order[] +#define STBI__RESTART(x) ((x) >= 0xd0 && (x) <= 0xd7) + +// after a restart interval, stbi__jpeg_reset the entropy decoder and +// the dc prediction +static void stbi__jpeg_reset(stbi__jpeg *j) +{ + j->code_bits = 0; + j->code_buffer = 0; + j->nomore = 0; + j->img_comp[0].dc_pred = j->img_comp[1].dc_pred = j->img_comp[2].dc_pred = j->img_comp[3].dc_pred = 0; + j->marker = STBI__MARKER_none; + j->todo = j->restart_interval ? j->restart_interval : 0x7fffffff; + j->eob_run = 0; + // no more than 1<<31 MCUs if no restart_interal? that's plenty safe, + // since we don't even allow 1<<30 pixels +} + +static int stbi__parse_entropy_coded_data(stbi__jpeg *z) +{ + stbi__jpeg_reset(z); + if (!z->progressive) { + if (z->scan_n == 1) { + int i,j; + STBI_SIMD_ALIGN(short, data[64]); + int n = z->order[0]; + // non-interleaved data, we just need to process one block at a time, + // in trivial scanline order + // number of blocks to do just depends on how many actual "pixels" this + // component has, independent of interleaved MCU blocking and such + int w = (z->img_comp[n].x+7) >> 3; + int h = (z->img_comp[n].y+7) >> 3; + for (j=0; j < h; ++j) { + for (i=0; i < w; ++i) { + int ha = z->img_comp[n].ha; + if (!stbi__jpeg_decode_block(z, data, z->huff_dc+z->img_comp[n].hd, z->huff_ac+ha, z->fast_ac[ha], n, z->dequant[z->img_comp[n].tq])) return 0; + z->idct_block_kernel(z->img_comp[n].data+z->img_comp[n].w2*j*8+i*8, z->img_comp[n].w2, data); + // every data block is an MCU, so countdown the restart interval + if (--z->todo <= 0) { + if (z->code_bits < 24) stbi__grow_buffer_unsafe(z); + // if it's NOT a restart, then just bail, so we get corrupt data + // rather than no data + if (!STBI__RESTART(z->marker)) return 1; + stbi__jpeg_reset(z); + } + } + } + return 1; + } else { // interleaved + int i,j,k,x,y; + STBI_SIMD_ALIGN(short, data[64]); + for (j=0; j < z->img_mcu_y; ++j) { + for (i=0; i < z->img_mcu_x; ++i) { + // scan an interleaved mcu... process scan_n components in order + for (k=0; k < z->scan_n; ++k) { + int n = z->order[k]; + // scan out an mcu's worth of this component; that's just determined + // by the basic H and V specified for the component + for (y=0; y < z->img_comp[n].v; ++y) { + for (x=0; x < z->img_comp[n].h; ++x) { + int x2 = (i*z->img_comp[n].h + x)*8; + int y2 = (j*z->img_comp[n].v + y)*8; + int ha = z->img_comp[n].ha; + if (!stbi__jpeg_decode_block(z, data, z->huff_dc+z->img_comp[n].hd, z->huff_ac+ha, z->fast_ac[ha], n, z->dequant[z->img_comp[n].tq])) return 0; + z->idct_block_kernel(z->img_comp[n].data+z->img_comp[n].w2*y2+x2, z->img_comp[n].w2, data); + } + } + } + // after all interleaved components, that's an interleaved MCU, + // so now count down the restart interval + if (--z->todo <= 0) { + if (z->code_bits < 24) stbi__grow_buffer_unsafe(z); + if (!STBI__RESTART(z->marker)) return 1; + stbi__jpeg_reset(z); + } + } + } + return 1; + } + } else { + if (z->scan_n == 1) { + int i,j; + int n = z->order[0]; + // non-interleaved data, we just need to process one block at a time, + // in trivial scanline order + // number of blocks to do just depends on how many actual "pixels" this + // component has, independent of interleaved MCU blocking and such + int w = (z->img_comp[n].x+7) >> 3; + int h = (z->img_comp[n].y+7) >> 3; + for (j=0; j < h; ++j) { + for (i=0; i < w; ++i) { + short *data = z->img_comp[n].coeff + 64 * (i + j * z->img_comp[n].coeff_w); + if (z->spec_start == 0) { + if (!stbi__jpeg_decode_block_prog_dc(z, data, &z->huff_dc[z->img_comp[n].hd], n)) + return 0; + } else { + int ha = z->img_comp[n].ha; + if (!stbi__jpeg_decode_block_prog_ac(z, data, &z->huff_ac[ha], z->fast_ac[ha])) + return 0; + } + // every data block is an MCU, so countdown the restart interval + if (--z->todo <= 0) { + if (z->code_bits < 24) stbi__grow_buffer_unsafe(z); + if (!STBI__RESTART(z->marker)) return 1; + stbi__jpeg_reset(z); + } + } + } + return 1; + } else { // interleaved + int i,j,k,x,y; + for (j=0; j < z->img_mcu_y; ++j) { + for (i=0; i < z->img_mcu_x; ++i) { + // scan an interleaved mcu... process scan_n components in order + for (k=0; k < z->scan_n; ++k) { + int n = z->order[k]; + // scan out an mcu's worth of this component; that's just determined + // by the basic H and V specified for the component + for (y=0; y < z->img_comp[n].v; ++y) { + for (x=0; x < z->img_comp[n].h; ++x) { + int x2 = (i*z->img_comp[n].h + x); + int y2 = (j*z->img_comp[n].v + y); + short *data = z->img_comp[n].coeff + 64 * (x2 + y2 * z->img_comp[n].coeff_w); + if (!stbi__jpeg_decode_block_prog_dc(z, data, &z->huff_dc[z->img_comp[n].hd], n)) + return 0; + } + } + } + // after all interleaved components, that's an interleaved MCU, + // so now count down the restart interval + if (--z->todo <= 0) { + if (z->code_bits < 24) stbi__grow_buffer_unsafe(z); + if (!STBI__RESTART(z->marker)) return 1; + stbi__jpeg_reset(z); + } + } + } + return 1; + } + } +} + +static void stbi__jpeg_dequantize(short *data, stbi__uint16 *dequant) +{ + int i; + for (i=0; i < 64; ++i) + data[i] *= dequant[i]; +} + +static void stbi__jpeg_finish(stbi__jpeg *z) +{ + if (z->progressive) { + // dequantize and idct the data + int i,j,n; + for (n=0; n < z->s->img_n; ++n) { + int w = (z->img_comp[n].x+7) >> 3; + int h = (z->img_comp[n].y+7) >> 3; + for (j=0; j < h; ++j) { + for (i=0; i < w; ++i) { + short *data = z->img_comp[n].coeff + 64 * (i + j * z->img_comp[n].coeff_w); + stbi__jpeg_dequantize(data, z->dequant[z->img_comp[n].tq]); + z->idct_block_kernel(z->img_comp[n].data+z->img_comp[n].w2*j*8+i*8, z->img_comp[n].w2, data); + } + } + } + } +} + +static int stbi__process_marker(stbi__jpeg *z, int m) +{ + int L; + switch (m) { + case STBI__MARKER_none: // no marker found + return stbi__err("expected marker","Corrupt JPEG"); + + case 0xDD: // DRI - specify restart interval + if (stbi__get16be(z->s) != 4) return stbi__err("bad DRI len","Corrupt JPEG"); + z->restart_interval = stbi__get16be(z->s); + return 1; + + case 0xDB: // DQT - define quantization table + L = stbi__get16be(z->s)-2; + while (L > 0) { + int q = stbi__get8(z->s); + int p = q >> 4, sixteen = (p != 0); + int t = q & 15,i; + if (p != 0 && p != 1) return stbi__err("bad DQT type","Corrupt JPEG"); + if (t > 3) return stbi__err("bad DQT table","Corrupt JPEG"); + + for (i=0; i < 64; ++i) + z->dequant[t][stbi__jpeg_dezigzag[i]] = (stbi__uint16)(sixteen ? stbi__get16be(z->s) : stbi__get8(z->s)); + L -= (sixteen ? 129 : 65); + } + return L==0; + + case 0xC4: // DHT - define huffman table + L = stbi__get16be(z->s)-2; + while (L > 0) { + stbi_uc *v; + int sizes[16],i,n=0; + int q = stbi__get8(z->s); + int tc = q >> 4; + int th = q & 15; + if (tc > 1 || th > 3) return stbi__err("bad DHT header","Corrupt JPEG"); + for (i=0; i < 16; ++i) { + sizes[i] = stbi__get8(z->s); + n += sizes[i]; + } + if(n > 256) return stbi__err("bad DHT header","Corrupt JPEG"); // Loop over i < n would write past end of values! + L -= 17; + if (tc == 0) { + if (!stbi__build_huffman(z->huff_dc+th, sizes)) return 0; + v = z->huff_dc[th].values; + } else { + if (!stbi__build_huffman(z->huff_ac+th, sizes)) return 0; + v = z->huff_ac[th].values; + } + for (i=0; i < n; ++i) + v[i] = stbi__get8(z->s); + if (tc != 0) + stbi__build_fast_ac(z->fast_ac[th], z->huff_ac + th); + L -= n; + } + return L==0; + } + + // check for comment block or APP blocks + if ((m >= 0xE0 && m <= 0xEF) || m == 0xFE) { + L = stbi__get16be(z->s); + if (L < 2) { + if (m == 0xFE) + return stbi__err("bad COM len","Corrupt JPEG"); + else + return stbi__err("bad APP len","Corrupt JPEG"); + } + L -= 2; + + if (m == 0xE0 && L >= 5) { // JFIF APP0 segment + static const unsigned char tag[5] = {'J','F','I','F','\0'}; + int ok = 1; + int i; + for (i=0; i < 5; ++i) + if (stbi__get8(z->s) != tag[i]) + ok = 0; + L -= 5; + if (ok) + z->jfif = 1; + } else if (m == 0xEE && L >= 12) { // Adobe APP14 segment + static const unsigned char tag[6] = {'A','d','o','b','e','\0'}; + int ok = 1; + int i; + for (i=0; i < 6; ++i) + if (stbi__get8(z->s) != tag[i]) + ok = 0; + L -= 6; + if (ok) { + stbi__get8(z->s); // version + stbi__get16be(z->s); // flags0 + stbi__get16be(z->s); // flags1 + z->app14_color_transform = stbi__get8(z->s); // color transform + L -= 6; + } + } + + stbi__skip(z->s, L); + return 1; + } + + return stbi__err("unknown marker","Corrupt JPEG"); +} + +// after we see SOS +static int stbi__process_scan_header(stbi__jpeg *z) +{ + int i; + int Ls = stbi__get16be(z->s); + z->scan_n = stbi__get8(z->s); + if (z->scan_n < 1 || z->scan_n > 4 || z->scan_n > (int) z->s->img_n) return stbi__err("bad SOS component count","Corrupt JPEG"); + if (Ls != 6+2*z->scan_n) return stbi__err("bad SOS len","Corrupt JPEG"); + for (i=0; i < z->scan_n; ++i) { + int id = stbi__get8(z->s), which; + int q = stbi__get8(z->s); + for (which = 0; which < z->s->img_n; ++which) + if (z->img_comp[which].id == id) + break; + if (which == z->s->img_n) return 0; // no match + z->img_comp[which].hd = q >> 4; if (z->img_comp[which].hd > 3) return stbi__err("bad DC huff","Corrupt JPEG"); + z->img_comp[which].ha = q & 15; if (z->img_comp[which].ha > 3) return stbi__err("bad AC huff","Corrupt JPEG"); + z->order[i] = which; + } + + { + int aa; + z->spec_start = stbi__get8(z->s); + z->spec_end = stbi__get8(z->s); // should be 63, but might be 0 + aa = stbi__get8(z->s); + z->succ_high = (aa >> 4); + z->succ_low = (aa & 15); + if (z->progressive) { + if (z->spec_start > 63 || z->spec_end > 63 || z->spec_start > z->spec_end || z->succ_high > 13 || z->succ_low > 13) + return stbi__err("bad SOS", "Corrupt JPEG"); + } else { + if (z->spec_start != 0) return stbi__err("bad SOS","Corrupt JPEG"); + if (z->succ_high != 0 || z->succ_low != 0) return stbi__err("bad SOS","Corrupt JPEG"); + z->spec_end = 63; + } + } + + return 1; +} + +static int stbi__free_jpeg_components(stbi__jpeg *z, int ncomp, int why) +{ + int i; + for (i=0; i < ncomp; ++i) { + if (z->img_comp[i].raw_data) { + STBI_FREE(z->img_comp[i].raw_data); + z->img_comp[i].raw_data = NULL; + z->img_comp[i].data = NULL; + } + if (z->img_comp[i].raw_coeff) { + STBI_FREE(z->img_comp[i].raw_coeff); + z->img_comp[i].raw_coeff = 0; + z->img_comp[i].coeff = 0; + } + if (z->img_comp[i].linebuf) { + STBI_FREE(z->img_comp[i].linebuf); + z->img_comp[i].linebuf = NULL; + } + } + return why; +} + +static int stbi__process_frame_header(stbi__jpeg *z, int scan) +{ + stbi__context *s = z->s; + int Lf,p,i,q, h_max=1,v_max=1,c; + Lf = stbi__get16be(s); if (Lf < 11) return stbi__err("bad SOF len","Corrupt JPEG"); // JPEG + p = stbi__get8(s); if (p != 8) return stbi__err("only 8-bit","JPEG format not supported: 8-bit only"); // JPEG baseline + s->img_y = stbi__get16be(s); if (s->img_y == 0) return stbi__err("no header height", "JPEG format not supported: delayed height"); // Legal, but we don't handle it--but neither does IJG + s->img_x = stbi__get16be(s); if (s->img_x == 0) return stbi__err("0 width","Corrupt JPEG"); // JPEG requires + if (s->img_y > STBI_MAX_DIMENSIONS) return stbi__err("too large","Very large image (corrupt?)"); + if (s->img_x > STBI_MAX_DIMENSIONS) return stbi__err("too large","Very large image (corrupt?)"); + c = stbi__get8(s); + if (c != 3 && c != 1 && c != 4) return stbi__err("bad component count","Corrupt JPEG"); + s->img_n = c; + for (i=0; i < c; ++i) { + z->img_comp[i].data = NULL; + z->img_comp[i].linebuf = NULL; + } + + if (Lf != 8+3*s->img_n) return stbi__err("bad SOF len","Corrupt JPEG"); + + z->rgb = 0; + for (i=0; i < s->img_n; ++i) { + static const unsigned char rgb[3] = { 'R', 'G', 'B' }; + z->img_comp[i].id = stbi__get8(s); + if (s->img_n == 3 && z->img_comp[i].id == rgb[i]) + ++z->rgb; + q = stbi__get8(s); + z->img_comp[i].h = (q >> 4); if (!z->img_comp[i].h || z->img_comp[i].h > 4) return stbi__err("bad H","Corrupt JPEG"); + z->img_comp[i].v = q & 15; if (!z->img_comp[i].v || z->img_comp[i].v > 4) return stbi__err("bad V","Corrupt JPEG"); + z->img_comp[i].tq = stbi__get8(s); if (z->img_comp[i].tq > 3) return stbi__err("bad TQ","Corrupt JPEG"); + } + + if (scan != STBI__SCAN_load) return 1; + + if (!stbi__mad3sizes_valid(s->img_x, s->img_y, s->img_n, 0)) return stbi__err("too large", "Image too large to decode"); + + for (i=0; i < s->img_n; ++i) { + if (z->img_comp[i].h > h_max) h_max = z->img_comp[i].h; + if (z->img_comp[i].v > v_max) v_max = z->img_comp[i].v; + } + + // check that plane subsampling factors are integer ratios; our resamplers can't deal with fractional ratios + // and I've never seen a non-corrupted JPEG file actually use them + for (i=0; i < s->img_n; ++i) { + if (h_max % z->img_comp[i].h != 0) return stbi__err("bad H","Corrupt JPEG"); + if (v_max % z->img_comp[i].v != 0) return stbi__err("bad V","Corrupt JPEG"); + } + + // compute interleaved mcu info + z->img_h_max = h_max; + z->img_v_max = v_max; + z->img_mcu_w = h_max * 8; + z->img_mcu_h = v_max * 8; + // these sizes can't be more than 17 bits + z->img_mcu_x = (s->img_x + z->img_mcu_w-1) / z->img_mcu_w; + z->img_mcu_y = (s->img_y + z->img_mcu_h-1) / z->img_mcu_h; + + for (i=0; i < s->img_n; ++i) { + // number of effective pixels (e.g. for non-interleaved MCU) + z->img_comp[i].x = (s->img_x * z->img_comp[i].h + h_max-1) / h_max; + z->img_comp[i].y = (s->img_y * z->img_comp[i].v + v_max-1) / v_max; + // to simplify generation, we'll allocate enough memory to decode + // the bogus oversized data from using interleaved MCUs and their + // big blocks (e.g. a 16x16 iMCU on an image of width 33); we won't + // discard the extra data until colorspace conversion + // + // img_mcu_x, img_mcu_y: <=17 bits; comp[i].h and .v are <=4 (checked earlier) + // so these muls can't overflow with 32-bit ints (which we require) + z->img_comp[i].w2 = z->img_mcu_x * z->img_comp[i].h * 8; + z->img_comp[i].h2 = z->img_mcu_y * z->img_comp[i].v * 8; + z->img_comp[i].coeff = 0; + z->img_comp[i].raw_coeff = 0; + z->img_comp[i].linebuf = NULL; + z->img_comp[i].raw_data = stbi__malloc_mad2(z->img_comp[i].w2, z->img_comp[i].h2, 15); + if (z->img_comp[i].raw_data == NULL) + return stbi__free_jpeg_components(z, i+1, stbi__err("outofmem", "Out of memory")); + // align blocks for idct using mmx/sse + z->img_comp[i].data = (stbi_uc*) (((size_t) z->img_comp[i].raw_data + 15) & ~15); + if (z->progressive) { + // w2, h2 are multiples of 8 (see above) + z->img_comp[i].coeff_w = z->img_comp[i].w2 / 8; + z->img_comp[i].coeff_h = z->img_comp[i].h2 / 8; + z->img_comp[i].raw_coeff = stbi__malloc_mad3(z->img_comp[i].w2, z->img_comp[i].h2, sizeof(short), 15); + if (z->img_comp[i].raw_coeff == NULL) + return stbi__free_jpeg_components(z, i+1, stbi__err("outofmem", "Out of memory")); + z->img_comp[i].coeff = (short*) (((size_t) z->img_comp[i].raw_coeff + 15) & ~15); + } + } + + return 1; +} + +// use comparisons since in some cases we handle more than one case (e.g. SOF) +#define stbi__DNL(x) ((x) == 0xdc) +#define stbi__SOI(x) ((x) == 0xd8) +#define stbi__EOI(x) ((x) == 0xd9) +#define stbi__SOF(x) ((x) == 0xc0 || (x) == 0xc1 || (x) == 0xc2) +#define stbi__SOS(x) ((x) == 0xda) + +#define stbi__SOF_progressive(x) ((x) == 0xc2) + +static int stbi__decode_jpeg_header(stbi__jpeg *z, int scan) +{ + int m; + z->jfif = 0; + z->app14_color_transform = -1; // valid values are 0,1,2 + z->marker = STBI__MARKER_none; // initialize cached marker to empty + m = stbi__get_marker(z); + if (!stbi__SOI(m)) return stbi__err("no SOI","Corrupt JPEG"); + if (scan == STBI__SCAN_type) return 1; + m = stbi__get_marker(z); + while (!stbi__SOF(m)) { + if (!stbi__process_marker(z,m)) return 0; + m = stbi__get_marker(z); + while (m == STBI__MARKER_none) { + // some files have extra padding after their blocks, so ok, we'll scan + if (stbi__at_eof(z->s)) return stbi__err("no SOF", "Corrupt JPEG"); + m = stbi__get_marker(z); + } + } + z->progressive = stbi__SOF_progressive(m); + if (!stbi__process_frame_header(z, scan)) return 0; + return 1; +} + +static stbi_uc stbi__skip_jpeg_junk_at_end(stbi__jpeg *j) +{ + // some JPEGs have junk at end, skip over it but if we find what looks + // like a valid marker, resume there + while (!stbi__at_eof(j->s)) { + stbi_uc x = stbi__get8(j->s); + while (x == 0xff) { // might be a marker + if (stbi__at_eof(j->s)) return STBI__MARKER_none; + x = stbi__get8(j->s); + if (x != 0x00 && x != 0xff) { + // not a stuffed zero or lead-in to another marker, looks + // like an actual marker, return it + return x; + } + // stuffed zero has x=0 now which ends the loop, meaning we go + // back to regular scan loop. + // repeated 0xff keeps trying to read the next byte of the marker. + } + } + return STBI__MARKER_none; +} + +// decode image to YCbCr format +static int stbi__decode_jpeg_image(stbi__jpeg *j) +{ + int m; + for (m = 0; m < 4; m++) { + j->img_comp[m].raw_data = NULL; + j->img_comp[m].raw_coeff = NULL; + } + j->restart_interval = 0; + if (!stbi__decode_jpeg_header(j, STBI__SCAN_load)) return 0; + m = stbi__get_marker(j); + while (!stbi__EOI(m)) { + if (stbi__SOS(m)) { + if (!stbi__process_scan_header(j)) return 0; + if (!stbi__parse_entropy_coded_data(j)) return 0; + if (j->marker == STBI__MARKER_none ) { + j->marker = stbi__skip_jpeg_junk_at_end(j); + // if we reach eof without hitting a marker, stbi__get_marker() below will fail and we'll eventually return 0 + } + m = stbi__get_marker(j); + if (STBI__RESTART(m)) + m = stbi__get_marker(j); + } else if (stbi__DNL(m)) { + int Ld = stbi__get16be(j->s); + stbi__uint32 NL = stbi__get16be(j->s); + if (Ld != 4) return stbi__err("bad DNL len", "Corrupt JPEG"); + if (NL != j->s->img_y) return stbi__err("bad DNL height", "Corrupt JPEG"); + m = stbi__get_marker(j); + } else { + if (!stbi__process_marker(j, m)) return 1; + m = stbi__get_marker(j); + } + } + if (j->progressive) + stbi__jpeg_finish(j); + return 1; +} + +// static jfif-centered resampling (across block boundaries) + +typedef stbi_uc *(*resample_row_func)(stbi_uc *out, stbi_uc *in0, stbi_uc *in1, + int w, int hs); + +#define stbi__div4(x) ((stbi_uc) ((x) >> 2)) + +static stbi_uc *resample_row_1(stbi_uc *out, stbi_uc *in_near, stbi_uc *in_far, int w, int hs) +{ + STBI_NOTUSED(out); + STBI_NOTUSED(in_far); + STBI_NOTUSED(w); + STBI_NOTUSED(hs); + return in_near; +} + +static stbi_uc* stbi__resample_row_v_2(stbi_uc *out, stbi_uc *in_near, stbi_uc *in_far, int w, int hs) +{ + // need to generate two samples vertically for every one in input + int i; + STBI_NOTUSED(hs); + for (i=0; i < w; ++i) + out[i] = stbi__div4(3*in_near[i] + in_far[i] + 2); + return out; +} + +static stbi_uc* stbi__resample_row_h_2(stbi_uc *out, stbi_uc *in_near, stbi_uc *in_far, int w, int hs) +{ + // need to generate two samples horizontally for every one in input + int i; + stbi_uc *input = in_near; + + if (w == 1) { + // if only one sample, can't do any interpolation + out[0] = out[1] = input[0]; + return out; + } + + out[0] = input[0]; + out[1] = stbi__div4(input[0]*3 + input[1] + 2); + for (i=1; i < w-1; ++i) { + int n = 3*input[i]+2; + out[i*2+0] = stbi__div4(n+input[i-1]); + out[i*2+1] = stbi__div4(n+input[i+1]); + } + out[i*2+0] = stbi__div4(input[w-2]*3 + input[w-1] + 2); + out[i*2+1] = input[w-1]; + + STBI_NOTUSED(in_far); + STBI_NOTUSED(hs); + + return out; +} + +#define stbi__div16(x) ((stbi_uc) ((x) >> 4)) + +static stbi_uc *stbi__resample_row_hv_2(stbi_uc *out, stbi_uc *in_near, stbi_uc *in_far, int w, int hs) +{ + // need to generate 2x2 samples for every one in input + int i,t0,t1; + if (w == 1) { + out[0] = out[1] = stbi__div4(3*in_near[0] + in_far[0] + 2); + return out; + } + + t1 = 3*in_near[0] + in_far[0]; + out[0] = stbi__div4(t1+2); + for (i=1; i < w; ++i) { + t0 = t1; + t1 = 3*in_near[i]+in_far[i]; + out[i*2-1] = stbi__div16(3*t0 + t1 + 8); + out[i*2 ] = stbi__div16(3*t1 + t0 + 8); + } + out[w*2-1] = stbi__div4(t1+2); + + STBI_NOTUSED(hs); + + return out; +} + +#if defined(STBI_SSE2) || defined(STBI_NEON) +static stbi_uc *stbi__resample_row_hv_2_simd(stbi_uc *out, stbi_uc *in_near, stbi_uc *in_far, int w, int hs) +{ + // need to generate 2x2 samples for every one in input + int i=0,t0,t1; + + if (w == 1) { + out[0] = out[1] = stbi__div4(3*in_near[0] + in_far[0] + 2); + return out; + } + + t1 = 3*in_near[0] + in_far[0]; + // process groups of 8 pixels for as long as we can. + // note we can't handle the last pixel in a row in this loop + // because we need to handle the filter boundary conditions. + for (; i < ((w-1) & ~7); i += 8) { +#if defined(STBI_SSE2) + // load and perform the vertical filtering pass + // this uses 3*x + y = 4*x + (y - x) + __m128i zero = _mm_setzero_si128(); + __m128i farb = _mm_loadl_epi64((__m128i *) (in_far + i)); + __m128i nearb = _mm_loadl_epi64((__m128i *) (in_near + i)); + __m128i farw = _mm_unpacklo_epi8(farb, zero); + __m128i nearw = _mm_unpacklo_epi8(nearb, zero); + __m128i diff = _mm_sub_epi16(farw, nearw); + __m128i nears = _mm_slli_epi16(nearw, 2); + __m128i curr = _mm_add_epi16(nears, diff); // current row + + // horizontal filter works the same based on shifted vers of current + // row. "prev" is current row shifted right by 1 pixel; we need to + // insert the previous pixel value (from t1). + // "next" is current row shifted left by 1 pixel, with first pixel + // of next block of 8 pixels added in. + __m128i prv0 = _mm_slli_si128(curr, 2); + __m128i nxt0 = _mm_srli_si128(curr, 2); + __m128i prev = _mm_insert_epi16(prv0, t1, 0); + __m128i next = _mm_insert_epi16(nxt0, 3*in_near[i+8] + in_far[i+8], 7); + + // horizontal filter, polyphase implementation since it's convenient: + // even pixels = 3*cur + prev = cur*4 + (prev - cur) + // odd pixels = 3*cur + next = cur*4 + (next - cur) + // note the shared term. + __m128i bias = _mm_set1_epi16(8); + __m128i curs = _mm_slli_epi16(curr, 2); + __m128i prvd = _mm_sub_epi16(prev, curr); + __m128i nxtd = _mm_sub_epi16(next, curr); + __m128i curb = _mm_add_epi16(curs, bias); + __m128i even = _mm_add_epi16(prvd, curb); + __m128i odd = _mm_add_epi16(nxtd, curb); + + // interleave even and odd pixels, then undo scaling. + __m128i int0 = _mm_unpacklo_epi16(even, odd); + __m128i int1 = _mm_unpackhi_epi16(even, odd); + __m128i de0 = _mm_srli_epi16(int0, 4); + __m128i de1 = _mm_srli_epi16(int1, 4); + + // pack and write output + __m128i outv = _mm_packus_epi16(de0, de1); + _mm_storeu_si128((__m128i *) (out + i*2), outv); +#elif defined(STBI_NEON) + // load and perform the vertical filtering pass + // this uses 3*x + y = 4*x + (y - x) + uint8x8_t farb = vld1_u8(in_far + i); + uint8x8_t nearb = vld1_u8(in_near + i); + int16x8_t diff = vreinterpretq_s16_u16(vsubl_u8(farb, nearb)); + int16x8_t nears = vreinterpretq_s16_u16(vshll_n_u8(nearb, 2)); + int16x8_t curr = vaddq_s16(nears, diff); // current row + + // horizontal filter works the same based on shifted vers of current + // row. "prev" is current row shifted right by 1 pixel; we need to + // insert the previous pixel value (from t1). + // "next" is current row shifted left by 1 pixel, with first pixel + // of next block of 8 pixels added in. + int16x8_t prv0 = vextq_s16(curr, curr, 7); + int16x8_t nxt0 = vextq_s16(curr, curr, 1); + int16x8_t prev = vsetq_lane_s16(t1, prv0, 0); + int16x8_t next = vsetq_lane_s16(3*in_near[i+8] + in_far[i+8], nxt0, 7); + + // horizontal filter, polyphase implementation since it's convenient: + // even pixels = 3*cur + prev = cur*4 + (prev - cur) + // odd pixels = 3*cur + next = cur*4 + (next - cur) + // note the shared term. + int16x8_t curs = vshlq_n_s16(curr, 2); + int16x8_t prvd = vsubq_s16(prev, curr); + int16x8_t nxtd = vsubq_s16(next, curr); + int16x8_t even = vaddq_s16(curs, prvd); + int16x8_t odd = vaddq_s16(curs, nxtd); + + // undo scaling and round, then store with even/odd phases interleaved + uint8x8x2_t o; + o.val[0] = vqrshrun_n_s16(even, 4); + o.val[1] = vqrshrun_n_s16(odd, 4); + vst2_u8(out + i*2, o); +#endif + + // "previous" value for next iter + t1 = 3*in_near[i+7] + in_far[i+7]; + } + + t0 = t1; + t1 = 3*in_near[i] + in_far[i]; + out[i*2] = stbi__div16(3*t1 + t0 + 8); + + for (++i; i < w; ++i) { + t0 = t1; + t1 = 3*in_near[i]+in_far[i]; + out[i*2-1] = stbi__div16(3*t0 + t1 + 8); + out[i*2 ] = stbi__div16(3*t1 + t0 + 8); + } + out[w*2-1] = stbi__div4(t1+2); + + STBI_NOTUSED(hs); + + return out; +} +#endif + +static stbi_uc *stbi__resample_row_generic(stbi_uc *out, stbi_uc *in_near, stbi_uc *in_far, int w, int hs) +{ + // resample with nearest-neighbor + int i,j; + STBI_NOTUSED(in_far); + for (i=0; i < w; ++i) + for (j=0; j < hs; ++j) + out[i*hs+j] = in_near[i]; + return out; +} + +// this is a reduced-precision calculation of YCbCr-to-RGB introduced +// to make sure the code produces the same results in both SIMD and scalar +#define stbi__float2fixed(x) (((int) ((x) * 4096.0f + 0.5f)) << 8) +static void stbi__YCbCr_to_RGB_row(stbi_uc *out, const stbi_uc *y, const stbi_uc *pcb, const stbi_uc *pcr, int count, int step) +{ + int i; + for (i=0; i < count; ++i) { + int y_fixed = (y[i] << 20) + (1<<19); // rounding + int r,g,b; + int cr = pcr[i] - 128; + int cb = pcb[i] - 128; + r = y_fixed + cr* stbi__float2fixed(1.40200f); + g = y_fixed + (cr*-stbi__float2fixed(0.71414f)) + ((cb*-stbi__float2fixed(0.34414f)) & 0xffff0000); + b = y_fixed + cb* stbi__float2fixed(1.77200f); + r >>= 20; + g >>= 20; + b >>= 20; + if ((unsigned) r > 255) { if (r < 0) r = 0; else r = 255; } + if ((unsigned) g > 255) { if (g < 0) g = 0; else g = 255; } + if ((unsigned) b > 255) { if (b < 0) b = 0; else b = 255; } + out[0] = (stbi_uc)r; + out[1] = (stbi_uc)g; + out[2] = (stbi_uc)b; + out[3] = 255; + out += step; + } +} + +#if defined(STBI_SSE2) || defined(STBI_NEON) +static void stbi__YCbCr_to_RGB_simd(stbi_uc *out, stbi_uc const *y, stbi_uc const *pcb, stbi_uc const *pcr, int count, int step) +{ + int i = 0; + +#ifdef STBI_SSE2 + // step == 3 is pretty ugly on the final interleave, and i'm not convinced + // it's useful in practice (you wouldn't use it for textures, for example). + // so just accelerate step == 4 case. + if (step == 4) { + // this is a fairly straightforward implementation and not super-optimized. + __m128i signflip = _mm_set1_epi8(-0x80); + __m128i cr_const0 = _mm_set1_epi16( (short) ( 1.40200f*4096.0f+0.5f)); + __m128i cr_const1 = _mm_set1_epi16( - (short) ( 0.71414f*4096.0f+0.5f)); + __m128i cb_const0 = _mm_set1_epi16( - (short) ( 0.34414f*4096.0f+0.5f)); + __m128i cb_const1 = _mm_set1_epi16( (short) ( 1.77200f*4096.0f+0.5f)); + __m128i y_bias = _mm_set1_epi8((char) (unsigned char) 128); + __m128i xw = _mm_set1_epi16(255); // alpha channel + + for (; i+7 < count; i += 8) { + // load + __m128i y_bytes = _mm_loadl_epi64((__m128i *) (y+i)); + __m128i cr_bytes = _mm_loadl_epi64((__m128i *) (pcr+i)); + __m128i cb_bytes = _mm_loadl_epi64((__m128i *) (pcb+i)); + __m128i cr_biased = _mm_xor_si128(cr_bytes, signflip); // -128 + __m128i cb_biased = _mm_xor_si128(cb_bytes, signflip); // -128 + + // unpack to short (and left-shift cr, cb by 8) + __m128i yw = _mm_unpacklo_epi8(y_bias, y_bytes); + __m128i crw = _mm_unpacklo_epi8(_mm_setzero_si128(), cr_biased); + __m128i cbw = _mm_unpacklo_epi8(_mm_setzero_si128(), cb_biased); + + // color transform + __m128i yws = _mm_srli_epi16(yw, 4); + __m128i cr0 = _mm_mulhi_epi16(cr_const0, crw); + __m128i cb0 = _mm_mulhi_epi16(cb_const0, cbw); + __m128i cb1 = _mm_mulhi_epi16(cbw, cb_const1); + __m128i cr1 = _mm_mulhi_epi16(crw, cr_const1); + __m128i rws = _mm_add_epi16(cr0, yws); + __m128i gwt = _mm_add_epi16(cb0, yws); + __m128i bws = _mm_add_epi16(yws, cb1); + __m128i gws = _mm_add_epi16(gwt, cr1); + + // descale + __m128i rw = _mm_srai_epi16(rws, 4); + __m128i bw = _mm_srai_epi16(bws, 4); + __m128i gw = _mm_srai_epi16(gws, 4); + + // back to byte, set up for transpose + __m128i brb = _mm_packus_epi16(rw, bw); + __m128i gxb = _mm_packus_epi16(gw, xw); + + // transpose to interleave channels + __m128i t0 = _mm_unpacklo_epi8(brb, gxb); + __m128i t1 = _mm_unpackhi_epi8(brb, gxb); + __m128i o0 = _mm_unpacklo_epi16(t0, t1); + __m128i o1 = _mm_unpackhi_epi16(t0, t1); + + // store + _mm_storeu_si128((__m128i *) (out + 0), o0); + _mm_storeu_si128((__m128i *) (out + 16), o1); + out += 32; + } + } +#endif + +#ifdef STBI_NEON + // in this version, step=3 support would be easy to add. but is there demand? + if (step == 4) { + // this is a fairly straightforward implementation and not super-optimized. + uint8x8_t signflip = vdup_n_u8(0x80); + int16x8_t cr_const0 = vdupq_n_s16( (short) ( 1.40200f*4096.0f+0.5f)); + int16x8_t cr_const1 = vdupq_n_s16( - (short) ( 0.71414f*4096.0f+0.5f)); + int16x8_t cb_const0 = vdupq_n_s16( - (short) ( 0.34414f*4096.0f+0.5f)); + int16x8_t cb_const1 = vdupq_n_s16( (short) ( 1.77200f*4096.0f+0.5f)); + + for (; i+7 < count; i += 8) { + // load + uint8x8_t y_bytes = vld1_u8(y + i); + uint8x8_t cr_bytes = vld1_u8(pcr + i); + uint8x8_t cb_bytes = vld1_u8(pcb + i); + int8x8_t cr_biased = vreinterpret_s8_u8(vsub_u8(cr_bytes, signflip)); + int8x8_t cb_biased = vreinterpret_s8_u8(vsub_u8(cb_bytes, signflip)); + + // expand to s16 + int16x8_t yws = vreinterpretq_s16_u16(vshll_n_u8(y_bytes, 4)); + int16x8_t crw = vshll_n_s8(cr_biased, 7); + int16x8_t cbw = vshll_n_s8(cb_biased, 7); + + // color transform + int16x8_t cr0 = vqdmulhq_s16(crw, cr_const0); + int16x8_t cb0 = vqdmulhq_s16(cbw, cb_const0); + int16x8_t cr1 = vqdmulhq_s16(crw, cr_const1); + int16x8_t cb1 = vqdmulhq_s16(cbw, cb_const1); + int16x8_t rws = vaddq_s16(yws, cr0); + int16x8_t gws = vaddq_s16(vaddq_s16(yws, cb0), cr1); + int16x8_t bws = vaddq_s16(yws, cb1); + + // undo scaling, round, convert to byte + uint8x8x4_t o; + o.val[0] = vqrshrun_n_s16(rws, 4); + o.val[1] = vqrshrun_n_s16(gws, 4); + o.val[2] = vqrshrun_n_s16(bws, 4); + o.val[3] = vdup_n_u8(255); + + // store, interleaving r/g/b/a + vst4_u8(out, o); + out += 8*4; + } + } +#endif + + for (; i < count; ++i) { + int y_fixed = (y[i] << 20) + (1<<19); // rounding + int r,g,b; + int cr = pcr[i] - 128; + int cb = pcb[i] - 128; + r = y_fixed + cr* stbi__float2fixed(1.40200f); + g = y_fixed + cr*-stbi__float2fixed(0.71414f) + ((cb*-stbi__float2fixed(0.34414f)) & 0xffff0000); + b = y_fixed + cb* stbi__float2fixed(1.77200f); + r >>= 20; + g >>= 20; + b >>= 20; + if ((unsigned) r > 255) { if (r < 0) r = 0; else r = 255; } + if ((unsigned) g > 255) { if (g < 0) g = 0; else g = 255; } + if ((unsigned) b > 255) { if (b < 0) b = 0; else b = 255; } + out[0] = (stbi_uc)r; + out[1] = (stbi_uc)g; + out[2] = (stbi_uc)b; + out[3] = 255; + out += step; + } +} +#endif + +// set up the kernels +static void stbi__setup_jpeg(stbi__jpeg *j) +{ + j->idct_block_kernel = stbi__idct_block; + j->YCbCr_to_RGB_kernel = stbi__YCbCr_to_RGB_row; + j->resample_row_hv_2_kernel = stbi__resample_row_hv_2; + +#ifdef STBI_SSE2 + if (stbi__sse2_available()) { + j->idct_block_kernel = stbi__idct_simd; + j->YCbCr_to_RGB_kernel = stbi__YCbCr_to_RGB_simd; + j->resample_row_hv_2_kernel = stbi__resample_row_hv_2_simd; + } +#endif + +#ifdef STBI_NEON + j->idct_block_kernel = stbi__idct_simd; + j->YCbCr_to_RGB_kernel = stbi__YCbCr_to_RGB_simd; + j->resample_row_hv_2_kernel = stbi__resample_row_hv_2_simd; +#endif +} + +// clean up the temporary component buffers +static void stbi__cleanup_jpeg(stbi__jpeg *j) +{ + stbi__free_jpeg_components(j, j->s->img_n, 0); +} + +typedef struct +{ + resample_row_func resample; + stbi_uc *line0,*line1; + int hs,vs; // expansion factor in each axis + int w_lores; // horizontal pixels pre-expansion + int ystep; // how far through vertical expansion we are + int ypos; // which pre-expansion row we're on +} stbi__resample; + +// fast 0..255 * 0..255 => 0..255 rounded multiplication +static stbi_uc stbi__blinn_8x8(stbi_uc x, stbi_uc y) +{ + unsigned int t = x*y + 128; + return (stbi_uc) ((t + (t >>8)) >> 8); +} + +static stbi_uc *load_jpeg_image(stbi__jpeg *z, int *out_x, int *out_y, int *comp, int req_comp) +{ + int n, decode_n, is_rgb; + z->s->img_n = 0; // make stbi__cleanup_jpeg safe + + // validate req_comp + if (req_comp < 0 || req_comp > 4) return stbi__errpuc("bad req_comp", "Internal error"); + + // load a jpeg image from whichever source, but leave in YCbCr format + if (!stbi__decode_jpeg_image(z)) { stbi__cleanup_jpeg(z); return NULL; } + + // determine actual number of components to generate + n = req_comp ? req_comp : z->s->img_n >= 3 ? 3 : 1; + + is_rgb = z->s->img_n == 3 && (z->rgb == 3 || (z->app14_color_transform == 0 && !z->jfif)); + + if (z->s->img_n == 3 && n < 3 && !is_rgb) + decode_n = 1; + else + decode_n = z->s->img_n; + + // nothing to do if no components requested; check this now to avoid + // accessing uninitialized coutput[0] later + if (decode_n <= 0) { stbi__cleanup_jpeg(z); return NULL; } + + // resample and color-convert + { + int k; + unsigned int i,j; + stbi_uc *output; + stbi_uc *coutput[4] = { NULL, NULL, NULL, NULL }; + + stbi__resample res_comp[4]; + + for (k=0; k < decode_n; ++k) { + stbi__resample *r = &res_comp[k]; + + // allocate line buffer big enough for upsampling off the edges + // with upsample factor of 4 + z->img_comp[k].linebuf = (stbi_uc *) stbi__malloc(z->s->img_x + 3); + if (!z->img_comp[k].linebuf) { stbi__cleanup_jpeg(z); return stbi__errpuc("outofmem", "Out of memory"); } + + r->hs = z->img_h_max / z->img_comp[k].h; + r->vs = z->img_v_max / z->img_comp[k].v; + r->ystep = r->vs >> 1; + r->w_lores = (z->s->img_x + r->hs-1) / r->hs; + r->ypos = 0; + r->line0 = r->line1 = z->img_comp[k].data; + + if (r->hs == 1 && r->vs == 1) r->resample = resample_row_1; + else if (r->hs == 1 && r->vs == 2) r->resample = stbi__resample_row_v_2; + else if (r->hs == 2 && r->vs == 1) r->resample = stbi__resample_row_h_2; + else if (r->hs == 2 && r->vs == 2) r->resample = z->resample_row_hv_2_kernel; + else r->resample = stbi__resample_row_generic; + } + + // can't error after this so, this is safe + output = (stbi_uc *) stbi__malloc_mad3(n, z->s->img_x, z->s->img_y, 1); + if (!output) { stbi__cleanup_jpeg(z); return stbi__errpuc("outofmem", "Out of memory"); } + + // now go ahead and resample + for (j=0; j < z->s->img_y; ++j) { + stbi_uc *out = output + n * z->s->img_x * j; + for (k=0; k < decode_n; ++k) { + stbi__resample *r = &res_comp[k]; + int y_bot = r->ystep >= (r->vs >> 1); + coutput[k] = r->resample(z->img_comp[k].linebuf, + y_bot ? r->line1 : r->line0, + y_bot ? r->line0 : r->line1, + r->w_lores, r->hs); + if (++r->ystep >= r->vs) { + r->ystep = 0; + r->line0 = r->line1; + if (++r->ypos < z->img_comp[k].y) + r->line1 += z->img_comp[k].w2; + } + } + if (n >= 3) { + stbi_uc *y = coutput[0]; + if (z->s->img_n == 3) { + if (is_rgb) { + for (i=0; i < z->s->img_x; ++i) { + out[0] = y[i]; + out[1] = coutput[1][i]; + out[2] = coutput[2][i]; + out[3] = 255; + out += n; + } + } else { + z->YCbCr_to_RGB_kernel(out, y, coutput[1], coutput[2], z->s->img_x, n); + } + } else if (z->s->img_n == 4) { + if (z->app14_color_transform == 0) { // CMYK + for (i=0; i < z->s->img_x; ++i) { + stbi_uc m = coutput[3][i]; + out[0] = stbi__blinn_8x8(coutput[0][i], m); + out[1] = stbi__blinn_8x8(coutput[1][i], m); + out[2] = stbi__blinn_8x8(coutput[2][i], m); + out[3] = 255; + out += n; + } + } else if (z->app14_color_transform == 2) { // YCCK + z->YCbCr_to_RGB_kernel(out, y, coutput[1], coutput[2], z->s->img_x, n); + for (i=0; i < z->s->img_x; ++i) { + stbi_uc m = coutput[3][i]; + out[0] = stbi__blinn_8x8(255 - out[0], m); + out[1] = stbi__blinn_8x8(255 - out[1], m); + out[2] = stbi__blinn_8x8(255 - out[2], m); + out += n; + } + } else { // YCbCr + alpha? Ignore the fourth channel for now + z->YCbCr_to_RGB_kernel(out, y, coutput[1], coutput[2], z->s->img_x, n); + } + } else + for (i=0; i < z->s->img_x; ++i) { + out[0] = out[1] = out[2] = y[i]; + out[3] = 255; // not used if n==3 + out += n; + } + } else { + if (is_rgb) { + if (n == 1) + for (i=0; i < z->s->img_x; ++i) + *out++ = stbi__compute_y(coutput[0][i], coutput[1][i], coutput[2][i]); + else { + for (i=0; i < z->s->img_x; ++i, out += 2) { + out[0] = stbi__compute_y(coutput[0][i], coutput[1][i], coutput[2][i]); + out[1] = 255; + } + } + } else if (z->s->img_n == 4 && z->app14_color_transform == 0) { + for (i=0; i < z->s->img_x; ++i) { + stbi_uc m = coutput[3][i]; + stbi_uc r = stbi__blinn_8x8(coutput[0][i], m); + stbi_uc g = stbi__blinn_8x8(coutput[1][i], m); + stbi_uc b = stbi__blinn_8x8(coutput[2][i], m); + out[0] = stbi__compute_y(r, g, b); + out[1] = 255; + out += n; + } + } else if (z->s->img_n == 4 && z->app14_color_transform == 2) { + for (i=0; i < z->s->img_x; ++i) { + out[0] = stbi__blinn_8x8(255 - coutput[0][i], coutput[3][i]); + out[1] = 255; + out += n; + } + } else { + stbi_uc *y = coutput[0]; + if (n == 1) + for (i=0; i < z->s->img_x; ++i) out[i] = y[i]; + else + for (i=0; i < z->s->img_x; ++i) { *out++ = y[i]; *out++ = 255; } + } + } + } + stbi__cleanup_jpeg(z); + *out_x = z->s->img_x; + *out_y = z->s->img_y; + if (comp) *comp = z->s->img_n >= 3 ? 3 : 1; // report original components, not output + return output; + } +} + +static void *stbi__jpeg_load(stbi__context *s, int *x, int *y, int *comp, int req_comp, stbi__result_info *ri) +{ + unsigned char* result; + stbi__jpeg* j = (stbi__jpeg*) stbi__malloc(sizeof(stbi__jpeg)); + if (!j) return stbi__errpuc("outofmem", "Out of memory"); + memset(j, 0, sizeof(stbi__jpeg)); + STBI_NOTUSED(ri); + j->s = s; + stbi__setup_jpeg(j); + result = load_jpeg_image(j, x,y,comp,req_comp); + STBI_FREE(j); + return result; +} + +static int stbi__jpeg_test(stbi__context *s) +{ + int r; + stbi__jpeg* j = (stbi__jpeg*)stbi__malloc(sizeof(stbi__jpeg)); + if (!j) return stbi__err("outofmem", "Out of memory"); + memset(j, 0, sizeof(stbi__jpeg)); + j->s = s; + stbi__setup_jpeg(j); + r = stbi__decode_jpeg_header(j, STBI__SCAN_type); + stbi__rewind(s); + STBI_FREE(j); + return r; +} + +static int stbi__jpeg_info_raw(stbi__jpeg *j, int *x, int *y, int *comp) +{ + if (!stbi__decode_jpeg_header(j, STBI__SCAN_header)) { + stbi__rewind( j->s ); + return 0; + } + if (x) *x = j->s->img_x; + if (y) *y = j->s->img_y; + if (comp) *comp = j->s->img_n >= 3 ? 3 : 1; + return 1; +} + +static int stbi__jpeg_info(stbi__context *s, int *x, int *y, int *comp) +{ + int result; + stbi__jpeg* j = (stbi__jpeg*) (stbi__malloc(sizeof(stbi__jpeg))); + if (!j) return stbi__err("outofmem", "Out of memory"); + memset(j, 0, sizeof(stbi__jpeg)); + j->s = s; + result = stbi__jpeg_info_raw(j, x, y, comp); + STBI_FREE(j); + return result; +} +#endif + +// public domain zlib decode v0.2 Sean Barrett 2006-11-18 +// simple implementation +// - all input must be provided in an upfront buffer +// - all output is written to a single output buffer (can malloc/realloc) +// performance +// - fast huffman + +#ifndef STBI_NO_ZLIB + +// fast-way is faster to check than jpeg huffman, but slow way is slower +#define STBI__ZFAST_BITS 9 // accelerate all cases in default tables +#define STBI__ZFAST_MASK ((1 << STBI__ZFAST_BITS) - 1) +#define STBI__ZNSYMS 288 // number of symbols in literal/length alphabet + +// zlib-style huffman encoding +// (jpegs packs from left, zlib from right, so can't share code) +typedef struct +{ + stbi__uint16 fast[1 << STBI__ZFAST_BITS]; + stbi__uint16 firstcode[16]; + int maxcode[17]; + stbi__uint16 firstsymbol[16]; + stbi_uc size[STBI__ZNSYMS]; + stbi__uint16 value[STBI__ZNSYMS]; +} stbi__zhuffman; + +stbi_inline static int stbi__bitreverse16(int n) +{ + n = ((n & 0xAAAA) >> 1) | ((n & 0x5555) << 1); + n = ((n & 0xCCCC) >> 2) | ((n & 0x3333) << 2); + n = ((n & 0xF0F0) >> 4) | ((n & 0x0F0F) << 4); + n = ((n & 0xFF00) >> 8) | ((n & 0x00FF) << 8); + return n; +} + +stbi_inline static int stbi__bit_reverse(int v, int bits) +{ + STBI_ASSERT(bits <= 16); + // to bit reverse n bits, reverse 16 and shift + // e.g. 11 bits, bit reverse and shift away 5 + return stbi__bitreverse16(v) >> (16-bits); +} + +static int stbi__zbuild_huffman(stbi__zhuffman *z, const stbi_uc *sizelist, int num) +{ + int i,k=0; + int code, next_code[16], sizes[17]; + + // DEFLATE spec for generating codes + memset(sizes, 0, sizeof(sizes)); + memset(z->fast, 0, sizeof(z->fast)); + for (i=0; i < num; ++i) + ++sizes[sizelist[i]]; + sizes[0] = 0; + for (i=1; i < 16; ++i) + if (sizes[i] > (1 << i)) + return stbi__err("bad sizes", "Corrupt PNG"); + code = 0; + for (i=1; i < 16; ++i) { + next_code[i] = code; + z->firstcode[i] = (stbi__uint16) code; + z->firstsymbol[i] = (stbi__uint16) k; + code = (code + sizes[i]); + if (sizes[i]) + if (code-1 >= (1 << i)) return stbi__err("bad codelengths","Corrupt PNG"); + z->maxcode[i] = code << (16-i); // preshift for inner loop + code <<= 1; + k += sizes[i]; + } + z->maxcode[16] = 0x10000; // sentinel + for (i=0; i < num; ++i) { + int s = sizelist[i]; + if (s) { + int c = next_code[s] - z->firstcode[s] + z->firstsymbol[s]; + stbi__uint16 fastv = (stbi__uint16) ((s << 9) | i); + z->size [c] = (stbi_uc ) s; + z->value[c] = (stbi__uint16) i; + if (s <= STBI__ZFAST_BITS) { + int j = stbi__bit_reverse(next_code[s],s); + while (j < (1 << STBI__ZFAST_BITS)) { + z->fast[j] = fastv; + j += (1 << s); + } + } + ++next_code[s]; + } + } + return 1; +} + +// zlib-from-memory implementation for PNG reading +// because PNG allows splitting the zlib stream arbitrarily, +// and it's annoying structurally to have PNG call ZLIB call PNG, +// we require PNG read all the IDATs and combine them into a single +// memory buffer + +typedef struct +{ + stbi_uc *zbuffer, *zbuffer_end; + int num_bits; + int hit_zeof_once; + stbi__uint32 code_buffer; + + char *zout; + char *zout_start; + char *zout_end; + int z_expandable; + + stbi__zhuffman z_length, z_distance; +} stbi__zbuf; + +stbi_inline static int stbi__zeof(stbi__zbuf *z) +{ + return (z->zbuffer >= z->zbuffer_end); +} + +stbi_inline static stbi_uc stbi__zget8(stbi__zbuf *z) +{ + return stbi__zeof(z) ? 0 : *z->zbuffer++; +} + +static void stbi__fill_bits(stbi__zbuf *z) +{ + do { + if (z->code_buffer >= (1U << z->num_bits)) { + z->zbuffer = z->zbuffer_end; /* treat this as EOF so we fail. */ + return; + } + z->code_buffer |= (unsigned int) stbi__zget8(z) << z->num_bits; + z->num_bits += 8; + } while (z->num_bits <= 24); +} + +stbi_inline static unsigned int stbi__zreceive(stbi__zbuf *z, int n) +{ + unsigned int k; + if (z->num_bits < n) stbi__fill_bits(z); + k = z->code_buffer & ((1 << n) - 1); + z->code_buffer >>= n; + z->num_bits -= n; + return k; +} + +static int stbi__zhuffman_decode_slowpath(stbi__zbuf *a, stbi__zhuffman *z) +{ + int b,s,k; + // not resolved by fast table, so compute it the slow way + // use jpeg approach, which requires MSbits at top + k = stbi__bit_reverse(a->code_buffer, 16); + for (s=STBI__ZFAST_BITS+1; ; ++s) + if (k < z->maxcode[s]) + break; + if (s >= 16) return -1; // invalid code! + // code size is s, so: + b = (k >> (16-s)) - z->firstcode[s] + z->firstsymbol[s]; + if (b >= STBI__ZNSYMS) return -1; // some data was corrupt somewhere! + if (z->size[b] != s) return -1; // was originally an assert, but report failure instead. + a->code_buffer >>= s; + a->num_bits -= s; + return z->value[b]; +} + +stbi_inline static int stbi__zhuffman_decode(stbi__zbuf *a, stbi__zhuffman *z) +{ + int b,s; + if (a->num_bits < 16) { + if (stbi__zeof(a)) { + if (!a->hit_zeof_once) { + // This is the first time we hit eof, insert 16 extra padding btis + // to allow us to keep going; if we actually consume any of them + // though, that is invalid data. This is caught later. + a->hit_zeof_once = 1; + a->num_bits += 16; // add 16 implicit zero bits + } else { + // We already inserted our extra 16 padding bits and are again + // out, this stream is actually prematurely terminated. + return -1; + } + } else { + stbi__fill_bits(a); + } + } + b = z->fast[a->code_buffer & STBI__ZFAST_MASK]; + if (b) { + s = b >> 9; + a->code_buffer >>= s; + a->num_bits -= s; + return b & 511; + } + return stbi__zhuffman_decode_slowpath(a, z); +} + +static int stbi__zexpand(stbi__zbuf *z, char *zout, int n) // need to make room for n bytes +{ + char *q; + unsigned int cur, limit, old_limit; + z->zout = zout; + if (!z->z_expandable) return stbi__err("output buffer limit","Corrupt PNG"); + cur = (unsigned int) (z->zout - z->zout_start); + limit = old_limit = (unsigned) (z->zout_end - z->zout_start); + if (UINT_MAX - cur < (unsigned) n) return stbi__err("outofmem", "Out of memory"); + while (cur + n > limit) { + if(limit > UINT_MAX / 2) return stbi__err("outofmem", "Out of memory"); + limit *= 2; + } + q = (char *) STBI_REALLOC_SIZED(z->zout_start, old_limit, limit); + STBI_NOTUSED(old_limit); + if (q == NULL) return stbi__err("outofmem", "Out of memory"); + z->zout_start = q; + z->zout = q + cur; + z->zout_end = q + limit; + return 1; +} + +static const int stbi__zlength_base[31] = { + 3,4,5,6,7,8,9,10,11,13, + 15,17,19,23,27,31,35,43,51,59, + 67,83,99,115,131,163,195,227,258,0,0 }; + +static const int stbi__zlength_extra[31]= +{ 0,0,0,0,0,0,0,0,1,1,1,1,2,2,2,2,3,3,3,3,4,4,4,4,5,5,5,5,0,0,0 }; + +static const int stbi__zdist_base[32] = { 1,2,3,4,5,7,9,13,17,25,33,49,65,97,129,193, +257,385,513,769,1025,1537,2049,3073,4097,6145,8193,12289,16385,24577,0,0}; + +static const int stbi__zdist_extra[32] = +{ 0,0,0,0,1,1,2,2,3,3,4,4,5,5,6,6,7,7,8,8,9,9,10,10,11,11,12,12,13,13}; + +static int stbi__parse_huffman_block(stbi__zbuf *a) +{ + char *zout = a->zout; + for(;;) { + int z = stbi__zhuffman_decode(a, &a->z_length); + if (z < 256) { + if (z < 0) return stbi__err("bad huffman code","Corrupt PNG"); // error in huffman codes + if (zout >= a->zout_end) { + if (!stbi__zexpand(a, zout, 1)) return 0; + zout = a->zout; + } + *zout++ = (char) z; + } else { + stbi_uc *p; + int len,dist; + if (z == 256) { + a->zout = zout; + if (a->hit_zeof_once && a->num_bits < 16) { + // The first time we hit zeof, we inserted 16 extra zero bits into our bit + // buffer so the decoder can just do its speculative decoding. But if we + // actually consumed any of those bits (which is the case when num_bits < 16), + // the stream actually read past the end so it is malformed. + return stbi__err("unexpected end","Corrupt PNG"); + } + return 1; + } + if (z >= 286) return stbi__err("bad huffman code","Corrupt PNG"); // per DEFLATE, length codes 286 and 287 must not appear in compressed data + z -= 257; + len = stbi__zlength_base[z]; + if (stbi__zlength_extra[z]) len += stbi__zreceive(a, stbi__zlength_extra[z]); + z = stbi__zhuffman_decode(a, &a->z_distance); + if (z < 0 || z >= 30) return stbi__err("bad huffman code","Corrupt PNG"); // per DEFLATE, distance codes 30 and 31 must not appear in compressed data + dist = stbi__zdist_base[z]; + if (stbi__zdist_extra[z]) dist += stbi__zreceive(a, stbi__zdist_extra[z]); + if (zout - a->zout_start < dist) return stbi__err("bad dist","Corrupt PNG"); + if (len > a->zout_end - zout) { + if (!stbi__zexpand(a, zout, len)) return 0; + zout = a->zout; + } + p = (stbi_uc *) (zout - dist); + if (dist == 1) { // run of one byte; common in images. + stbi_uc v = *p; + if (len) { do *zout++ = v; while (--len); } + } else { + if (len) { do *zout++ = *p++; while (--len); } + } + } + } +} + +static int stbi__compute_huffman_codes(stbi__zbuf *a) +{ + static const stbi_uc length_dezigzag[19] = { 16,17,18,0,8,7,9,6,10,5,11,4,12,3,13,2,14,1,15 }; + stbi__zhuffman z_codelength; + stbi_uc lencodes[286+32+137];//padding for maximum single op + stbi_uc codelength_sizes[19]; + int i,n; + + int hlit = stbi__zreceive(a,5) + 257; + int hdist = stbi__zreceive(a,5) + 1; + int hclen = stbi__zreceive(a,4) + 4; + int ntot = hlit + hdist; + + memset(codelength_sizes, 0, sizeof(codelength_sizes)); + for (i=0; i < hclen; ++i) { + int s = stbi__zreceive(a,3); + codelength_sizes[length_dezigzag[i]] = (stbi_uc) s; + } + if (!stbi__zbuild_huffman(&z_codelength, codelength_sizes, 19)) return 0; + + n = 0; + while (n < ntot) { + int c = stbi__zhuffman_decode(a, &z_codelength); + if (c < 0 || c >= 19) return stbi__err("bad codelengths", "Corrupt PNG"); + if (c < 16) + lencodes[n++] = (stbi_uc) c; + else { + stbi_uc fill = 0; + if (c == 16) { + c = stbi__zreceive(a,2)+3; + if (n == 0) return stbi__err("bad codelengths", "Corrupt PNG"); + fill = lencodes[n-1]; + } else if (c == 17) { + c = stbi__zreceive(a,3)+3; + } else if (c == 18) { + c = stbi__zreceive(a,7)+11; + } else { + return stbi__err("bad codelengths", "Corrupt PNG"); + } + if (ntot - n < c) return stbi__err("bad codelengths", "Corrupt PNG"); + memset(lencodes+n, fill, c); + n += c; + } + } + if (n != ntot) return stbi__err("bad codelengths","Corrupt PNG"); + if (!stbi__zbuild_huffman(&a->z_length, lencodes, hlit)) return 0; + if (!stbi__zbuild_huffman(&a->z_distance, lencodes+hlit, hdist)) return 0; + return 1; +} + +static int stbi__parse_uncompressed_block(stbi__zbuf *a) +{ + stbi_uc header[4]; + int len,nlen,k; + if (a->num_bits & 7) + stbi__zreceive(a, a->num_bits & 7); // discard + // drain the bit-packed data into header + k = 0; + while (a->num_bits > 0) { + header[k++] = (stbi_uc) (a->code_buffer & 255); // suppress MSVC run-time check + a->code_buffer >>= 8; + a->num_bits -= 8; + } + if (a->num_bits < 0) return stbi__err("zlib corrupt","Corrupt PNG"); + // now fill header the normal way + while (k < 4) + header[k++] = stbi__zget8(a); + len = header[1] * 256 + header[0]; + nlen = header[3] * 256 + header[2]; + if (nlen != (len ^ 0xffff)) return stbi__err("zlib corrupt","Corrupt PNG"); + if (a->zbuffer + len > a->zbuffer_end) return stbi__err("read past buffer","Corrupt PNG"); + if (a->zout + len > a->zout_end) + if (!stbi__zexpand(a, a->zout, len)) return 0; + memcpy(a->zout, a->zbuffer, len); + a->zbuffer += len; + a->zout += len; + return 1; +} + +static int stbi__parse_zlib_header(stbi__zbuf *a) +{ + int cmf = stbi__zget8(a); + int cm = cmf & 15; + /* int cinfo = cmf >> 4; */ + int flg = stbi__zget8(a); + if (stbi__zeof(a)) return stbi__err("bad zlib header","Corrupt PNG"); // zlib spec + if ((cmf*256+flg) % 31 != 0) return stbi__err("bad zlib header","Corrupt PNG"); // zlib spec + if (flg & 32) return stbi__err("no preset dict","Corrupt PNG"); // preset dictionary not allowed in png + if (cm != 8) return stbi__err("bad compression","Corrupt PNG"); // DEFLATE required for png + // window = 1 << (8 + cinfo)... but who cares, we fully buffer output + return 1; +} + +static const stbi_uc stbi__zdefault_length[STBI__ZNSYMS] = +{ + 8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8, 8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8, + 8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8, 8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8, + 8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8, 8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8, + 8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8, 8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8, + 8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8, 9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9, + 9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9, 9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9, + 9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9, 9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9, + 9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9, 9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9, + 7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7, 7,7,7,7,7,7,7,7,8,8,8,8,8,8,8,8 +}; +static const stbi_uc stbi__zdefault_distance[32] = +{ + 5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5 +}; +/* +Init algorithm: +{ + int i; // use <= to match clearly with spec + for (i=0; i <= 143; ++i) stbi__zdefault_length[i] = 8; + for ( ; i <= 255; ++i) stbi__zdefault_length[i] = 9; + for ( ; i <= 279; ++i) stbi__zdefault_length[i] = 7; + for ( ; i <= 287; ++i) stbi__zdefault_length[i] = 8; + + for (i=0; i <= 31; ++i) stbi__zdefault_distance[i] = 5; +} +*/ + +static int stbi__parse_zlib(stbi__zbuf *a, int parse_header) +{ + int final, type; + if (parse_header) + if (!stbi__parse_zlib_header(a)) return 0; + a->num_bits = 0; + a->code_buffer = 0; + a->hit_zeof_once = 0; + do { + final = stbi__zreceive(a,1); + type = stbi__zreceive(a,2); + if (type == 0) { + if (!stbi__parse_uncompressed_block(a)) return 0; + } else if (type == 3) { + return 0; + } else { + if (type == 1) { + // use fixed code lengths + if (!stbi__zbuild_huffman(&a->z_length , stbi__zdefault_length , STBI__ZNSYMS)) return 0; + if (!stbi__zbuild_huffman(&a->z_distance, stbi__zdefault_distance, 32)) return 0; + } else { + if (!stbi__compute_huffman_codes(a)) return 0; + } + if (!stbi__parse_huffman_block(a)) return 0; + } + } while (!final); + return 1; +} + +static int stbi__do_zlib(stbi__zbuf *a, char *obuf, int olen, int exp, int parse_header) +{ + a->zout_start = obuf; + a->zout = obuf; + a->zout_end = obuf + olen; + a->z_expandable = exp; + + return stbi__parse_zlib(a, parse_header); +} + +STBIDEF char *stbi_zlib_decode_malloc_guesssize(const char *buffer, int len, int initial_size, int *outlen) +{ + stbi__zbuf a; + char *p = (char *) stbi__malloc(initial_size); + if (p == NULL) return NULL; + a.zbuffer = (stbi_uc *) buffer; + a.zbuffer_end = (stbi_uc *) buffer + len; + if (stbi__do_zlib(&a, p, initial_size, 1, 1)) { + if (outlen) *outlen = (int) (a.zout - a.zout_start); + return a.zout_start; + } else { + STBI_FREE(a.zout_start); + return NULL; + } +} + +STBIDEF char *stbi_zlib_decode_malloc(char const *buffer, int len, int *outlen) +{ + return stbi_zlib_decode_malloc_guesssize(buffer, len, 16384, outlen); +} + +STBIDEF char *stbi_zlib_decode_malloc_guesssize_headerflag(const char *buffer, int len, int initial_size, int *outlen, int parse_header) +{ + stbi__zbuf a; + char *p = (char *) stbi__malloc(initial_size); + if (p == NULL) return NULL; + a.zbuffer = (stbi_uc *) buffer; + a.zbuffer_end = (stbi_uc *) buffer + len; + if (stbi__do_zlib(&a, p, initial_size, 1, parse_header)) { + if (outlen) *outlen = (int) (a.zout - a.zout_start); + return a.zout_start; + } else { + STBI_FREE(a.zout_start); + return NULL; + } +} + +STBIDEF int stbi_zlib_decode_buffer(char *obuffer, int olen, char const *ibuffer, int ilen) +{ + stbi__zbuf a; + a.zbuffer = (stbi_uc *) ibuffer; + a.zbuffer_end = (stbi_uc *) ibuffer + ilen; + if (stbi__do_zlib(&a, obuffer, olen, 0, 1)) + return (int) (a.zout - a.zout_start); + else + return -1; +} + +STBIDEF char *stbi_zlib_decode_noheader_malloc(char const *buffer, int len, int *outlen) +{ + stbi__zbuf a; + char *p = (char *) stbi__malloc(16384); + if (p == NULL) return NULL; + a.zbuffer = (stbi_uc *) buffer; + a.zbuffer_end = (stbi_uc *) buffer+len; + if (stbi__do_zlib(&a, p, 16384, 1, 0)) { + if (outlen) *outlen = (int) (a.zout - a.zout_start); + return a.zout_start; + } else { + STBI_FREE(a.zout_start); + return NULL; + } +} + +STBIDEF int stbi_zlib_decode_noheader_buffer(char *obuffer, int olen, const char *ibuffer, int ilen) +{ + stbi__zbuf a; + a.zbuffer = (stbi_uc *) ibuffer; + a.zbuffer_end = (stbi_uc *) ibuffer + ilen; + if (stbi__do_zlib(&a, obuffer, olen, 0, 0)) + return (int) (a.zout - a.zout_start); + else + return -1; +} +#endif + +// public domain "baseline" PNG decoder v0.10 Sean Barrett 2006-11-18 +// simple implementation +// - only 8-bit samples +// - no CRC checking +// - allocates lots of intermediate memory +// - avoids problem of streaming data between subsystems +// - avoids explicit window management +// performance +// - uses stb_zlib, a PD zlib implementation with fast huffman decoding + +#ifndef STBI_NO_PNG +typedef struct +{ + stbi__uint32 length; + stbi__uint32 type; +} stbi__pngchunk; + +static stbi__pngchunk stbi__get_chunk_header(stbi__context *s) +{ + stbi__pngchunk c; + c.length = stbi__get32be(s); + c.type = stbi__get32be(s); + return c; +} + +static int stbi__check_png_header(stbi__context *s) +{ + static const stbi_uc png_sig[8] = { 137,80,78,71,13,10,26,10 }; + int i; + for (i=0; i < 8; ++i) + if (stbi__get8(s) != png_sig[i]) return stbi__err("bad png sig","Not a PNG"); + return 1; +} + +typedef struct +{ + stbi__context *s; + stbi_uc *idata, *expanded, *out; + int depth; +} stbi__png; + + +enum { + STBI__F_none=0, + STBI__F_sub=1, + STBI__F_up=2, + STBI__F_avg=3, + STBI__F_paeth=4, + // synthetic filter used for first scanline to avoid needing a dummy row of 0s + STBI__F_avg_first +}; + +static stbi_uc first_row_filter[5] = +{ + STBI__F_none, + STBI__F_sub, + STBI__F_none, + STBI__F_avg_first, + STBI__F_sub // Paeth with b=c=0 turns out to be equivalent to sub +}; + +static int stbi__paeth(int a, int b, int c) +{ + // This formulation looks very different from the reference in the PNG spec, but is + // actually equivalent and has favorable data dependencies and admits straightforward + // generation of branch-free code, which helps performance significantly. + int thresh = c*3 - (a + b); + int lo = a < b ? a : b; + int hi = a < b ? b : a; + int t0 = (hi <= thresh) ? lo : c; + int t1 = (thresh <= lo) ? hi : t0; + return t1; +} + +static const stbi_uc stbi__depth_scale_table[9] = { 0, 0xff, 0x55, 0, 0x11, 0,0,0, 0x01 }; + +// adds an extra all-255 alpha channel +// dest == src is legal +// img_n must be 1 or 3 +static void stbi__create_png_alpha_expand8(stbi_uc *dest, stbi_uc *src, stbi__uint32 x, int img_n) +{ + int i; + // must process data backwards since we allow dest==src + if (img_n == 1) { + for (i=x-1; i >= 0; --i) { + dest[i*2+1] = 255; + dest[i*2+0] = src[i]; + } + } else { + STBI_ASSERT(img_n == 3); + for (i=x-1; i >= 0; --i) { + dest[i*4+3] = 255; + dest[i*4+2] = src[i*3+2]; + dest[i*4+1] = src[i*3+1]; + dest[i*4+0] = src[i*3+0]; + } + } +} + +// create the png data from post-deflated data +static int stbi__create_png_image_raw(stbi__png *a, stbi_uc *raw, stbi__uint32 raw_len, int out_n, stbi__uint32 x, stbi__uint32 y, int depth, int color) +{ + int bytes = (depth == 16 ? 2 : 1); + stbi__context *s = a->s; + stbi__uint32 i,j,stride = x*out_n*bytes; + stbi__uint32 img_len, img_width_bytes; + stbi_uc *filter_buf; + int all_ok = 1; + int k; + int img_n = s->img_n; // copy it into a local for later + + int output_bytes = out_n*bytes; + int filter_bytes = img_n*bytes; + int width = x; + + STBI_ASSERT(out_n == s->img_n || out_n == s->img_n+1); + a->out = (stbi_uc *) stbi__malloc_mad3(x, y, output_bytes, 0); // extra bytes to write off the end into + if (!a->out) return stbi__err("outofmem", "Out of memory"); + + // note: error exits here don't need to clean up a->out individually, + // stbi__do_png always does on error. + if (!stbi__mad3sizes_valid(img_n, x, depth, 7)) return stbi__err("too large", "Corrupt PNG"); + img_width_bytes = (((img_n * x * depth) + 7) >> 3); + if (!stbi__mad2sizes_valid(img_width_bytes, y, img_width_bytes)) return stbi__err("too large", "Corrupt PNG"); + img_len = (img_width_bytes + 1) * y; + + // we used to check for exact match between raw_len and img_len on non-interlaced PNGs, + // but issue #276 reported a PNG in the wild that had extra data at the end (all zeros), + // so just check for raw_len < img_len always. + if (raw_len < img_len) return stbi__err("not enough pixels","Corrupt PNG"); + + // Allocate two scan lines worth of filter workspace buffer. + filter_buf = (stbi_uc *) stbi__malloc_mad2(img_width_bytes, 2, 0); + if (!filter_buf) return stbi__err("outofmem", "Out of memory"); + + // Filtering for low-bit-depth images + if (depth < 8) { + filter_bytes = 1; + width = img_width_bytes; + } + + for (j=0; j < y; ++j) { + // cur/prior filter buffers alternate + stbi_uc *cur = filter_buf + (j & 1)*img_width_bytes; + stbi_uc *prior = filter_buf + (~j & 1)*img_width_bytes; + stbi_uc *dest = a->out + stride*j; + int nk = width * filter_bytes; + int filter = *raw++; + + // check filter type + if (filter > 4) { + all_ok = stbi__err("invalid filter","Corrupt PNG"); + break; + } + + // if first row, use special filter that doesn't sample previous row + if (j == 0) filter = first_row_filter[filter]; + + // perform actual filtering + switch (filter) { + case STBI__F_none: + memcpy(cur, raw, nk); + break; + case STBI__F_sub: + memcpy(cur, raw, filter_bytes); + for (k = filter_bytes; k < nk; ++k) + cur[k] = STBI__BYTECAST(raw[k] + cur[k-filter_bytes]); + break; + case STBI__F_up: + for (k = 0; k < nk; ++k) + cur[k] = STBI__BYTECAST(raw[k] + prior[k]); + break; + case STBI__F_avg: + for (k = 0; k < filter_bytes; ++k) + cur[k] = STBI__BYTECAST(raw[k] + (prior[k]>>1)); + for (k = filter_bytes; k < nk; ++k) + cur[k] = STBI__BYTECAST(raw[k] + ((prior[k] + cur[k-filter_bytes])>>1)); + break; + case STBI__F_paeth: + for (k = 0; k < filter_bytes; ++k) + cur[k] = STBI__BYTECAST(raw[k] + prior[k]); // prior[k] == stbi__paeth(0,prior[k],0) + for (k = filter_bytes; k < nk; ++k) + cur[k] = STBI__BYTECAST(raw[k] + stbi__paeth(cur[k-filter_bytes], prior[k], prior[k-filter_bytes])); + break; + case STBI__F_avg_first: + memcpy(cur, raw, filter_bytes); + for (k = filter_bytes; k < nk; ++k) + cur[k] = STBI__BYTECAST(raw[k] + (cur[k-filter_bytes] >> 1)); + break; + } + + raw += nk; + + // expand decoded bits in cur to dest, also adding an extra alpha channel if desired + if (depth < 8) { + stbi_uc scale = (color == 0) ? stbi__depth_scale_table[depth] : 1; // scale grayscale values to 0..255 range + stbi_uc *in = cur; + stbi_uc *out = dest; + stbi_uc inb = 0; + stbi__uint32 nsmp = x*img_n; + + // expand bits to bytes first + if (depth == 4) { + for (i=0; i < nsmp; ++i) { + if ((i & 1) == 0) inb = *in++; + *out++ = scale * (inb >> 4); + inb <<= 4; + } + } else if (depth == 2) { + for (i=0; i < nsmp; ++i) { + if ((i & 3) == 0) inb = *in++; + *out++ = scale * (inb >> 6); + inb <<= 2; + } + } else { + STBI_ASSERT(depth == 1); + for (i=0; i < nsmp; ++i) { + if ((i & 7) == 0) inb = *in++; + *out++ = scale * (inb >> 7); + inb <<= 1; + } + } + + // insert alpha=255 values if desired + if (img_n != out_n) + stbi__create_png_alpha_expand8(dest, dest, x, img_n); + } else if (depth == 8) { + if (img_n == out_n) + memcpy(dest, cur, x*img_n); + else + stbi__create_png_alpha_expand8(dest, cur, x, img_n); + } else if (depth == 16) { + // convert the image data from big-endian to platform-native + stbi__uint16 *dest16 = (stbi__uint16*)dest; + stbi__uint32 nsmp = x*img_n; + + if (img_n == out_n) { + for (i = 0; i < nsmp; ++i, ++dest16, cur += 2) + *dest16 = (cur[0] << 8) | cur[1]; + } else { + STBI_ASSERT(img_n+1 == out_n); + if (img_n == 1) { + for (i = 0; i < x; ++i, dest16 += 2, cur += 2) { + dest16[0] = (cur[0] << 8) | cur[1]; + dest16[1] = 0xffff; + } + } else { + STBI_ASSERT(img_n == 3); + for (i = 0; i < x; ++i, dest16 += 4, cur += 6) { + dest16[0] = (cur[0] << 8) | cur[1]; + dest16[1] = (cur[2] << 8) | cur[3]; + dest16[2] = (cur[4] << 8) | cur[5]; + dest16[3] = 0xffff; + } + } + } + } + } + + STBI_FREE(filter_buf); + if (!all_ok) return 0; + + return 1; +} + +static int stbi__create_png_image(stbi__png *a, stbi_uc *image_data, stbi__uint32 image_data_len, int out_n, int depth, int color, int interlaced) +{ + int bytes = (depth == 16 ? 2 : 1); + int out_bytes = out_n * bytes; + stbi_uc *final; + int p; + if (!interlaced) + return stbi__create_png_image_raw(a, image_data, image_data_len, out_n, a->s->img_x, a->s->img_y, depth, color); + + // de-interlacing + final = (stbi_uc *) stbi__malloc_mad3(a->s->img_x, a->s->img_y, out_bytes, 0); + if (!final) return stbi__err("outofmem", "Out of memory"); + for (p=0; p < 7; ++p) { + int xorig[] = { 0,4,0,2,0,1,0 }; + int yorig[] = { 0,0,4,0,2,0,1 }; + int xspc[] = { 8,8,4,4,2,2,1 }; + int yspc[] = { 8,8,8,4,4,2,2 }; + int i,j,x,y; + // pass1_x[4] = 0, pass1_x[5] = 1, pass1_x[12] = 1 + x = (a->s->img_x - xorig[p] + xspc[p]-1) / xspc[p]; + y = (a->s->img_y - yorig[p] + yspc[p]-1) / yspc[p]; + if (x && y) { + stbi__uint32 img_len = ((((a->s->img_n * x * depth) + 7) >> 3) + 1) * y; + if (!stbi__create_png_image_raw(a, image_data, image_data_len, out_n, x, y, depth, color)) { + STBI_FREE(final); + return 0; + } + for (j=0; j < y; ++j) { + for (i=0; i < x; ++i) { + int out_y = j*yspc[p]+yorig[p]; + int out_x = i*xspc[p]+xorig[p]; + memcpy(final + out_y*a->s->img_x*out_bytes + out_x*out_bytes, + a->out + (j*x+i)*out_bytes, out_bytes); + } + } + STBI_FREE(a->out); + image_data += img_len; + image_data_len -= img_len; + } + } + a->out = final; + + return 1; +} + +static int stbi__compute_transparency(stbi__png *z, stbi_uc tc[3], int out_n) +{ + stbi__context *s = z->s; + stbi__uint32 i, pixel_count = s->img_x * s->img_y; + stbi_uc *p = z->out; + + // compute color-based transparency, assuming we've + // already got 255 as the alpha value in the output + STBI_ASSERT(out_n == 2 || out_n == 4); + + if (out_n == 2) { + for (i=0; i < pixel_count; ++i) { + p[1] = (p[0] == tc[0] ? 0 : 255); + p += 2; + } + } else { + for (i=0; i < pixel_count; ++i) { + if (p[0] == tc[0] && p[1] == tc[1] && p[2] == tc[2]) + p[3] = 0; + p += 4; + } + } + return 1; +} + +static int stbi__compute_transparency16(stbi__png *z, stbi__uint16 tc[3], int out_n) +{ + stbi__context *s = z->s; + stbi__uint32 i, pixel_count = s->img_x * s->img_y; + stbi__uint16 *p = (stbi__uint16*) z->out; + + // compute color-based transparency, assuming we've + // already got 65535 as the alpha value in the output + STBI_ASSERT(out_n == 2 || out_n == 4); + + if (out_n == 2) { + for (i = 0; i < pixel_count; ++i) { + p[1] = (p[0] == tc[0] ? 0 : 65535); + p += 2; + } + } else { + for (i = 0; i < pixel_count; ++i) { + if (p[0] == tc[0] && p[1] == tc[1] && p[2] == tc[2]) + p[3] = 0; + p += 4; + } + } + return 1; +} + +static int stbi__expand_png_palette(stbi__png *a, stbi_uc *palette, int len, int pal_img_n) +{ + stbi__uint32 i, pixel_count = a->s->img_x * a->s->img_y; + stbi_uc *p, *temp_out, *orig = a->out; + + p = (stbi_uc *) stbi__malloc_mad2(pixel_count, pal_img_n, 0); + if (p == NULL) return stbi__err("outofmem", "Out of memory"); + + // between here and free(out) below, exitting would leak + temp_out = p; + + if (pal_img_n == 3) { + for (i=0; i < pixel_count; ++i) { + int n = orig[i]*4; + p[0] = palette[n ]; + p[1] = palette[n+1]; + p[2] = palette[n+2]; + p += 3; + } + } else { + for (i=0; i < pixel_count; ++i) { + int n = orig[i]*4; + p[0] = palette[n ]; + p[1] = palette[n+1]; + p[2] = palette[n+2]; + p[3] = palette[n+3]; + p += 4; + } + } + STBI_FREE(a->out); + a->out = temp_out; + + STBI_NOTUSED(len); + + return 1; +} + +static int stbi__unpremultiply_on_load_global = 0; +static int stbi__de_iphone_flag_global = 0; + +STBIDEF void stbi_set_unpremultiply_on_load(int flag_true_if_should_unpremultiply) +{ + stbi__unpremultiply_on_load_global = flag_true_if_should_unpremultiply; +} + +STBIDEF void stbi_convert_iphone_png_to_rgb(int flag_true_if_should_convert) +{ + stbi__de_iphone_flag_global = flag_true_if_should_convert; +} + +#ifndef STBI_THREAD_LOCAL +#define stbi__unpremultiply_on_load stbi__unpremultiply_on_load_global +#define stbi__de_iphone_flag stbi__de_iphone_flag_global +#else +static STBI_THREAD_LOCAL int stbi__unpremultiply_on_load_local, stbi__unpremultiply_on_load_set; +static STBI_THREAD_LOCAL int stbi__de_iphone_flag_local, stbi__de_iphone_flag_set; + +STBIDEF void stbi_set_unpremultiply_on_load_thread(int flag_true_if_should_unpremultiply) +{ + stbi__unpremultiply_on_load_local = flag_true_if_should_unpremultiply; + stbi__unpremultiply_on_load_set = 1; +} + +STBIDEF void stbi_convert_iphone_png_to_rgb_thread(int flag_true_if_should_convert) +{ + stbi__de_iphone_flag_local = flag_true_if_should_convert; + stbi__de_iphone_flag_set = 1; +} + +#define stbi__unpremultiply_on_load (stbi__unpremultiply_on_load_set \ + ? stbi__unpremultiply_on_load_local \ + : stbi__unpremultiply_on_load_global) +#define stbi__de_iphone_flag (stbi__de_iphone_flag_set \ + ? stbi__de_iphone_flag_local \ + : stbi__de_iphone_flag_global) +#endif // STBI_THREAD_LOCAL + +static void stbi__de_iphone(stbi__png *z) +{ + stbi__context *s = z->s; + stbi__uint32 i, pixel_count = s->img_x * s->img_y; + stbi_uc *p = z->out; + + if (s->img_out_n == 3) { // convert bgr to rgb + for (i=0; i < pixel_count; ++i) { + stbi_uc t = p[0]; + p[0] = p[2]; + p[2] = t; + p += 3; + } + } else { + STBI_ASSERT(s->img_out_n == 4); + if (stbi__unpremultiply_on_load) { + // convert bgr to rgb and unpremultiply + for (i=0; i < pixel_count; ++i) { + stbi_uc a = p[3]; + stbi_uc t = p[0]; + if (a) { + stbi_uc half = a / 2; + p[0] = (p[2] * 255 + half) / a; + p[1] = (p[1] * 255 + half) / a; + p[2] = ( t * 255 + half) / a; + } else { + p[0] = p[2]; + p[2] = t; + } + p += 4; + } + } else { + // convert bgr to rgb + for (i=0; i < pixel_count; ++i) { + stbi_uc t = p[0]; + p[0] = p[2]; + p[2] = t; + p += 4; + } + } + } +} + +#define STBI__PNG_TYPE(a,b,c,d) (((unsigned) (a) << 24) + ((unsigned) (b) << 16) + ((unsigned) (c) << 8) + (unsigned) (d)) + +static int stbi__parse_png_file(stbi__png *z, int scan, int req_comp) +{ + stbi_uc palette[1024], pal_img_n=0; + stbi_uc has_trans=0, tc[3]={0}; + stbi__uint16 tc16[3]; + stbi__uint32 ioff=0, idata_limit=0, i, pal_len=0; + int first=1,k,interlace=0, color=0, is_iphone=0; + stbi__context *s = z->s; + + z->expanded = NULL; + z->idata = NULL; + z->out = NULL; + + if (!stbi__check_png_header(s)) return 0; + + if (scan == STBI__SCAN_type) return 1; + + for (;;) { + stbi__pngchunk c = stbi__get_chunk_header(s); + switch (c.type) { + case STBI__PNG_TYPE('C','g','B','I'): + is_iphone = 1; + stbi__skip(s, c.length); + break; + case STBI__PNG_TYPE('I','H','D','R'): { + int comp,filter; + if (!first) return stbi__err("multiple IHDR","Corrupt PNG"); + first = 0; + if (c.length != 13) return stbi__err("bad IHDR len","Corrupt PNG"); + s->img_x = stbi__get32be(s); + s->img_y = stbi__get32be(s); + if (s->img_y > STBI_MAX_DIMENSIONS) return stbi__err("too large","Very large image (corrupt?)"); + if (s->img_x > STBI_MAX_DIMENSIONS) return stbi__err("too large","Very large image (corrupt?)"); + z->depth = stbi__get8(s); if (z->depth != 1 && z->depth != 2 && z->depth != 4 && z->depth != 8 && z->depth != 16) return stbi__err("1/2/4/8/16-bit only","PNG not supported: 1/2/4/8/16-bit only"); + color = stbi__get8(s); if (color > 6) return stbi__err("bad ctype","Corrupt PNG"); + if (color == 3 && z->depth == 16) return stbi__err("bad ctype","Corrupt PNG"); + if (color == 3) pal_img_n = 3; else if (color & 1) return stbi__err("bad ctype","Corrupt PNG"); + comp = stbi__get8(s); if (comp) return stbi__err("bad comp method","Corrupt PNG"); + filter= stbi__get8(s); if (filter) return stbi__err("bad filter method","Corrupt PNG"); + interlace = stbi__get8(s); if (interlace>1) return stbi__err("bad interlace method","Corrupt PNG"); + if (!s->img_x || !s->img_y) return stbi__err("0-pixel image","Corrupt PNG"); + if (!pal_img_n) { + s->img_n = (color & 2 ? 3 : 1) + (color & 4 ? 1 : 0); + if ((1 << 30) / s->img_x / s->img_n < s->img_y) return stbi__err("too large", "Image too large to decode"); + } else { + // if paletted, then pal_n is our final components, and + // img_n is # components to decompress/filter. + s->img_n = 1; + if ((1 << 30) / s->img_x / 4 < s->img_y) return stbi__err("too large","Corrupt PNG"); + } + // even with SCAN_header, have to scan to see if we have a tRNS + break; + } + + case STBI__PNG_TYPE('P','L','T','E'): { + if (first) return stbi__err("first not IHDR", "Corrupt PNG"); + if (c.length > 256*3) return stbi__err("invalid PLTE","Corrupt PNG"); + pal_len = c.length / 3; + if (pal_len * 3 != c.length) return stbi__err("invalid PLTE","Corrupt PNG"); + for (i=0; i < pal_len; ++i) { + palette[i*4+0] = stbi__get8(s); + palette[i*4+1] = stbi__get8(s); + palette[i*4+2] = stbi__get8(s); + palette[i*4+3] = 255; + } + break; + } + + case STBI__PNG_TYPE('t','R','N','S'): { + if (first) return stbi__err("first not IHDR", "Corrupt PNG"); + if (z->idata) return stbi__err("tRNS after IDAT","Corrupt PNG"); + if (pal_img_n) { + if (scan == STBI__SCAN_header) { s->img_n = 4; return 1; } + if (pal_len == 0) return stbi__err("tRNS before PLTE","Corrupt PNG"); + if (c.length > pal_len) return stbi__err("bad tRNS len","Corrupt PNG"); + pal_img_n = 4; + for (i=0; i < c.length; ++i) + palette[i*4+3] = stbi__get8(s); + } else { + if (!(s->img_n & 1)) return stbi__err("tRNS with alpha","Corrupt PNG"); + if (c.length != (stbi__uint32) s->img_n*2) return stbi__err("bad tRNS len","Corrupt PNG"); + has_trans = 1; + // non-paletted with tRNS = constant alpha. if header-scanning, we can stop now. + if (scan == STBI__SCAN_header) { ++s->img_n; return 1; } + if (z->depth == 16) { + for (k = 0; k < s->img_n && k < 3; ++k) // extra loop test to suppress false GCC warning + tc16[k] = (stbi__uint16)stbi__get16be(s); // copy the values as-is + } else { + for (k = 0; k < s->img_n && k < 3; ++k) + tc[k] = (stbi_uc)(stbi__get16be(s) & 255) * stbi__depth_scale_table[z->depth]; // non 8-bit images will be larger + } + } + break; + } + + case STBI__PNG_TYPE('I','D','A','T'): { + if (first) return stbi__err("first not IHDR", "Corrupt PNG"); + if (pal_img_n && !pal_len) return stbi__err("no PLTE","Corrupt PNG"); + if (scan == STBI__SCAN_header) { + // header scan definitely stops at first IDAT + if (pal_img_n) + s->img_n = pal_img_n; + return 1; + } + if (c.length > (1u << 30)) return stbi__err("IDAT size limit", "IDAT section larger than 2^30 bytes"); + if ((int)(ioff + c.length) < (int)ioff) return 0; + if (ioff + c.length > idata_limit) { + stbi__uint32 idata_limit_old = idata_limit; + stbi_uc *p; + if (idata_limit == 0) idata_limit = c.length > 4096 ? c.length : 4096; + while (ioff + c.length > idata_limit) + idata_limit *= 2; + STBI_NOTUSED(idata_limit_old); + p = (stbi_uc *) STBI_REALLOC_SIZED(z->idata, idata_limit_old, idata_limit); if (p == NULL) return stbi__err("outofmem", "Out of memory"); + z->idata = p; + } + if (!stbi__getn(s, z->idata+ioff,c.length)) return stbi__err("outofdata","Corrupt PNG"); + ioff += c.length; + break; + } + + case STBI__PNG_TYPE('I','E','N','D'): { + stbi__uint32 raw_len, bpl; + if (first) return stbi__err("first not IHDR", "Corrupt PNG"); + if (scan != STBI__SCAN_load) return 1; + if (z->idata == NULL) return stbi__err("no IDAT","Corrupt PNG"); + // initial guess for decoded data size to avoid unnecessary reallocs + bpl = (s->img_x * z->depth + 7) / 8; // bytes per line, per component + raw_len = bpl * s->img_y * s->img_n /* pixels */ + s->img_y /* filter mode per row */; + z->expanded = (stbi_uc *) stbi_zlib_decode_malloc_guesssize_headerflag((char *) z->idata, ioff, raw_len, (int *) &raw_len, !is_iphone); + if (z->expanded == NULL) return 0; // zlib should set error + STBI_FREE(z->idata); z->idata = NULL; + if ((req_comp == s->img_n+1 && req_comp != 3 && !pal_img_n) || has_trans) + s->img_out_n = s->img_n+1; + else + s->img_out_n = s->img_n; + if (!stbi__create_png_image(z, z->expanded, raw_len, s->img_out_n, z->depth, color, interlace)) return 0; + if (has_trans) { + if (z->depth == 16) { + if (!stbi__compute_transparency16(z, tc16, s->img_out_n)) return 0; + } else { + if (!stbi__compute_transparency(z, tc, s->img_out_n)) return 0; + } + } + if (is_iphone && stbi__de_iphone_flag && s->img_out_n > 2) + stbi__de_iphone(z); + if (pal_img_n) { + // pal_img_n == 3 or 4 + s->img_n = pal_img_n; // record the actual colors we had + s->img_out_n = pal_img_n; + if (req_comp >= 3) s->img_out_n = req_comp; + if (!stbi__expand_png_palette(z, palette, pal_len, s->img_out_n)) + return 0; + } else if (has_trans) { + // non-paletted image with tRNS -> source image has (constant) alpha + ++s->img_n; + } + STBI_FREE(z->expanded); z->expanded = NULL; + // end of PNG chunk, read and skip CRC + stbi__get32be(s); + return 1; + } + + default: + // if critical, fail + if (first) return stbi__err("first not IHDR", "Corrupt PNG"); + if ((c.type & (1 << 29)) == 0) { + #ifndef STBI_NO_FAILURE_STRINGS + // not threadsafe + static char invalid_chunk[] = "XXXX PNG chunk not known"; + invalid_chunk[0] = STBI__BYTECAST(c.type >> 24); + invalid_chunk[1] = STBI__BYTECAST(c.type >> 16); + invalid_chunk[2] = STBI__BYTECAST(c.type >> 8); + invalid_chunk[3] = STBI__BYTECAST(c.type >> 0); + #endif + return stbi__err(invalid_chunk, "PNG not supported: unknown PNG chunk type"); + } + stbi__skip(s, c.length); + break; + } + // end of PNG chunk, read and skip CRC + stbi__get32be(s); + } +} + +static void *stbi__do_png(stbi__png *p, int *x, int *y, int *n, int req_comp, stbi__result_info *ri) +{ + void *result=NULL; + if (req_comp < 0 || req_comp > 4) return stbi__errpuc("bad req_comp", "Internal error"); + if (stbi__parse_png_file(p, STBI__SCAN_load, req_comp)) { + if (p->depth <= 8) + ri->bits_per_channel = 8; + else if (p->depth == 16) + ri->bits_per_channel = 16; + else + return stbi__errpuc("bad bits_per_channel", "PNG not supported: unsupported color depth"); + result = p->out; + p->out = NULL; + if (req_comp && req_comp != p->s->img_out_n) { + if (ri->bits_per_channel == 8) + result = stbi__convert_format((unsigned char *) result, p->s->img_out_n, req_comp, p->s->img_x, p->s->img_y); + else + result = stbi__convert_format16((stbi__uint16 *) result, p->s->img_out_n, req_comp, p->s->img_x, p->s->img_y); + p->s->img_out_n = req_comp; + if (result == NULL) return result; + } + *x = p->s->img_x; + *y = p->s->img_y; + if (n) *n = p->s->img_n; + } + STBI_FREE(p->out); p->out = NULL; + STBI_FREE(p->expanded); p->expanded = NULL; + STBI_FREE(p->idata); p->idata = NULL; + + return result; +} + +static void *stbi__png_load(stbi__context *s, int *x, int *y, int *comp, int req_comp, stbi__result_info *ri) +{ + stbi__png p; + p.s = s; + return stbi__do_png(&p, x,y,comp,req_comp, ri); +} + +static int stbi__png_test(stbi__context *s) +{ + int r; + r = stbi__check_png_header(s); + stbi__rewind(s); + return r; +} + +static int stbi__png_info_raw(stbi__png *p, int *x, int *y, int *comp) +{ + if (!stbi__parse_png_file(p, STBI__SCAN_header, 0)) { + stbi__rewind( p->s ); + return 0; + } + if (x) *x = p->s->img_x; + if (y) *y = p->s->img_y; + if (comp) *comp = p->s->img_n; + return 1; +} + +static int stbi__png_info(stbi__context *s, int *x, int *y, int *comp) +{ + stbi__png p; + p.s = s; + return stbi__png_info_raw(&p, x, y, comp); +} + +static int stbi__png_is16(stbi__context *s) +{ + stbi__png p; + p.s = s; + if (!stbi__png_info_raw(&p, NULL, NULL, NULL)) + return 0; + if (p.depth != 16) { + stbi__rewind(p.s); + return 0; + } + return 1; +} +#endif + +// Microsoft/Windows BMP image + +#ifndef STBI_NO_BMP +static int stbi__bmp_test_raw(stbi__context *s) +{ + int r; + int sz; + if (stbi__get8(s) != 'B') return 0; + if (stbi__get8(s) != 'M') return 0; + stbi__get32le(s); // discard filesize + stbi__get16le(s); // discard reserved + stbi__get16le(s); // discard reserved + stbi__get32le(s); // discard data offset + sz = stbi__get32le(s); + r = (sz == 12 || sz == 40 || sz == 56 || sz == 108 || sz == 124); + return r; +} + +static int stbi__bmp_test(stbi__context *s) +{ + int r = stbi__bmp_test_raw(s); + stbi__rewind(s); + return r; +} + + +// returns 0..31 for the highest set bit +static int stbi__high_bit(unsigned int z) +{ + int n=0; + if (z == 0) return -1; + if (z >= 0x10000) { n += 16; z >>= 16; } + if (z >= 0x00100) { n += 8; z >>= 8; } + if (z >= 0x00010) { n += 4; z >>= 4; } + if (z >= 0x00004) { n += 2; z >>= 2; } + if (z >= 0x00002) { n += 1;/* >>= 1;*/ } + return n; +} + +static int stbi__bitcount(unsigned int a) +{ + a = (a & 0x55555555) + ((a >> 1) & 0x55555555); // max 2 + a = (a & 0x33333333) + ((a >> 2) & 0x33333333); // max 4 + a = (a + (a >> 4)) & 0x0f0f0f0f; // max 8 per 4, now 8 bits + a = (a + (a >> 8)); // max 16 per 8 bits + a = (a + (a >> 16)); // max 32 per 8 bits + return a & 0xff; +} + +// extract an arbitrarily-aligned N-bit value (N=bits) +// from v, and then make it 8-bits long and fractionally +// extend it to full full range. +static int stbi__shiftsigned(unsigned int v, int shift, int bits) +{ + static unsigned int mul_table[9] = { + 0, + 0xff/*0b11111111*/, 0x55/*0b01010101*/, 0x49/*0b01001001*/, 0x11/*0b00010001*/, + 0x21/*0b00100001*/, 0x41/*0b01000001*/, 0x81/*0b10000001*/, 0x01/*0b00000001*/, + }; + static unsigned int shift_table[9] = { + 0, 0,0,1,0,2,4,6,0, + }; + if (shift < 0) + v <<= -shift; + else + v >>= shift; + STBI_ASSERT(v < 256); + v >>= (8-bits); + STBI_ASSERT(bits >= 0 && bits <= 8); + return (int) ((unsigned) v * mul_table[bits]) >> shift_table[bits]; +} + +typedef struct +{ + int bpp, offset, hsz; + unsigned int mr,mg,mb,ma, all_a; + int extra_read; +} stbi__bmp_data; + +static int stbi__bmp_set_mask_defaults(stbi__bmp_data *info, int compress) +{ + // BI_BITFIELDS specifies masks explicitly, don't override + if (compress == 3) + return 1; + + if (compress == 0) { + if (info->bpp == 16) { + info->mr = 31u << 10; + info->mg = 31u << 5; + info->mb = 31u << 0; + } else if (info->bpp == 32) { + info->mr = 0xffu << 16; + info->mg = 0xffu << 8; + info->mb = 0xffu << 0; + info->ma = 0xffu << 24; + info->all_a = 0; // if all_a is 0 at end, then we loaded alpha channel but it was all 0 + } else { + // otherwise, use defaults, which is all-0 + info->mr = info->mg = info->mb = info->ma = 0; + } + return 1; + } + return 0; // error +} + +static void *stbi__bmp_parse_header(stbi__context *s, stbi__bmp_data *info) +{ + int hsz; + if (stbi__get8(s) != 'B' || stbi__get8(s) != 'M') return stbi__errpuc("not BMP", "Corrupt BMP"); + stbi__get32le(s); // discard filesize + stbi__get16le(s); // discard reserved + stbi__get16le(s); // discard reserved + info->offset = stbi__get32le(s); + info->hsz = hsz = stbi__get32le(s); + info->mr = info->mg = info->mb = info->ma = 0; + info->extra_read = 14; + + if (info->offset < 0) return stbi__errpuc("bad BMP", "bad BMP"); + + if (hsz != 12 && hsz != 40 && hsz != 56 && hsz != 108 && hsz != 124) return stbi__errpuc("unknown BMP", "BMP type not supported: unknown"); + if (hsz == 12) { + s->img_x = stbi__get16le(s); + s->img_y = stbi__get16le(s); + } else { + s->img_x = stbi__get32le(s); + s->img_y = stbi__get32le(s); + } + if (stbi__get16le(s) != 1) return stbi__errpuc("bad BMP", "bad BMP"); + info->bpp = stbi__get16le(s); + if (hsz != 12) { + int compress = stbi__get32le(s); + if (compress == 1 || compress == 2) return stbi__errpuc("BMP RLE", "BMP type not supported: RLE"); + if (compress >= 4) return stbi__errpuc("BMP JPEG/PNG", "BMP type not supported: unsupported compression"); // this includes PNG/JPEG modes + if (compress == 3 && info->bpp != 16 && info->bpp != 32) return stbi__errpuc("bad BMP", "bad BMP"); // bitfields requires 16 or 32 bits/pixel + stbi__get32le(s); // discard sizeof + stbi__get32le(s); // discard hres + stbi__get32le(s); // discard vres + stbi__get32le(s); // discard colorsused + stbi__get32le(s); // discard max important + if (hsz == 40 || hsz == 56) { + if (hsz == 56) { + stbi__get32le(s); + stbi__get32le(s); + stbi__get32le(s); + stbi__get32le(s); + } + if (info->bpp == 16 || info->bpp == 32) { + if (compress == 0) { + stbi__bmp_set_mask_defaults(info, compress); + } else if (compress == 3) { + info->mr = stbi__get32le(s); + info->mg = stbi__get32le(s); + info->mb = stbi__get32le(s); + info->extra_read += 12; + // not documented, but generated by photoshop and handled by mspaint + if (info->mr == info->mg && info->mg == info->mb) { + // ?!?!? + return stbi__errpuc("bad BMP", "bad BMP"); + } + } else + return stbi__errpuc("bad BMP", "bad BMP"); + } + } else { + // V4/V5 header + int i; + if (hsz != 108 && hsz != 124) + return stbi__errpuc("bad BMP", "bad BMP"); + info->mr = stbi__get32le(s); + info->mg = stbi__get32le(s); + info->mb = stbi__get32le(s); + info->ma = stbi__get32le(s); + if (compress != 3) // override mr/mg/mb unless in BI_BITFIELDS mode, as per docs + stbi__bmp_set_mask_defaults(info, compress); + stbi__get32le(s); // discard color space + for (i=0; i < 12; ++i) + stbi__get32le(s); // discard color space parameters + if (hsz == 124) { + stbi__get32le(s); // discard rendering intent + stbi__get32le(s); // discard offset of profile data + stbi__get32le(s); // discard size of profile data + stbi__get32le(s); // discard reserved + } + } + } + return (void *) 1; +} + + +static void *stbi__bmp_load(stbi__context *s, int *x, int *y, int *comp, int req_comp, stbi__result_info *ri) +{ + stbi_uc *out; + unsigned int mr=0,mg=0,mb=0,ma=0, all_a; + stbi_uc pal[256][4]; + int psize=0,i,j,width; + int flip_vertically, pad, target; + stbi__bmp_data info; + STBI_NOTUSED(ri); + + info.all_a = 255; + if (stbi__bmp_parse_header(s, &info) == NULL) + return NULL; // error code already set + + flip_vertically = ((int) s->img_y) > 0; + s->img_y = abs((int) s->img_y); + + if (s->img_y > STBI_MAX_DIMENSIONS) return stbi__errpuc("too large","Very large image (corrupt?)"); + if (s->img_x > STBI_MAX_DIMENSIONS) return stbi__errpuc("too large","Very large image (corrupt?)"); + + mr = info.mr; + mg = info.mg; + mb = info.mb; + ma = info.ma; + all_a = info.all_a; + + if (info.hsz == 12) { + if (info.bpp < 24) + psize = (info.offset - info.extra_read - 24) / 3; + } else { + if (info.bpp < 16) + psize = (info.offset - info.extra_read - info.hsz) >> 2; + } + if (psize == 0) { + // accept some number of extra bytes after the header, but if the offset points either to before + // the header ends or implies a large amount of extra data, reject the file as malformed + int bytes_read_so_far = s->callback_already_read + (int)(s->img_buffer - s->img_buffer_original); + int header_limit = 1024; // max we actually read is below 256 bytes currently. + int extra_data_limit = 256*4; // what ordinarily goes here is a palette; 256 entries*4 bytes is its max size. + if (bytes_read_so_far <= 0 || bytes_read_so_far > header_limit) { + return stbi__errpuc("bad header", "Corrupt BMP"); + } + // we established that bytes_read_so_far is positive and sensible. + // the first half of this test rejects offsets that are either too small positives, or + // negative, and guarantees that info.offset >= bytes_read_so_far > 0. this in turn + // ensures the number computed in the second half of the test can't overflow. + if (info.offset < bytes_read_so_far || info.offset - bytes_read_so_far > extra_data_limit) { + return stbi__errpuc("bad offset", "Corrupt BMP"); + } else { + stbi__skip(s, info.offset - bytes_read_so_far); + } + } + + if (info.bpp == 24 && ma == 0xff000000) + s->img_n = 3; + else + s->img_n = ma ? 4 : 3; + if (req_comp && req_comp >= 3) // we can directly decode 3 or 4 + target = req_comp; + else + target = s->img_n; // if they want monochrome, we'll post-convert + + // sanity-check size + if (!stbi__mad3sizes_valid(target, s->img_x, s->img_y, 0)) + return stbi__errpuc("too large", "Corrupt BMP"); + + out = (stbi_uc *) stbi__malloc_mad3(target, s->img_x, s->img_y, 0); + if (!out) return stbi__errpuc("outofmem", "Out of memory"); + if (info.bpp < 16) { + int z=0; + if (psize == 0 || psize > 256) { STBI_FREE(out); return stbi__errpuc("invalid", "Corrupt BMP"); } + for (i=0; i < psize; ++i) { + pal[i][2] = stbi__get8(s); + pal[i][1] = stbi__get8(s); + pal[i][0] = stbi__get8(s); + if (info.hsz != 12) stbi__get8(s); + pal[i][3] = 255; + } + stbi__skip(s, info.offset - info.extra_read - info.hsz - psize * (info.hsz == 12 ? 3 : 4)); + if (info.bpp == 1) width = (s->img_x + 7) >> 3; + else if (info.bpp == 4) width = (s->img_x + 1) >> 1; + else if (info.bpp == 8) width = s->img_x; + else { STBI_FREE(out); return stbi__errpuc("bad bpp", "Corrupt BMP"); } + pad = (-width)&3; + if (info.bpp == 1) { + for (j=0; j < (int) s->img_y; ++j) { + int bit_offset = 7, v = stbi__get8(s); + for (i=0; i < (int) s->img_x; ++i) { + int color = (v>>bit_offset)&0x1; + out[z++] = pal[color][0]; + out[z++] = pal[color][1]; + out[z++] = pal[color][2]; + if (target == 4) out[z++] = 255; + if (i+1 == (int) s->img_x) break; + if((--bit_offset) < 0) { + bit_offset = 7; + v = stbi__get8(s); + } + } + stbi__skip(s, pad); + } + } else { + for (j=0; j < (int) s->img_y; ++j) { + for (i=0; i < (int) s->img_x; i += 2) { + int v=stbi__get8(s),v2=0; + if (info.bpp == 4) { + v2 = v & 15; + v >>= 4; + } + out[z++] = pal[v][0]; + out[z++] = pal[v][1]; + out[z++] = pal[v][2]; + if (target == 4) out[z++] = 255; + if (i+1 == (int) s->img_x) break; + v = (info.bpp == 8) ? stbi__get8(s) : v2; + out[z++] = pal[v][0]; + out[z++] = pal[v][1]; + out[z++] = pal[v][2]; + if (target == 4) out[z++] = 255; + } + stbi__skip(s, pad); + } + } + } else { + int rshift=0,gshift=0,bshift=0,ashift=0,rcount=0,gcount=0,bcount=0,acount=0; + int z = 0; + int easy=0; + stbi__skip(s, info.offset - info.extra_read - info.hsz); + if (info.bpp == 24) width = 3 * s->img_x; + else if (info.bpp == 16) width = 2*s->img_x; + else /* bpp = 32 and pad = 0 */ width=0; + pad = (-width) & 3; + if (info.bpp == 24) { + easy = 1; + } else if (info.bpp == 32) { + if (mb == 0xff && mg == 0xff00 && mr == 0x00ff0000 && ma == 0xff000000) + easy = 2; + } + if (!easy) { + if (!mr || !mg || !mb) { STBI_FREE(out); return stbi__errpuc("bad masks", "Corrupt BMP"); } + // right shift amt to put high bit in position #7 + rshift = stbi__high_bit(mr)-7; rcount = stbi__bitcount(mr); + gshift = stbi__high_bit(mg)-7; gcount = stbi__bitcount(mg); + bshift = stbi__high_bit(mb)-7; bcount = stbi__bitcount(mb); + ashift = stbi__high_bit(ma)-7; acount = stbi__bitcount(ma); + if (rcount > 8 || gcount > 8 || bcount > 8 || acount > 8) { STBI_FREE(out); return stbi__errpuc("bad masks", "Corrupt BMP"); } + } + for (j=0; j < (int) s->img_y; ++j) { + if (easy) { + for (i=0; i < (int) s->img_x; ++i) { + unsigned char a; + out[z+2] = stbi__get8(s); + out[z+1] = stbi__get8(s); + out[z+0] = stbi__get8(s); + z += 3; + a = (easy == 2 ? stbi__get8(s) : 255); + all_a |= a; + if (target == 4) out[z++] = a; + } + } else { + int bpp = info.bpp; + for (i=0; i < (int) s->img_x; ++i) { + stbi__uint32 v = (bpp == 16 ? (stbi__uint32) stbi__get16le(s) : stbi__get32le(s)); + unsigned int a; + out[z++] = STBI__BYTECAST(stbi__shiftsigned(v & mr, rshift, rcount)); + out[z++] = STBI__BYTECAST(stbi__shiftsigned(v & mg, gshift, gcount)); + out[z++] = STBI__BYTECAST(stbi__shiftsigned(v & mb, bshift, bcount)); + a = (ma ? stbi__shiftsigned(v & ma, ashift, acount) : 255); + all_a |= a; + if (target == 4) out[z++] = STBI__BYTECAST(a); + } + } + stbi__skip(s, pad); + } + } + + // if alpha channel is all 0s, replace with all 255s + if (target == 4 && all_a == 0) + for (i=4*s->img_x*s->img_y-1; i >= 0; i -= 4) + out[i] = 255; + + if (flip_vertically) { + stbi_uc t; + for (j=0; j < (int) s->img_y>>1; ++j) { + stbi_uc *p1 = out + j *s->img_x*target; + stbi_uc *p2 = out + (s->img_y-1-j)*s->img_x*target; + for (i=0; i < (int) s->img_x*target; ++i) { + t = p1[i]; p1[i] = p2[i]; p2[i] = t; + } + } + } + + if (req_comp && req_comp != target) { + out = stbi__convert_format(out, target, req_comp, s->img_x, s->img_y); + if (out == NULL) return out; // stbi__convert_format frees input on failure + } + + *x = s->img_x; + *y = s->img_y; + if (comp) *comp = s->img_n; + return out; +} +#endif + +// Targa Truevision - TGA +// by Jonathan Dummer +#ifndef STBI_NO_TGA +// returns STBI_rgb or whatever, 0 on error +static int stbi__tga_get_comp(int bits_per_pixel, int is_grey, int* is_rgb16) +{ + // only RGB or RGBA (incl. 16bit) or grey allowed + if (is_rgb16) *is_rgb16 = 0; + switch(bits_per_pixel) { + case 8: return STBI_grey; + case 16: if(is_grey) return STBI_grey_alpha; + // fallthrough + case 15: if(is_rgb16) *is_rgb16 = 1; + return STBI_rgb; + case 24: // fallthrough + case 32: return bits_per_pixel/8; + default: return 0; + } +} + +static int stbi__tga_info(stbi__context *s, int *x, int *y, int *comp) +{ + int tga_w, tga_h, tga_comp, tga_image_type, tga_bits_per_pixel, tga_colormap_bpp; + int sz, tga_colormap_type; + stbi__get8(s); // discard Offset + tga_colormap_type = stbi__get8(s); // colormap type + if( tga_colormap_type > 1 ) { + stbi__rewind(s); + return 0; // only RGB or indexed allowed + } + tga_image_type = stbi__get8(s); // image type + if ( tga_colormap_type == 1 ) { // colormapped (paletted) image + if (tga_image_type != 1 && tga_image_type != 9) { + stbi__rewind(s); + return 0; + } + stbi__skip(s,4); // skip index of first colormap entry and number of entries + sz = stbi__get8(s); // check bits per palette color entry + if ( (sz != 8) && (sz != 15) && (sz != 16) && (sz != 24) && (sz != 32) ) { + stbi__rewind(s); + return 0; + } + stbi__skip(s,4); // skip image x and y origin + tga_colormap_bpp = sz; + } else { // "normal" image w/o colormap - only RGB or grey allowed, +/- RLE + if ( (tga_image_type != 2) && (tga_image_type != 3) && (tga_image_type != 10) && (tga_image_type != 11) ) { + stbi__rewind(s); + return 0; // only RGB or grey allowed, +/- RLE + } + stbi__skip(s,9); // skip colormap specification and image x/y origin + tga_colormap_bpp = 0; + } + tga_w = stbi__get16le(s); + if( tga_w < 1 ) { + stbi__rewind(s); + return 0; // test width + } + tga_h = stbi__get16le(s); + if( tga_h < 1 ) { + stbi__rewind(s); + return 0; // test height + } + tga_bits_per_pixel = stbi__get8(s); // bits per pixel + stbi__get8(s); // ignore alpha bits + if (tga_colormap_bpp != 0) { + if((tga_bits_per_pixel != 8) && (tga_bits_per_pixel != 16)) { + // when using a colormap, tga_bits_per_pixel is the size of the indexes + // I don't think anything but 8 or 16bit indexes makes sense + stbi__rewind(s); + return 0; + } + tga_comp = stbi__tga_get_comp(tga_colormap_bpp, 0, NULL); + } else { + tga_comp = stbi__tga_get_comp(tga_bits_per_pixel, (tga_image_type == 3) || (tga_image_type == 11), NULL); + } + if(!tga_comp) { + stbi__rewind(s); + return 0; + } + if (x) *x = tga_w; + if (y) *y = tga_h; + if (comp) *comp = tga_comp; + return 1; // seems to have passed everything +} + +static int stbi__tga_test(stbi__context *s) +{ + int res = 0; + int sz, tga_color_type; + stbi__get8(s); // discard Offset + tga_color_type = stbi__get8(s); // color type + if ( tga_color_type > 1 ) goto errorEnd; // only RGB or indexed allowed + sz = stbi__get8(s); // image type + if ( tga_color_type == 1 ) { // colormapped (paletted) image + if (sz != 1 && sz != 9) goto errorEnd; // colortype 1 demands image type 1 or 9 + stbi__skip(s,4); // skip index of first colormap entry and number of entries + sz = stbi__get8(s); // check bits per palette color entry + if ( (sz != 8) && (sz != 15) && (sz != 16) && (sz != 24) && (sz != 32) ) goto errorEnd; + stbi__skip(s,4); // skip image x and y origin + } else { // "normal" image w/o colormap + if ( (sz != 2) && (sz != 3) && (sz != 10) && (sz != 11) ) goto errorEnd; // only RGB or grey allowed, +/- RLE + stbi__skip(s,9); // skip colormap specification and image x/y origin + } + if ( stbi__get16le(s) < 1 ) goto errorEnd; // test width + if ( stbi__get16le(s) < 1 ) goto errorEnd; // test height + sz = stbi__get8(s); // bits per pixel + if ( (tga_color_type == 1) && (sz != 8) && (sz != 16) ) goto errorEnd; // for colormapped images, bpp is size of an index + if ( (sz != 8) && (sz != 15) && (sz != 16) && (sz != 24) && (sz != 32) ) goto errorEnd; + + res = 1; // if we got this far, everything's good and we can return 1 instead of 0 + +errorEnd: + stbi__rewind(s); + return res; +} + +// read 16bit value and convert to 24bit RGB +static void stbi__tga_read_rgb16(stbi__context *s, stbi_uc* out) +{ + stbi__uint16 px = (stbi__uint16)stbi__get16le(s); + stbi__uint16 fiveBitMask = 31; + // we have 3 channels with 5bits each + int r = (px >> 10) & fiveBitMask; + int g = (px >> 5) & fiveBitMask; + int b = px & fiveBitMask; + // Note that this saves the data in RGB(A) order, so it doesn't need to be swapped later + out[0] = (stbi_uc)((r * 255)/31); + out[1] = (stbi_uc)((g * 255)/31); + out[2] = (stbi_uc)((b * 255)/31); + + // some people claim that the most significant bit might be used for alpha + // (possibly if an alpha-bit is set in the "image descriptor byte") + // but that only made 16bit test images completely translucent.. + // so let's treat all 15 and 16bit TGAs as RGB with no alpha. +} + +static void *stbi__tga_load(stbi__context *s, int *x, int *y, int *comp, int req_comp, stbi__result_info *ri) +{ + // read in the TGA header stuff + int tga_offset = stbi__get8(s); + int tga_indexed = stbi__get8(s); + int tga_image_type = stbi__get8(s); + int tga_is_RLE = 0; + int tga_palette_start = stbi__get16le(s); + int tga_palette_len = stbi__get16le(s); + int tga_palette_bits = stbi__get8(s); + int tga_x_origin = stbi__get16le(s); + int tga_y_origin = stbi__get16le(s); + int tga_width = stbi__get16le(s); + int tga_height = stbi__get16le(s); + int tga_bits_per_pixel = stbi__get8(s); + int tga_comp, tga_rgb16=0; + int tga_inverted = stbi__get8(s); + // int tga_alpha_bits = tga_inverted & 15; // the 4 lowest bits - unused (useless?) + // image data + unsigned char *tga_data; + unsigned char *tga_palette = NULL; + int i, j; + unsigned char raw_data[4] = {0}; + int RLE_count = 0; + int RLE_repeating = 0; + int read_next_pixel = 1; + STBI_NOTUSED(ri); + STBI_NOTUSED(tga_x_origin); // @TODO + STBI_NOTUSED(tga_y_origin); // @TODO + + if (tga_height > STBI_MAX_DIMENSIONS) return stbi__errpuc("too large","Very large image (corrupt?)"); + if (tga_width > STBI_MAX_DIMENSIONS) return stbi__errpuc("too large","Very large image (corrupt?)"); + + // do a tiny bit of precessing + if ( tga_image_type >= 8 ) + { + tga_image_type -= 8; + tga_is_RLE = 1; + } + tga_inverted = 1 - ((tga_inverted >> 5) & 1); + + // If I'm paletted, then I'll use the number of bits from the palette + if ( tga_indexed ) tga_comp = stbi__tga_get_comp(tga_palette_bits, 0, &tga_rgb16); + else tga_comp = stbi__tga_get_comp(tga_bits_per_pixel, (tga_image_type == 3), &tga_rgb16); + + if(!tga_comp) // shouldn't really happen, stbi__tga_test() should have ensured basic consistency + return stbi__errpuc("bad format", "Can't find out TGA pixelformat"); + + // tga info + *x = tga_width; + *y = tga_height; + if (comp) *comp = tga_comp; + + if (!stbi__mad3sizes_valid(tga_width, tga_height, tga_comp, 0)) + return stbi__errpuc("too large", "Corrupt TGA"); + + tga_data = (unsigned char*)stbi__malloc_mad3(tga_width, tga_height, tga_comp, 0); + if (!tga_data) return stbi__errpuc("outofmem", "Out of memory"); + + // skip to the data's starting position (offset usually = 0) + stbi__skip(s, tga_offset ); + + if ( !tga_indexed && !tga_is_RLE && !tga_rgb16 ) { + for (i=0; i < tga_height; ++i) { + int row = tga_inverted ? tga_height -i - 1 : i; + stbi_uc *tga_row = tga_data + row*tga_width*tga_comp; + stbi__getn(s, tga_row, tga_width * tga_comp); + } + } else { + // do I need to load a palette? + if ( tga_indexed) + { + if (tga_palette_len == 0) { /* you have to have at least one entry! */ + STBI_FREE(tga_data); + return stbi__errpuc("bad palette", "Corrupt TGA"); + } + + // any data to skip? (offset usually = 0) + stbi__skip(s, tga_palette_start ); + // load the palette + tga_palette = (unsigned char*)stbi__malloc_mad2(tga_palette_len, tga_comp, 0); + if (!tga_palette) { + STBI_FREE(tga_data); + return stbi__errpuc("outofmem", "Out of memory"); + } + if (tga_rgb16) { + stbi_uc *pal_entry = tga_palette; + STBI_ASSERT(tga_comp == STBI_rgb); + for (i=0; i < tga_palette_len; ++i) { + stbi__tga_read_rgb16(s, pal_entry); + pal_entry += tga_comp; + } + } else if (!stbi__getn(s, tga_palette, tga_palette_len * tga_comp)) { + STBI_FREE(tga_data); + STBI_FREE(tga_palette); + return stbi__errpuc("bad palette", "Corrupt TGA"); + } + } + // load the data + for (i=0; i < tga_width * tga_height; ++i) + { + // if I'm in RLE mode, do I need to get a RLE stbi__pngchunk? + if ( tga_is_RLE ) + { + if ( RLE_count == 0 ) + { + // yep, get the next byte as a RLE command + int RLE_cmd = stbi__get8(s); + RLE_count = 1 + (RLE_cmd & 127); + RLE_repeating = RLE_cmd >> 7; + read_next_pixel = 1; + } else if ( !RLE_repeating ) + { + read_next_pixel = 1; + } + } else + { + read_next_pixel = 1; + } + // OK, if I need to read a pixel, do it now + if ( read_next_pixel ) + { + // load however much data we did have + if ( tga_indexed ) + { + // read in index, then perform the lookup + int pal_idx = (tga_bits_per_pixel == 8) ? stbi__get8(s) : stbi__get16le(s); + if ( pal_idx >= tga_palette_len ) { + // invalid index + pal_idx = 0; + } + pal_idx *= tga_comp; + for (j = 0; j < tga_comp; ++j) { + raw_data[j] = tga_palette[pal_idx+j]; + } + } else if(tga_rgb16) { + STBI_ASSERT(tga_comp == STBI_rgb); + stbi__tga_read_rgb16(s, raw_data); + } else { + // read in the data raw + for (j = 0; j < tga_comp; ++j) { + raw_data[j] = stbi__get8(s); + } + } + // clear the reading flag for the next pixel + read_next_pixel = 0; + } // end of reading a pixel + + // copy data + for (j = 0; j < tga_comp; ++j) + tga_data[i*tga_comp+j] = raw_data[j]; + + // in case we're in RLE mode, keep counting down + --RLE_count; + } + // do I need to invert the image? + if ( tga_inverted ) + { + for (j = 0; j*2 < tga_height; ++j) + { + int index1 = j * tga_width * tga_comp; + int index2 = (tga_height - 1 - j) * tga_width * tga_comp; + for (i = tga_width * tga_comp; i > 0; --i) + { + unsigned char temp = tga_data[index1]; + tga_data[index1] = tga_data[index2]; + tga_data[index2] = temp; + ++index1; + ++index2; + } + } + } + // clear my palette, if I had one + if ( tga_palette != NULL ) + { + STBI_FREE( tga_palette ); + } + } + + // swap RGB - if the source data was RGB16, it already is in the right order + if (tga_comp >= 3 && !tga_rgb16) + { + unsigned char* tga_pixel = tga_data; + for (i=0; i < tga_width * tga_height; ++i) + { + unsigned char temp = tga_pixel[0]; + tga_pixel[0] = tga_pixel[2]; + tga_pixel[2] = temp; + tga_pixel += tga_comp; + } + } + + // convert to target component count + if (req_comp && req_comp != tga_comp) + tga_data = stbi__convert_format(tga_data, tga_comp, req_comp, tga_width, tga_height); + + // the things I do to get rid of an error message, and yet keep + // Microsoft's C compilers happy... [8^( + tga_palette_start = tga_palette_len = tga_palette_bits = + tga_x_origin = tga_y_origin = 0; + STBI_NOTUSED(tga_palette_start); + // OK, done + return tga_data; +} +#endif + +// ************************************************************************************************* +// Photoshop PSD loader -- PD by Thatcher Ulrich, integration by Nicolas Schulz, tweaked by STB + +#ifndef STBI_NO_PSD +static int stbi__psd_test(stbi__context *s) +{ + int r = (stbi__get32be(s) == 0x38425053); + stbi__rewind(s); + return r; +} + +static int stbi__psd_decode_rle(stbi__context *s, stbi_uc *p, int pixelCount) +{ + int count, nleft, len; + + count = 0; + while ((nleft = pixelCount - count) > 0) { + len = stbi__get8(s); + if (len == 128) { + // No-op. + } else if (len < 128) { + // Copy next len+1 bytes literally. + len++; + if (len > nleft) return 0; // corrupt data + count += len; + while (len) { + *p = stbi__get8(s); + p += 4; + len--; + } + } else if (len > 128) { + stbi_uc val; + // Next -len+1 bytes in the dest are replicated from next source byte. + // (Interpret len as a negative 8-bit int.) + len = 257 - len; + if (len > nleft) return 0; // corrupt data + val = stbi__get8(s); + count += len; + while (len) { + *p = val; + p += 4; + len--; + } + } + } + + return 1; +} + +static void *stbi__psd_load(stbi__context *s, int *x, int *y, int *comp, int req_comp, stbi__result_info *ri, int bpc) +{ + int pixelCount; + int channelCount, compression; + int channel, i; + int bitdepth; + int w,h; + stbi_uc *out; + STBI_NOTUSED(ri); + + // Check identifier + if (stbi__get32be(s) != 0x38425053) // "8BPS" + return stbi__errpuc("not PSD", "Corrupt PSD image"); + + // Check file type version. + if (stbi__get16be(s) != 1) + return stbi__errpuc("wrong version", "Unsupported version of PSD image"); + + // Skip 6 reserved bytes. + stbi__skip(s, 6 ); + + // Read the number of channels (R, G, B, A, etc). + channelCount = stbi__get16be(s); + if (channelCount < 0 || channelCount > 16) + return stbi__errpuc("wrong channel count", "Unsupported number of channels in PSD image"); + + // Read the rows and columns of the image. + h = stbi__get32be(s); + w = stbi__get32be(s); + + if (h > STBI_MAX_DIMENSIONS) return stbi__errpuc("too large","Very large image (corrupt?)"); + if (w > STBI_MAX_DIMENSIONS) return stbi__errpuc("too large","Very large image (corrupt?)"); + + // Make sure the depth is 8 bits. + bitdepth = stbi__get16be(s); + if (bitdepth != 8 && bitdepth != 16) + return stbi__errpuc("unsupported bit depth", "PSD bit depth is not 8 or 16 bit"); + + // Make sure the color mode is RGB. + // Valid options are: + // 0: Bitmap + // 1: Grayscale + // 2: Indexed color + // 3: RGB color + // 4: CMYK color + // 7: Multichannel + // 8: Duotone + // 9: Lab color + if (stbi__get16be(s) != 3) + return stbi__errpuc("wrong color format", "PSD is not in RGB color format"); + + // Skip the Mode Data. (It's the palette for indexed color; other info for other modes.) + stbi__skip(s,stbi__get32be(s) ); + + // Skip the image resources. (resolution, pen tool paths, etc) + stbi__skip(s, stbi__get32be(s) ); + + // Skip the reserved data. + stbi__skip(s, stbi__get32be(s) ); + + // Find out if the data is compressed. + // Known values: + // 0: no compression + // 1: RLE compressed + compression = stbi__get16be(s); + if (compression > 1) + return stbi__errpuc("bad compression", "PSD has an unknown compression format"); + + // Check size + if (!stbi__mad3sizes_valid(4, w, h, 0)) + return stbi__errpuc("too large", "Corrupt PSD"); + + // Create the destination image. + + if (!compression && bitdepth == 16 && bpc == 16) { + out = (stbi_uc *) stbi__malloc_mad3(8, w, h, 0); + ri->bits_per_channel = 16; + } else + out = (stbi_uc *) stbi__malloc(4 * w*h); + + if (!out) return stbi__errpuc("outofmem", "Out of memory"); + pixelCount = w*h; + + // Initialize the data to zero. + //memset( out, 0, pixelCount * 4 ); + + // Finally, the image data. + if (compression) { + // RLE as used by .PSD and .TIFF + // Loop until you get the number of unpacked bytes you are expecting: + // Read the next source byte into n. + // If n is between 0 and 127 inclusive, copy the next n+1 bytes literally. + // Else if n is between -127 and -1 inclusive, copy the next byte -n+1 times. + // Else if n is 128, noop. + // Endloop + + // The RLE-compressed data is preceded by a 2-byte data count for each row in the data, + // which we're going to just skip. + stbi__skip(s, h * channelCount * 2 ); + + // Read the RLE data by channel. + for (channel = 0; channel < 4; channel++) { + stbi_uc *p; + + p = out+channel; + if (channel >= channelCount) { + // Fill this channel with default data. + for (i = 0; i < pixelCount; i++, p += 4) + *p = (channel == 3 ? 255 : 0); + } else { + // Read the RLE data. + if (!stbi__psd_decode_rle(s, p, pixelCount)) { + STBI_FREE(out); + return stbi__errpuc("corrupt", "bad RLE data"); + } + } + } + + } else { + // We're at the raw image data. It's each channel in order (Red, Green, Blue, Alpha, ...) + // where each channel consists of an 8-bit (or 16-bit) value for each pixel in the image. + + // Read the data by channel. + for (channel = 0; channel < 4; channel++) { + if (channel >= channelCount) { + // Fill this channel with default data. + if (bitdepth == 16 && bpc == 16) { + stbi__uint16 *q = ((stbi__uint16 *) out) + channel; + stbi__uint16 val = channel == 3 ? 65535 : 0; + for (i = 0; i < pixelCount; i++, q += 4) + *q = val; + } else { + stbi_uc *p = out+channel; + stbi_uc val = channel == 3 ? 255 : 0; + for (i = 0; i < pixelCount; i++, p += 4) + *p = val; + } + } else { + if (ri->bits_per_channel == 16) { // output bpc + stbi__uint16 *q = ((stbi__uint16 *) out) + channel; + for (i = 0; i < pixelCount; i++, q += 4) + *q = (stbi__uint16) stbi__get16be(s); + } else { + stbi_uc *p = out+channel; + if (bitdepth == 16) { // input bpc + for (i = 0; i < pixelCount; i++, p += 4) + *p = (stbi_uc) (stbi__get16be(s) >> 8); + } else { + for (i = 0; i < pixelCount; i++, p += 4) + *p = stbi__get8(s); + } + } + } + } + } + + // remove weird white matte from PSD + if (channelCount >= 4) { + if (ri->bits_per_channel == 16) { + for (i=0; i < w*h; ++i) { + stbi__uint16 *pixel = (stbi__uint16 *) out + 4*i; + if (pixel[3] != 0 && pixel[3] != 65535) { + float a = pixel[3] / 65535.0f; + float ra = 1.0f / a; + float inv_a = 65535.0f * (1 - ra); + pixel[0] = (stbi__uint16) (pixel[0]*ra + inv_a); + pixel[1] = (stbi__uint16) (pixel[1]*ra + inv_a); + pixel[2] = (stbi__uint16) (pixel[2]*ra + inv_a); + } + } + } else { + for (i=0; i < w*h; ++i) { + unsigned char *pixel = out + 4*i; + if (pixel[3] != 0 && pixel[3] != 255) { + float a = pixel[3] / 255.0f; + float ra = 1.0f / a; + float inv_a = 255.0f * (1 - ra); + pixel[0] = (unsigned char) (pixel[0]*ra + inv_a); + pixel[1] = (unsigned char) (pixel[1]*ra + inv_a); + pixel[2] = (unsigned char) (pixel[2]*ra + inv_a); + } + } + } + } + + // convert to desired output format + if (req_comp && req_comp != 4) { + if (ri->bits_per_channel == 16) + out = (stbi_uc *) stbi__convert_format16((stbi__uint16 *) out, 4, req_comp, w, h); + else + out = stbi__convert_format(out, 4, req_comp, w, h); + if (out == NULL) return out; // stbi__convert_format frees input on failure + } + + if (comp) *comp = 4; + *y = h; + *x = w; + + return out; +} +#endif + +// ************************************************************************************************* +// Softimage PIC loader +// by Tom Seddon +// +// See http://softimage.wiki.softimage.com/index.php/INFO:_PIC_file_format +// See http://ozviz.wasp.uwa.edu.au/~pbourke/dataformats/softimagepic/ + +#ifndef STBI_NO_PIC +static int stbi__pic_is4(stbi__context *s,const char *str) +{ + int i; + for (i=0; i<4; ++i) + if (stbi__get8(s) != (stbi_uc)str[i]) + return 0; + + return 1; +} + +static int stbi__pic_test_core(stbi__context *s) +{ + int i; + + if (!stbi__pic_is4(s,"\x53\x80\xF6\x34")) + return 0; + + for(i=0;i<84;++i) + stbi__get8(s); + + if (!stbi__pic_is4(s,"PICT")) + return 0; + + return 1; +} + +typedef struct +{ + stbi_uc size,type,channel; +} stbi__pic_packet; + +static stbi_uc *stbi__readval(stbi__context *s, int channel, stbi_uc *dest) +{ + int mask=0x80, i; + + for (i=0; i<4; ++i, mask>>=1) { + if (channel & mask) { + if (stbi__at_eof(s)) return stbi__errpuc("bad file","PIC file too short"); + dest[i]=stbi__get8(s); + } + } + + return dest; +} + +static void stbi__copyval(int channel,stbi_uc *dest,const stbi_uc *src) +{ + int mask=0x80,i; + + for (i=0;i<4; ++i, mask>>=1) + if (channel&mask) + dest[i]=src[i]; +} + +static stbi_uc *stbi__pic_load_core(stbi__context *s,int width,int height,int *comp, stbi_uc *result) +{ + int act_comp=0,num_packets=0,y,chained; + stbi__pic_packet packets[10]; + + // this will (should...) cater for even some bizarre stuff like having data + // for the same channel in multiple packets. + do { + stbi__pic_packet *packet; + + if (num_packets==sizeof(packets)/sizeof(packets[0])) + return stbi__errpuc("bad format","too many packets"); + + packet = &packets[num_packets++]; + + chained = stbi__get8(s); + packet->size = stbi__get8(s); + packet->type = stbi__get8(s); + packet->channel = stbi__get8(s); + + act_comp |= packet->channel; + + if (stbi__at_eof(s)) return stbi__errpuc("bad file","file too short (reading packets)"); + if (packet->size != 8) return stbi__errpuc("bad format","packet isn't 8bpp"); + } while (chained); + + *comp = (act_comp & 0x10 ? 4 : 3); // has alpha channel? + + for(y=0; ytype) { + default: + return stbi__errpuc("bad format","packet has bad compression type"); + + case 0: {//uncompressed + int x; + + for(x=0;xchannel,dest)) + return 0; + break; + } + + case 1://Pure RLE + { + int left=width, i; + + while (left>0) { + stbi_uc count,value[4]; + + count=stbi__get8(s); + if (stbi__at_eof(s)) return stbi__errpuc("bad file","file too short (pure read count)"); + + if (count > left) + count = (stbi_uc) left; + + if (!stbi__readval(s,packet->channel,value)) return 0; + + for(i=0; ichannel,dest,value); + left -= count; + } + } + break; + + case 2: {//Mixed RLE + int left=width; + while (left>0) { + int count = stbi__get8(s), i; + if (stbi__at_eof(s)) return stbi__errpuc("bad file","file too short (mixed read count)"); + + if (count >= 128) { // Repeated + stbi_uc value[4]; + + if (count==128) + count = stbi__get16be(s); + else + count -= 127; + if (count > left) + return stbi__errpuc("bad file","scanline overrun"); + + if (!stbi__readval(s,packet->channel,value)) + return 0; + + for(i=0;ichannel,dest,value); + } else { // Raw + ++count; + if (count>left) return stbi__errpuc("bad file","scanline overrun"); + + for(i=0;ichannel,dest)) + return 0; + } + left-=count; + } + break; + } + } + } + } + + return result; +} + +static void *stbi__pic_load(stbi__context *s,int *px,int *py,int *comp,int req_comp, stbi__result_info *ri) +{ + stbi_uc *result; + int i, x,y, internal_comp; + STBI_NOTUSED(ri); + + if (!comp) comp = &internal_comp; + + for (i=0; i<92; ++i) + stbi__get8(s); + + x = stbi__get16be(s); + y = stbi__get16be(s); + + if (y > STBI_MAX_DIMENSIONS) return stbi__errpuc("too large","Very large image (corrupt?)"); + if (x > STBI_MAX_DIMENSIONS) return stbi__errpuc("too large","Very large image (corrupt?)"); + + if (stbi__at_eof(s)) return stbi__errpuc("bad file","file too short (pic header)"); + if (!stbi__mad3sizes_valid(x, y, 4, 0)) return stbi__errpuc("too large", "PIC image too large to decode"); + + stbi__get32be(s); //skip `ratio' + stbi__get16be(s); //skip `fields' + stbi__get16be(s); //skip `pad' + + // intermediate buffer is RGBA + result = (stbi_uc *) stbi__malloc_mad3(x, y, 4, 0); + if (!result) return stbi__errpuc("outofmem", "Out of memory"); + memset(result, 0xff, x*y*4); + + if (!stbi__pic_load_core(s,x,y,comp, result)) { + STBI_FREE(result); + result=0; + } + *px = x; + *py = y; + if (req_comp == 0) req_comp = *comp; + result=stbi__convert_format(result,4,req_comp,x,y); + + return result; +} + +static int stbi__pic_test(stbi__context *s) +{ + int r = stbi__pic_test_core(s); + stbi__rewind(s); + return r; +} +#endif + +// ************************************************************************************************* +// GIF loader -- public domain by Jean-Marc Lienher -- simplified/shrunk by stb + +#ifndef STBI_NO_GIF +typedef struct +{ + stbi__int16 prefix; + stbi_uc first; + stbi_uc suffix; +} stbi__gif_lzw; + +typedef struct +{ + int w,h; + stbi_uc *out; // output buffer (always 4 components) + stbi_uc *background; // The current "background" as far as a gif is concerned + stbi_uc *history; + int flags, bgindex, ratio, transparent, eflags; + stbi_uc pal[256][4]; + stbi_uc lpal[256][4]; + stbi__gif_lzw codes[8192]; + stbi_uc *color_table; + int parse, step; + int lflags; + int start_x, start_y; + int max_x, max_y; + int cur_x, cur_y; + int line_size; + int delay; +} stbi__gif; + +static int stbi__gif_test_raw(stbi__context *s) +{ + int sz; + if (stbi__get8(s) != 'G' || stbi__get8(s) != 'I' || stbi__get8(s) != 'F' || stbi__get8(s) != '8') return 0; + sz = stbi__get8(s); + if (sz != '9' && sz != '7') return 0; + if (stbi__get8(s) != 'a') return 0; + return 1; +} + +static int stbi__gif_test(stbi__context *s) +{ + int r = stbi__gif_test_raw(s); + stbi__rewind(s); + return r; +} + +static void stbi__gif_parse_colortable(stbi__context *s, stbi_uc pal[256][4], int num_entries, int transp) +{ + int i; + for (i=0; i < num_entries; ++i) { + pal[i][2] = stbi__get8(s); + pal[i][1] = stbi__get8(s); + pal[i][0] = stbi__get8(s); + pal[i][3] = transp == i ? 0 : 255; + } +} + +static int stbi__gif_header(stbi__context *s, stbi__gif *g, int *comp, int is_info) +{ + stbi_uc version; + if (stbi__get8(s) != 'G' || stbi__get8(s) != 'I' || stbi__get8(s) != 'F' || stbi__get8(s) != '8') + return stbi__err("not GIF", "Corrupt GIF"); + + version = stbi__get8(s); + if (version != '7' && version != '9') return stbi__err("not GIF", "Corrupt GIF"); + if (stbi__get8(s) != 'a') return stbi__err("not GIF", "Corrupt GIF"); + + stbi__g_failure_reason = ""; + g->w = stbi__get16le(s); + g->h = stbi__get16le(s); + g->flags = stbi__get8(s); + g->bgindex = stbi__get8(s); + g->ratio = stbi__get8(s); + g->transparent = -1; + + if (g->w > STBI_MAX_DIMENSIONS) return stbi__err("too large","Very large image (corrupt?)"); + if (g->h > STBI_MAX_DIMENSIONS) return stbi__err("too large","Very large image (corrupt?)"); + + if (comp != 0) *comp = 4; // can't actually tell whether it's 3 or 4 until we parse the comments + + if (is_info) return 1; + + if (g->flags & 0x80) + stbi__gif_parse_colortable(s,g->pal, 2 << (g->flags & 7), -1); + + return 1; +} + +static int stbi__gif_info_raw(stbi__context *s, int *x, int *y, int *comp) +{ + stbi__gif* g = (stbi__gif*) stbi__malloc(sizeof(stbi__gif)); + if (!g) return stbi__err("outofmem", "Out of memory"); + if (!stbi__gif_header(s, g, comp, 1)) { + STBI_FREE(g); + stbi__rewind( s ); + return 0; + } + if (x) *x = g->w; + if (y) *y = g->h; + STBI_FREE(g); + return 1; +} + +static void stbi__out_gif_code(stbi__gif *g, stbi__uint16 code) +{ + stbi_uc *p, *c; + int idx; + + // recurse to decode the prefixes, since the linked-list is backwards, + // and working backwards through an interleaved image would be nasty + if (g->codes[code].prefix >= 0) + stbi__out_gif_code(g, g->codes[code].prefix); + + if (g->cur_y >= g->max_y) return; + + idx = g->cur_x + g->cur_y; + p = &g->out[idx]; + g->history[idx / 4] = 1; + + c = &g->color_table[g->codes[code].suffix * 4]; + if (c[3] > 128) { // don't render transparent pixels; + p[0] = c[2]; + p[1] = c[1]; + p[2] = c[0]; + p[3] = c[3]; + } + g->cur_x += 4; + + if (g->cur_x >= g->max_x) { + g->cur_x = g->start_x; + g->cur_y += g->step; + + while (g->cur_y >= g->max_y && g->parse > 0) { + g->step = (1 << g->parse) * g->line_size; + g->cur_y = g->start_y + (g->step >> 1); + --g->parse; + } + } +} + +static stbi_uc *stbi__process_gif_raster(stbi__context *s, stbi__gif *g) +{ + stbi_uc lzw_cs; + stbi__int32 len, init_code; + stbi__uint32 first; + stbi__int32 codesize, codemask, avail, oldcode, bits, valid_bits, clear; + stbi__gif_lzw *p; + + lzw_cs = stbi__get8(s); + if (lzw_cs > 12) return NULL; + clear = 1 << lzw_cs; + first = 1; + codesize = lzw_cs + 1; + codemask = (1 << codesize) - 1; + bits = 0; + valid_bits = 0; + for (init_code = 0; init_code < clear; init_code++) { + g->codes[init_code].prefix = -1; + g->codes[init_code].first = (stbi_uc) init_code; + g->codes[init_code].suffix = (stbi_uc) init_code; + } + + // support no starting clear code + avail = clear+2; + oldcode = -1; + + len = 0; + for(;;) { + if (valid_bits < codesize) { + if (len == 0) { + len = stbi__get8(s); // start new block + if (len == 0) + return g->out; + } + --len; + bits |= (stbi__int32) stbi__get8(s) << valid_bits; + valid_bits += 8; + } else { + stbi__int32 code = bits & codemask; + bits >>= codesize; + valid_bits -= codesize; + // @OPTIMIZE: is there some way we can accelerate the non-clear path? + if (code == clear) { // clear code + codesize = lzw_cs + 1; + codemask = (1 << codesize) - 1; + avail = clear + 2; + oldcode = -1; + first = 0; + } else if (code == clear + 1) { // end of stream code + stbi__skip(s, len); + while ((len = stbi__get8(s)) > 0) + stbi__skip(s,len); + return g->out; + } else if (code <= avail) { + if (first) { + return stbi__errpuc("no clear code", "Corrupt GIF"); + } + + if (oldcode >= 0) { + p = &g->codes[avail++]; + if (avail > 8192) { + return stbi__errpuc("too many codes", "Corrupt GIF"); + } + + p->prefix = (stbi__int16) oldcode; + p->first = g->codes[oldcode].first; + p->suffix = (code == avail) ? p->first : g->codes[code].first; + } else if (code == avail) + return stbi__errpuc("illegal code in raster", "Corrupt GIF"); + + stbi__out_gif_code(g, (stbi__uint16) code); + + if ((avail & codemask) == 0 && avail <= 0x0FFF) { + codesize++; + codemask = (1 << codesize) - 1; + } + + oldcode = code; + } else { + return stbi__errpuc("illegal code in raster", "Corrupt GIF"); + } + } + } +} + +// this function is designed to support animated gifs, although stb_image doesn't support it +// two back is the image from two frames ago, used for a very specific disposal format +static stbi_uc *stbi__gif_load_next(stbi__context *s, stbi__gif *g, int *comp, int req_comp, stbi_uc *two_back) +{ + int dispose; + int first_frame; + int pi; + int pcount; + STBI_NOTUSED(req_comp); + + // on first frame, any non-written pixels get the background colour (non-transparent) + first_frame = 0; + if (g->out == 0) { + if (!stbi__gif_header(s, g, comp,0)) return 0; // stbi__g_failure_reason set by stbi__gif_header + if (!stbi__mad3sizes_valid(4, g->w, g->h, 0)) + return stbi__errpuc("too large", "GIF image is too large"); + pcount = g->w * g->h; + g->out = (stbi_uc *) stbi__malloc(4 * pcount); + g->background = (stbi_uc *) stbi__malloc(4 * pcount); + g->history = (stbi_uc *) stbi__malloc(pcount); + if (!g->out || !g->background || !g->history) + return stbi__errpuc("outofmem", "Out of memory"); + + // image is treated as "transparent" at the start - ie, nothing overwrites the current background; + // background colour is only used for pixels that are not rendered first frame, after that "background" + // color refers to the color that was there the previous frame. + memset(g->out, 0x00, 4 * pcount); + memset(g->background, 0x00, 4 * pcount); // state of the background (starts transparent) + memset(g->history, 0x00, pcount); // pixels that were affected previous frame + first_frame = 1; + } else { + // second frame - how do we dispose of the previous one? + dispose = (g->eflags & 0x1C) >> 2; + pcount = g->w * g->h; + + if ((dispose == 3) && (two_back == 0)) { + dispose = 2; // if I don't have an image to revert back to, default to the old background + } + + if (dispose == 3) { // use previous graphic + for (pi = 0; pi < pcount; ++pi) { + if (g->history[pi]) { + memcpy( &g->out[pi * 4], &two_back[pi * 4], 4 ); + } + } + } else if (dispose == 2) { + // restore what was changed last frame to background before that frame; + for (pi = 0; pi < pcount; ++pi) { + if (g->history[pi]) { + memcpy( &g->out[pi * 4], &g->background[pi * 4], 4 ); + } + } + } else { + // This is a non-disposal case eithe way, so just + // leave the pixels as is, and they will become the new background + // 1: do not dispose + // 0: not specified. + } + + // background is what out is after the undoing of the previou frame; + memcpy( g->background, g->out, 4 * g->w * g->h ); + } + + // clear my history; + memset( g->history, 0x00, g->w * g->h ); // pixels that were affected previous frame + + for (;;) { + int tag = stbi__get8(s); + switch (tag) { + case 0x2C: /* Image Descriptor */ + { + stbi__int32 x, y, w, h; + stbi_uc *o; + + x = stbi__get16le(s); + y = stbi__get16le(s); + w = stbi__get16le(s); + h = stbi__get16le(s); + if (((x + w) > (g->w)) || ((y + h) > (g->h))) + return stbi__errpuc("bad Image Descriptor", "Corrupt GIF"); + + g->line_size = g->w * 4; + g->start_x = x * 4; + g->start_y = y * g->line_size; + g->max_x = g->start_x + w * 4; + g->max_y = g->start_y + h * g->line_size; + g->cur_x = g->start_x; + g->cur_y = g->start_y; + + // if the width of the specified rectangle is 0, that means + // we may not see *any* pixels or the image is malformed; + // to make sure this is caught, move the current y down to + // max_y (which is what out_gif_code checks). + if (w == 0) + g->cur_y = g->max_y; + + g->lflags = stbi__get8(s); + + if (g->lflags & 0x40) { + g->step = 8 * g->line_size; // first interlaced spacing + g->parse = 3; + } else { + g->step = g->line_size; + g->parse = 0; + } + + if (g->lflags & 0x80) { + stbi__gif_parse_colortable(s,g->lpal, 2 << (g->lflags & 7), g->eflags & 0x01 ? g->transparent : -1); + g->color_table = (stbi_uc *) g->lpal; + } else if (g->flags & 0x80) { + g->color_table = (stbi_uc *) g->pal; + } else + return stbi__errpuc("missing color table", "Corrupt GIF"); + + o = stbi__process_gif_raster(s, g); + if (!o) return NULL; + + // if this was the first frame, + pcount = g->w * g->h; + if (first_frame && (g->bgindex > 0)) { + // if first frame, any pixel not drawn to gets the background color + for (pi = 0; pi < pcount; ++pi) { + if (g->history[pi] == 0) { + g->pal[g->bgindex][3] = 255; // just in case it was made transparent, undo that; It will be reset next frame if need be; + memcpy( &g->out[pi * 4], &g->pal[g->bgindex], 4 ); + } + } + } + + return o; + } + + case 0x21: // Comment Extension. + { + int len; + int ext = stbi__get8(s); + if (ext == 0xF9) { // Graphic Control Extension. + len = stbi__get8(s); + if (len == 4) { + g->eflags = stbi__get8(s); + g->delay = 10 * stbi__get16le(s); // delay - 1/100th of a second, saving as 1/1000ths. + + // unset old transparent + if (g->transparent >= 0) { + g->pal[g->transparent][3] = 255; + } + if (g->eflags & 0x01) { + g->transparent = stbi__get8(s); + if (g->transparent >= 0) { + g->pal[g->transparent][3] = 0; + } + } else { + // don't need transparent + stbi__skip(s, 1); + g->transparent = -1; + } + } else { + stbi__skip(s, len); + break; + } + } + while ((len = stbi__get8(s)) != 0) { + stbi__skip(s, len); + } + break; + } + + case 0x3B: // gif stream termination code + return (stbi_uc *) s; // using '1' causes warning on some compilers + + default: + return stbi__errpuc("unknown code", "Corrupt GIF"); + } + } +} + +static void *stbi__load_gif_main_outofmem(stbi__gif *g, stbi_uc *out, int **delays) +{ + STBI_FREE(g->out); + STBI_FREE(g->history); + STBI_FREE(g->background); + + if (out) STBI_FREE(out); + if (delays && *delays) STBI_FREE(*delays); + return stbi__errpuc("outofmem", "Out of memory"); +} + +static void *stbi__load_gif_main(stbi__context *s, int **delays, int *x, int *y, int *z, int *comp, int req_comp) +{ + if (stbi__gif_test(s)) { + int layers = 0; + stbi_uc *u = 0; + stbi_uc *out = 0; + stbi_uc *two_back = 0; + stbi__gif g; + int stride; + int out_size = 0; + int delays_size = 0; + + STBI_NOTUSED(out_size); + STBI_NOTUSED(delays_size); + + memset(&g, 0, sizeof(g)); + if (delays) { + *delays = 0; + } + + do { + u = stbi__gif_load_next(s, &g, comp, req_comp, two_back); + if (u == (stbi_uc *) s) u = 0; // end of animated gif marker + + if (u) { + *x = g.w; + *y = g.h; + ++layers; + stride = g.w * g.h * 4; + + if (out) { + void *tmp = (stbi_uc*) STBI_REALLOC_SIZED( out, out_size, layers * stride ); + if (!tmp) + return stbi__load_gif_main_outofmem(&g, out, delays); + else { + out = (stbi_uc*) tmp; + out_size = layers * stride; + } + + if (delays) { + int *new_delays = (int*) STBI_REALLOC_SIZED( *delays, delays_size, sizeof(int) * layers ); + if (!new_delays) + return stbi__load_gif_main_outofmem(&g, out, delays); + *delays = new_delays; + delays_size = layers * sizeof(int); + } + } else { + out = (stbi_uc*)stbi__malloc( layers * stride ); + if (!out) + return stbi__load_gif_main_outofmem(&g, out, delays); + out_size = layers * stride; + if (delays) { + *delays = (int*) stbi__malloc( layers * sizeof(int) ); + if (!*delays) + return stbi__load_gif_main_outofmem(&g, out, delays); + delays_size = layers * sizeof(int); + } + } + memcpy( out + ((layers - 1) * stride), u, stride ); + if (layers >= 2) { + two_back = out - 2 * stride; + } + + if (delays) { + (*delays)[layers - 1U] = g.delay; + } + } + } while (u != 0); + + // free temp buffer; + STBI_FREE(g.out); + STBI_FREE(g.history); + STBI_FREE(g.background); + + // do the final conversion after loading everything; + if (req_comp && req_comp != 4) + out = stbi__convert_format(out, 4, req_comp, layers * g.w, g.h); + + *z = layers; + return out; + } else { + return stbi__errpuc("not GIF", "Image was not as a gif type."); + } +} + +static void *stbi__gif_load(stbi__context *s, int *x, int *y, int *comp, int req_comp, stbi__result_info *ri) +{ + stbi_uc *u = 0; + stbi__gif g; + memset(&g, 0, sizeof(g)); + STBI_NOTUSED(ri); + + u = stbi__gif_load_next(s, &g, comp, req_comp, 0); + if (u == (stbi_uc *) s) u = 0; // end of animated gif marker + if (u) { + *x = g.w; + *y = g.h; + + // moved conversion to after successful load so that the same + // can be done for multiple frames. + if (req_comp && req_comp != 4) + u = stbi__convert_format(u, 4, req_comp, g.w, g.h); + } else if (g.out) { + // if there was an error and we allocated an image buffer, free it! + STBI_FREE(g.out); + } + + // free buffers needed for multiple frame loading; + STBI_FREE(g.history); + STBI_FREE(g.background); + + return u; +} + +static int stbi__gif_info(stbi__context *s, int *x, int *y, int *comp) +{ + return stbi__gif_info_raw(s,x,y,comp); +} +#endif + +// ************************************************************************************************* +// Radiance RGBE HDR loader +// originally by Nicolas Schulz +#ifndef STBI_NO_HDR +static int stbi__hdr_test_core(stbi__context *s, const char *signature) +{ + int i; + for (i=0; signature[i]; ++i) + if (stbi__get8(s) != signature[i]) + return 0; + stbi__rewind(s); + return 1; +} + +static int stbi__hdr_test(stbi__context* s) +{ + int r = stbi__hdr_test_core(s, "#?RADIANCE\n"); + stbi__rewind(s); + if(!r) { + r = stbi__hdr_test_core(s, "#?RGBE\n"); + stbi__rewind(s); + } + return r; +} + +#define STBI__HDR_BUFLEN 1024 +static char *stbi__hdr_gettoken(stbi__context *z, char *buffer) +{ + int len=0; + char c = '\0'; + + c = (char) stbi__get8(z); + + while (!stbi__at_eof(z) && c != '\n') { + buffer[len++] = c; + if (len == STBI__HDR_BUFLEN-1) { + // flush to end of line + while (!stbi__at_eof(z) && stbi__get8(z) != '\n') + ; + break; + } + c = (char) stbi__get8(z); + } + + buffer[len] = 0; + return buffer; +} + +static void stbi__hdr_convert(float *output, stbi_uc *input, int req_comp) +{ + if ( input[3] != 0 ) { + float f1; + // Exponent + f1 = (float) ldexp(1.0f, input[3] - (int)(128 + 8)); + if (req_comp <= 2) + output[0] = (input[0] + input[1] + input[2]) * f1 / 3; + else { + output[0] = input[0] * f1; + output[1] = input[1] * f1; + output[2] = input[2] * f1; + } + if (req_comp == 2) output[1] = 1; + if (req_comp == 4) output[3] = 1; + } else { + switch (req_comp) { + case 4: output[3] = 1; /* fallthrough */ + case 3: output[0] = output[1] = output[2] = 0; + break; + case 2: output[1] = 1; /* fallthrough */ + case 1: output[0] = 0; + break; + } + } +} + +static float *stbi__hdr_load(stbi__context *s, int *x, int *y, int *comp, int req_comp, stbi__result_info *ri) +{ + char buffer[STBI__HDR_BUFLEN]; + char *token; + int valid = 0; + int width, height; + stbi_uc *scanline; + float *hdr_data; + int len; + unsigned char count, value; + int i, j, k, c1,c2, z; + const char *headerToken; + STBI_NOTUSED(ri); + + // Check identifier + headerToken = stbi__hdr_gettoken(s,buffer); + if (strcmp(headerToken, "#?RADIANCE") != 0 && strcmp(headerToken, "#?RGBE") != 0) + return stbi__errpf("not HDR", "Corrupt HDR image"); + + // Parse header + for(;;) { + token = stbi__hdr_gettoken(s,buffer); + if (token[0] == 0) break; + if (strcmp(token, "FORMAT=32-bit_rle_rgbe") == 0) valid = 1; + } + + if (!valid) return stbi__errpf("unsupported format", "Unsupported HDR format"); + + // Parse width and height + // can't use sscanf() if we're not using stdio! + token = stbi__hdr_gettoken(s,buffer); + if (strncmp(token, "-Y ", 3)) return stbi__errpf("unsupported data layout", "Unsupported HDR format"); + token += 3; + height = (int) strtol(token, &token, 10); + while (*token == ' ') ++token; + if (strncmp(token, "+X ", 3)) return stbi__errpf("unsupported data layout", "Unsupported HDR format"); + token += 3; + width = (int) strtol(token, NULL, 10); + + if (height > STBI_MAX_DIMENSIONS) return stbi__errpf("too large","Very large image (corrupt?)"); + if (width > STBI_MAX_DIMENSIONS) return stbi__errpf("too large","Very large image (corrupt?)"); + + *x = width; + *y = height; + + if (comp) *comp = 3; + if (req_comp == 0) req_comp = 3; + + if (!stbi__mad4sizes_valid(width, height, req_comp, sizeof(float), 0)) + return stbi__errpf("too large", "HDR image is too large"); + + // Read data + hdr_data = (float *) stbi__malloc_mad4(width, height, req_comp, sizeof(float), 0); + if (!hdr_data) + return stbi__errpf("outofmem", "Out of memory"); + + // Load image data + // image data is stored as some number of sca + if ( width < 8 || width >= 32768) { + // Read flat data + for (j=0; j < height; ++j) { + for (i=0; i < width; ++i) { + stbi_uc rgbe[4]; + main_decode_loop: + stbi__getn(s, rgbe, 4); + stbi__hdr_convert(hdr_data + j * width * req_comp + i * req_comp, rgbe, req_comp); + } + } + } else { + // Read RLE-encoded data + scanline = NULL; + + for (j = 0; j < height; ++j) { + c1 = stbi__get8(s); + c2 = stbi__get8(s); + len = stbi__get8(s); + if (c1 != 2 || c2 != 2 || (len & 0x80)) { + // not run-length encoded, so we have to actually use THIS data as a decoded + // pixel (note this can't be a valid pixel--one of RGB must be >= 128) + stbi_uc rgbe[4]; + rgbe[0] = (stbi_uc) c1; + rgbe[1] = (stbi_uc) c2; + rgbe[2] = (stbi_uc) len; + rgbe[3] = (stbi_uc) stbi__get8(s); + stbi__hdr_convert(hdr_data, rgbe, req_comp); + i = 1; + j = 0; + STBI_FREE(scanline); + goto main_decode_loop; // yes, this makes no sense + } + len <<= 8; + len |= stbi__get8(s); + if (len != width) { STBI_FREE(hdr_data); STBI_FREE(scanline); return stbi__errpf("invalid decoded scanline length", "corrupt HDR"); } + if (scanline == NULL) { + scanline = (stbi_uc *) stbi__malloc_mad2(width, 4, 0); + if (!scanline) { + STBI_FREE(hdr_data); + return stbi__errpf("outofmem", "Out of memory"); + } + } + + for (k = 0; k < 4; ++k) { + int nleft; + i = 0; + while ((nleft = width - i) > 0) { + count = stbi__get8(s); + if (count > 128) { + // Run + value = stbi__get8(s); + count -= 128; + if ((count == 0) || (count > nleft)) { STBI_FREE(hdr_data); STBI_FREE(scanline); return stbi__errpf("corrupt", "bad RLE data in HDR"); } + for (z = 0; z < count; ++z) + scanline[i++ * 4 + k] = value; + } else { + // Dump + if ((count == 0) || (count > nleft)) { STBI_FREE(hdr_data); STBI_FREE(scanline); return stbi__errpf("corrupt", "bad RLE data in HDR"); } + for (z = 0; z < count; ++z) + scanline[i++ * 4 + k] = stbi__get8(s); + } + } + } + for (i=0; i < width; ++i) + stbi__hdr_convert(hdr_data+(j*width + i)*req_comp, scanline + i*4, req_comp); + } + if (scanline) + STBI_FREE(scanline); + } + + return hdr_data; +} + +static int stbi__hdr_info(stbi__context *s, int *x, int *y, int *comp) +{ + char buffer[STBI__HDR_BUFLEN]; + char *token; + int valid = 0; + int dummy; + + if (!x) x = &dummy; + if (!y) y = &dummy; + if (!comp) comp = &dummy; + + if (stbi__hdr_test(s) == 0) { + stbi__rewind( s ); + return 0; + } + + for(;;) { + token = stbi__hdr_gettoken(s,buffer); + if (token[0] == 0) break; + if (strcmp(token, "FORMAT=32-bit_rle_rgbe") == 0) valid = 1; + } + + if (!valid) { + stbi__rewind( s ); + return 0; + } + token = stbi__hdr_gettoken(s,buffer); + if (strncmp(token, "-Y ", 3)) { + stbi__rewind( s ); + return 0; + } + token += 3; + *y = (int) strtol(token, &token, 10); + while (*token == ' ') ++token; + if (strncmp(token, "+X ", 3)) { + stbi__rewind( s ); + return 0; + } + token += 3; + *x = (int) strtol(token, NULL, 10); + *comp = 3; + return 1; +} +#endif // STBI_NO_HDR + +#ifndef STBI_NO_BMP +static int stbi__bmp_info(stbi__context *s, int *x, int *y, int *comp) +{ + void *p; + stbi__bmp_data info; + + info.all_a = 255; + p = stbi__bmp_parse_header(s, &info); + if (p == NULL) { + stbi__rewind( s ); + return 0; + } + if (x) *x = s->img_x; + if (y) *y = s->img_y; + if (comp) { + if (info.bpp == 24 && info.ma == 0xff000000) + *comp = 3; + else + *comp = info.ma ? 4 : 3; + } + return 1; +} +#endif + +#ifndef STBI_NO_PSD +static int stbi__psd_info(stbi__context *s, int *x, int *y, int *comp) +{ + int channelCount, dummy, depth; + if (!x) x = &dummy; + if (!y) y = &dummy; + if (!comp) comp = &dummy; + if (stbi__get32be(s) != 0x38425053) { + stbi__rewind( s ); + return 0; + } + if (stbi__get16be(s) != 1) { + stbi__rewind( s ); + return 0; + } + stbi__skip(s, 6); + channelCount = stbi__get16be(s); + if (channelCount < 0 || channelCount > 16) { + stbi__rewind( s ); + return 0; + } + *y = stbi__get32be(s); + *x = stbi__get32be(s); + depth = stbi__get16be(s); + if (depth != 8 && depth != 16) { + stbi__rewind( s ); + return 0; + } + if (stbi__get16be(s) != 3) { + stbi__rewind( s ); + return 0; + } + *comp = 4; + return 1; +} + +static int stbi__psd_is16(stbi__context *s) +{ + int channelCount, depth; + if (stbi__get32be(s) != 0x38425053) { + stbi__rewind( s ); + return 0; + } + if (stbi__get16be(s) != 1) { + stbi__rewind( s ); + return 0; + } + stbi__skip(s, 6); + channelCount = stbi__get16be(s); + if (channelCount < 0 || channelCount > 16) { + stbi__rewind( s ); + return 0; + } + STBI_NOTUSED(stbi__get32be(s)); + STBI_NOTUSED(stbi__get32be(s)); + depth = stbi__get16be(s); + if (depth != 16) { + stbi__rewind( s ); + return 0; + } + return 1; +} +#endif + +#ifndef STBI_NO_PIC +static int stbi__pic_info(stbi__context *s, int *x, int *y, int *comp) +{ + int act_comp=0,num_packets=0,chained,dummy; + stbi__pic_packet packets[10]; + + if (!x) x = &dummy; + if (!y) y = &dummy; + if (!comp) comp = &dummy; + + if (!stbi__pic_is4(s,"\x53\x80\xF6\x34")) { + stbi__rewind(s); + return 0; + } + + stbi__skip(s, 88); + + *x = stbi__get16be(s); + *y = stbi__get16be(s); + if (stbi__at_eof(s)) { + stbi__rewind( s); + return 0; + } + if ( (*x) != 0 && (1 << 28) / (*x) < (*y)) { + stbi__rewind( s ); + return 0; + } + + stbi__skip(s, 8); + + do { + stbi__pic_packet *packet; + + if (num_packets==sizeof(packets)/sizeof(packets[0])) + return 0; + + packet = &packets[num_packets++]; + chained = stbi__get8(s); + packet->size = stbi__get8(s); + packet->type = stbi__get8(s); + packet->channel = stbi__get8(s); + act_comp |= packet->channel; + + if (stbi__at_eof(s)) { + stbi__rewind( s ); + return 0; + } + if (packet->size != 8) { + stbi__rewind( s ); + return 0; + } + } while (chained); + + *comp = (act_comp & 0x10 ? 4 : 3); + + return 1; +} +#endif + +// ************************************************************************************************* +// Portable Gray Map and Portable Pixel Map loader +// by Ken Miller +// +// PGM: http://netpbm.sourceforge.net/doc/pgm.html +// PPM: http://netpbm.sourceforge.net/doc/ppm.html +// +// Known limitations: +// Does not support comments in the header section +// Does not support ASCII image data (formats P2 and P3) + +#ifndef STBI_NO_PNM + +static int stbi__pnm_test(stbi__context *s) +{ + char p, t; + p = (char) stbi__get8(s); + t = (char) stbi__get8(s); + if (p != 'P' || (t != '5' && t != '6')) { + stbi__rewind( s ); + return 0; + } + return 1; +} + +static void *stbi__pnm_load(stbi__context *s, int *x, int *y, int *comp, int req_comp, stbi__result_info *ri) +{ + stbi_uc *out; + STBI_NOTUSED(ri); + + ri->bits_per_channel = stbi__pnm_info(s, (int *)&s->img_x, (int *)&s->img_y, (int *)&s->img_n); + if (ri->bits_per_channel == 0) + return 0; + + if (s->img_y > STBI_MAX_DIMENSIONS) return stbi__errpuc("too large","Very large image (corrupt?)"); + if (s->img_x > STBI_MAX_DIMENSIONS) return stbi__errpuc("too large","Very large image (corrupt?)"); + + *x = s->img_x; + *y = s->img_y; + if (comp) *comp = s->img_n; + + if (!stbi__mad4sizes_valid(s->img_n, s->img_x, s->img_y, ri->bits_per_channel / 8, 0)) + return stbi__errpuc("too large", "PNM too large"); + + out = (stbi_uc *) stbi__malloc_mad4(s->img_n, s->img_x, s->img_y, ri->bits_per_channel / 8, 0); + if (!out) return stbi__errpuc("outofmem", "Out of memory"); + if (!stbi__getn(s, out, s->img_n * s->img_x * s->img_y * (ri->bits_per_channel / 8))) { + STBI_FREE(out); + return stbi__errpuc("bad PNM", "PNM file truncated"); + } + + if (req_comp && req_comp != s->img_n) { + if (ri->bits_per_channel == 16) { + out = (stbi_uc *) stbi__convert_format16((stbi__uint16 *) out, s->img_n, req_comp, s->img_x, s->img_y); + } else { + out = stbi__convert_format(out, s->img_n, req_comp, s->img_x, s->img_y); + } + if (out == NULL) return out; // stbi__convert_format frees input on failure + } + return out; +} + +static int stbi__pnm_isspace(char c) +{ + return c == ' ' || c == '\t' || c == '\n' || c == '\v' || c == '\f' || c == '\r'; +} + +static void stbi__pnm_skip_whitespace(stbi__context *s, char *c) +{ + for (;;) { + while (!stbi__at_eof(s) && stbi__pnm_isspace(*c)) + *c = (char) stbi__get8(s); + + if (stbi__at_eof(s) || *c != '#') + break; + + while (!stbi__at_eof(s) && *c != '\n' && *c != '\r' ) + *c = (char) stbi__get8(s); + } +} + +static int stbi__pnm_isdigit(char c) +{ + return c >= '0' && c <= '9'; +} + +static int stbi__pnm_getinteger(stbi__context *s, char *c) +{ + int value = 0; + + while (!stbi__at_eof(s) && stbi__pnm_isdigit(*c)) { + value = value*10 + (*c - '0'); + *c = (char) stbi__get8(s); + if((value > 214748364) || (value == 214748364 && *c > '7')) + return stbi__err("integer parse overflow", "Parsing an integer in the PPM header overflowed a 32-bit int"); + } + + return value; +} + +static int stbi__pnm_info(stbi__context *s, int *x, int *y, int *comp) +{ + int maxv, dummy; + char c, p, t; + + if (!x) x = &dummy; + if (!y) y = &dummy; + if (!comp) comp = &dummy; + + stbi__rewind(s); + + // Get identifier + p = (char) stbi__get8(s); + t = (char) stbi__get8(s); + if (p != 'P' || (t != '5' && t != '6')) { + stbi__rewind(s); + return 0; + } + + *comp = (t == '6') ? 3 : 1; // '5' is 1-component .pgm; '6' is 3-component .ppm + + c = (char) stbi__get8(s); + stbi__pnm_skip_whitespace(s, &c); + + *x = stbi__pnm_getinteger(s, &c); // read width + if(*x == 0) + return stbi__err("invalid width", "PPM image header had zero or overflowing width"); + stbi__pnm_skip_whitespace(s, &c); + + *y = stbi__pnm_getinteger(s, &c); // read height + if (*y == 0) + return stbi__err("invalid width", "PPM image header had zero or overflowing width"); + stbi__pnm_skip_whitespace(s, &c); + + maxv = stbi__pnm_getinteger(s, &c); // read max value + if (maxv > 65535) + return stbi__err("max value > 65535", "PPM image supports only 8-bit and 16-bit images"); + else if (maxv > 255) + return 16; + else + return 8; +} + +static int stbi__pnm_is16(stbi__context *s) +{ + if (stbi__pnm_info(s, NULL, NULL, NULL) == 16) + return 1; + return 0; +} +#endif + +static int stbi__info_main(stbi__context *s, int *x, int *y, int *comp) +{ + #ifndef STBI_NO_JPEG + if (stbi__jpeg_info(s, x, y, comp)) return 1; + #endif + + #ifndef STBI_NO_PNG + if (stbi__png_info(s, x, y, comp)) return 1; + #endif + + #ifndef STBI_NO_GIF + if (stbi__gif_info(s, x, y, comp)) return 1; + #endif + + #ifndef STBI_NO_BMP + if (stbi__bmp_info(s, x, y, comp)) return 1; + #endif + + #ifndef STBI_NO_PSD + if (stbi__psd_info(s, x, y, comp)) return 1; + #endif + + #ifndef STBI_NO_PIC + if (stbi__pic_info(s, x, y, comp)) return 1; + #endif + + #ifndef STBI_NO_PNM + if (stbi__pnm_info(s, x, y, comp)) return 1; + #endif + + #ifndef STBI_NO_HDR + if (stbi__hdr_info(s, x, y, comp)) return 1; + #endif + + // test tga last because it's a crappy test! + #ifndef STBI_NO_TGA + if (stbi__tga_info(s, x, y, comp)) + return 1; + #endif + return stbi__err("unknown image type", "Image not of any known type, or corrupt"); +} + +static int stbi__is_16_main(stbi__context *s) +{ + #ifndef STBI_NO_PNG + if (stbi__png_is16(s)) return 1; + #endif + + #ifndef STBI_NO_PSD + if (stbi__psd_is16(s)) return 1; + #endif + + #ifndef STBI_NO_PNM + if (stbi__pnm_is16(s)) return 1; + #endif + return 0; +} + +#ifndef STBI_NO_STDIO +STBIDEF int stbi_info(char const *filename, int *x, int *y, int *comp) +{ + FILE *f = stbi__fopen(filename, "rb"); + int result; + if (!f) return stbi__err("can't fopen", "Unable to open file"); + result = stbi_info_from_file(f, x, y, comp); + fclose(f); + return result; +} + +STBIDEF int stbi_info_from_file(FILE *f, int *x, int *y, int *comp) +{ + int r; + stbi__context s; + long pos = ftell(f); + stbi__start_file(&s, f); + r = stbi__info_main(&s,x,y,comp); + fseek(f,pos,SEEK_SET); + return r; +} + +STBIDEF int stbi_is_16_bit(char const *filename) +{ + FILE *f = stbi__fopen(filename, "rb"); + int result; + if (!f) return stbi__err("can't fopen", "Unable to open file"); + result = stbi_is_16_bit_from_file(f); + fclose(f); + return result; +} + +STBIDEF int stbi_is_16_bit_from_file(FILE *f) +{ + int r; + stbi__context s; + long pos = ftell(f); + stbi__start_file(&s, f); + r = stbi__is_16_main(&s); + fseek(f,pos,SEEK_SET); + return r; +} +#endif // !STBI_NO_STDIO + +STBIDEF int stbi_info_from_memory(stbi_uc const *buffer, int len, int *x, int *y, int *comp) +{ + stbi__context s; + stbi__start_mem(&s,buffer,len); + return stbi__info_main(&s,x,y,comp); +} + +STBIDEF int stbi_info_from_callbacks(stbi_io_callbacks const *c, void *user, int *x, int *y, int *comp) +{ + stbi__context s; + stbi__start_callbacks(&s, (stbi_io_callbacks *) c, user); + return stbi__info_main(&s,x,y,comp); +} + +STBIDEF int stbi_is_16_bit_from_memory(stbi_uc const *buffer, int len) +{ + stbi__context s; + stbi__start_mem(&s,buffer,len); + return stbi__is_16_main(&s); +} + +STBIDEF int stbi_is_16_bit_from_callbacks(stbi_io_callbacks const *c, void *user) +{ + stbi__context s; + stbi__start_callbacks(&s, (stbi_io_callbacks *) c, user); + return stbi__is_16_main(&s); +} + +#endif // STB_IMAGE_IMPLEMENTATION + +/* + revision history: + 2.20 (2019-02-07) support utf8 filenames in Windows; fix warnings and platform ifdefs + 2.19 (2018-02-11) fix warning + 2.18 (2018-01-30) fix warnings + 2.17 (2018-01-29) change sbti__shiftsigned to avoid clang -O2 bug + 1-bit BMP + *_is_16_bit api + avoid warnings + 2.16 (2017-07-23) all functions have 16-bit variants; + STBI_NO_STDIO works again; + compilation fixes; + fix rounding in unpremultiply; + optimize vertical flip; + disable raw_len validation; + documentation fixes + 2.15 (2017-03-18) fix png-1,2,4 bug; now all Imagenet JPGs decode; + warning fixes; disable run-time SSE detection on gcc; + uniform handling of optional "return" values; + thread-safe initialization of zlib tables + 2.14 (2017-03-03) remove deprecated STBI_JPEG_OLD; fixes for Imagenet JPGs + 2.13 (2016-11-29) add 16-bit API, only supported for PNG right now + 2.12 (2016-04-02) fix typo in 2.11 PSD fix that caused crashes + 2.11 (2016-04-02) allocate large structures on the stack + remove white matting for transparent PSD + fix reported channel count for PNG & BMP + re-enable SSE2 in non-gcc 64-bit + support RGB-formatted JPEG + read 16-bit PNGs (only as 8-bit) + 2.10 (2016-01-22) avoid warning introduced in 2.09 by STBI_REALLOC_SIZED + 2.09 (2016-01-16) allow comments in PNM files + 16-bit-per-pixel TGA (not bit-per-component) + info() for TGA could break due to .hdr handling + info() for BMP to shares code instead of sloppy parse + can use STBI_REALLOC_SIZED if allocator doesn't support realloc + code cleanup + 2.08 (2015-09-13) fix to 2.07 cleanup, reading RGB PSD as RGBA + 2.07 (2015-09-13) fix compiler warnings + partial animated GIF support + limited 16-bpc PSD support + #ifdef unused functions + bug with < 92 byte PIC,PNM,HDR,TGA + 2.06 (2015-04-19) fix bug where PSD returns wrong '*comp' value + 2.05 (2015-04-19) fix bug in progressive JPEG handling, fix warning + 2.04 (2015-04-15) try to re-enable SIMD on MinGW 64-bit + 2.03 (2015-04-12) extra corruption checking (mmozeiko) + stbi_set_flip_vertically_on_load (nguillemot) + fix NEON support; fix mingw support + 2.02 (2015-01-19) fix incorrect assert, fix warning + 2.01 (2015-01-17) fix various warnings; suppress SIMD on gcc 32-bit without -msse2 + 2.00b (2014-12-25) fix STBI_MALLOC in progressive JPEG + 2.00 (2014-12-25) optimize JPG, including x86 SSE2 & NEON SIMD (ryg) + progressive JPEG (stb) + PGM/PPM support (Ken Miller) + STBI_MALLOC,STBI_REALLOC,STBI_FREE + GIF bugfix -- seemingly never worked + STBI_NO_*, STBI_ONLY_* + 1.48 (2014-12-14) fix incorrectly-named assert() + 1.47 (2014-12-14) 1/2/4-bit PNG support, both direct and paletted (Omar Cornut & stb) + optimize PNG (ryg) + fix bug in interlaced PNG with user-specified channel count (stb) + 1.46 (2014-08-26) + fix broken tRNS chunk (colorkey-style transparency) in non-paletted PNG + 1.45 (2014-08-16) + fix MSVC-ARM internal compiler error by wrapping malloc + 1.44 (2014-08-07) + various warning fixes from Ronny Chevalier + 1.43 (2014-07-15) + fix MSVC-only compiler problem in code changed in 1.42 + 1.42 (2014-07-09) + don't define _CRT_SECURE_NO_WARNINGS (affects user code) + fixes to stbi__cleanup_jpeg path + added STBI_ASSERT to avoid requiring assert.h + 1.41 (2014-06-25) + fix search&replace from 1.36 that messed up comments/error messages + 1.40 (2014-06-22) + fix gcc struct-initialization warning + 1.39 (2014-06-15) + fix to TGA optimization when req_comp != number of components in TGA; + fix to GIF loading because BMP wasn't rewinding (whoops, no GIFs in my test suite) + add support for BMP version 5 (more ignored fields) + 1.38 (2014-06-06) + suppress MSVC warnings on integer casts truncating values + fix accidental rename of 'skip' field of I/O + 1.37 (2014-06-04) + remove duplicate typedef + 1.36 (2014-06-03) + convert to header file single-file library + if de-iphone isn't set, load iphone images color-swapped instead of returning NULL + 1.35 (2014-05-27) + various warnings + fix broken STBI_SIMD path + fix bug where stbi_load_from_file no longer left file pointer in correct place + fix broken non-easy path for 32-bit BMP (possibly never used) + TGA optimization by Arseny Kapoulkine + 1.34 (unknown) + use STBI_NOTUSED in stbi__resample_row_generic(), fix one more leak in tga failure case + 1.33 (2011-07-14) + make stbi_is_hdr work in STBI_NO_HDR (as specified), minor compiler-friendly improvements + 1.32 (2011-07-13) + support for "info" function for all supported filetypes (SpartanJ) + 1.31 (2011-06-20) + a few more leak fixes, bug in PNG handling (SpartanJ) + 1.30 (2011-06-11) + added ability to load files via callbacks to accomidate custom input streams (Ben Wenger) + removed deprecated format-specific test/load functions + removed support for installable file formats (stbi_loader) -- would have been broken for IO callbacks anyway + error cases in bmp and tga give messages and don't leak (Raymond Barbiero, grisha) + fix inefficiency in decoding 32-bit BMP (David Woo) + 1.29 (2010-08-16) + various warning fixes from Aurelien Pocheville + 1.28 (2010-08-01) + fix bug in GIF palette transparency (SpartanJ) + 1.27 (2010-08-01) + cast-to-stbi_uc to fix warnings + 1.26 (2010-07-24) + fix bug in file buffering for PNG reported by SpartanJ + 1.25 (2010-07-17) + refix trans_data warning (Won Chun) + 1.24 (2010-07-12) + perf improvements reading from files on platforms with lock-heavy fgetc() + minor perf improvements for jpeg + deprecated type-specific functions so we'll get feedback if they're needed + attempt to fix trans_data warning (Won Chun) + 1.23 fixed bug in iPhone support + 1.22 (2010-07-10) + removed image *writing* support + stbi_info support from Jetro Lauha + GIF support from Jean-Marc Lienher + iPhone PNG-extensions from James Brown + warning-fixes from Nicolas Schulz and Janez Zemva (i.stbi__err. Janez (U+017D)emva) + 1.21 fix use of 'stbi_uc' in header (reported by jon blow) + 1.20 added support for Softimage PIC, by Tom Seddon + 1.19 bug in interlaced PNG corruption check (found by ryg) + 1.18 (2008-08-02) + fix a threading bug (local mutable static) + 1.17 support interlaced PNG + 1.16 major bugfix - stbi__convert_format converted one too many pixels + 1.15 initialize some fields for thread safety + 1.14 fix threadsafe conversion bug + header-file-only version (#define STBI_HEADER_FILE_ONLY before including) + 1.13 threadsafe + 1.12 const qualifiers in the API + 1.11 Support installable IDCT, colorspace conversion routines + 1.10 Fixes for 64-bit (don't use "unsigned long") + optimized upsampling by Fabian "ryg" Giesen + 1.09 Fix format-conversion for PSD code (bad global variables!) + 1.08 Thatcher Ulrich's PSD code integrated by Nicolas Schulz + 1.07 attempt to fix C++ warning/errors again + 1.06 attempt to fix C++ warning/errors again + 1.05 fix TGA loading to return correct *comp and use good luminance calc + 1.04 default float alpha is 1, not 255; use 'void *' for stbi_image_free + 1.03 bugfixes to STBI_NO_STDIO, STBI_NO_HDR + 1.02 support for (subset of) HDR files, float interface for preferred access to them + 1.01 fix bug: possible bug in handling right-side up bmps... not sure + fix bug: the stbi__bmp_load() and stbi__tga_load() functions didn't work at all + 1.00 interface to zlib that skips zlib header + 0.99 correct handling of alpha in palette + 0.98 TGA loader by lonesock; dynamically add loaders (untested) + 0.97 jpeg errors on too large a file; also catch another malloc failure + 0.96 fix detection of invalid v value - particleman@mollyrocket forum + 0.95 during header scan, seek to markers in case of padding + 0.94 STBI_NO_STDIO to disable stdio usage; rename all #defines the same + 0.93 handle jpegtran output; verbose errors + 0.92 read 4,8,16,24,32-bit BMP files of several formats + 0.91 output 24-bit Windows 3.0 BMP files + 0.90 fix a few more warnings; bump version number to approach 1.0 + 0.61 bugfixes due to Marc LeBlanc, Christopher Lloyd + 0.60 fix compiling as c++ + 0.59 fix warnings: merge Dave Moore's -Wall fixes + 0.58 fix bug: zlib uncompressed mode len/nlen was wrong endian + 0.57 fix bug: jpg last huffman symbol before marker was >9 bits but less than 16 available + 0.56 fix bug: zlib uncompressed mode len vs. nlen + 0.55 fix bug: restart_interval not initialized to 0 + 0.54 allow NULL for 'int *comp' + 0.53 fix bug in png 3->4; speedup png decoding + 0.52 png handles req_comp=3,4 directly; minor cleanup; jpeg comments + 0.51 obey req_comp requests, 1-component jpegs return as 1-component, + on 'test' only check type, not whether we support this variant + 0.50 (2006-11-19) + first released version +*/ + + +/* +------------------------------------------------------------------------------ +This software is available under 2 licenses -- choose whichever you prefer. +------------------------------------------------------------------------------ +ALTERNATIVE A - MIT License +Copyright (c) 2017 Sean Barrett +Permission is hereby granted, free of charge, to any person obtaining a copy of +this software and associated documentation files (the "Software"), to deal in +the Software without restriction, including without limitation the rights to +use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies +of the Software, and to permit persons to whom the Software is furnished to do +so, subject to the following conditions: +The above copyright notice and this permission notice shall be included in all +copies or substantial portions of the Software. +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE +SOFTWARE. +------------------------------------------------------------------------------ +ALTERNATIVE B - Public Domain (www.unlicense.org) +This is free and unencumbered software released into the public domain. +Anyone is free to copy, modify, publish, use, compile, sell, or distribute this +software, either in source code form or as a compiled binary, for any purpose, +commercial or non-commercial, and by any means. +In jurisdictions that recognize copyright laws, the author or authors of this +software dedicate any and all copyright interest in the software to the public +domain. We make this dedication for the benefit of the public at large and to +the detriment of our heirs and successors. We intend this dedication to be an +overt act of relinquishment in perpetuity of all present and future rights to +this software under copyright law. +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN +ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION +WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. +------------------------------------------------------------------------------ +*/ From 05d5ff58afeab10f6ae39bf56ddde767f15c1686 Mon Sep 17 00:00:00 2001 From: KojoZero Date: Sun, 3 May 2026 16:10:43 -0700 Subject: [PATCH 08/46] opengl smaa implemented --- .../host_shaders/antialiasing/AreaTex.h | 14980 ++++++++++++++++ .../host_shaders/antialiasing/AreaTex.png | Bin 30346 -> 0 bytes .../host_shaders/antialiasing/SearchTex.h | 132 + .../host_shaders/antialiasing/SearchTex.png | Bin 126 -> 0 bytes .../renderer_opengl/renderer_opengl.cpp | 53 +- src/video_core/texture/stb_image.h | 7988 -------- 6 files changed, 15142 insertions(+), 8011 deletions(-) create mode 100644 src/video_core/host_shaders/antialiasing/AreaTex.h delete mode 100644 src/video_core/host_shaders/antialiasing/AreaTex.png create mode 100644 src/video_core/host_shaders/antialiasing/SearchTex.h delete mode 100644 src/video_core/host_shaders/antialiasing/SearchTex.png delete mode 100644 src/video_core/texture/stb_image.h diff --git a/src/video_core/host_shaders/antialiasing/AreaTex.h b/src/video_core/host_shaders/antialiasing/AreaTex.h new file mode 100644 index 000000000..0e8c35c68 --- /dev/null +++ b/src/video_core/host_shaders/antialiasing/AreaTex.h @@ -0,0 +1,14980 @@ +/** + * Copyright (C) 2013 Jorge Jimenez (jorge@iryoku.com) + * Copyright (C) 2013 Jose I. Echevarria (joseignacioechevarria@gmail.com) + * Copyright (C) 2013 Belen Masia (bmasia@unizar.es) + * Copyright (C) 2013 Fernando Navarro (fernandn@microsoft.com) + * Copyright (C) 2013 Diego Gutierrez (diegog@unizar.es) + * + * Permission is hereby granted, free of charge, to any person obtaining a copy + * this software and associated documentation files (the "Software"), to deal in + * the Software without restriction, including without limitation the rights to + * use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies + * of the Software, and to permit persons to whom the Software is furnished to + * do so, subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included in + * all copies or substantial portions of the Software. As clarification, there + * is no requirement that the copyright notice and permission be included in + * binary distributions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, + * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE + * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER + * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, + * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE + * SOFTWARE. + */ + + +#ifndef AREATEX_H +#define AREATEX_H + +#define AREATEX_WIDTH 160 +#define AREATEX_HEIGHT 560 +#define AREATEX_PITCH (AREATEX_WIDTH * 2) +#define AREATEX_SIZE (AREATEX_HEIGHT * AREATEX_PITCH) + +/** + * Stored in R8G8 format. Load it in the following format: + * - DX9: D3DFMT_A8L8 + * - DX10: DXGI_FORMAT_R8G8_UNORM + */ +static const unsigned char areaTexBytes[] = { + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x1f, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x1f, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 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Echevarria (joseignacioechevarria@gmail.com) + * Copyright (C) 2013 Belen Masia (bmasia@unizar.es) + * Copyright (C) 2013 Fernando Navarro (fernandn@microsoft.com) + * Copyright (C) 2013 Diego Gutierrez (diegog@unizar.es) + * + * Permission is hereby granted, free of charge, to any person obtaining a copy + * this software and associated documentation files (the "Software"), to deal in + * the Software without restriction, including without limitation the rights to + * use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies + * of the Software, and to permit persons to whom the Software is furnished to + * do so, subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included in + * all copies or substantial portions of the Software. As clarification, there + * is no requirement that the copyright notice and permission be included in + * binary distributions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, + * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE + * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER + * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, + * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE + * SOFTWARE. + */ + + +#ifndef SEARCHTEX_H +#define SEARCHTEX_H + +#define SEARCHTEX_WIDTH 64 +#define SEARCHTEX_HEIGHT 16 +#define SEARCHTEX_PITCH SEARCHTEX_WIDTH +#define SEARCHTEX_SIZE (SEARCHTEX_HEIGHT * SEARCHTEX_PITCH) + +/** + * Stored in R8 format. Load it in the following format: + * - DX9: D3DFMT_L8 + * - DX10: DXGI_FORMAT_R8_UNORM + */ +static const unsigned char searchTexBytes[] = { + 0xfe, 0xfe, 0x00, 0x7f, 0x7f, 0x00, 0x00, 0xfe, 0xfe, 0x00, 0x7f, 0x7f, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x7f, 0x7f, 0x00, + 0x7f, 0x7f, 0x00, 0x00, 0x7f, 0x7f, 0x00, 0x7f, 0x7f, 0xfe, 0x7f, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x7f, 0x7f, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0xfe, 0xfe, 0x00, 0x7f, 0x7f, 0x00, 0x00, 0xfe, + 0xfe, 0x00, 0x7f, 0x7f, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x7f, 0x7f, 0x00, 0x7f, 0x7f, 0x00, 0x00, 0x7f, 0x7f, 0x00, 0x7f, + 0x7f, 0xfe, 0x7f, 0x00, 0x00, 0x00, 0x00, 0x00, 0x7f, 0x7f, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0xfe, 0xfe, 0x00, 0x7f, 0x7f, 0x00, 0x00, 0xfe, 0xfe, 0x00, 0x7f, 0x7f, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x7f, 0x7f, 0x00, + 0x7f, 0x7f, 0x00, 0x00, 0x7f, 0x7f, 0x00, 0x7f, 0x7f, 0xfe, 0x7f, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x7f, 0x7f, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0xfe, 0xfe, 0x00, 0x7f, 0x7f, 0x00, 0x00, 0xfe, + 0xfe, 0x00, 0x7f, 0x7f, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x7f, 0x7f, 0x00, 0x7f, 0x7f, 0x00, 0x00, 0x7f, 0x7f, 0x00, 0x7f, + 0x7f, 0xfe, 0x7f, 0x00, 0x00, 0x00, 0x00, 0x00, 0x7f, 0x7f, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x7f, 0x7f, 0x00, 0x7f, 0x7f, 0x00, 0x00, 0x7f, + 0x7f, 0x00, 0x7f, 0x7f, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x7f, 0x7f, 0x00, 0x7f, 0x7f, 0x00, 0x00, 0x7f, 0x7f, 0x00, 0x7f, + 0x7f, 0x7f, 0x7f, 0x00, 0x00, 0x00, 0x00, 0x00, 0x7f, 0x7f, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x7f, 0x7f, 0x00, 0x7f, + 0x7f, 0x00, 0x00, 0x7f, 0x7f, 0x00, 0x7f, 0x7f, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x7f, 0x7f, 0x00, 0x7f, 0x7f, 0x00, 0x00, + 0x7f, 0x7f, 0x00, 0x7f, 0x7f, 0x7f, 0x7f, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x7f, 0x7f, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x7f, 0x7f, 0x00, 0x7f, 0x7f, 0x00, 0x00, 0x7f, + 0x7f, 0x00, 0x7f, 0x7f, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x7f, 0x7f, 0x00, 0x7f, 0x7f, 0x00, 0x00, 0x7f, 0x7f, 0x00, 0x7f, + 0x7f, 0x7f, 0x7f, 0x00, 0x00, 0x00, 0x00, 0x00, 0x7f, 0x7f, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x7f, 0x7f, 0x00, 0x7f, + 0x7f, 0x00, 0x00, 0x7f, 0x7f, 0x00, 0x7f, 0x7f, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x7f, 0x7f, 0x00, 0x7f, 0x7f, 0x00, 0x00, + 0x7f, 0x7f, 0x00, 0x7f, 0x7f, 0x7f, 0x7f, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x7f, 0x7f, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, +}; + +#endif diff --git a/src/video_core/host_shaders/antialiasing/SearchTex.png b/src/video_core/host_shaders/antialiasing/SearchTex.png deleted file mode 100644 index 8d3dd964c9f0de3ea9d029c26e9be812a9b2dc62..0000000000000000000000000000000000000000 GIT binary patch literal 0 HcmV?d00001 literal 126 zcmeAS@N?(olHy`uVBq!ia0vp^4nQox#0(^FcTU^|q&Ne7LR|kbFw_It3=HbZes_SB zfv1aONX4z>2WJ9ew`N6!EV;dEMX17oBMp3E3mMsrwj^-4q%CVY%W*iD?P=5r0ieF^ VrR{&W8=nA~;pyt|G{CQ$$Y diff --git a/src/video_core/renderer_opengl/renderer_opengl.cpp b/src/video_core/renderer_opengl/renderer_opengl.cpp index 4534978eb..e69ed2a3d 100644 --- a/src/video_core/renderer_opengl/renderer_opengl.cpp +++ b/src/video_core/renderer_opengl/renderer_opengl.cpp @@ -41,11 +41,10 @@ #include "video_core/host_shaders/antialiasing/opengl_smaa_pass2_post_frag.h" #include "video_core/host_shaders/antialiasing/opengl_smaa_pass2_post_vert.h" #include "video_core/host_shaders/antialiasing/smaa_hlsl.h" +#include "video_core/host_shaders/antialiasing/AreaTex.h" +#include "video_core/host_shaders/antialiasing/SearchTex.h" - -#define STB_IMAGE_IMPLEMENTATION -#include "video_core/texture/stb_image.h" namespace OpenGL { MICROPROFILE_DEFINE(OpenGL_RenderFrame, "OpenGL", "Render Frame", MP_RGB(128, 128, 64)); @@ -589,7 +588,7 @@ void RendererOpenGL::DrawSingleScreen(const ScreenInfo& screen_info, float scree textureWidth = static_cast(screen_info.texture.height * scale_factor); textureHeight = static_cast(screen_info.texture.width * scale_factor); bool isDownsampling = false; - int antialiasingMode = 2; //0 is none, 1 is FXAA, 2 is SMAA + int antialiasingMode = 0; //0 is none, 1 is FXAA, 2 is SMAA if (orientation == Layout::DisplayOrientation::Landscape || orientation == Layout::DisplayOrientation::LandscapeFlipped) { if (textureWidth > screenWidth){ isDownsampling = true; @@ -874,23 +873,11 @@ void RendererOpenGL::DrawSingleScreen(const ScreenInfo& screen_info, float scree } } else if (antialiasingMode == 2){ - //Load AreaTex and SearchTex Pngs to OGLTexture Objects - stbi_set_flip_vertically_on_load(true); + //Load AreaTex and SearchTex to OGLTexture Objects OGLTexture areatex; areatex.Create(); - int areatex_width, areatex_height, areatex_channels; - unsigned char* areatex_buffer; - const char* areatex_path = "src/video_core/host_shaders/antialiasing/AreaTex.png"; - OGLTexture searchtex; searchtex.Create(); - int searchtex_width, searchtex_height, searchtex_channels; - unsigned char* searchtex_buffer; - const char* searchtex_path = "src/video_core/host_shaders/antialiasing/SearchTex.png"; - - areatex_buffer = stbi_load(areatex_path, &areatex_width, &areatex_height, &areatex_channels, 4); - searchtex_buffer = stbi_load(searchtex_path, &searchtex_width, &searchtex_height, &searchtex_channels, 4); - GLuint old_tex = OpenGLState::GetCurState().texture_units[0].texture_2d; glBindTexture(GL_TEXTURE_2D, areatex.handle); @@ -898,19 +885,39 @@ void RendererOpenGL::DrawSingleScreen(const ScreenInfo& screen_info, float scree glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); - glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F, areatex_width, areatex_height, 0, GL_RGBA16F, GL_UNSIGNED_BYTE, areatex_buffer); + glTexImage2D(GL_TEXTURE_2D, 0, GL_RG8, AREATEX_WIDTH, AREATEX_HEIGHT, 0, GL_RG, GL_UNSIGNED_BYTE, areaTexBytes); glBindTexture(GL_TEXTURE_2D, searchtex.handle); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); - glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F, searchtex_width, searchtex_height, 0, GL_RGBA16F, GL_UNSIGNED_BYTE, searchtex_buffer); + glTexImage2D(GL_TEXTURE_2D, 0, GL_R8, SEARCHTEX_WIDTH, SEARCHTEX_HEIGHT, 0, GL_RED, GL_UNSIGNED_BYTE, searchTexBytes); glBindTexture(GL_TEXTURE_2D, old_tex); - //Actually Start SMAA Pipeline + // // Draw Areatex/Search Tex to screen [For Debugging only] + // state.draw.read_framebuffer = originalReadFramebuffer; + // state.draw.draw_framebuffer = originalDrawFramebuffer; + // state.Apply(); + // state.viewport.x = originalViewport[0]; + // state.viewport.y = originalViewport[1]; + // state.viewport.width = originalViewport[2]; + // state.viewport.height = originalViewport[3]; + // state.Apply(); + // state.draw.shader_program = SimplePresent_shader.handle; + // state.Apply(); + // AttachUniforms(); + // state.texture_units[0].texture_2d = searchtex.handle; + // state.texture_units[0].sampler = samplers[1].handle; + // glUniform1i(uniform_color_texture, 0); + // glUniform1i(uniform_convert_colors, 0); + // state.Apply(); + // glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(pass_through_vertices), pass_through_vertices.data()); + // glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); + //Actually Start SMAA Pipeline + // /* //Pass 1 OGLFramebuffer textureFBO; textureFBO.Create(); @@ -935,8 +942,8 @@ void RendererOpenGL::DrawSingleScreen(const ScreenInfo& screen_info, float scree glUniform1i(uniform_convert_colors, 1); state.Apply(); glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(rotate_vertices), rotate_vertices.data()); - glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); - + glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); + if (isDownsampling){ //Pass 2 state.viewport.x = 0; @@ -1151,7 +1158,7 @@ void RendererOpenGL::DrawSingleScreen(const ScreenInfo& screen_info, float scree glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(output_vertices), output_vertices.data()); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); } - + // */ } else { OGLFramebuffer postFBO; diff --git a/src/video_core/texture/stb_image.h b/src/video_core/texture/stb_image.h deleted file mode 100644 index 9eedabedc..000000000 --- a/src/video_core/texture/stb_image.h +++ /dev/null @@ -1,7988 +0,0 @@ -/* stb_image - v2.30 - public domain image loader - http://nothings.org/stb - no warranty implied; use at your own risk - - Do this: - #define STB_IMAGE_IMPLEMENTATION - before you include this file in *one* C or C++ file to create the implementation. - - // i.e. it should look like this: - #include ... - #include ... - #include ... - #define STB_IMAGE_IMPLEMENTATION - #include "stb_image.h" - - You can #define STBI_ASSERT(x) before the #include to avoid using assert.h. - And #define STBI_MALLOC, STBI_REALLOC, and STBI_FREE to avoid using malloc,realloc,free - - - QUICK NOTES: - Primarily of interest to game developers and other people who can - avoid problematic images and only need the trivial interface - - JPEG baseline & progressive (12 bpc/arithmetic not supported, same as stock IJG lib) - PNG 1/2/4/8/16-bit-per-channel - - TGA (not sure what subset, if a subset) - BMP non-1bpp, non-RLE - PSD (composited view only, no extra channels, 8/16 bit-per-channel) - - GIF (*comp always reports as 4-channel) - HDR (radiance rgbE format) - PIC (Softimage PIC) - PNM (PPM and PGM binary only) - - Animated GIF still needs a proper API, but here's one way to do it: - http://gist.github.com/urraka/685d9a6340b26b830d49 - - - decode from memory or through FILE (define STBI_NO_STDIO to remove code) - - decode from arbitrary I/O callbacks - - SIMD acceleration on x86/x64 (SSE2) and ARM (NEON) - - Full documentation under "DOCUMENTATION" below. - - -LICENSE - - See end of file for license information. - -RECENT REVISION HISTORY: - - 2.30 (2024-05-31) avoid erroneous gcc warning - 2.29 (2023-05-xx) optimizations - 2.28 (2023-01-29) many error fixes, security errors, just tons of stuff - 2.27 (2021-07-11) document stbi_info better, 16-bit PNM support, bug fixes - 2.26 (2020-07-13) many minor fixes - 2.25 (2020-02-02) fix warnings - 2.24 (2020-02-02) fix warnings; thread-local failure_reason and flip_vertically - 2.23 (2019-08-11) fix clang static analysis warning - 2.22 (2019-03-04) gif fixes, fix warnings - 2.21 (2019-02-25) fix typo in comment - 2.20 (2019-02-07) support utf8 filenames in Windows; fix warnings and platform ifdefs - 2.19 (2018-02-11) fix warning - 2.18 (2018-01-30) fix warnings - 2.17 (2018-01-29) bugfix, 1-bit BMP, 16-bitness query, fix warnings - 2.16 (2017-07-23) all functions have 16-bit variants; optimizations; bugfixes - 2.15 (2017-03-18) fix png-1,2,4; all Imagenet JPGs; no runtime SSE detection on GCC - 2.14 (2017-03-03) remove deprecated STBI_JPEG_OLD; fixes for Imagenet JPGs - 2.13 (2016-12-04) experimental 16-bit API, only for PNG so far; fixes - 2.12 (2016-04-02) fix typo in 2.11 PSD fix that caused crashes - 2.11 (2016-04-02) 16-bit PNGS; enable SSE2 in non-gcc x64 - RGB-format JPEG; remove white matting in PSD; - allocate large structures on the stack; - correct channel count for PNG & BMP - 2.10 (2016-01-22) avoid warning introduced in 2.09 - 2.09 (2016-01-16) 16-bit TGA; comments in PNM files; STBI_REALLOC_SIZED - - See end of file for full revision history. - - - ============================ Contributors ========================= - - Image formats Extensions, features - Sean Barrett (jpeg, png, bmp) Jetro Lauha (stbi_info) - Nicolas Schulz (hdr, psd) Martin "SpartanJ" Golini (stbi_info) - Jonathan Dummer (tga) James "moose2000" Brown (iPhone PNG) - Jean-Marc Lienher (gif) Ben "Disch" Wenger (io callbacks) - Tom Seddon (pic) Omar Cornut (1/2/4-bit PNG) - Thatcher Ulrich (psd) Nicolas Guillemot (vertical flip) - Ken Miller (pgm, ppm) Richard Mitton (16-bit PSD) - github:urraka (animated gif) Junggon Kim (PNM comments) - Christopher Forseth (animated gif) Daniel Gibson (16-bit TGA) - socks-the-fox (16-bit PNG) - Jeremy Sawicki (handle all ImageNet JPGs) - Optimizations & bugfixes Mikhail Morozov (1-bit BMP) - Fabian "ryg" Giesen Anael Seghezzi (is-16-bit query) - Arseny Kapoulkine Simon Breuss (16-bit PNM) - John-Mark Allen - Carmelo J Fdez-Aguera - - Bug & warning fixes - Marc LeBlanc David Woo Guillaume George Martins Mozeiko - Christpher Lloyd Jerry Jansson Joseph Thomson Blazej Dariusz Roszkowski - Phil Jordan Dave Moore Roy Eltham - Hayaki Saito Nathan Reed Won Chun - Luke Graham Johan Duparc Nick Verigakis the Horde3D community - Thomas Ruf Ronny Chevalier github:rlyeh - Janez Zemva John Bartholomew Michal Cichon github:romigrou - Jonathan Blow Ken Hamada Tero Hanninen github:svdijk - Eugene Golushkov Laurent Gomila Cort Stratton github:snagar - Aruelien Pocheville Sergio Gonzalez Thibault Reuille github:Zelex - Cass Everitt Ryamond Barbiero github:grim210 - Paul Du Bois Engin Manap Aldo Culquicondor github:sammyhw - Philipp Wiesemann Dale Weiler Oriol Ferrer Mesia github:phprus - Josh Tobin Neil Bickford Matthew Gregan github:poppolopoppo - Julian Raschke Gregory Mullen Christian Floisand github:darealshinji - Baldur Karlsson Kevin Schmidt JR Smith github:Michaelangel007 - Brad Weinberger Matvey Cherevko github:mosra - Luca Sas Alexander Veselov Zack Middleton [reserved] - Ryan C. Gordon [reserved] [reserved] - DO NOT ADD YOUR NAME HERE - - Jacko Dirks - - To add your name to the credits, pick a random blank space in the middle and fill it. - 80% of merge conflicts on stb PRs are due to people adding their name at the end - of the credits. -*/ - -#ifndef STBI_INCLUDE_STB_IMAGE_H -#define STBI_INCLUDE_STB_IMAGE_H - -// DOCUMENTATION -// -// Limitations: -// - no 12-bit-per-channel JPEG -// - no JPEGs with arithmetic coding -// - GIF always returns *comp=4 -// -// Basic usage (see HDR discussion below for HDR usage): -// int x,y,n; -// unsigned char *data = stbi_load(filename, &x, &y, &n, 0); -// // ... process data if not NULL ... -// // ... x = width, y = height, n = # 8-bit components per pixel ... -// // ... replace '0' with '1'..'4' to force that many components per pixel -// // ... but 'n' will always be the number that it would have been if you said 0 -// stbi_image_free(data); -// -// Standard parameters: -// int *x -- outputs image width in pixels -// int *y -- outputs image height in pixels -// int *channels_in_file -- outputs # of image components in image file -// int desired_channels -- if non-zero, # of image components requested in result -// -// The return value from an image loader is an 'unsigned char *' which points -// to the pixel data, or NULL on an allocation failure or if the image is -// corrupt or invalid. The pixel data consists of *y scanlines of *x pixels, -// with each pixel consisting of N interleaved 8-bit components; the first -// pixel pointed to is top-left-most in the image. There is no padding between -// image scanlines or between pixels, regardless of format. The number of -// components N is 'desired_channels' if desired_channels is non-zero, or -// *channels_in_file otherwise. If desired_channels is non-zero, -// *channels_in_file has the number of components that _would_ have been -// output otherwise. E.g. if you set desired_channels to 4, you will always -// get RGBA output, but you can check *channels_in_file to see if it's trivially -// opaque because e.g. there were only 3 channels in the source image. -// -// An output image with N components has the following components interleaved -// in this order in each pixel: -// -// N=#comp components -// 1 grey -// 2 grey, alpha -// 3 red, green, blue -// 4 red, green, blue, alpha -// -// If image loading fails for any reason, the return value will be NULL, -// and *x, *y, *channels_in_file will be unchanged. The function -// stbi_failure_reason() can be queried for an extremely brief, end-user -// unfriendly explanation of why the load failed. Define STBI_NO_FAILURE_STRINGS -// to avoid compiling these strings at all, and STBI_FAILURE_USERMSG to get slightly -// more user-friendly ones. -// -// Paletted PNG, BMP, GIF, and PIC images are automatically depalettized. -// -// To query the width, height and component count of an image without having to -// decode the full file, you can use the stbi_info family of functions: -// -// int x,y,n,ok; -// ok = stbi_info(filename, &x, &y, &n); -// // returns ok=1 and sets x, y, n if image is a supported format, -// // 0 otherwise. -// -// Note that stb_image pervasively uses ints in its public API for sizes, -// including sizes of memory buffers. This is now part of the API and thus -// hard to change without causing breakage. As a result, the various image -// loaders all have certain limits on image size; these differ somewhat -// by format but generally boil down to either just under 2GB or just under -// 1GB. When the decoded image would be larger than this, stb_image decoding -// will fail. -// -// Additionally, stb_image will reject image files that have any of their -// dimensions set to a larger value than the configurable STBI_MAX_DIMENSIONS, -// which defaults to 2**24 = 16777216 pixels. Due to the above memory limit, -// the only way to have an image with such dimensions load correctly -// is for it to have a rather extreme aspect ratio. Either way, the -// assumption here is that such larger images are likely to be malformed -// or malicious. If you do need to load an image with individual dimensions -// larger than that, and it still fits in the overall size limit, you can -// #define STBI_MAX_DIMENSIONS on your own to be something larger. -// -// =========================================================================== -// -// UNICODE: -// -// If compiling for Windows and you wish to use Unicode filenames, compile -// with -// #define STBI_WINDOWS_UTF8 -// and pass utf8-encoded filenames. Call stbi_convert_wchar_to_utf8 to convert -// Windows wchar_t filenames to utf8. -// -// =========================================================================== -// -// Philosophy -// -// stb libraries are designed with the following priorities: -// -// 1. easy to use -// 2. easy to maintain -// 3. good performance -// -// Sometimes I let "good performance" creep up in priority over "easy to maintain", -// and for best performance I may provide less-easy-to-use APIs that give higher -// performance, in addition to the easy-to-use ones. Nevertheless, it's important -// to keep in mind that from the standpoint of you, a client of this library, -// all you care about is #1 and #3, and stb libraries DO NOT emphasize #3 above all. -// -// Some secondary priorities arise directly from the first two, some of which -// provide more explicit reasons why performance can't be emphasized. -// -// - Portable ("ease of use") -// - Small source code footprint ("easy to maintain") -// - No dependencies ("ease of use") -// -// =========================================================================== -// -// I/O callbacks -// -// I/O callbacks allow you to read from arbitrary sources, like packaged -// files or some other source. Data read from callbacks are processed -// through a small internal buffer (currently 128 bytes) to try to reduce -// overhead. -// -// The three functions you must define are "read" (reads some bytes of data), -// "skip" (skips some bytes of data), "eof" (reports if the stream is at the end). -// -// =========================================================================== -// -// SIMD support -// -// The JPEG decoder will try to automatically use SIMD kernels on x86 when -// supported by the compiler. For ARM Neon support, you must explicitly -// request it. -// -// (The old do-it-yourself SIMD API is no longer supported in the current -// code.) -// -// On x86, SSE2 will automatically be used when available based on a run-time -// test; if not, the generic C versions are used as a fall-back. On ARM targets, -// the typical path is to have separate builds for NEON and non-NEON devices -// (at least this is true for iOS and Android). Therefore, the NEON support is -// toggled by a build flag: define STBI_NEON to get NEON loops. -// -// If for some reason you do not want to use any of SIMD code, or if -// you have issues compiling it, you can disable it entirely by -// defining STBI_NO_SIMD. -// -// =========================================================================== -// -// HDR image support (disable by defining STBI_NO_HDR) -// -// stb_image supports loading HDR images in general, and currently the Radiance -// .HDR file format specifically. You can still load any file through the existing -// interface; if you attempt to load an HDR file, it will be automatically remapped -// to LDR, assuming gamma 2.2 and an arbitrary scale factor defaulting to 1; -// both of these constants can be reconfigured through this interface: -// -// stbi_hdr_to_ldr_gamma(2.2f); -// stbi_hdr_to_ldr_scale(1.0f); -// -// (note, do not use _inverse_ constants; stbi_image will invert them -// appropriately). -// -// Additionally, there is a new, parallel interface for loading files as -// (linear) floats to preserve the full dynamic range: -// -// float *data = stbi_loadf(filename, &x, &y, &n, 0); -// -// If you load LDR images through this interface, those images will -// be promoted to floating point values, run through the inverse of -// constants corresponding to the above: -// -// stbi_ldr_to_hdr_scale(1.0f); -// stbi_ldr_to_hdr_gamma(2.2f); -// -// Finally, given a filename (or an open file or memory block--see header -// file for details) containing image data, you can query for the "most -// appropriate" interface to use (that is, whether the image is HDR or -// not), using: -// -// stbi_is_hdr(char *filename); -// -// =========================================================================== -// -// iPhone PNG support: -// -// We optionally support converting iPhone-formatted PNGs (which store -// premultiplied BGRA) back to RGB, even though they're internally encoded -// differently. To enable this conversion, call -// stbi_convert_iphone_png_to_rgb(1). -// -// Call stbi_set_unpremultiply_on_load(1) as well to force a divide per -// pixel to remove any premultiplied alpha *only* if the image file explicitly -// says there's premultiplied data (currently only happens in iPhone images, -// and only if iPhone convert-to-rgb processing is on). -// -// =========================================================================== -// -// ADDITIONAL CONFIGURATION -// -// - You can suppress implementation of any of the decoders to reduce -// your code footprint by #defining one or more of the following -// symbols before creating the implementation. -// -// STBI_NO_JPEG -// STBI_NO_PNG -// STBI_NO_BMP -// STBI_NO_PSD -// STBI_NO_TGA -// STBI_NO_GIF -// STBI_NO_HDR -// STBI_NO_PIC -// STBI_NO_PNM (.ppm and .pgm) -// -// - You can request *only* certain decoders and suppress all other ones -// (this will be more forward-compatible, as addition of new decoders -// doesn't require you to disable them explicitly): -// -// STBI_ONLY_JPEG -// STBI_ONLY_PNG -// STBI_ONLY_BMP -// STBI_ONLY_PSD -// STBI_ONLY_TGA -// STBI_ONLY_GIF -// STBI_ONLY_HDR -// STBI_ONLY_PIC -// STBI_ONLY_PNM (.ppm and .pgm) -// -// - If you use STBI_NO_PNG (or _ONLY_ without PNG), and you still -// want the zlib decoder to be available, #define STBI_SUPPORT_ZLIB -// -// - If you define STBI_MAX_DIMENSIONS, stb_image will reject images greater -// than that size (in either width or height) without further processing. -// This is to let programs in the wild set an upper bound to prevent -// denial-of-service attacks on untrusted data, as one could generate a -// valid image of gigantic dimensions and force stb_image to allocate a -// huge block of memory and spend disproportionate time decoding it. By -// default this is set to (1 << 24), which is 16777216, but that's still -// very big. - -#ifndef STBI_NO_STDIO -#include -#endif // STBI_NO_STDIO - -#define STBI_VERSION 1 - -enum -{ - STBI_default = 0, // only used for desired_channels - - STBI_grey = 1, - STBI_grey_alpha = 2, - STBI_rgb = 3, - STBI_rgb_alpha = 4 -}; - -#include -typedef unsigned char stbi_uc; -typedef unsigned short stbi_us; - -#ifdef __cplusplus -extern "C" { -#endif - -#ifndef STBIDEF -#ifdef STB_IMAGE_STATIC -#define STBIDEF static -#else -#define STBIDEF extern -#endif -#endif - -////////////////////////////////////////////////////////////////////////////// -// -// PRIMARY API - works on images of any type -// - -// -// load image by filename, open file, or memory buffer -// - -typedef struct -{ - int (*read) (void *user,char *data,int size); // fill 'data' with 'size' bytes. return number of bytes actually read - void (*skip) (void *user,int n); // skip the next 'n' bytes, or 'unget' the last -n bytes if negative - int (*eof) (void *user); // returns nonzero if we are at end of file/data -} stbi_io_callbacks; - -//////////////////////////////////// -// -// 8-bits-per-channel interface -// - -STBIDEF stbi_uc *stbi_load_from_memory (stbi_uc const *buffer, int len , int *x, int *y, int *channels_in_file, int desired_channels); -STBIDEF stbi_uc *stbi_load_from_callbacks(stbi_io_callbacks const *clbk , void *user, int *x, int *y, int *channels_in_file, int desired_channels); - -#ifndef STBI_NO_STDIO -STBIDEF stbi_uc *stbi_load (char const *filename, int *x, int *y, int *channels_in_file, int desired_channels); -STBIDEF stbi_uc *stbi_load_from_file (FILE *f, int *x, int *y, int *channels_in_file, int desired_channels); -// for stbi_load_from_file, file pointer is left pointing immediately after image -#endif - -#ifndef STBI_NO_GIF -STBIDEF stbi_uc *stbi_load_gif_from_memory(stbi_uc const *buffer, int len, int **delays, int *x, int *y, int *z, int *comp, int req_comp); -#endif - -#ifdef STBI_WINDOWS_UTF8 -STBIDEF int stbi_convert_wchar_to_utf8(char *buffer, size_t bufferlen, const wchar_t* input); -#endif - -//////////////////////////////////// -// -// 16-bits-per-channel interface -// - -STBIDEF stbi_us *stbi_load_16_from_memory (stbi_uc const *buffer, int len, int *x, int *y, int *channels_in_file, int desired_channels); -STBIDEF stbi_us *stbi_load_16_from_callbacks(stbi_io_callbacks const *clbk, void *user, int *x, int *y, int *channels_in_file, int desired_channels); - -#ifndef STBI_NO_STDIO -STBIDEF stbi_us *stbi_load_16 (char const *filename, int *x, int *y, int *channels_in_file, int desired_channels); -STBIDEF stbi_us *stbi_load_from_file_16(FILE *f, int *x, int *y, int *channels_in_file, int desired_channels); -#endif - -//////////////////////////////////// -// -// float-per-channel interface -// -#ifndef STBI_NO_LINEAR - STBIDEF float *stbi_loadf_from_memory (stbi_uc const *buffer, int len, int *x, int *y, int *channels_in_file, int desired_channels); - STBIDEF float *stbi_loadf_from_callbacks (stbi_io_callbacks const *clbk, void *user, int *x, int *y, int *channels_in_file, int desired_channels); - - #ifndef STBI_NO_STDIO - STBIDEF float *stbi_loadf (char const *filename, int *x, int *y, int *channels_in_file, int desired_channels); - STBIDEF float *stbi_loadf_from_file (FILE *f, int *x, int *y, int *channels_in_file, int desired_channels); - #endif -#endif - -#ifndef STBI_NO_HDR - STBIDEF void stbi_hdr_to_ldr_gamma(float gamma); - STBIDEF void stbi_hdr_to_ldr_scale(float scale); -#endif // STBI_NO_HDR - -#ifndef STBI_NO_LINEAR - STBIDEF void stbi_ldr_to_hdr_gamma(float gamma); - STBIDEF void stbi_ldr_to_hdr_scale(float scale); -#endif // STBI_NO_LINEAR - -// stbi_is_hdr is always defined, but always returns false if STBI_NO_HDR -STBIDEF int stbi_is_hdr_from_callbacks(stbi_io_callbacks const *clbk, void *user); -STBIDEF int stbi_is_hdr_from_memory(stbi_uc const *buffer, int len); -#ifndef STBI_NO_STDIO -STBIDEF int stbi_is_hdr (char const *filename); -STBIDEF int stbi_is_hdr_from_file(FILE *f); -#endif // STBI_NO_STDIO - - -// get a VERY brief reason for failure -// on most compilers (and ALL modern mainstream compilers) this is threadsafe -STBIDEF const char *stbi_failure_reason (void); - -// free the loaded image -- this is just free() -STBIDEF void stbi_image_free (void *retval_from_stbi_load); - -// get image dimensions & components without fully decoding -STBIDEF int stbi_info_from_memory(stbi_uc const *buffer, int len, int *x, int *y, int *comp); -STBIDEF int stbi_info_from_callbacks(stbi_io_callbacks const *clbk, void *user, int *x, int *y, int *comp); -STBIDEF int stbi_is_16_bit_from_memory(stbi_uc const *buffer, int len); -STBIDEF int stbi_is_16_bit_from_callbacks(stbi_io_callbacks const *clbk, void *user); - -#ifndef STBI_NO_STDIO -STBIDEF int stbi_info (char const *filename, int *x, int *y, int *comp); -STBIDEF int stbi_info_from_file (FILE *f, int *x, int *y, int *comp); -STBIDEF int stbi_is_16_bit (char const *filename); -STBIDEF int stbi_is_16_bit_from_file(FILE *f); -#endif - - - -// for image formats that explicitly notate that they have premultiplied alpha, -// we just return the colors as stored in the file. set this flag to force -// unpremultiplication. results are undefined if the unpremultiply overflow. -STBIDEF void stbi_set_unpremultiply_on_load(int flag_true_if_should_unpremultiply); - -// indicate whether we should process iphone images back to canonical format, -// or just pass them through "as-is" -STBIDEF void stbi_convert_iphone_png_to_rgb(int flag_true_if_should_convert); - -// flip the image vertically, so the first pixel in the output array is the bottom left -STBIDEF void stbi_set_flip_vertically_on_load(int flag_true_if_should_flip); - -// as above, but only applies to images loaded on the thread that calls the function -// this function is only available if your compiler supports thread-local variables; -// calling it will fail to link if your compiler doesn't -STBIDEF void stbi_set_unpremultiply_on_load_thread(int flag_true_if_should_unpremultiply); -STBIDEF void stbi_convert_iphone_png_to_rgb_thread(int flag_true_if_should_convert); -STBIDEF void stbi_set_flip_vertically_on_load_thread(int flag_true_if_should_flip); - -// ZLIB client - used by PNG, available for other purposes - -STBIDEF char *stbi_zlib_decode_malloc_guesssize(const char *buffer, int len, int initial_size, int *outlen); -STBIDEF char *stbi_zlib_decode_malloc_guesssize_headerflag(const char *buffer, int len, int initial_size, int *outlen, int parse_header); -STBIDEF char *stbi_zlib_decode_malloc(const char *buffer, int len, int *outlen); -STBIDEF int stbi_zlib_decode_buffer(char *obuffer, int olen, const char *ibuffer, int ilen); - -STBIDEF char *stbi_zlib_decode_noheader_malloc(const char *buffer, int len, int *outlen); -STBIDEF int stbi_zlib_decode_noheader_buffer(char *obuffer, int olen, const char *ibuffer, int ilen); - - -#ifdef __cplusplus -} -#endif - -// -// -//// end header file ///////////////////////////////////////////////////// -#endif // STBI_INCLUDE_STB_IMAGE_H - -#ifdef STB_IMAGE_IMPLEMENTATION - -#if defined(STBI_ONLY_JPEG) || defined(STBI_ONLY_PNG) || defined(STBI_ONLY_BMP) \ - || defined(STBI_ONLY_TGA) || defined(STBI_ONLY_GIF) || defined(STBI_ONLY_PSD) \ - || defined(STBI_ONLY_HDR) || defined(STBI_ONLY_PIC) || defined(STBI_ONLY_PNM) \ - || defined(STBI_ONLY_ZLIB) - #ifndef STBI_ONLY_JPEG - #define STBI_NO_JPEG - #endif - #ifndef STBI_ONLY_PNG - #define STBI_NO_PNG - #endif - #ifndef STBI_ONLY_BMP - #define STBI_NO_BMP - #endif - #ifndef STBI_ONLY_PSD - #define STBI_NO_PSD - #endif - #ifndef STBI_ONLY_TGA - #define STBI_NO_TGA - #endif - #ifndef STBI_ONLY_GIF - #define STBI_NO_GIF - #endif - #ifndef STBI_ONLY_HDR - #define STBI_NO_HDR - #endif - #ifndef STBI_ONLY_PIC - #define STBI_NO_PIC - #endif - #ifndef STBI_ONLY_PNM - #define STBI_NO_PNM - #endif -#endif - -#if defined(STBI_NO_PNG) && !defined(STBI_SUPPORT_ZLIB) && !defined(STBI_NO_ZLIB) -#define STBI_NO_ZLIB -#endif - - -#include -#include // ptrdiff_t on osx -#include -#include -#include - -#if !defined(STBI_NO_LINEAR) || !defined(STBI_NO_HDR) -#include // ldexp, pow -#endif - -#ifndef STBI_NO_STDIO -#include -#endif - -#ifndef STBI_ASSERT -#include -#define STBI_ASSERT(x) assert(x) -#endif - -#ifdef __cplusplus -#define STBI_EXTERN extern "C" -#else -#define STBI_EXTERN extern -#endif - - -#ifndef _MSC_VER - #ifdef __cplusplus - #define stbi_inline inline - #else - #define stbi_inline - #endif -#else - #define stbi_inline __forceinline -#endif - -#ifndef STBI_NO_THREAD_LOCALS - #if defined(__cplusplus) && __cplusplus >= 201103L - #define STBI_THREAD_LOCAL thread_local - #elif defined(__GNUC__) && __GNUC__ < 5 - #define STBI_THREAD_LOCAL __thread - #elif defined(_MSC_VER) - #define STBI_THREAD_LOCAL __declspec(thread) - #elif defined (__STDC_VERSION__) && __STDC_VERSION__ >= 201112L && !defined(__STDC_NO_THREADS__) - #define STBI_THREAD_LOCAL _Thread_local - #endif - - #ifndef STBI_THREAD_LOCAL - #if defined(__GNUC__) - #define STBI_THREAD_LOCAL __thread - #endif - #endif -#endif - -#if defined(_MSC_VER) || defined(__SYMBIAN32__) -typedef unsigned short stbi__uint16; -typedef signed short stbi__int16; -typedef unsigned int stbi__uint32; -typedef signed int stbi__int32; -#else -#include -typedef uint16_t stbi__uint16; -typedef int16_t stbi__int16; -typedef uint32_t stbi__uint32; -typedef int32_t stbi__int32; -#endif - -// should produce compiler error if size is wrong -typedef unsigned char validate_uint32[sizeof(stbi__uint32)==4 ? 1 : -1]; - -#ifdef _MSC_VER -#define STBI_NOTUSED(v) (void)(v) -#else -#define STBI_NOTUSED(v) (void)sizeof(v) -#endif - -#ifdef _MSC_VER -#define STBI_HAS_LROTL -#endif - -#ifdef STBI_HAS_LROTL - #define stbi_lrot(x,y) _lrotl(x,y) -#else - #define stbi_lrot(x,y) (((x) << (y)) | ((x) >> (-(y) & 31))) -#endif - -#if defined(STBI_MALLOC) && defined(STBI_FREE) && (defined(STBI_REALLOC) || defined(STBI_REALLOC_SIZED)) -// ok -#elif !defined(STBI_MALLOC) && !defined(STBI_FREE) && !defined(STBI_REALLOC) && !defined(STBI_REALLOC_SIZED) -// ok -#else -#error "Must define all or none of STBI_MALLOC, STBI_FREE, and STBI_REALLOC (or STBI_REALLOC_SIZED)." -#endif - -#ifndef STBI_MALLOC -#define STBI_MALLOC(sz) malloc(sz) -#define STBI_REALLOC(p,newsz) realloc(p,newsz) -#define STBI_FREE(p) free(p) -#endif - -#ifndef STBI_REALLOC_SIZED -#define STBI_REALLOC_SIZED(p,oldsz,newsz) STBI_REALLOC(p,newsz) -#endif - -// x86/x64 detection -#if defined(__x86_64__) || defined(_M_X64) -#define STBI__X64_TARGET -#elif defined(__i386) || defined(_M_IX86) -#define STBI__X86_TARGET -#endif - -#if defined(__GNUC__) && defined(STBI__X86_TARGET) && !defined(__SSE2__) && !defined(STBI_NO_SIMD) -// gcc doesn't support sse2 intrinsics unless you compile with -msse2, -// which in turn means it gets to use SSE2 everywhere. This is unfortunate, -// but previous attempts to provide the SSE2 functions with runtime -// detection caused numerous issues. The way architecture extensions are -// exposed in GCC/Clang is, sadly, not really suited for one-file libs. -// New behavior: if compiled with -msse2, we use SSE2 without any -// detection; if not, we don't use it at all. -#define STBI_NO_SIMD -#endif - -#if defined(__MINGW32__) && defined(STBI__X86_TARGET) && !defined(STBI_MINGW_ENABLE_SSE2) && !defined(STBI_NO_SIMD) -// Note that __MINGW32__ doesn't actually mean 32-bit, so we have to avoid STBI__X64_TARGET -// -// 32-bit MinGW wants ESP to be 16-byte aligned, but this is not in the -// Windows ABI and VC++ as well as Windows DLLs don't maintain that invariant. -// As a result, enabling SSE2 on 32-bit MinGW is dangerous when not -// simultaneously enabling "-mstackrealign". -// -// See https://github.com/nothings/stb/issues/81 for more information. -// -// So default to no SSE2 on 32-bit MinGW. If you've read this far and added -// -mstackrealign to your build settings, feel free to #define STBI_MINGW_ENABLE_SSE2. -#define STBI_NO_SIMD -#endif - -#if !defined(STBI_NO_SIMD) && (defined(STBI__X86_TARGET) || defined(STBI__X64_TARGET)) -#define STBI_SSE2 -#include - -#ifdef _MSC_VER - -#if _MSC_VER >= 1400 // not VC6 -#include // __cpuid -static int stbi__cpuid3(void) -{ - int info[4]; - __cpuid(info,1); - return info[3]; -} -#else -static int stbi__cpuid3(void) -{ - int res; - __asm { - mov eax,1 - cpuid - mov res,edx - } - return res; -} -#endif - -#define STBI_SIMD_ALIGN(type, name) __declspec(align(16)) type name - -#if !defined(STBI_NO_JPEG) && defined(STBI_SSE2) -static int stbi__sse2_available(void) -{ - int info3 = stbi__cpuid3(); - return ((info3 >> 26) & 1) != 0; -} -#endif - -#else // assume GCC-style if not VC++ -#define STBI_SIMD_ALIGN(type, name) type name __attribute__((aligned(16))) - -#if !defined(STBI_NO_JPEG) && defined(STBI_SSE2) -static int stbi__sse2_available(void) -{ - // If we're even attempting to compile this on GCC/Clang, that means - // -msse2 is on, which means the compiler is allowed to use SSE2 - // instructions at will, and so are we. - return 1; -} -#endif - -#endif -#endif - -// ARM NEON -#if defined(STBI_NO_SIMD) && defined(STBI_NEON) -#undef STBI_NEON -#endif - -#ifdef STBI_NEON -#include -#ifdef _MSC_VER -#define STBI_SIMD_ALIGN(type, name) __declspec(align(16)) type name -#else -#define STBI_SIMD_ALIGN(type, name) type name __attribute__((aligned(16))) -#endif -#endif - -#ifndef STBI_SIMD_ALIGN -#define STBI_SIMD_ALIGN(type, name) type name -#endif - -#ifndef STBI_MAX_DIMENSIONS -#define STBI_MAX_DIMENSIONS (1 << 24) -#endif - -/////////////////////////////////////////////// -// -// stbi__context struct and start_xxx functions - -// stbi__context structure is our basic context used by all images, so it -// contains all the IO context, plus some basic image information -typedef struct -{ - stbi__uint32 img_x, img_y; - int img_n, img_out_n; - - stbi_io_callbacks io; - void *io_user_data; - - int read_from_callbacks; - int buflen; - stbi_uc buffer_start[128]; - int callback_already_read; - - stbi_uc *img_buffer, *img_buffer_end; - stbi_uc *img_buffer_original, *img_buffer_original_end; -} stbi__context; - - -static void stbi__refill_buffer(stbi__context *s); - -// initialize a memory-decode context -static void stbi__start_mem(stbi__context *s, stbi_uc const *buffer, int len) -{ - s->io.read = NULL; - s->read_from_callbacks = 0; - s->callback_already_read = 0; - s->img_buffer = s->img_buffer_original = (stbi_uc *) buffer; - s->img_buffer_end = s->img_buffer_original_end = (stbi_uc *) buffer+len; -} - -// initialize a callback-based context -static void stbi__start_callbacks(stbi__context *s, stbi_io_callbacks *c, void *user) -{ - s->io = *c; - s->io_user_data = user; - s->buflen = sizeof(s->buffer_start); - s->read_from_callbacks = 1; - s->callback_already_read = 0; - s->img_buffer = s->img_buffer_original = s->buffer_start; - stbi__refill_buffer(s); - s->img_buffer_original_end = s->img_buffer_end; -} - -#ifndef STBI_NO_STDIO - -static int stbi__stdio_read(void *user, char *data, int size) -{ - return (int) fread(data,1,size,(FILE*) user); -} - -static void stbi__stdio_skip(void *user, int n) -{ - int ch; - fseek((FILE*) user, n, SEEK_CUR); - ch = fgetc((FILE*) user); /* have to read a byte to reset feof()'s flag */ - if (ch != EOF) { - ungetc(ch, (FILE *) user); /* push byte back onto stream if valid. */ - } -} - -static int stbi__stdio_eof(void *user) -{ - return feof((FILE*) user) || ferror((FILE *) user); -} - -static stbi_io_callbacks stbi__stdio_callbacks = -{ - stbi__stdio_read, - stbi__stdio_skip, - stbi__stdio_eof, -}; - -static void stbi__start_file(stbi__context *s, FILE *f) -{ - stbi__start_callbacks(s, &stbi__stdio_callbacks, (void *) f); -} - -//static void stop_file(stbi__context *s) { } - -#endif // !STBI_NO_STDIO - -static void stbi__rewind(stbi__context *s) -{ - // conceptually rewind SHOULD rewind to the beginning of the stream, - // but we just rewind to the beginning of the initial buffer, because - // we only use it after doing 'test', which only ever looks at at most 92 bytes - s->img_buffer = s->img_buffer_original; - s->img_buffer_end = s->img_buffer_original_end; -} - -enum -{ - STBI_ORDER_RGB, - STBI_ORDER_BGR -}; - -typedef struct -{ - int bits_per_channel; - int num_channels; - int channel_order; -} stbi__result_info; - -#ifndef STBI_NO_JPEG -static int stbi__jpeg_test(stbi__context *s); -static void *stbi__jpeg_load(stbi__context *s, int *x, int *y, int *comp, int req_comp, stbi__result_info *ri); -static int stbi__jpeg_info(stbi__context *s, int *x, int *y, int *comp); -#endif - -#ifndef STBI_NO_PNG -static int stbi__png_test(stbi__context *s); -static void *stbi__png_load(stbi__context *s, int *x, int *y, int *comp, int req_comp, stbi__result_info *ri); -static int stbi__png_info(stbi__context *s, int *x, int *y, int *comp); -static int stbi__png_is16(stbi__context *s); -#endif - -#ifndef STBI_NO_BMP -static int stbi__bmp_test(stbi__context *s); -static void *stbi__bmp_load(stbi__context *s, int *x, int *y, int *comp, int req_comp, stbi__result_info *ri); -static int stbi__bmp_info(stbi__context *s, int *x, int *y, int *comp); -#endif - -#ifndef STBI_NO_TGA -static int stbi__tga_test(stbi__context *s); -static void *stbi__tga_load(stbi__context *s, int *x, int *y, int *comp, int req_comp, stbi__result_info *ri); -static int stbi__tga_info(stbi__context *s, int *x, int *y, int *comp); -#endif - -#ifndef STBI_NO_PSD -static int stbi__psd_test(stbi__context *s); -static void *stbi__psd_load(stbi__context *s, int *x, int *y, int *comp, int req_comp, stbi__result_info *ri, int bpc); -static int stbi__psd_info(stbi__context *s, int *x, int *y, int *comp); -static int stbi__psd_is16(stbi__context *s); -#endif - -#ifndef STBI_NO_HDR -static int stbi__hdr_test(stbi__context *s); -static float *stbi__hdr_load(stbi__context *s, int *x, int *y, int *comp, int req_comp, stbi__result_info *ri); -static int stbi__hdr_info(stbi__context *s, int *x, int *y, int *comp); -#endif - -#ifndef STBI_NO_PIC -static int stbi__pic_test(stbi__context *s); -static void *stbi__pic_load(stbi__context *s, int *x, int *y, int *comp, int req_comp, stbi__result_info *ri); -static int stbi__pic_info(stbi__context *s, int *x, int *y, int *comp); -#endif - -#ifndef STBI_NO_GIF -static int stbi__gif_test(stbi__context *s); -static void *stbi__gif_load(stbi__context *s, int *x, int *y, int *comp, int req_comp, stbi__result_info *ri); -static void *stbi__load_gif_main(stbi__context *s, int **delays, int *x, int *y, int *z, int *comp, int req_comp); -static int stbi__gif_info(stbi__context *s, int *x, int *y, int *comp); -#endif - -#ifndef STBI_NO_PNM -static int stbi__pnm_test(stbi__context *s); -static void *stbi__pnm_load(stbi__context *s, int *x, int *y, int *comp, int req_comp, stbi__result_info *ri); -static int stbi__pnm_info(stbi__context *s, int *x, int *y, int *comp); -static int stbi__pnm_is16(stbi__context *s); -#endif - -static -#ifdef STBI_THREAD_LOCAL -STBI_THREAD_LOCAL -#endif -const char *stbi__g_failure_reason; - -STBIDEF const char *stbi_failure_reason(void) -{ - return stbi__g_failure_reason; -} - -#ifndef STBI_NO_FAILURE_STRINGS -static int stbi__err(const char *str) -{ - stbi__g_failure_reason = str; - return 0; -} -#endif - -static void *stbi__malloc(size_t size) -{ - return STBI_MALLOC(size); -} - -// stb_image uses ints pervasively, including for offset calculations. -// therefore the largest decoded image size we can support with the -// current code, even on 64-bit targets, is INT_MAX. this is not a -// significant limitation for the intended use case. -// -// we do, however, need to make sure our size calculations don't -// overflow. hence a few helper functions for size calculations that -// multiply integers together, making sure that they're non-negative -// and no overflow occurs. - -// return 1 if the sum is valid, 0 on overflow. -// negative terms are considered invalid. -static int stbi__addsizes_valid(int a, int b) -{ - if (b < 0) return 0; - // now 0 <= b <= INT_MAX, hence also - // 0 <= INT_MAX - b <= INTMAX. - // And "a + b <= INT_MAX" (which might overflow) is the - // same as a <= INT_MAX - b (no overflow) - return a <= INT_MAX - b; -} - -// returns 1 if the product is valid, 0 on overflow. -// negative factors are considered invalid. -static int stbi__mul2sizes_valid(int a, int b) -{ - if (a < 0 || b < 0) return 0; - if (b == 0) return 1; // mul-by-0 is always safe - // portable way to check for no overflows in a*b - return a <= INT_MAX/b; -} - -#if !defined(STBI_NO_JPEG) || !defined(STBI_NO_PNG) || !defined(STBI_NO_TGA) || !defined(STBI_NO_HDR) -// returns 1 if "a*b + add" has no negative terms/factors and doesn't overflow -static int stbi__mad2sizes_valid(int a, int b, int add) -{ - return stbi__mul2sizes_valid(a, b) && stbi__addsizes_valid(a*b, add); -} -#endif - -// returns 1 if "a*b*c + add" has no negative terms/factors and doesn't overflow -static int stbi__mad3sizes_valid(int a, int b, int c, int add) -{ - return stbi__mul2sizes_valid(a, b) && stbi__mul2sizes_valid(a*b, c) && - stbi__addsizes_valid(a*b*c, add); -} - -// returns 1 if "a*b*c*d + add" has no negative terms/factors and doesn't overflow -#if !defined(STBI_NO_LINEAR) || !defined(STBI_NO_HDR) || !defined(STBI_NO_PNM) -static int stbi__mad4sizes_valid(int a, int b, int c, int d, int add) -{ - return stbi__mul2sizes_valid(a, b) && stbi__mul2sizes_valid(a*b, c) && - stbi__mul2sizes_valid(a*b*c, d) && stbi__addsizes_valid(a*b*c*d, add); -} -#endif - -#if !defined(STBI_NO_JPEG) || !defined(STBI_NO_PNG) || !defined(STBI_NO_TGA) || !defined(STBI_NO_HDR) -// mallocs with size overflow checking -static void *stbi__malloc_mad2(int a, int b, int add) -{ - if (!stbi__mad2sizes_valid(a, b, add)) return NULL; - return stbi__malloc(a*b + add); -} -#endif - -static void *stbi__malloc_mad3(int a, int b, int c, int add) -{ - if (!stbi__mad3sizes_valid(a, b, c, add)) return NULL; - return stbi__malloc(a*b*c + add); -} - -#if !defined(STBI_NO_LINEAR) || !defined(STBI_NO_HDR) || !defined(STBI_NO_PNM) -static void *stbi__malloc_mad4(int a, int b, int c, int d, int add) -{ - if (!stbi__mad4sizes_valid(a, b, c, d, add)) return NULL; - return stbi__malloc(a*b*c*d + add); -} -#endif - -// returns 1 if the sum of two signed ints is valid (between -2^31 and 2^31-1 inclusive), 0 on overflow. -static int stbi__addints_valid(int a, int b) -{ - if ((a >= 0) != (b >= 0)) return 1; // a and b have different signs, so no overflow - if (a < 0 && b < 0) return a >= INT_MIN - b; // same as a + b >= INT_MIN; INT_MIN - b cannot overflow since b < 0. - return a <= INT_MAX - b; -} - -// returns 1 if the product of two ints fits in a signed short, 0 on overflow. -static int stbi__mul2shorts_valid(int a, int b) -{ - if (b == 0 || b == -1) return 1; // multiplication by 0 is always 0; check for -1 so SHRT_MIN/b doesn't overflow - if ((a >= 0) == (b >= 0)) return a <= SHRT_MAX/b; // product is positive, so similar to mul2sizes_valid - if (b < 0) return a <= SHRT_MIN / b; // same as a * b >= SHRT_MIN - return a >= SHRT_MIN / b; -} - -// stbi__err - error -// stbi__errpf - error returning pointer to float -// stbi__errpuc - error returning pointer to unsigned char - -#ifdef STBI_NO_FAILURE_STRINGS - #define stbi__err(x,y) 0 -#elif defined(STBI_FAILURE_USERMSG) - #define stbi__err(x,y) stbi__err(y) -#else - #define stbi__err(x,y) stbi__err(x) -#endif - -#define stbi__errpf(x,y) ((float *)(size_t) (stbi__err(x,y)?NULL:NULL)) -#define stbi__errpuc(x,y) ((unsigned char *)(size_t) (stbi__err(x,y)?NULL:NULL)) - -STBIDEF void stbi_image_free(void *retval_from_stbi_load) -{ - STBI_FREE(retval_from_stbi_load); -} - -#ifndef STBI_NO_LINEAR -static float *stbi__ldr_to_hdr(stbi_uc *data, int x, int y, int comp); -#endif - -#ifndef STBI_NO_HDR -static stbi_uc *stbi__hdr_to_ldr(float *data, int x, int y, int comp); -#endif - -static int stbi__vertically_flip_on_load_global = 0; - -STBIDEF void stbi_set_flip_vertically_on_load(int flag_true_if_should_flip) -{ - stbi__vertically_flip_on_load_global = flag_true_if_should_flip; -} - -#ifndef STBI_THREAD_LOCAL -#define stbi__vertically_flip_on_load stbi__vertically_flip_on_load_global -#else -static STBI_THREAD_LOCAL int stbi__vertically_flip_on_load_local, stbi__vertically_flip_on_load_set; - -STBIDEF void stbi_set_flip_vertically_on_load_thread(int flag_true_if_should_flip) -{ - stbi__vertically_flip_on_load_local = flag_true_if_should_flip; - stbi__vertically_flip_on_load_set = 1; -} - -#define stbi__vertically_flip_on_load (stbi__vertically_flip_on_load_set \ - ? stbi__vertically_flip_on_load_local \ - : stbi__vertically_flip_on_load_global) -#endif // STBI_THREAD_LOCAL - -static void *stbi__load_main(stbi__context *s, int *x, int *y, int *comp, int req_comp, stbi__result_info *ri, int bpc) -{ - memset(ri, 0, sizeof(*ri)); // make sure it's initialized if we add new fields - ri->bits_per_channel = 8; // default is 8 so most paths don't have to be changed - ri->channel_order = STBI_ORDER_RGB; // all current input & output are this, but this is here so we can add BGR order - ri->num_channels = 0; - - // test the formats with a very explicit header first (at least a FOURCC - // or distinctive magic number first) - #ifndef STBI_NO_PNG - if (stbi__png_test(s)) return stbi__png_load(s,x,y,comp,req_comp, ri); - #endif - #ifndef STBI_NO_BMP - if (stbi__bmp_test(s)) return stbi__bmp_load(s,x,y,comp,req_comp, ri); - #endif - #ifndef STBI_NO_GIF - if (stbi__gif_test(s)) return stbi__gif_load(s,x,y,comp,req_comp, ri); - #endif - #ifndef STBI_NO_PSD - if (stbi__psd_test(s)) return stbi__psd_load(s,x,y,comp,req_comp, ri, bpc); - #else - STBI_NOTUSED(bpc); - #endif - #ifndef STBI_NO_PIC - if (stbi__pic_test(s)) return stbi__pic_load(s,x,y,comp,req_comp, ri); - #endif - - // then the formats that can end up attempting to load with just 1 or 2 - // bytes matching expectations; these are prone to false positives, so - // try them later - #ifndef STBI_NO_JPEG - if (stbi__jpeg_test(s)) return stbi__jpeg_load(s,x,y,comp,req_comp, ri); - #endif - #ifndef STBI_NO_PNM - if (stbi__pnm_test(s)) return stbi__pnm_load(s,x,y,comp,req_comp, ri); - #endif - - #ifndef STBI_NO_HDR - if (stbi__hdr_test(s)) { - float *hdr = stbi__hdr_load(s, x,y,comp,req_comp, ri); - return stbi__hdr_to_ldr(hdr, *x, *y, req_comp ? req_comp : *comp); - } - #endif - - #ifndef STBI_NO_TGA - // test tga last because it's a crappy test! - if (stbi__tga_test(s)) - return stbi__tga_load(s,x,y,comp,req_comp, ri); - #endif - - return stbi__errpuc("unknown image type", "Image not of any known type, or corrupt"); -} - -static stbi_uc *stbi__convert_16_to_8(stbi__uint16 *orig, int w, int h, int channels) -{ - int i; - int img_len = w * h * channels; - stbi_uc *reduced; - - reduced = (stbi_uc *) stbi__malloc(img_len); - if (reduced == NULL) return stbi__errpuc("outofmem", "Out of memory"); - - for (i = 0; i < img_len; ++i) - reduced[i] = (stbi_uc)((orig[i] >> 8) & 0xFF); // top half of each byte is sufficient approx of 16->8 bit scaling - - STBI_FREE(orig); - return reduced; -} - -static stbi__uint16 *stbi__convert_8_to_16(stbi_uc *orig, int w, int h, int channels) -{ - int i; - int img_len = w * h * channels; - stbi__uint16 *enlarged; - - enlarged = (stbi__uint16 *) stbi__malloc(img_len*2); - if (enlarged == NULL) return (stbi__uint16 *) stbi__errpuc("outofmem", "Out of memory"); - - for (i = 0; i < img_len; ++i) - enlarged[i] = (stbi__uint16)((orig[i] << 8) + orig[i]); // replicate to high and low byte, maps 0->0, 255->0xffff - - STBI_FREE(orig); - return enlarged; -} - -static void stbi__vertical_flip(void *image, int w, int h, int bytes_per_pixel) -{ - int row; - size_t bytes_per_row = (size_t)w * bytes_per_pixel; - stbi_uc temp[2048]; - stbi_uc *bytes = (stbi_uc *)image; - - for (row = 0; row < (h>>1); row++) { - stbi_uc *row0 = bytes + row*bytes_per_row; - stbi_uc *row1 = bytes + (h - row - 1)*bytes_per_row; - // swap row0 with row1 - size_t bytes_left = bytes_per_row; - while (bytes_left) { - size_t bytes_copy = (bytes_left < sizeof(temp)) ? bytes_left : sizeof(temp); - memcpy(temp, row0, bytes_copy); - memcpy(row0, row1, bytes_copy); - memcpy(row1, temp, bytes_copy); - row0 += bytes_copy; - row1 += bytes_copy; - bytes_left -= bytes_copy; - } - } -} - -#ifndef STBI_NO_GIF -static void stbi__vertical_flip_slices(void *image, int w, int h, int z, int bytes_per_pixel) -{ - int slice; - int slice_size = w * h * bytes_per_pixel; - - stbi_uc *bytes = (stbi_uc *)image; - for (slice = 0; slice < z; ++slice) { - stbi__vertical_flip(bytes, w, h, bytes_per_pixel); - bytes += slice_size; - } -} -#endif - -static unsigned char *stbi__load_and_postprocess_8bit(stbi__context *s, int *x, int *y, int *comp, int req_comp) -{ - stbi__result_info ri; - void *result = stbi__load_main(s, x, y, comp, req_comp, &ri, 8); - - if (result == NULL) - return NULL; - - // it is the responsibility of the loaders to make sure we get either 8 or 16 bit. - STBI_ASSERT(ri.bits_per_channel == 8 || ri.bits_per_channel == 16); - - if (ri.bits_per_channel != 8) { - result = stbi__convert_16_to_8((stbi__uint16 *) result, *x, *y, req_comp == 0 ? *comp : req_comp); - ri.bits_per_channel = 8; - } - - // @TODO: move stbi__convert_format to here - - if (stbi__vertically_flip_on_load) { - int channels = req_comp ? req_comp : *comp; - stbi__vertical_flip(result, *x, *y, channels * sizeof(stbi_uc)); - } - - return (unsigned char *) result; -} - -static stbi__uint16 *stbi__load_and_postprocess_16bit(stbi__context *s, int *x, int *y, int *comp, int req_comp) -{ - stbi__result_info ri; - void *result = stbi__load_main(s, x, y, comp, req_comp, &ri, 16); - - if (result == NULL) - return NULL; - - // it is the responsibility of the loaders to make sure we get either 8 or 16 bit. - STBI_ASSERT(ri.bits_per_channel == 8 || ri.bits_per_channel == 16); - - if (ri.bits_per_channel != 16) { - result = stbi__convert_8_to_16((stbi_uc *) result, *x, *y, req_comp == 0 ? *comp : req_comp); - ri.bits_per_channel = 16; - } - - // @TODO: move stbi__convert_format16 to here - // @TODO: special case RGB-to-Y (and RGBA-to-YA) for 8-bit-to-16-bit case to keep more precision - - if (stbi__vertically_flip_on_load) { - int channels = req_comp ? req_comp : *comp; - stbi__vertical_flip(result, *x, *y, channels * sizeof(stbi__uint16)); - } - - return (stbi__uint16 *) result; -} - -#if !defined(STBI_NO_HDR) && !defined(STBI_NO_LINEAR) -static void stbi__float_postprocess(float *result, int *x, int *y, int *comp, int req_comp) -{ - if (stbi__vertically_flip_on_load && result != NULL) { - int channels = req_comp ? req_comp : *comp; - stbi__vertical_flip(result, *x, *y, channels * sizeof(float)); - } -} -#endif - -#ifndef STBI_NO_STDIO - -#if defined(_WIN32) && defined(STBI_WINDOWS_UTF8) -STBI_EXTERN __declspec(dllimport) int __stdcall MultiByteToWideChar(unsigned int cp, unsigned long flags, const char *str, int cbmb, wchar_t *widestr, int cchwide); -STBI_EXTERN __declspec(dllimport) int __stdcall WideCharToMultiByte(unsigned int cp, unsigned long flags, const wchar_t *widestr, int cchwide, char *str, int cbmb, const char *defchar, int *used_default); -#endif - -#if defined(_WIN32) && defined(STBI_WINDOWS_UTF8) -STBIDEF int stbi_convert_wchar_to_utf8(char *buffer, size_t bufferlen, const wchar_t* input) -{ - return WideCharToMultiByte(65001 /* UTF8 */, 0, input, -1, buffer, (int) bufferlen, NULL, NULL); -} -#endif - -static FILE *stbi__fopen(char const *filename, char const *mode) -{ - FILE *f; -#if defined(_WIN32) && defined(STBI_WINDOWS_UTF8) - wchar_t wMode[64]; - wchar_t wFilename[1024]; - if (0 == MultiByteToWideChar(65001 /* UTF8 */, 0, filename, -1, wFilename, sizeof(wFilename)/sizeof(*wFilename))) - return 0; - - if (0 == MultiByteToWideChar(65001 /* UTF8 */, 0, mode, -1, wMode, sizeof(wMode)/sizeof(*wMode))) - return 0; - -#if defined(_MSC_VER) && _MSC_VER >= 1400 - if (0 != _wfopen_s(&f, wFilename, wMode)) - f = 0; -#else - f = _wfopen(wFilename, wMode); -#endif - -#elif defined(_MSC_VER) && _MSC_VER >= 1400 - if (0 != fopen_s(&f, filename, mode)) - f=0; -#else - f = fopen(filename, mode); -#endif - return f; -} - - -STBIDEF stbi_uc *stbi_load(char const *filename, int *x, int *y, int *comp, int req_comp) -{ - FILE *f = stbi__fopen(filename, "rb"); - unsigned char *result; - if (!f) return stbi__errpuc("can't fopen", "Unable to open file"); - result = stbi_load_from_file(f,x,y,comp,req_comp); - fclose(f); - return result; -} - -STBIDEF stbi_uc *stbi_load_from_file(FILE *f, int *x, int *y, int *comp, int req_comp) -{ - unsigned char *result; - stbi__context s; - stbi__start_file(&s,f); - result = stbi__load_and_postprocess_8bit(&s,x,y,comp,req_comp); - if (result) { - // need to 'unget' all the characters in the IO buffer - fseek(f, - (int) (s.img_buffer_end - s.img_buffer), SEEK_CUR); - } - return result; -} - -STBIDEF stbi__uint16 *stbi_load_from_file_16(FILE *f, int *x, int *y, int *comp, int req_comp) -{ - stbi__uint16 *result; - stbi__context s; - stbi__start_file(&s,f); - result = stbi__load_and_postprocess_16bit(&s,x,y,comp,req_comp); - if (result) { - // need to 'unget' all the characters in the IO buffer - fseek(f, - (int) (s.img_buffer_end - s.img_buffer), SEEK_CUR); - } - return result; -} - -STBIDEF stbi_us *stbi_load_16(char const *filename, int *x, int *y, int *comp, int req_comp) -{ - FILE *f = stbi__fopen(filename, "rb"); - stbi__uint16 *result; - if (!f) return (stbi_us *) stbi__errpuc("can't fopen", "Unable to open file"); - result = stbi_load_from_file_16(f,x,y,comp,req_comp); - fclose(f); - return result; -} - - -#endif //!STBI_NO_STDIO - -STBIDEF stbi_us *stbi_load_16_from_memory(stbi_uc const *buffer, int len, int *x, int *y, int *channels_in_file, int desired_channels) -{ - stbi__context s; - stbi__start_mem(&s,buffer,len); - return stbi__load_and_postprocess_16bit(&s,x,y,channels_in_file,desired_channels); -} - -STBIDEF stbi_us *stbi_load_16_from_callbacks(stbi_io_callbacks const *clbk, void *user, int *x, int *y, int *channels_in_file, int desired_channels) -{ - stbi__context s; - stbi__start_callbacks(&s, (stbi_io_callbacks *)clbk, user); - return stbi__load_and_postprocess_16bit(&s,x,y,channels_in_file,desired_channels); -} - -STBIDEF stbi_uc *stbi_load_from_memory(stbi_uc const *buffer, int len, int *x, int *y, int *comp, int req_comp) -{ - stbi__context s; - stbi__start_mem(&s,buffer,len); - return stbi__load_and_postprocess_8bit(&s,x,y,comp,req_comp); -} - -STBIDEF stbi_uc *stbi_load_from_callbacks(stbi_io_callbacks const *clbk, void *user, int *x, int *y, int *comp, int req_comp) -{ - stbi__context s; - stbi__start_callbacks(&s, (stbi_io_callbacks *) clbk, user); - return stbi__load_and_postprocess_8bit(&s,x,y,comp,req_comp); -} - -#ifndef STBI_NO_GIF -STBIDEF stbi_uc *stbi_load_gif_from_memory(stbi_uc const *buffer, int len, int **delays, int *x, int *y, int *z, int *comp, int req_comp) -{ - unsigned char *result; - stbi__context s; - stbi__start_mem(&s,buffer,len); - - result = (unsigned char*) stbi__load_gif_main(&s, delays, x, y, z, comp, req_comp); - if (stbi__vertically_flip_on_load) { - stbi__vertical_flip_slices( result, *x, *y, *z, *comp ); - } - - return result; -} -#endif - -#ifndef STBI_NO_LINEAR -static float *stbi__loadf_main(stbi__context *s, int *x, int *y, int *comp, int req_comp) -{ - unsigned char *data; - #ifndef STBI_NO_HDR - if (stbi__hdr_test(s)) { - stbi__result_info ri; - float *hdr_data = stbi__hdr_load(s,x,y,comp,req_comp, &ri); - if (hdr_data) - stbi__float_postprocess(hdr_data,x,y,comp,req_comp); - return hdr_data; - } - #endif - data = stbi__load_and_postprocess_8bit(s, x, y, comp, req_comp); - if (data) - return stbi__ldr_to_hdr(data, *x, *y, req_comp ? req_comp : *comp); - return stbi__errpf("unknown image type", "Image not of any known type, or corrupt"); -} - -STBIDEF float *stbi_loadf_from_memory(stbi_uc const *buffer, int len, int *x, int *y, int *comp, int req_comp) -{ - stbi__context s; - stbi__start_mem(&s,buffer,len); - return stbi__loadf_main(&s,x,y,comp,req_comp); -} - -STBIDEF float *stbi_loadf_from_callbacks(stbi_io_callbacks const *clbk, void *user, int *x, int *y, int *comp, int req_comp) -{ - stbi__context s; - stbi__start_callbacks(&s, (stbi_io_callbacks *) clbk, user); - return stbi__loadf_main(&s,x,y,comp,req_comp); -} - -#ifndef STBI_NO_STDIO -STBIDEF float *stbi_loadf(char const *filename, int *x, int *y, int *comp, int req_comp) -{ - float *result; - FILE *f = stbi__fopen(filename, "rb"); - if (!f) return stbi__errpf("can't fopen", "Unable to open file"); - result = stbi_loadf_from_file(f,x,y,comp,req_comp); - fclose(f); - return result; -} - -STBIDEF float *stbi_loadf_from_file(FILE *f, int *x, int *y, int *comp, int req_comp) -{ - stbi__context s; - stbi__start_file(&s,f); - return stbi__loadf_main(&s,x,y,comp,req_comp); -} -#endif // !STBI_NO_STDIO - -#endif // !STBI_NO_LINEAR - -// these is-hdr-or-not is defined independent of whether STBI_NO_LINEAR is -// defined, for API simplicity; if STBI_NO_LINEAR is defined, it always -// reports false! - -STBIDEF int stbi_is_hdr_from_memory(stbi_uc const *buffer, int len) -{ - #ifndef STBI_NO_HDR - stbi__context s; - stbi__start_mem(&s,buffer,len); - return stbi__hdr_test(&s); - #else - STBI_NOTUSED(buffer); - STBI_NOTUSED(len); - return 0; - #endif -} - -#ifndef STBI_NO_STDIO -STBIDEF int stbi_is_hdr (char const *filename) -{ - FILE *f = stbi__fopen(filename, "rb"); - int result=0; - if (f) { - result = stbi_is_hdr_from_file(f); - fclose(f); - } - return result; -} - -STBIDEF int stbi_is_hdr_from_file(FILE *f) -{ - #ifndef STBI_NO_HDR - long pos = ftell(f); - int res; - stbi__context s; - stbi__start_file(&s,f); - res = stbi__hdr_test(&s); - fseek(f, pos, SEEK_SET); - return res; - #else - STBI_NOTUSED(f); - return 0; - #endif -} -#endif // !STBI_NO_STDIO - -STBIDEF int stbi_is_hdr_from_callbacks(stbi_io_callbacks const *clbk, void *user) -{ - #ifndef STBI_NO_HDR - stbi__context s; - stbi__start_callbacks(&s, (stbi_io_callbacks *) clbk, user); - return stbi__hdr_test(&s); - #else - STBI_NOTUSED(clbk); - STBI_NOTUSED(user); - return 0; - #endif -} - -#ifndef STBI_NO_LINEAR -static float stbi__l2h_gamma=2.2f, stbi__l2h_scale=1.0f; - -STBIDEF void stbi_ldr_to_hdr_gamma(float gamma) { stbi__l2h_gamma = gamma; } -STBIDEF void stbi_ldr_to_hdr_scale(float scale) { stbi__l2h_scale = scale; } -#endif - -static float stbi__h2l_gamma_i=1.0f/2.2f, stbi__h2l_scale_i=1.0f; - -STBIDEF void stbi_hdr_to_ldr_gamma(float gamma) { stbi__h2l_gamma_i = 1/gamma; } -STBIDEF void stbi_hdr_to_ldr_scale(float scale) { stbi__h2l_scale_i = 1/scale; } - - -////////////////////////////////////////////////////////////////////////////// -// -// Common code used by all image loaders -// - -enum -{ - STBI__SCAN_load=0, - STBI__SCAN_type, - STBI__SCAN_header -}; - -static void stbi__refill_buffer(stbi__context *s) -{ - int n = (s->io.read)(s->io_user_data,(char*)s->buffer_start,s->buflen); - s->callback_already_read += (int) (s->img_buffer - s->img_buffer_original); - if (n == 0) { - // at end of file, treat same as if from memory, but need to handle case - // where s->img_buffer isn't pointing to safe memory, e.g. 0-byte file - s->read_from_callbacks = 0; - s->img_buffer = s->buffer_start; - s->img_buffer_end = s->buffer_start+1; - *s->img_buffer = 0; - } else { - s->img_buffer = s->buffer_start; - s->img_buffer_end = s->buffer_start + n; - } -} - -stbi_inline static stbi_uc stbi__get8(stbi__context *s) -{ - if (s->img_buffer < s->img_buffer_end) - return *s->img_buffer++; - if (s->read_from_callbacks) { - stbi__refill_buffer(s); - return *s->img_buffer++; - } - return 0; -} - -#if defined(STBI_NO_JPEG) && defined(STBI_NO_HDR) && defined(STBI_NO_PIC) && defined(STBI_NO_PNM) -// nothing -#else -stbi_inline static int stbi__at_eof(stbi__context *s) -{ - if (s->io.read) { - if (!(s->io.eof)(s->io_user_data)) return 0; - // if feof() is true, check if buffer = end - // special case: we've only got the special 0 character at the end - if (s->read_from_callbacks == 0) return 1; - } - - return s->img_buffer >= s->img_buffer_end; -} -#endif - -#if defined(STBI_NO_JPEG) && defined(STBI_NO_PNG) && defined(STBI_NO_BMP) && defined(STBI_NO_PSD) && defined(STBI_NO_TGA) && defined(STBI_NO_GIF) && defined(STBI_NO_PIC) -// nothing -#else -static void stbi__skip(stbi__context *s, int n) -{ - if (n == 0) return; // already there! - if (n < 0) { - s->img_buffer = s->img_buffer_end; - return; - } - if (s->io.read) { - int blen = (int) (s->img_buffer_end - s->img_buffer); - if (blen < n) { - s->img_buffer = s->img_buffer_end; - (s->io.skip)(s->io_user_data, n - blen); - return; - } - } - s->img_buffer += n; -} -#endif - -#if defined(STBI_NO_PNG) && defined(STBI_NO_TGA) && defined(STBI_NO_HDR) && defined(STBI_NO_PNM) -// nothing -#else -static int stbi__getn(stbi__context *s, stbi_uc *buffer, int n) -{ - if (s->io.read) { - int blen = (int) (s->img_buffer_end - s->img_buffer); - if (blen < n) { - int res, count; - - memcpy(buffer, s->img_buffer, blen); - - count = (s->io.read)(s->io_user_data, (char*) buffer + blen, n - blen); - res = (count == (n-blen)); - s->img_buffer = s->img_buffer_end; - return res; - } - } - - if (s->img_buffer+n <= s->img_buffer_end) { - memcpy(buffer, s->img_buffer, n); - s->img_buffer += n; - return 1; - } else - return 0; -} -#endif - -#if defined(STBI_NO_JPEG) && defined(STBI_NO_PNG) && defined(STBI_NO_PSD) && defined(STBI_NO_PIC) -// nothing -#else -static int stbi__get16be(stbi__context *s) -{ - int z = stbi__get8(s); - return (z << 8) + stbi__get8(s); -} -#endif - -#if defined(STBI_NO_PNG) && defined(STBI_NO_PSD) && defined(STBI_NO_PIC) -// nothing -#else -static stbi__uint32 stbi__get32be(stbi__context *s) -{ - stbi__uint32 z = stbi__get16be(s); - return (z << 16) + stbi__get16be(s); -} -#endif - -#if defined(STBI_NO_BMP) && defined(STBI_NO_TGA) && defined(STBI_NO_GIF) -// nothing -#else -static int stbi__get16le(stbi__context *s) -{ - int z = stbi__get8(s); - return z + (stbi__get8(s) << 8); -} -#endif - -#ifndef STBI_NO_BMP -static stbi__uint32 stbi__get32le(stbi__context *s) -{ - stbi__uint32 z = stbi__get16le(s); - z += (stbi__uint32)stbi__get16le(s) << 16; - return z; -} -#endif - -#define STBI__BYTECAST(x) ((stbi_uc) ((x) & 255)) // truncate int to byte without warnings - -#if defined(STBI_NO_JPEG) && defined(STBI_NO_PNG) && defined(STBI_NO_BMP) && defined(STBI_NO_PSD) && defined(STBI_NO_TGA) && defined(STBI_NO_GIF) && defined(STBI_NO_PIC) && defined(STBI_NO_PNM) -// nothing -#else -////////////////////////////////////////////////////////////////////////////// -// -// generic converter from built-in img_n to req_comp -// individual types do this automatically as much as possible (e.g. jpeg -// does all cases internally since it needs to colorspace convert anyway, -// and it never has alpha, so very few cases ). png can automatically -// interleave an alpha=255 channel, but falls back to this for other cases -// -// assume data buffer is malloced, so malloc a new one and free that one -// only failure mode is malloc failing - -static stbi_uc stbi__compute_y(int r, int g, int b) -{ - return (stbi_uc) (((r*77) + (g*150) + (29*b)) >> 8); -} -#endif - -#if defined(STBI_NO_PNG) && defined(STBI_NO_BMP) && defined(STBI_NO_PSD) && defined(STBI_NO_TGA) && defined(STBI_NO_GIF) && defined(STBI_NO_PIC) && defined(STBI_NO_PNM) -// nothing -#else -static unsigned char *stbi__convert_format(unsigned char *data, int img_n, int req_comp, unsigned int x, unsigned int y) -{ - int i,j; - unsigned char *good; - - if (req_comp == img_n) return data; - STBI_ASSERT(req_comp >= 1 && req_comp <= 4); - - good = (unsigned char *) stbi__malloc_mad3(req_comp, x, y, 0); - if (good == NULL) { - STBI_FREE(data); - return stbi__errpuc("outofmem", "Out of memory"); - } - - for (j=0; j < (int) y; ++j) { - unsigned char *src = data + j * x * img_n ; - unsigned char *dest = good + j * x * req_comp; - - #define STBI__COMBO(a,b) ((a)*8+(b)) - #define STBI__CASE(a,b) case STBI__COMBO(a,b): for(i=x-1; i >= 0; --i, src += a, dest += b) - // convert source image with img_n components to one with req_comp components; - // avoid switch per pixel, so use switch per scanline and massive macros - switch (STBI__COMBO(img_n, req_comp)) { - STBI__CASE(1,2) { dest[0]=src[0]; dest[1]=255; } break; - STBI__CASE(1,3) { dest[0]=dest[1]=dest[2]=src[0]; } break; - STBI__CASE(1,4) { dest[0]=dest[1]=dest[2]=src[0]; dest[3]=255; } break; - STBI__CASE(2,1) { dest[0]=src[0]; } break; - STBI__CASE(2,3) { dest[0]=dest[1]=dest[2]=src[0]; } break; - STBI__CASE(2,4) { dest[0]=dest[1]=dest[2]=src[0]; dest[3]=src[1]; } break; - STBI__CASE(3,4) { dest[0]=src[0];dest[1]=src[1];dest[2]=src[2];dest[3]=255; } break; - STBI__CASE(3,1) { dest[0]=stbi__compute_y(src[0],src[1],src[2]); } break; - STBI__CASE(3,2) { dest[0]=stbi__compute_y(src[0],src[1],src[2]); dest[1] = 255; } break; - STBI__CASE(4,1) { dest[0]=stbi__compute_y(src[0],src[1],src[2]); } break; - STBI__CASE(4,2) { dest[0]=stbi__compute_y(src[0],src[1],src[2]); dest[1] = src[3]; } break; - STBI__CASE(4,3) { dest[0]=src[0];dest[1]=src[1];dest[2]=src[2]; } break; - default: STBI_ASSERT(0); STBI_FREE(data); STBI_FREE(good); return stbi__errpuc("unsupported", "Unsupported format conversion"); - } - #undef STBI__CASE - } - - STBI_FREE(data); - return good; -} -#endif - -#if defined(STBI_NO_PNG) && defined(STBI_NO_PSD) -// nothing -#else -static stbi__uint16 stbi__compute_y_16(int r, int g, int b) -{ - return (stbi__uint16) (((r*77) + (g*150) + (29*b)) >> 8); -} -#endif - -#if defined(STBI_NO_PNG) && defined(STBI_NO_PSD) -// nothing -#else -static stbi__uint16 *stbi__convert_format16(stbi__uint16 *data, int img_n, int req_comp, unsigned int x, unsigned int y) -{ - int i,j; - stbi__uint16 *good; - - if (req_comp == img_n) return data; - STBI_ASSERT(req_comp >= 1 && req_comp <= 4); - - good = (stbi__uint16 *) stbi__malloc(req_comp * x * y * 2); - if (good == NULL) { - STBI_FREE(data); - return (stbi__uint16 *) stbi__errpuc("outofmem", "Out of memory"); - } - - for (j=0; j < (int) y; ++j) { - stbi__uint16 *src = data + j * x * img_n ; - stbi__uint16 *dest = good + j * x * req_comp; - - #define STBI__COMBO(a,b) ((a)*8+(b)) - #define STBI__CASE(a,b) case STBI__COMBO(a,b): for(i=x-1; i >= 0; --i, src += a, dest += b) - // convert source image with img_n components to one with req_comp components; - // avoid switch per pixel, so use switch per scanline and massive macros - switch (STBI__COMBO(img_n, req_comp)) { - STBI__CASE(1,2) { dest[0]=src[0]; dest[1]=0xffff; } break; - STBI__CASE(1,3) { dest[0]=dest[1]=dest[2]=src[0]; } break; - STBI__CASE(1,4) { dest[0]=dest[1]=dest[2]=src[0]; dest[3]=0xffff; } break; - STBI__CASE(2,1) { dest[0]=src[0]; } break; - STBI__CASE(2,3) { dest[0]=dest[1]=dest[2]=src[0]; } break; - STBI__CASE(2,4) { dest[0]=dest[1]=dest[2]=src[0]; dest[3]=src[1]; } break; - STBI__CASE(3,4) { dest[0]=src[0];dest[1]=src[1];dest[2]=src[2];dest[3]=0xffff; } break; - STBI__CASE(3,1) { dest[0]=stbi__compute_y_16(src[0],src[1],src[2]); } break; - STBI__CASE(3,2) { dest[0]=stbi__compute_y_16(src[0],src[1],src[2]); dest[1] = 0xffff; } break; - STBI__CASE(4,1) { dest[0]=stbi__compute_y_16(src[0],src[1],src[2]); } break; - STBI__CASE(4,2) { dest[0]=stbi__compute_y_16(src[0],src[1],src[2]); dest[1] = src[3]; } break; - STBI__CASE(4,3) { dest[0]=src[0];dest[1]=src[1];dest[2]=src[2]; } break; - default: STBI_ASSERT(0); STBI_FREE(data); STBI_FREE(good); return (stbi__uint16*) stbi__errpuc("unsupported", "Unsupported format conversion"); - } - #undef STBI__CASE - } - - STBI_FREE(data); - return good; -} -#endif - -#ifndef STBI_NO_LINEAR -static float *stbi__ldr_to_hdr(stbi_uc *data, int x, int y, int comp) -{ - int i,k,n; - float *output; - if (!data) return NULL; - output = (float *) stbi__malloc_mad4(x, y, comp, sizeof(float), 0); - if (output == NULL) { STBI_FREE(data); return stbi__errpf("outofmem", "Out of memory"); } - // compute number of non-alpha components - if (comp & 1) n = comp; else n = comp-1; - for (i=0; i < x*y; ++i) { - for (k=0; k < n; ++k) { - output[i*comp + k] = (float) (pow(data[i*comp+k]/255.0f, stbi__l2h_gamma) * stbi__l2h_scale); - } - } - if (n < comp) { - for (i=0; i < x*y; ++i) { - output[i*comp + n] = data[i*comp + n]/255.0f; - } - } - STBI_FREE(data); - return output; -} -#endif - -#ifndef STBI_NO_HDR -#define stbi__float2int(x) ((int) (x)) -static stbi_uc *stbi__hdr_to_ldr(float *data, int x, int y, int comp) -{ - int i,k,n; - stbi_uc *output; - if (!data) return NULL; - output = (stbi_uc *) stbi__malloc_mad3(x, y, comp, 0); - if (output == NULL) { STBI_FREE(data); return stbi__errpuc("outofmem", "Out of memory"); } - // compute number of non-alpha components - if (comp & 1) n = comp; else n = comp-1; - for (i=0; i < x*y; ++i) { - for (k=0; k < n; ++k) { - float z = (float) pow(data[i*comp+k]*stbi__h2l_scale_i, stbi__h2l_gamma_i) * 255 + 0.5f; - if (z < 0) z = 0; - if (z > 255) z = 255; - output[i*comp + k] = (stbi_uc) stbi__float2int(z); - } - if (k < comp) { - float z = data[i*comp+k] * 255 + 0.5f; - if (z < 0) z = 0; - if (z > 255) z = 255; - output[i*comp + k] = (stbi_uc) stbi__float2int(z); - } - } - STBI_FREE(data); - return output; -} -#endif - -////////////////////////////////////////////////////////////////////////////// -// -// "baseline" JPEG/JFIF decoder -// -// simple implementation -// - doesn't support delayed output of y-dimension -// - simple interface (only one output format: 8-bit interleaved RGB) -// - doesn't try to recover corrupt jpegs -// - doesn't allow partial loading, loading multiple at once -// - still fast on x86 (copying globals into locals doesn't help x86) -// - allocates lots of intermediate memory (full size of all components) -// - non-interleaved case requires this anyway -// - allows good upsampling (see next) -// high-quality -// - upsampled channels are bilinearly interpolated, even across blocks -// - quality integer IDCT derived from IJG's 'slow' -// performance -// - fast huffman; reasonable integer IDCT -// - some SIMD kernels for common paths on targets with SSE2/NEON -// - uses a lot of intermediate memory, could cache poorly - -#ifndef STBI_NO_JPEG - -// huffman decoding acceleration -#define FAST_BITS 9 // larger handles more cases; smaller stomps less cache - -typedef struct -{ - stbi_uc fast[1 << FAST_BITS]; - // weirdly, repacking this into AoS is a 10% speed loss, instead of a win - stbi__uint16 code[256]; - stbi_uc values[256]; - stbi_uc size[257]; - unsigned int maxcode[18]; - int delta[17]; // old 'firstsymbol' - old 'firstcode' -} stbi__huffman; - -typedef struct -{ - stbi__context *s; - stbi__huffman huff_dc[4]; - stbi__huffman huff_ac[4]; - stbi__uint16 dequant[4][64]; - stbi__int16 fast_ac[4][1 << FAST_BITS]; - -// sizes for components, interleaved MCUs - int img_h_max, img_v_max; - int img_mcu_x, img_mcu_y; - int img_mcu_w, img_mcu_h; - -// definition of jpeg image component - struct - { - int id; - int h,v; - int tq; - int hd,ha; - int dc_pred; - - int x,y,w2,h2; - stbi_uc *data; - void *raw_data, *raw_coeff; - stbi_uc *linebuf; - short *coeff; // progressive only - int coeff_w, coeff_h; // number of 8x8 coefficient blocks - } img_comp[4]; - - stbi__uint32 code_buffer; // jpeg entropy-coded buffer - int code_bits; // number of valid bits - unsigned char marker; // marker seen while filling entropy buffer - int nomore; // flag if we saw a marker so must stop - - int progressive; - int spec_start; - int spec_end; - int succ_high; - int succ_low; - int eob_run; - int jfif; - int app14_color_transform; // Adobe APP14 tag - int rgb; - - int scan_n, order[4]; - int restart_interval, todo; - -// kernels - void (*idct_block_kernel)(stbi_uc *out, int out_stride, short data[64]); - void (*YCbCr_to_RGB_kernel)(stbi_uc *out, const stbi_uc *y, const stbi_uc *pcb, const stbi_uc *pcr, int count, int step); - stbi_uc *(*resample_row_hv_2_kernel)(stbi_uc *out, stbi_uc *in_near, stbi_uc *in_far, int w, int hs); -} stbi__jpeg; - -static int stbi__build_huffman(stbi__huffman *h, int *count) -{ - int i,j,k=0; - unsigned int code; - // build size list for each symbol (from JPEG spec) - for (i=0; i < 16; ++i) { - for (j=0; j < count[i]; ++j) { - h->size[k++] = (stbi_uc) (i+1); - if(k >= 257) return stbi__err("bad size list","Corrupt JPEG"); - } - } - h->size[k] = 0; - - // compute actual symbols (from jpeg spec) - code = 0; - k = 0; - for(j=1; j <= 16; ++j) { - // compute delta to add to code to compute symbol id - h->delta[j] = k - code; - if (h->size[k] == j) { - while (h->size[k] == j) - h->code[k++] = (stbi__uint16) (code++); - if (code-1 >= (1u << j)) return stbi__err("bad code lengths","Corrupt JPEG"); - } - // compute largest code + 1 for this size, preshifted as needed later - h->maxcode[j] = code << (16-j); - code <<= 1; - } - h->maxcode[j] = 0xffffffff; - - // build non-spec acceleration table; 255 is flag for not-accelerated - memset(h->fast, 255, 1 << FAST_BITS); - for (i=0; i < k; ++i) { - int s = h->size[i]; - if (s <= FAST_BITS) { - int c = h->code[i] << (FAST_BITS-s); - int m = 1 << (FAST_BITS-s); - for (j=0; j < m; ++j) { - h->fast[c+j] = (stbi_uc) i; - } - } - } - return 1; -} - -// build a table that decodes both magnitude and value of small ACs in -// one go. -static void stbi__build_fast_ac(stbi__int16 *fast_ac, stbi__huffman *h) -{ - int i; - for (i=0; i < (1 << FAST_BITS); ++i) { - stbi_uc fast = h->fast[i]; - fast_ac[i] = 0; - if (fast < 255) { - int rs = h->values[fast]; - int run = (rs >> 4) & 15; - int magbits = rs & 15; - int len = h->size[fast]; - - if (magbits && len + magbits <= FAST_BITS) { - // magnitude code followed by receive_extend code - int k = ((i << len) & ((1 << FAST_BITS) - 1)) >> (FAST_BITS - magbits); - int m = 1 << (magbits - 1); - if (k < m) k += (~0U << magbits) + 1; - // if the result is small enough, we can fit it in fast_ac table - if (k >= -128 && k <= 127) - fast_ac[i] = (stbi__int16) ((k * 256) + (run * 16) + (len + magbits)); - } - } - } -} - -static void stbi__grow_buffer_unsafe(stbi__jpeg *j) -{ - do { - unsigned int b = j->nomore ? 0 : stbi__get8(j->s); - if (b == 0xff) { - int c = stbi__get8(j->s); - while (c == 0xff) c = stbi__get8(j->s); // consume fill bytes - if (c != 0) { - j->marker = (unsigned char) c; - j->nomore = 1; - return; - } - } - j->code_buffer |= b << (24 - j->code_bits); - j->code_bits += 8; - } while (j->code_bits <= 24); -} - -// (1 << n) - 1 -static const stbi__uint32 stbi__bmask[17]={0,1,3,7,15,31,63,127,255,511,1023,2047,4095,8191,16383,32767,65535}; - -// decode a jpeg huffman value from the bitstream -stbi_inline static int stbi__jpeg_huff_decode(stbi__jpeg *j, stbi__huffman *h) -{ - unsigned int temp; - int c,k; - - if (j->code_bits < 16) stbi__grow_buffer_unsafe(j); - - // look at the top FAST_BITS and determine what symbol ID it is, - // if the code is <= FAST_BITS - c = (j->code_buffer >> (32 - FAST_BITS)) & ((1 << FAST_BITS)-1); - k = h->fast[c]; - if (k < 255) { - int s = h->size[k]; - if (s > j->code_bits) - return -1; - j->code_buffer <<= s; - j->code_bits -= s; - return h->values[k]; - } - - // naive test is to shift the code_buffer down so k bits are - // valid, then test against maxcode. To speed this up, we've - // preshifted maxcode left so that it has (16-k) 0s at the - // end; in other words, regardless of the number of bits, it - // wants to be compared against something shifted to have 16; - // that way we don't need to shift inside the loop. - temp = j->code_buffer >> 16; - for (k=FAST_BITS+1 ; ; ++k) - if (temp < h->maxcode[k]) - break; - if (k == 17) { - // error! code not found - j->code_bits -= 16; - return -1; - } - - if (k > j->code_bits) - return -1; - - // convert the huffman code to the symbol id - c = ((j->code_buffer >> (32 - k)) & stbi__bmask[k]) + h->delta[k]; - if(c < 0 || c >= 256) // symbol id out of bounds! - return -1; - STBI_ASSERT((((j->code_buffer) >> (32 - h->size[c])) & stbi__bmask[h->size[c]]) == h->code[c]); - - // convert the id to a symbol - j->code_bits -= k; - j->code_buffer <<= k; - return h->values[c]; -} - -// bias[n] = (-1<code_bits < n) stbi__grow_buffer_unsafe(j); - if (j->code_bits < n) return 0; // ran out of bits from stream, return 0s intead of continuing - - sgn = j->code_buffer >> 31; // sign bit always in MSB; 0 if MSB clear (positive), 1 if MSB set (negative) - k = stbi_lrot(j->code_buffer, n); - j->code_buffer = k & ~stbi__bmask[n]; - k &= stbi__bmask[n]; - j->code_bits -= n; - return k + (stbi__jbias[n] & (sgn - 1)); -} - -// get some unsigned bits -stbi_inline static int stbi__jpeg_get_bits(stbi__jpeg *j, int n) -{ - unsigned int k; - if (j->code_bits < n) stbi__grow_buffer_unsafe(j); - if (j->code_bits < n) return 0; // ran out of bits from stream, return 0s intead of continuing - k = stbi_lrot(j->code_buffer, n); - j->code_buffer = k & ~stbi__bmask[n]; - k &= stbi__bmask[n]; - j->code_bits -= n; - return k; -} - -stbi_inline static int stbi__jpeg_get_bit(stbi__jpeg *j) -{ - unsigned int k; - if (j->code_bits < 1) stbi__grow_buffer_unsafe(j); - if (j->code_bits < 1) return 0; // ran out of bits from stream, return 0s intead of continuing - k = j->code_buffer; - j->code_buffer <<= 1; - --j->code_bits; - return k & 0x80000000; -} - -// given a value that's at position X in the zigzag stream, -// where does it appear in the 8x8 matrix coded as row-major? -static const stbi_uc stbi__jpeg_dezigzag[64+15] = -{ - 0, 1, 8, 16, 9, 2, 3, 10, - 17, 24, 32, 25, 18, 11, 4, 5, - 12, 19, 26, 33, 40, 48, 41, 34, - 27, 20, 13, 6, 7, 14, 21, 28, - 35, 42, 49, 56, 57, 50, 43, 36, - 29, 22, 15, 23, 30, 37, 44, 51, - 58, 59, 52, 45, 38, 31, 39, 46, - 53, 60, 61, 54, 47, 55, 62, 63, - // let corrupt input sample past end - 63, 63, 63, 63, 63, 63, 63, 63, - 63, 63, 63, 63, 63, 63, 63 -}; - -// decode one 64-entry block-- -static int stbi__jpeg_decode_block(stbi__jpeg *j, short data[64], stbi__huffman *hdc, stbi__huffman *hac, stbi__int16 *fac, int b, stbi__uint16 *dequant) -{ - int diff,dc,k; - int t; - - if (j->code_bits < 16) stbi__grow_buffer_unsafe(j); - t = stbi__jpeg_huff_decode(j, hdc); - if (t < 0 || t > 15) return stbi__err("bad huffman code","Corrupt JPEG"); - - // 0 all the ac values now so we can do it 32-bits at a time - memset(data,0,64*sizeof(data[0])); - - diff = t ? stbi__extend_receive(j, t) : 0; - if (!stbi__addints_valid(j->img_comp[b].dc_pred, diff)) return stbi__err("bad delta","Corrupt JPEG"); - dc = j->img_comp[b].dc_pred + diff; - j->img_comp[b].dc_pred = dc; - if (!stbi__mul2shorts_valid(dc, dequant[0])) return stbi__err("can't merge dc and ac", "Corrupt JPEG"); - data[0] = (short) (dc * dequant[0]); - - // decode AC components, see JPEG spec - k = 1; - do { - unsigned int zig; - int c,r,s; - if (j->code_bits < 16) stbi__grow_buffer_unsafe(j); - c = (j->code_buffer >> (32 - FAST_BITS)) & ((1 << FAST_BITS)-1); - r = fac[c]; - if (r) { // fast-AC path - k += (r >> 4) & 15; // run - s = r & 15; // combined length - if (s > j->code_bits) return stbi__err("bad huffman code", "Combined length longer than code bits available"); - j->code_buffer <<= s; - j->code_bits -= s; - // decode into unzigzag'd location - zig = stbi__jpeg_dezigzag[k++]; - data[zig] = (short) ((r >> 8) * dequant[zig]); - } else { - int rs = stbi__jpeg_huff_decode(j, hac); - if (rs < 0) return stbi__err("bad huffman code","Corrupt JPEG"); - s = rs & 15; - r = rs >> 4; - if (s == 0) { - if (rs != 0xf0) break; // end block - k += 16; - } else { - k += r; - // decode into unzigzag'd location - zig = stbi__jpeg_dezigzag[k++]; - data[zig] = (short) (stbi__extend_receive(j,s) * dequant[zig]); - } - } - } while (k < 64); - return 1; -} - -static int stbi__jpeg_decode_block_prog_dc(stbi__jpeg *j, short data[64], stbi__huffman *hdc, int b) -{ - int diff,dc; - int t; - if (j->spec_end != 0) return stbi__err("can't merge dc and ac", "Corrupt JPEG"); - - if (j->code_bits < 16) stbi__grow_buffer_unsafe(j); - - if (j->succ_high == 0) { - // first scan for DC coefficient, must be first - memset(data,0,64*sizeof(data[0])); // 0 all the ac values now - t = stbi__jpeg_huff_decode(j, hdc); - if (t < 0 || t > 15) return stbi__err("can't merge dc and ac", "Corrupt JPEG"); - diff = t ? stbi__extend_receive(j, t) : 0; - - if (!stbi__addints_valid(j->img_comp[b].dc_pred, diff)) return stbi__err("bad delta", "Corrupt JPEG"); - dc = j->img_comp[b].dc_pred + diff; - j->img_comp[b].dc_pred = dc; - if (!stbi__mul2shorts_valid(dc, 1 << j->succ_low)) return stbi__err("can't merge dc and ac", "Corrupt JPEG"); - data[0] = (short) (dc * (1 << j->succ_low)); - } else { - // refinement scan for DC coefficient - if (stbi__jpeg_get_bit(j)) - data[0] += (short) (1 << j->succ_low); - } - return 1; -} - -// @OPTIMIZE: store non-zigzagged during the decode passes, -// and only de-zigzag when dequantizing -static int stbi__jpeg_decode_block_prog_ac(stbi__jpeg *j, short data[64], stbi__huffman *hac, stbi__int16 *fac) -{ - int k; - if (j->spec_start == 0) return stbi__err("can't merge dc and ac", "Corrupt JPEG"); - - if (j->succ_high == 0) { - int shift = j->succ_low; - - if (j->eob_run) { - --j->eob_run; - return 1; - } - - k = j->spec_start; - do { - unsigned int zig; - int c,r,s; - if (j->code_bits < 16) stbi__grow_buffer_unsafe(j); - c = (j->code_buffer >> (32 - FAST_BITS)) & ((1 << FAST_BITS)-1); - r = fac[c]; - if (r) { // fast-AC path - k += (r >> 4) & 15; // run - s = r & 15; // combined length - if (s > j->code_bits) return stbi__err("bad huffman code", "Combined length longer than code bits available"); - j->code_buffer <<= s; - j->code_bits -= s; - zig = stbi__jpeg_dezigzag[k++]; - data[zig] = (short) ((r >> 8) * (1 << shift)); - } else { - int rs = stbi__jpeg_huff_decode(j, hac); - if (rs < 0) return stbi__err("bad huffman code","Corrupt JPEG"); - s = rs & 15; - r = rs >> 4; - if (s == 0) { - if (r < 15) { - j->eob_run = (1 << r); - if (r) - j->eob_run += stbi__jpeg_get_bits(j, r); - --j->eob_run; - break; - } - k += 16; - } else { - k += r; - zig = stbi__jpeg_dezigzag[k++]; - data[zig] = (short) (stbi__extend_receive(j,s) * (1 << shift)); - } - } - } while (k <= j->spec_end); - } else { - // refinement scan for these AC coefficients - - short bit = (short) (1 << j->succ_low); - - if (j->eob_run) { - --j->eob_run; - for (k = j->spec_start; k <= j->spec_end; ++k) { - short *p = &data[stbi__jpeg_dezigzag[k]]; - if (*p != 0) - if (stbi__jpeg_get_bit(j)) - if ((*p & bit)==0) { - if (*p > 0) - *p += bit; - else - *p -= bit; - } - } - } else { - k = j->spec_start; - do { - int r,s; - int rs = stbi__jpeg_huff_decode(j, hac); // @OPTIMIZE see if we can use the fast path here, advance-by-r is so slow, eh - if (rs < 0) return stbi__err("bad huffman code","Corrupt JPEG"); - s = rs & 15; - r = rs >> 4; - if (s == 0) { - if (r < 15) { - j->eob_run = (1 << r) - 1; - if (r) - j->eob_run += stbi__jpeg_get_bits(j, r); - r = 64; // force end of block - } else { - // r=15 s=0 should write 16 0s, so we just do - // a run of 15 0s and then write s (which is 0), - // so we don't have to do anything special here - } - } else { - if (s != 1) return stbi__err("bad huffman code", "Corrupt JPEG"); - // sign bit - if (stbi__jpeg_get_bit(j)) - s = bit; - else - s = -bit; - } - - // advance by r - while (k <= j->spec_end) { - short *p = &data[stbi__jpeg_dezigzag[k++]]; - if (*p != 0) { - if (stbi__jpeg_get_bit(j)) - if ((*p & bit)==0) { - if (*p > 0) - *p += bit; - else - *p -= bit; - } - } else { - if (r == 0) { - *p = (short) s; - break; - } - --r; - } - } - } while (k <= j->spec_end); - } - } - return 1; -} - -// take a -128..127 value and stbi__clamp it and convert to 0..255 -stbi_inline static stbi_uc stbi__clamp(int x) -{ - // trick to use a single test to catch both cases - if ((unsigned int) x > 255) { - if (x < 0) return 0; - if (x > 255) return 255; - } - return (stbi_uc) x; -} - -#define stbi__f2f(x) ((int) (((x) * 4096 + 0.5))) -#define stbi__fsh(x) ((x) * 4096) - -// derived from jidctint -- DCT_ISLOW -#define STBI__IDCT_1D(s0,s1,s2,s3,s4,s5,s6,s7) \ - int t0,t1,t2,t3,p1,p2,p3,p4,p5,x0,x1,x2,x3; \ - p2 = s2; \ - p3 = s6; \ - p1 = (p2+p3) * stbi__f2f(0.5411961f); \ - t2 = p1 + p3*stbi__f2f(-1.847759065f); \ - t3 = p1 + p2*stbi__f2f( 0.765366865f); \ - p2 = s0; \ - p3 = s4; \ - t0 = stbi__fsh(p2+p3); \ - t1 = stbi__fsh(p2-p3); \ - x0 = t0+t3; \ - x3 = t0-t3; \ - x1 = t1+t2; \ - x2 = t1-t2; \ - t0 = s7; \ - t1 = s5; \ - t2 = s3; \ - t3 = s1; \ - p3 = t0+t2; \ - p4 = t1+t3; \ - p1 = t0+t3; \ - p2 = t1+t2; \ - p5 = (p3+p4)*stbi__f2f( 1.175875602f); \ - t0 = t0*stbi__f2f( 0.298631336f); \ - t1 = t1*stbi__f2f( 2.053119869f); \ - t2 = t2*stbi__f2f( 3.072711026f); \ - t3 = t3*stbi__f2f( 1.501321110f); \ - p1 = p5 + p1*stbi__f2f(-0.899976223f); \ - p2 = p5 + p2*stbi__f2f(-2.562915447f); \ - p3 = p3*stbi__f2f(-1.961570560f); \ - p4 = p4*stbi__f2f(-0.390180644f); \ - t3 += p1+p4; \ - t2 += p2+p3; \ - t1 += p2+p4; \ - t0 += p1+p3; - -static void stbi__idct_block(stbi_uc *out, int out_stride, short data[64]) -{ - int i,val[64],*v=val; - stbi_uc *o; - short *d = data; - - // columns - for (i=0; i < 8; ++i,++d, ++v) { - // if all zeroes, shortcut -- this avoids dequantizing 0s and IDCTing - if (d[ 8]==0 && d[16]==0 && d[24]==0 && d[32]==0 - && d[40]==0 && d[48]==0 && d[56]==0) { - // no shortcut 0 seconds - // (1|2|3|4|5|6|7)==0 0 seconds - // all separate -0.047 seconds - // 1 && 2|3 && 4|5 && 6|7: -0.047 seconds - int dcterm = d[0]*4; - v[0] = v[8] = v[16] = v[24] = v[32] = v[40] = v[48] = v[56] = dcterm; - } else { - STBI__IDCT_1D(d[ 0],d[ 8],d[16],d[24],d[32],d[40],d[48],d[56]) - // constants scaled things up by 1<<12; let's bring them back - // down, but keep 2 extra bits of precision - x0 += 512; x1 += 512; x2 += 512; x3 += 512; - v[ 0] = (x0+t3) >> 10; - v[56] = (x0-t3) >> 10; - v[ 8] = (x1+t2) >> 10; - v[48] = (x1-t2) >> 10; - v[16] = (x2+t1) >> 10; - v[40] = (x2-t1) >> 10; - v[24] = (x3+t0) >> 10; - v[32] = (x3-t0) >> 10; - } - } - - for (i=0, v=val, o=out; i < 8; ++i,v+=8,o+=out_stride) { - // no fast case since the first 1D IDCT spread components out - STBI__IDCT_1D(v[0],v[1],v[2],v[3],v[4],v[5],v[6],v[7]) - // constants scaled things up by 1<<12, plus we had 1<<2 from first - // loop, plus horizontal and vertical each scale by sqrt(8) so together - // we've got an extra 1<<3, so 1<<17 total we need to remove. - // so we want to round that, which means adding 0.5 * 1<<17, - // aka 65536. Also, we'll end up with -128 to 127 that we want - // to encode as 0..255 by adding 128, so we'll add that before the shift - x0 += 65536 + (128<<17); - x1 += 65536 + (128<<17); - x2 += 65536 + (128<<17); - x3 += 65536 + (128<<17); - // tried computing the shifts into temps, or'ing the temps to see - // if any were out of range, but that was slower - o[0] = stbi__clamp((x0+t3) >> 17); - o[7] = stbi__clamp((x0-t3) >> 17); - o[1] = stbi__clamp((x1+t2) >> 17); - o[6] = stbi__clamp((x1-t2) >> 17); - o[2] = stbi__clamp((x2+t1) >> 17); - o[5] = stbi__clamp((x2-t1) >> 17); - o[3] = stbi__clamp((x3+t0) >> 17); - o[4] = stbi__clamp((x3-t0) >> 17); - } -} - -#ifdef STBI_SSE2 -// sse2 integer IDCT. not the fastest possible implementation but it -// produces bit-identical results to the generic C version so it's -// fully "transparent". -static void stbi__idct_simd(stbi_uc *out, int out_stride, short data[64]) -{ - // This is constructed to match our regular (generic) integer IDCT exactly. - __m128i row0, row1, row2, row3, row4, row5, row6, row7; - __m128i tmp; - - // dot product constant: even elems=x, odd elems=y - #define dct_const(x,y) _mm_setr_epi16((x),(y),(x),(y),(x),(y),(x),(y)) - - // out(0) = c0[even]*x + c0[odd]*y (c0, x, y 16-bit, out 32-bit) - // out(1) = c1[even]*x + c1[odd]*y - #define dct_rot(out0,out1, x,y,c0,c1) \ - __m128i c0##lo = _mm_unpacklo_epi16((x),(y)); \ - __m128i c0##hi = _mm_unpackhi_epi16((x),(y)); \ - __m128i out0##_l = _mm_madd_epi16(c0##lo, c0); \ - __m128i out0##_h = _mm_madd_epi16(c0##hi, c0); \ - __m128i out1##_l = _mm_madd_epi16(c0##lo, c1); \ - __m128i out1##_h = _mm_madd_epi16(c0##hi, c1) - - // out = in << 12 (in 16-bit, out 32-bit) - #define dct_widen(out, in) \ - __m128i out##_l = _mm_srai_epi32(_mm_unpacklo_epi16(_mm_setzero_si128(), (in)), 4); \ - __m128i out##_h = _mm_srai_epi32(_mm_unpackhi_epi16(_mm_setzero_si128(), (in)), 4) - - // wide add - #define dct_wadd(out, a, b) \ - __m128i out##_l = _mm_add_epi32(a##_l, b##_l); \ - __m128i out##_h = _mm_add_epi32(a##_h, b##_h) - - // wide sub - #define dct_wsub(out, a, b) \ - __m128i out##_l = _mm_sub_epi32(a##_l, b##_l); \ - __m128i out##_h = _mm_sub_epi32(a##_h, b##_h) - - // butterfly a/b, add bias, then shift by "s" and pack - #define dct_bfly32o(out0, out1, a,b,bias,s) \ - { \ - __m128i abiased_l = _mm_add_epi32(a##_l, bias); \ - __m128i abiased_h = _mm_add_epi32(a##_h, bias); \ - dct_wadd(sum, abiased, b); \ - dct_wsub(dif, abiased, b); \ - out0 = _mm_packs_epi32(_mm_srai_epi32(sum_l, s), _mm_srai_epi32(sum_h, s)); \ - out1 = _mm_packs_epi32(_mm_srai_epi32(dif_l, s), _mm_srai_epi32(dif_h, s)); \ - } - - // 8-bit interleave step (for transposes) - #define dct_interleave8(a, b) \ - tmp = a; \ - a = _mm_unpacklo_epi8(a, b); \ - b = _mm_unpackhi_epi8(tmp, b) - - // 16-bit interleave step (for transposes) - #define dct_interleave16(a, b) \ - tmp = a; \ - a = _mm_unpacklo_epi16(a, b); \ - b = _mm_unpackhi_epi16(tmp, b) - - #define dct_pass(bias,shift) \ - { \ - /* even part */ \ - dct_rot(t2e,t3e, row2,row6, rot0_0,rot0_1); \ - __m128i sum04 = _mm_add_epi16(row0, row4); \ - __m128i dif04 = _mm_sub_epi16(row0, row4); \ - dct_widen(t0e, sum04); \ - dct_widen(t1e, dif04); \ - dct_wadd(x0, t0e, t3e); \ - dct_wsub(x3, t0e, t3e); \ - dct_wadd(x1, t1e, t2e); \ - dct_wsub(x2, t1e, t2e); \ - /* odd part */ \ - dct_rot(y0o,y2o, row7,row3, rot2_0,rot2_1); \ - dct_rot(y1o,y3o, row5,row1, rot3_0,rot3_1); \ - __m128i sum17 = _mm_add_epi16(row1, row7); \ - __m128i sum35 = _mm_add_epi16(row3, row5); \ - dct_rot(y4o,y5o, sum17,sum35, rot1_0,rot1_1); \ - dct_wadd(x4, y0o, y4o); \ - dct_wadd(x5, y1o, y5o); \ - dct_wadd(x6, y2o, y5o); \ - dct_wadd(x7, y3o, y4o); \ - dct_bfly32o(row0,row7, x0,x7,bias,shift); \ - dct_bfly32o(row1,row6, x1,x6,bias,shift); \ - dct_bfly32o(row2,row5, x2,x5,bias,shift); \ - dct_bfly32o(row3,row4, x3,x4,bias,shift); \ - } - - __m128i rot0_0 = dct_const(stbi__f2f(0.5411961f), stbi__f2f(0.5411961f) + stbi__f2f(-1.847759065f)); - __m128i rot0_1 = dct_const(stbi__f2f(0.5411961f) + stbi__f2f( 0.765366865f), stbi__f2f(0.5411961f)); - __m128i rot1_0 = dct_const(stbi__f2f(1.175875602f) + stbi__f2f(-0.899976223f), stbi__f2f(1.175875602f)); - __m128i rot1_1 = dct_const(stbi__f2f(1.175875602f), stbi__f2f(1.175875602f) + stbi__f2f(-2.562915447f)); - __m128i rot2_0 = dct_const(stbi__f2f(-1.961570560f) + stbi__f2f( 0.298631336f), stbi__f2f(-1.961570560f)); - __m128i rot2_1 = dct_const(stbi__f2f(-1.961570560f), stbi__f2f(-1.961570560f) + stbi__f2f( 3.072711026f)); - __m128i rot3_0 = dct_const(stbi__f2f(-0.390180644f) + stbi__f2f( 2.053119869f), stbi__f2f(-0.390180644f)); - __m128i rot3_1 = dct_const(stbi__f2f(-0.390180644f), stbi__f2f(-0.390180644f) + stbi__f2f( 1.501321110f)); - - // rounding biases in column/row passes, see stbi__idct_block for explanation. - __m128i bias_0 = _mm_set1_epi32(512); - __m128i bias_1 = _mm_set1_epi32(65536 + (128<<17)); - - // load - row0 = _mm_load_si128((const __m128i *) (data + 0*8)); - row1 = _mm_load_si128((const __m128i *) (data + 1*8)); - row2 = _mm_load_si128((const __m128i *) (data + 2*8)); - row3 = _mm_load_si128((const __m128i *) (data + 3*8)); - row4 = _mm_load_si128((const __m128i *) (data + 4*8)); - row5 = _mm_load_si128((const __m128i *) (data + 5*8)); - row6 = _mm_load_si128((const __m128i *) (data + 6*8)); - row7 = _mm_load_si128((const __m128i *) (data + 7*8)); - - // column pass - dct_pass(bias_0, 10); - - { - // 16bit 8x8 transpose pass 1 - dct_interleave16(row0, row4); - dct_interleave16(row1, row5); - dct_interleave16(row2, row6); - dct_interleave16(row3, row7); - - // transpose pass 2 - dct_interleave16(row0, row2); - dct_interleave16(row1, row3); - dct_interleave16(row4, row6); - dct_interleave16(row5, row7); - - // transpose pass 3 - dct_interleave16(row0, row1); - dct_interleave16(row2, row3); - dct_interleave16(row4, row5); - dct_interleave16(row6, row7); - } - - // row pass - dct_pass(bias_1, 17); - - { - // pack - __m128i p0 = _mm_packus_epi16(row0, row1); // a0a1a2a3...a7b0b1b2b3...b7 - __m128i p1 = _mm_packus_epi16(row2, row3); - __m128i p2 = _mm_packus_epi16(row4, row5); - __m128i p3 = _mm_packus_epi16(row6, row7); - - // 8bit 8x8 transpose pass 1 - dct_interleave8(p0, p2); // a0e0a1e1... - dct_interleave8(p1, p3); // c0g0c1g1... - - // transpose pass 2 - dct_interleave8(p0, p1); // a0c0e0g0... - dct_interleave8(p2, p3); // b0d0f0h0... - - // transpose pass 3 - dct_interleave8(p0, p2); // a0b0c0d0... - dct_interleave8(p1, p3); // a4b4c4d4... - - // store - _mm_storel_epi64((__m128i *) out, p0); out += out_stride; - _mm_storel_epi64((__m128i *) out, _mm_shuffle_epi32(p0, 0x4e)); out += out_stride; - _mm_storel_epi64((__m128i *) out, p2); out += out_stride; - _mm_storel_epi64((__m128i *) out, _mm_shuffle_epi32(p2, 0x4e)); out += out_stride; - _mm_storel_epi64((__m128i *) out, p1); out += out_stride; - _mm_storel_epi64((__m128i *) out, _mm_shuffle_epi32(p1, 0x4e)); out += out_stride; - _mm_storel_epi64((__m128i *) out, p3); out += out_stride; - _mm_storel_epi64((__m128i *) out, _mm_shuffle_epi32(p3, 0x4e)); - } - -#undef dct_const -#undef dct_rot -#undef dct_widen -#undef dct_wadd -#undef dct_wsub -#undef dct_bfly32o -#undef dct_interleave8 -#undef dct_interleave16 -#undef dct_pass -} - -#endif // STBI_SSE2 - -#ifdef STBI_NEON - -// NEON integer IDCT. should produce bit-identical -// results to the generic C version. -static void stbi__idct_simd(stbi_uc *out, int out_stride, short data[64]) -{ - int16x8_t row0, row1, row2, row3, row4, row5, row6, row7; - - int16x4_t rot0_0 = vdup_n_s16(stbi__f2f(0.5411961f)); - int16x4_t rot0_1 = vdup_n_s16(stbi__f2f(-1.847759065f)); - int16x4_t rot0_2 = vdup_n_s16(stbi__f2f( 0.765366865f)); - int16x4_t rot1_0 = vdup_n_s16(stbi__f2f( 1.175875602f)); - int16x4_t rot1_1 = vdup_n_s16(stbi__f2f(-0.899976223f)); - int16x4_t rot1_2 = vdup_n_s16(stbi__f2f(-2.562915447f)); - int16x4_t rot2_0 = vdup_n_s16(stbi__f2f(-1.961570560f)); - int16x4_t rot2_1 = vdup_n_s16(stbi__f2f(-0.390180644f)); - int16x4_t rot3_0 = vdup_n_s16(stbi__f2f( 0.298631336f)); - int16x4_t rot3_1 = vdup_n_s16(stbi__f2f( 2.053119869f)); - int16x4_t rot3_2 = vdup_n_s16(stbi__f2f( 3.072711026f)); - int16x4_t rot3_3 = vdup_n_s16(stbi__f2f( 1.501321110f)); - -#define dct_long_mul(out, inq, coeff) \ - int32x4_t out##_l = vmull_s16(vget_low_s16(inq), coeff); \ - int32x4_t out##_h = vmull_s16(vget_high_s16(inq), coeff) - -#define dct_long_mac(out, acc, inq, coeff) \ - int32x4_t out##_l = vmlal_s16(acc##_l, vget_low_s16(inq), coeff); \ - int32x4_t out##_h = vmlal_s16(acc##_h, vget_high_s16(inq), coeff) - -#define dct_widen(out, inq) \ - int32x4_t out##_l = vshll_n_s16(vget_low_s16(inq), 12); \ - int32x4_t out##_h = vshll_n_s16(vget_high_s16(inq), 12) - -// wide add -#define dct_wadd(out, a, b) \ - int32x4_t out##_l = vaddq_s32(a##_l, b##_l); \ - int32x4_t out##_h = vaddq_s32(a##_h, b##_h) - -// wide sub -#define dct_wsub(out, a, b) \ - int32x4_t out##_l = vsubq_s32(a##_l, b##_l); \ - int32x4_t out##_h = vsubq_s32(a##_h, b##_h) - -// butterfly a/b, then shift using "shiftop" by "s" and pack -#define dct_bfly32o(out0,out1, a,b,shiftop,s) \ - { \ - dct_wadd(sum, a, b); \ - dct_wsub(dif, a, b); \ - out0 = vcombine_s16(shiftop(sum_l, s), shiftop(sum_h, s)); \ - out1 = vcombine_s16(shiftop(dif_l, s), shiftop(dif_h, s)); \ - } - -#define dct_pass(shiftop, shift) \ - { \ - /* even part */ \ - int16x8_t sum26 = vaddq_s16(row2, row6); \ - dct_long_mul(p1e, sum26, rot0_0); \ - dct_long_mac(t2e, p1e, row6, rot0_1); \ - dct_long_mac(t3e, p1e, row2, rot0_2); \ - int16x8_t sum04 = vaddq_s16(row0, row4); \ - int16x8_t dif04 = vsubq_s16(row0, row4); \ - dct_widen(t0e, sum04); \ - dct_widen(t1e, dif04); \ - dct_wadd(x0, t0e, t3e); \ - dct_wsub(x3, t0e, t3e); \ - dct_wadd(x1, t1e, t2e); \ - dct_wsub(x2, t1e, t2e); \ - /* odd part */ \ - int16x8_t sum15 = vaddq_s16(row1, row5); \ - int16x8_t sum17 = vaddq_s16(row1, row7); \ - int16x8_t sum35 = vaddq_s16(row3, row5); \ - int16x8_t sum37 = vaddq_s16(row3, row7); \ - int16x8_t sumodd = vaddq_s16(sum17, sum35); \ - dct_long_mul(p5o, sumodd, rot1_0); \ - dct_long_mac(p1o, p5o, sum17, rot1_1); \ - dct_long_mac(p2o, p5o, sum35, rot1_2); \ - dct_long_mul(p3o, sum37, rot2_0); \ - dct_long_mul(p4o, sum15, rot2_1); \ - dct_wadd(sump13o, p1o, p3o); \ - dct_wadd(sump24o, p2o, p4o); \ - dct_wadd(sump23o, p2o, p3o); \ - dct_wadd(sump14o, p1o, p4o); \ - dct_long_mac(x4, sump13o, row7, rot3_0); \ - dct_long_mac(x5, sump24o, row5, rot3_1); \ - dct_long_mac(x6, sump23o, row3, rot3_2); \ - dct_long_mac(x7, sump14o, row1, rot3_3); \ - dct_bfly32o(row0,row7, x0,x7,shiftop,shift); \ - dct_bfly32o(row1,row6, x1,x6,shiftop,shift); \ - dct_bfly32o(row2,row5, x2,x5,shiftop,shift); \ - dct_bfly32o(row3,row4, x3,x4,shiftop,shift); \ - } - - // load - row0 = vld1q_s16(data + 0*8); - row1 = vld1q_s16(data + 1*8); - row2 = vld1q_s16(data + 2*8); - row3 = vld1q_s16(data + 3*8); - row4 = vld1q_s16(data + 4*8); - row5 = vld1q_s16(data + 5*8); - row6 = vld1q_s16(data + 6*8); - row7 = vld1q_s16(data + 7*8); - - // add DC bias - row0 = vaddq_s16(row0, vsetq_lane_s16(1024, vdupq_n_s16(0), 0)); - - // column pass - dct_pass(vrshrn_n_s32, 10); - - // 16bit 8x8 transpose - { -// these three map to a single VTRN.16, VTRN.32, and VSWP, respectively. -// whether compilers actually get this is another story, sadly. -#define dct_trn16(x, y) { int16x8x2_t t = vtrnq_s16(x, y); x = t.val[0]; y = t.val[1]; } -#define dct_trn32(x, y) { int32x4x2_t t = vtrnq_s32(vreinterpretq_s32_s16(x), vreinterpretq_s32_s16(y)); x = vreinterpretq_s16_s32(t.val[0]); y = vreinterpretq_s16_s32(t.val[1]); } -#define dct_trn64(x, y) { int16x8_t x0 = x; int16x8_t y0 = y; x = vcombine_s16(vget_low_s16(x0), vget_low_s16(y0)); y = vcombine_s16(vget_high_s16(x0), vget_high_s16(y0)); } - - // pass 1 - dct_trn16(row0, row1); // a0b0a2b2a4b4a6b6 - dct_trn16(row2, row3); - dct_trn16(row4, row5); - dct_trn16(row6, row7); - - // pass 2 - dct_trn32(row0, row2); // a0b0c0d0a4b4c4d4 - dct_trn32(row1, row3); - dct_trn32(row4, row6); - dct_trn32(row5, row7); - - // pass 3 - dct_trn64(row0, row4); // a0b0c0d0e0f0g0h0 - dct_trn64(row1, row5); - dct_trn64(row2, row6); - dct_trn64(row3, row7); - -#undef dct_trn16 -#undef dct_trn32 -#undef dct_trn64 - } - - // row pass - // vrshrn_n_s32 only supports shifts up to 16, we need - // 17. so do a non-rounding shift of 16 first then follow - // up with a rounding shift by 1. - dct_pass(vshrn_n_s32, 16); - - { - // pack and round - uint8x8_t p0 = vqrshrun_n_s16(row0, 1); - uint8x8_t p1 = vqrshrun_n_s16(row1, 1); - uint8x8_t p2 = vqrshrun_n_s16(row2, 1); - uint8x8_t p3 = vqrshrun_n_s16(row3, 1); - uint8x8_t p4 = vqrshrun_n_s16(row4, 1); - uint8x8_t p5 = vqrshrun_n_s16(row5, 1); - uint8x8_t p6 = vqrshrun_n_s16(row6, 1); - uint8x8_t p7 = vqrshrun_n_s16(row7, 1); - - // again, these can translate into one instruction, but often don't. -#define dct_trn8_8(x, y) { uint8x8x2_t t = vtrn_u8(x, y); x = t.val[0]; y = t.val[1]; } -#define dct_trn8_16(x, y) { uint16x4x2_t t = vtrn_u16(vreinterpret_u16_u8(x), vreinterpret_u16_u8(y)); x = vreinterpret_u8_u16(t.val[0]); y = vreinterpret_u8_u16(t.val[1]); } -#define dct_trn8_32(x, y) { uint32x2x2_t t = vtrn_u32(vreinterpret_u32_u8(x), vreinterpret_u32_u8(y)); x = vreinterpret_u8_u32(t.val[0]); y = vreinterpret_u8_u32(t.val[1]); } - - // sadly can't use interleaved stores here since we only write - // 8 bytes to each scan line! - - // 8x8 8-bit transpose pass 1 - dct_trn8_8(p0, p1); - dct_trn8_8(p2, p3); - dct_trn8_8(p4, p5); - dct_trn8_8(p6, p7); - - // pass 2 - dct_trn8_16(p0, p2); - dct_trn8_16(p1, p3); - dct_trn8_16(p4, p6); - dct_trn8_16(p5, p7); - - // pass 3 - dct_trn8_32(p0, p4); - dct_trn8_32(p1, p5); - dct_trn8_32(p2, p6); - dct_trn8_32(p3, p7); - - // store - vst1_u8(out, p0); out += out_stride; - vst1_u8(out, p1); out += out_stride; - vst1_u8(out, p2); out += out_stride; - vst1_u8(out, p3); out += out_stride; - vst1_u8(out, p4); out += out_stride; - vst1_u8(out, p5); out += out_stride; - vst1_u8(out, p6); out += out_stride; - vst1_u8(out, p7); - -#undef dct_trn8_8 -#undef dct_trn8_16 -#undef dct_trn8_32 - } - -#undef dct_long_mul -#undef dct_long_mac -#undef dct_widen -#undef dct_wadd -#undef dct_wsub -#undef dct_bfly32o -#undef dct_pass -} - -#endif // STBI_NEON - -#define STBI__MARKER_none 0xff -// if there's a pending marker from the entropy stream, return that -// otherwise, fetch from the stream and get a marker. if there's no -// marker, return 0xff, which is never a valid marker value -static stbi_uc stbi__get_marker(stbi__jpeg *j) -{ - stbi_uc x; - if (j->marker != STBI__MARKER_none) { x = j->marker; j->marker = STBI__MARKER_none; return x; } - x = stbi__get8(j->s); - if (x != 0xff) return STBI__MARKER_none; - while (x == 0xff) - x = stbi__get8(j->s); // consume repeated 0xff fill bytes - return x; -} - -// in each scan, we'll have scan_n components, and the order -// of the components is specified by order[] -#define STBI__RESTART(x) ((x) >= 0xd0 && (x) <= 0xd7) - -// after a restart interval, stbi__jpeg_reset the entropy decoder and -// the dc prediction -static void stbi__jpeg_reset(stbi__jpeg *j) -{ - j->code_bits = 0; - j->code_buffer = 0; - j->nomore = 0; - j->img_comp[0].dc_pred = j->img_comp[1].dc_pred = j->img_comp[2].dc_pred = j->img_comp[3].dc_pred = 0; - j->marker = STBI__MARKER_none; - j->todo = j->restart_interval ? j->restart_interval : 0x7fffffff; - j->eob_run = 0; - // no more than 1<<31 MCUs if no restart_interal? that's plenty safe, - // since we don't even allow 1<<30 pixels -} - -static int stbi__parse_entropy_coded_data(stbi__jpeg *z) -{ - stbi__jpeg_reset(z); - if (!z->progressive) { - if (z->scan_n == 1) { - int i,j; - STBI_SIMD_ALIGN(short, data[64]); - int n = z->order[0]; - // non-interleaved data, we just need to process one block at a time, - // in trivial scanline order - // number of blocks to do just depends on how many actual "pixels" this - // component has, independent of interleaved MCU blocking and such - int w = (z->img_comp[n].x+7) >> 3; - int h = (z->img_comp[n].y+7) >> 3; - for (j=0; j < h; ++j) { - for (i=0; i < w; ++i) { - int ha = z->img_comp[n].ha; - if (!stbi__jpeg_decode_block(z, data, z->huff_dc+z->img_comp[n].hd, z->huff_ac+ha, z->fast_ac[ha], n, z->dequant[z->img_comp[n].tq])) return 0; - z->idct_block_kernel(z->img_comp[n].data+z->img_comp[n].w2*j*8+i*8, z->img_comp[n].w2, data); - // every data block is an MCU, so countdown the restart interval - if (--z->todo <= 0) { - if (z->code_bits < 24) stbi__grow_buffer_unsafe(z); - // if it's NOT a restart, then just bail, so we get corrupt data - // rather than no data - if (!STBI__RESTART(z->marker)) return 1; - stbi__jpeg_reset(z); - } - } - } - return 1; - } else { // interleaved - int i,j,k,x,y; - STBI_SIMD_ALIGN(short, data[64]); - for (j=0; j < z->img_mcu_y; ++j) { - for (i=0; i < z->img_mcu_x; ++i) { - // scan an interleaved mcu... process scan_n components in order - for (k=0; k < z->scan_n; ++k) { - int n = z->order[k]; - // scan out an mcu's worth of this component; that's just determined - // by the basic H and V specified for the component - for (y=0; y < z->img_comp[n].v; ++y) { - for (x=0; x < z->img_comp[n].h; ++x) { - int x2 = (i*z->img_comp[n].h + x)*8; - int y2 = (j*z->img_comp[n].v + y)*8; - int ha = z->img_comp[n].ha; - if (!stbi__jpeg_decode_block(z, data, z->huff_dc+z->img_comp[n].hd, z->huff_ac+ha, z->fast_ac[ha], n, z->dequant[z->img_comp[n].tq])) return 0; - z->idct_block_kernel(z->img_comp[n].data+z->img_comp[n].w2*y2+x2, z->img_comp[n].w2, data); - } - } - } - // after all interleaved components, that's an interleaved MCU, - // so now count down the restart interval - if (--z->todo <= 0) { - if (z->code_bits < 24) stbi__grow_buffer_unsafe(z); - if (!STBI__RESTART(z->marker)) return 1; - stbi__jpeg_reset(z); - } - } - } - return 1; - } - } else { - if (z->scan_n == 1) { - int i,j; - int n = z->order[0]; - // non-interleaved data, we just need to process one block at a time, - // in trivial scanline order - // number of blocks to do just depends on how many actual "pixels" this - // component has, independent of interleaved MCU blocking and such - int w = (z->img_comp[n].x+7) >> 3; - int h = (z->img_comp[n].y+7) >> 3; - for (j=0; j < h; ++j) { - for (i=0; i < w; ++i) { - short *data = z->img_comp[n].coeff + 64 * (i + j * z->img_comp[n].coeff_w); - if (z->spec_start == 0) { - if (!stbi__jpeg_decode_block_prog_dc(z, data, &z->huff_dc[z->img_comp[n].hd], n)) - return 0; - } else { - int ha = z->img_comp[n].ha; - if (!stbi__jpeg_decode_block_prog_ac(z, data, &z->huff_ac[ha], z->fast_ac[ha])) - return 0; - } - // every data block is an MCU, so countdown the restart interval - if (--z->todo <= 0) { - if (z->code_bits < 24) stbi__grow_buffer_unsafe(z); - if (!STBI__RESTART(z->marker)) return 1; - stbi__jpeg_reset(z); - } - } - } - return 1; - } else { // interleaved - int i,j,k,x,y; - for (j=0; j < z->img_mcu_y; ++j) { - for (i=0; i < z->img_mcu_x; ++i) { - // scan an interleaved mcu... process scan_n components in order - for (k=0; k < z->scan_n; ++k) { - int n = z->order[k]; - // scan out an mcu's worth of this component; that's just determined - // by the basic H and V specified for the component - for (y=0; y < z->img_comp[n].v; ++y) { - for (x=0; x < z->img_comp[n].h; ++x) { - int x2 = (i*z->img_comp[n].h + x); - int y2 = (j*z->img_comp[n].v + y); - short *data = z->img_comp[n].coeff + 64 * (x2 + y2 * z->img_comp[n].coeff_w); - if (!stbi__jpeg_decode_block_prog_dc(z, data, &z->huff_dc[z->img_comp[n].hd], n)) - return 0; - } - } - } - // after all interleaved components, that's an interleaved MCU, - // so now count down the restart interval - if (--z->todo <= 0) { - if (z->code_bits < 24) stbi__grow_buffer_unsafe(z); - if (!STBI__RESTART(z->marker)) return 1; - stbi__jpeg_reset(z); - } - } - } - return 1; - } - } -} - -static void stbi__jpeg_dequantize(short *data, stbi__uint16 *dequant) -{ - int i; - for (i=0; i < 64; ++i) - data[i] *= dequant[i]; -} - -static void stbi__jpeg_finish(stbi__jpeg *z) -{ - if (z->progressive) { - // dequantize and idct the data - int i,j,n; - for (n=0; n < z->s->img_n; ++n) { - int w = (z->img_comp[n].x+7) >> 3; - int h = (z->img_comp[n].y+7) >> 3; - for (j=0; j < h; ++j) { - for (i=0; i < w; ++i) { - short *data = z->img_comp[n].coeff + 64 * (i + j * z->img_comp[n].coeff_w); - stbi__jpeg_dequantize(data, z->dequant[z->img_comp[n].tq]); - z->idct_block_kernel(z->img_comp[n].data+z->img_comp[n].w2*j*8+i*8, z->img_comp[n].w2, data); - } - } - } - } -} - -static int stbi__process_marker(stbi__jpeg *z, int m) -{ - int L; - switch (m) { - case STBI__MARKER_none: // no marker found - return stbi__err("expected marker","Corrupt JPEG"); - - case 0xDD: // DRI - specify restart interval - if (stbi__get16be(z->s) != 4) return stbi__err("bad DRI len","Corrupt JPEG"); - z->restart_interval = stbi__get16be(z->s); - return 1; - - case 0xDB: // DQT - define quantization table - L = stbi__get16be(z->s)-2; - while (L > 0) { - int q = stbi__get8(z->s); - int p = q >> 4, sixteen = (p != 0); - int t = q & 15,i; - if (p != 0 && p != 1) return stbi__err("bad DQT type","Corrupt JPEG"); - if (t > 3) return stbi__err("bad DQT table","Corrupt JPEG"); - - for (i=0; i < 64; ++i) - z->dequant[t][stbi__jpeg_dezigzag[i]] = (stbi__uint16)(sixteen ? stbi__get16be(z->s) : stbi__get8(z->s)); - L -= (sixteen ? 129 : 65); - } - return L==0; - - case 0xC4: // DHT - define huffman table - L = stbi__get16be(z->s)-2; - while (L > 0) { - stbi_uc *v; - int sizes[16],i,n=0; - int q = stbi__get8(z->s); - int tc = q >> 4; - int th = q & 15; - if (tc > 1 || th > 3) return stbi__err("bad DHT header","Corrupt JPEG"); - for (i=0; i < 16; ++i) { - sizes[i] = stbi__get8(z->s); - n += sizes[i]; - } - if(n > 256) return stbi__err("bad DHT header","Corrupt JPEG"); // Loop over i < n would write past end of values! - L -= 17; - if (tc == 0) { - if (!stbi__build_huffman(z->huff_dc+th, sizes)) return 0; - v = z->huff_dc[th].values; - } else { - if (!stbi__build_huffman(z->huff_ac+th, sizes)) return 0; - v = z->huff_ac[th].values; - } - for (i=0; i < n; ++i) - v[i] = stbi__get8(z->s); - if (tc != 0) - stbi__build_fast_ac(z->fast_ac[th], z->huff_ac + th); - L -= n; - } - return L==0; - } - - // check for comment block or APP blocks - if ((m >= 0xE0 && m <= 0xEF) || m == 0xFE) { - L = stbi__get16be(z->s); - if (L < 2) { - if (m == 0xFE) - return stbi__err("bad COM len","Corrupt JPEG"); - else - return stbi__err("bad APP len","Corrupt JPEG"); - } - L -= 2; - - if (m == 0xE0 && L >= 5) { // JFIF APP0 segment - static const unsigned char tag[5] = {'J','F','I','F','\0'}; - int ok = 1; - int i; - for (i=0; i < 5; ++i) - if (stbi__get8(z->s) != tag[i]) - ok = 0; - L -= 5; - if (ok) - z->jfif = 1; - } else if (m == 0xEE && L >= 12) { // Adobe APP14 segment - static const unsigned char tag[6] = {'A','d','o','b','e','\0'}; - int ok = 1; - int i; - for (i=0; i < 6; ++i) - if (stbi__get8(z->s) != tag[i]) - ok = 0; - L -= 6; - if (ok) { - stbi__get8(z->s); // version - stbi__get16be(z->s); // flags0 - stbi__get16be(z->s); // flags1 - z->app14_color_transform = stbi__get8(z->s); // color transform - L -= 6; - } - } - - stbi__skip(z->s, L); - return 1; - } - - return stbi__err("unknown marker","Corrupt JPEG"); -} - -// after we see SOS -static int stbi__process_scan_header(stbi__jpeg *z) -{ - int i; - int Ls = stbi__get16be(z->s); - z->scan_n = stbi__get8(z->s); - if (z->scan_n < 1 || z->scan_n > 4 || z->scan_n > (int) z->s->img_n) return stbi__err("bad SOS component count","Corrupt JPEG"); - if (Ls != 6+2*z->scan_n) return stbi__err("bad SOS len","Corrupt JPEG"); - for (i=0; i < z->scan_n; ++i) { - int id = stbi__get8(z->s), which; - int q = stbi__get8(z->s); - for (which = 0; which < z->s->img_n; ++which) - if (z->img_comp[which].id == id) - break; - if (which == z->s->img_n) return 0; // no match - z->img_comp[which].hd = q >> 4; if (z->img_comp[which].hd > 3) return stbi__err("bad DC huff","Corrupt JPEG"); - z->img_comp[which].ha = q & 15; if (z->img_comp[which].ha > 3) return stbi__err("bad AC huff","Corrupt JPEG"); - z->order[i] = which; - } - - { - int aa; - z->spec_start = stbi__get8(z->s); - z->spec_end = stbi__get8(z->s); // should be 63, but might be 0 - aa = stbi__get8(z->s); - z->succ_high = (aa >> 4); - z->succ_low = (aa & 15); - if (z->progressive) { - if (z->spec_start > 63 || z->spec_end > 63 || z->spec_start > z->spec_end || z->succ_high > 13 || z->succ_low > 13) - return stbi__err("bad SOS", "Corrupt JPEG"); - } else { - if (z->spec_start != 0) return stbi__err("bad SOS","Corrupt JPEG"); - if (z->succ_high != 0 || z->succ_low != 0) return stbi__err("bad SOS","Corrupt JPEG"); - z->spec_end = 63; - } - } - - return 1; -} - -static int stbi__free_jpeg_components(stbi__jpeg *z, int ncomp, int why) -{ - int i; - for (i=0; i < ncomp; ++i) { - if (z->img_comp[i].raw_data) { - STBI_FREE(z->img_comp[i].raw_data); - z->img_comp[i].raw_data = NULL; - z->img_comp[i].data = NULL; - } - if (z->img_comp[i].raw_coeff) { - STBI_FREE(z->img_comp[i].raw_coeff); - z->img_comp[i].raw_coeff = 0; - z->img_comp[i].coeff = 0; - } - if (z->img_comp[i].linebuf) { - STBI_FREE(z->img_comp[i].linebuf); - z->img_comp[i].linebuf = NULL; - } - } - return why; -} - -static int stbi__process_frame_header(stbi__jpeg *z, int scan) -{ - stbi__context *s = z->s; - int Lf,p,i,q, h_max=1,v_max=1,c; - Lf = stbi__get16be(s); if (Lf < 11) return stbi__err("bad SOF len","Corrupt JPEG"); // JPEG - p = stbi__get8(s); if (p != 8) return stbi__err("only 8-bit","JPEG format not supported: 8-bit only"); // JPEG baseline - s->img_y = stbi__get16be(s); if (s->img_y == 0) return stbi__err("no header height", "JPEG format not supported: delayed height"); // Legal, but we don't handle it--but neither does IJG - s->img_x = stbi__get16be(s); if (s->img_x == 0) return stbi__err("0 width","Corrupt JPEG"); // JPEG requires - if (s->img_y > STBI_MAX_DIMENSIONS) return stbi__err("too large","Very large image (corrupt?)"); - if (s->img_x > STBI_MAX_DIMENSIONS) return stbi__err("too large","Very large image (corrupt?)"); - c = stbi__get8(s); - if (c != 3 && c != 1 && c != 4) return stbi__err("bad component count","Corrupt JPEG"); - s->img_n = c; - for (i=0; i < c; ++i) { - z->img_comp[i].data = NULL; - z->img_comp[i].linebuf = NULL; - } - - if (Lf != 8+3*s->img_n) return stbi__err("bad SOF len","Corrupt JPEG"); - - z->rgb = 0; - for (i=0; i < s->img_n; ++i) { - static const unsigned char rgb[3] = { 'R', 'G', 'B' }; - z->img_comp[i].id = stbi__get8(s); - if (s->img_n == 3 && z->img_comp[i].id == rgb[i]) - ++z->rgb; - q = stbi__get8(s); - z->img_comp[i].h = (q >> 4); if (!z->img_comp[i].h || z->img_comp[i].h > 4) return stbi__err("bad H","Corrupt JPEG"); - z->img_comp[i].v = q & 15; if (!z->img_comp[i].v || z->img_comp[i].v > 4) return stbi__err("bad V","Corrupt JPEG"); - z->img_comp[i].tq = stbi__get8(s); if (z->img_comp[i].tq > 3) return stbi__err("bad TQ","Corrupt JPEG"); - } - - if (scan != STBI__SCAN_load) return 1; - - if (!stbi__mad3sizes_valid(s->img_x, s->img_y, s->img_n, 0)) return stbi__err("too large", "Image too large to decode"); - - for (i=0; i < s->img_n; ++i) { - if (z->img_comp[i].h > h_max) h_max = z->img_comp[i].h; - if (z->img_comp[i].v > v_max) v_max = z->img_comp[i].v; - } - - // check that plane subsampling factors are integer ratios; our resamplers can't deal with fractional ratios - // and I've never seen a non-corrupted JPEG file actually use them - for (i=0; i < s->img_n; ++i) { - if (h_max % z->img_comp[i].h != 0) return stbi__err("bad H","Corrupt JPEG"); - if (v_max % z->img_comp[i].v != 0) return stbi__err("bad V","Corrupt JPEG"); - } - - // compute interleaved mcu info - z->img_h_max = h_max; - z->img_v_max = v_max; - z->img_mcu_w = h_max * 8; - z->img_mcu_h = v_max * 8; - // these sizes can't be more than 17 bits - z->img_mcu_x = (s->img_x + z->img_mcu_w-1) / z->img_mcu_w; - z->img_mcu_y = (s->img_y + z->img_mcu_h-1) / z->img_mcu_h; - - for (i=0; i < s->img_n; ++i) { - // number of effective pixels (e.g. for non-interleaved MCU) - z->img_comp[i].x = (s->img_x * z->img_comp[i].h + h_max-1) / h_max; - z->img_comp[i].y = (s->img_y * z->img_comp[i].v + v_max-1) / v_max; - // to simplify generation, we'll allocate enough memory to decode - // the bogus oversized data from using interleaved MCUs and their - // big blocks (e.g. a 16x16 iMCU on an image of width 33); we won't - // discard the extra data until colorspace conversion - // - // img_mcu_x, img_mcu_y: <=17 bits; comp[i].h and .v are <=4 (checked earlier) - // so these muls can't overflow with 32-bit ints (which we require) - z->img_comp[i].w2 = z->img_mcu_x * z->img_comp[i].h * 8; - z->img_comp[i].h2 = z->img_mcu_y * z->img_comp[i].v * 8; - z->img_comp[i].coeff = 0; - z->img_comp[i].raw_coeff = 0; - z->img_comp[i].linebuf = NULL; - z->img_comp[i].raw_data = stbi__malloc_mad2(z->img_comp[i].w2, z->img_comp[i].h2, 15); - if (z->img_comp[i].raw_data == NULL) - return stbi__free_jpeg_components(z, i+1, stbi__err("outofmem", "Out of memory")); - // align blocks for idct using mmx/sse - z->img_comp[i].data = (stbi_uc*) (((size_t) z->img_comp[i].raw_data + 15) & ~15); - if (z->progressive) { - // w2, h2 are multiples of 8 (see above) - z->img_comp[i].coeff_w = z->img_comp[i].w2 / 8; - z->img_comp[i].coeff_h = z->img_comp[i].h2 / 8; - z->img_comp[i].raw_coeff = stbi__malloc_mad3(z->img_comp[i].w2, z->img_comp[i].h2, sizeof(short), 15); - if (z->img_comp[i].raw_coeff == NULL) - return stbi__free_jpeg_components(z, i+1, stbi__err("outofmem", "Out of memory")); - z->img_comp[i].coeff = (short*) (((size_t) z->img_comp[i].raw_coeff + 15) & ~15); - } - } - - return 1; -} - -// use comparisons since in some cases we handle more than one case (e.g. SOF) -#define stbi__DNL(x) ((x) == 0xdc) -#define stbi__SOI(x) ((x) == 0xd8) -#define stbi__EOI(x) ((x) == 0xd9) -#define stbi__SOF(x) ((x) == 0xc0 || (x) == 0xc1 || (x) == 0xc2) -#define stbi__SOS(x) ((x) == 0xda) - -#define stbi__SOF_progressive(x) ((x) == 0xc2) - -static int stbi__decode_jpeg_header(stbi__jpeg *z, int scan) -{ - int m; - z->jfif = 0; - z->app14_color_transform = -1; // valid values are 0,1,2 - z->marker = STBI__MARKER_none; // initialize cached marker to empty - m = stbi__get_marker(z); - if (!stbi__SOI(m)) return stbi__err("no SOI","Corrupt JPEG"); - if (scan == STBI__SCAN_type) return 1; - m = stbi__get_marker(z); - while (!stbi__SOF(m)) { - if (!stbi__process_marker(z,m)) return 0; - m = stbi__get_marker(z); - while (m == STBI__MARKER_none) { - // some files have extra padding after their blocks, so ok, we'll scan - if (stbi__at_eof(z->s)) return stbi__err("no SOF", "Corrupt JPEG"); - m = stbi__get_marker(z); - } - } - z->progressive = stbi__SOF_progressive(m); - if (!stbi__process_frame_header(z, scan)) return 0; - return 1; -} - -static stbi_uc stbi__skip_jpeg_junk_at_end(stbi__jpeg *j) -{ - // some JPEGs have junk at end, skip over it but if we find what looks - // like a valid marker, resume there - while (!stbi__at_eof(j->s)) { - stbi_uc x = stbi__get8(j->s); - while (x == 0xff) { // might be a marker - if (stbi__at_eof(j->s)) return STBI__MARKER_none; - x = stbi__get8(j->s); - if (x != 0x00 && x != 0xff) { - // not a stuffed zero or lead-in to another marker, looks - // like an actual marker, return it - return x; - } - // stuffed zero has x=0 now which ends the loop, meaning we go - // back to regular scan loop. - // repeated 0xff keeps trying to read the next byte of the marker. - } - } - return STBI__MARKER_none; -} - -// decode image to YCbCr format -static int stbi__decode_jpeg_image(stbi__jpeg *j) -{ - int m; - for (m = 0; m < 4; m++) { - j->img_comp[m].raw_data = NULL; - j->img_comp[m].raw_coeff = NULL; - } - j->restart_interval = 0; - if (!stbi__decode_jpeg_header(j, STBI__SCAN_load)) return 0; - m = stbi__get_marker(j); - while (!stbi__EOI(m)) { - if (stbi__SOS(m)) { - if (!stbi__process_scan_header(j)) return 0; - if (!stbi__parse_entropy_coded_data(j)) return 0; - if (j->marker == STBI__MARKER_none ) { - j->marker = stbi__skip_jpeg_junk_at_end(j); - // if we reach eof without hitting a marker, stbi__get_marker() below will fail and we'll eventually return 0 - } - m = stbi__get_marker(j); - if (STBI__RESTART(m)) - m = stbi__get_marker(j); - } else if (stbi__DNL(m)) { - int Ld = stbi__get16be(j->s); - stbi__uint32 NL = stbi__get16be(j->s); - if (Ld != 4) return stbi__err("bad DNL len", "Corrupt JPEG"); - if (NL != j->s->img_y) return stbi__err("bad DNL height", "Corrupt JPEG"); - m = stbi__get_marker(j); - } else { - if (!stbi__process_marker(j, m)) return 1; - m = stbi__get_marker(j); - } - } - if (j->progressive) - stbi__jpeg_finish(j); - return 1; -} - -// static jfif-centered resampling (across block boundaries) - -typedef stbi_uc *(*resample_row_func)(stbi_uc *out, stbi_uc *in0, stbi_uc *in1, - int w, int hs); - -#define stbi__div4(x) ((stbi_uc) ((x) >> 2)) - -static stbi_uc *resample_row_1(stbi_uc *out, stbi_uc *in_near, stbi_uc *in_far, int w, int hs) -{ - STBI_NOTUSED(out); - STBI_NOTUSED(in_far); - STBI_NOTUSED(w); - STBI_NOTUSED(hs); - return in_near; -} - -static stbi_uc* stbi__resample_row_v_2(stbi_uc *out, stbi_uc *in_near, stbi_uc *in_far, int w, int hs) -{ - // need to generate two samples vertically for every one in input - int i; - STBI_NOTUSED(hs); - for (i=0; i < w; ++i) - out[i] = stbi__div4(3*in_near[i] + in_far[i] + 2); - return out; -} - -static stbi_uc* stbi__resample_row_h_2(stbi_uc *out, stbi_uc *in_near, stbi_uc *in_far, int w, int hs) -{ - // need to generate two samples horizontally for every one in input - int i; - stbi_uc *input = in_near; - - if (w == 1) { - // if only one sample, can't do any interpolation - out[0] = out[1] = input[0]; - return out; - } - - out[0] = input[0]; - out[1] = stbi__div4(input[0]*3 + input[1] + 2); - for (i=1; i < w-1; ++i) { - int n = 3*input[i]+2; - out[i*2+0] = stbi__div4(n+input[i-1]); - out[i*2+1] = stbi__div4(n+input[i+1]); - } - out[i*2+0] = stbi__div4(input[w-2]*3 + input[w-1] + 2); - out[i*2+1] = input[w-1]; - - STBI_NOTUSED(in_far); - STBI_NOTUSED(hs); - - return out; -} - -#define stbi__div16(x) ((stbi_uc) ((x) >> 4)) - -static stbi_uc *stbi__resample_row_hv_2(stbi_uc *out, stbi_uc *in_near, stbi_uc *in_far, int w, int hs) -{ - // need to generate 2x2 samples for every one in input - int i,t0,t1; - if (w == 1) { - out[0] = out[1] = stbi__div4(3*in_near[0] + in_far[0] + 2); - return out; - } - - t1 = 3*in_near[0] + in_far[0]; - out[0] = stbi__div4(t1+2); - for (i=1; i < w; ++i) { - t0 = t1; - t1 = 3*in_near[i]+in_far[i]; - out[i*2-1] = stbi__div16(3*t0 + t1 + 8); - out[i*2 ] = stbi__div16(3*t1 + t0 + 8); - } - out[w*2-1] = stbi__div4(t1+2); - - STBI_NOTUSED(hs); - - return out; -} - -#if defined(STBI_SSE2) || defined(STBI_NEON) -static stbi_uc *stbi__resample_row_hv_2_simd(stbi_uc *out, stbi_uc *in_near, stbi_uc *in_far, int w, int hs) -{ - // need to generate 2x2 samples for every one in input - int i=0,t0,t1; - - if (w == 1) { - out[0] = out[1] = stbi__div4(3*in_near[0] + in_far[0] + 2); - return out; - } - - t1 = 3*in_near[0] + in_far[0]; - // process groups of 8 pixels for as long as we can. - // note we can't handle the last pixel in a row in this loop - // because we need to handle the filter boundary conditions. - for (; i < ((w-1) & ~7); i += 8) { -#if defined(STBI_SSE2) - // load and perform the vertical filtering pass - // this uses 3*x + y = 4*x + (y - x) - __m128i zero = _mm_setzero_si128(); - __m128i farb = _mm_loadl_epi64((__m128i *) (in_far + i)); - __m128i nearb = _mm_loadl_epi64((__m128i *) (in_near + i)); - __m128i farw = _mm_unpacklo_epi8(farb, zero); - __m128i nearw = _mm_unpacklo_epi8(nearb, zero); - __m128i diff = _mm_sub_epi16(farw, nearw); - __m128i nears = _mm_slli_epi16(nearw, 2); - __m128i curr = _mm_add_epi16(nears, diff); // current row - - // horizontal filter works the same based on shifted vers of current - // row. "prev" is current row shifted right by 1 pixel; we need to - // insert the previous pixel value (from t1). - // "next" is current row shifted left by 1 pixel, with first pixel - // of next block of 8 pixels added in. - __m128i prv0 = _mm_slli_si128(curr, 2); - __m128i nxt0 = _mm_srli_si128(curr, 2); - __m128i prev = _mm_insert_epi16(prv0, t1, 0); - __m128i next = _mm_insert_epi16(nxt0, 3*in_near[i+8] + in_far[i+8], 7); - - // horizontal filter, polyphase implementation since it's convenient: - // even pixels = 3*cur + prev = cur*4 + (prev - cur) - // odd pixels = 3*cur + next = cur*4 + (next - cur) - // note the shared term. - __m128i bias = _mm_set1_epi16(8); - __m128i curs = _mm_slli_epi16(curr, 2); - __m128i prvd = _mm_sub_epi16(prev, curr); - __m128i nxtd = _mm_sub_epi16(next, curr); - __m128i curb = _mm_add_epi16(curs, bias); - __m128i even = _mm_add_epi16(prvd, curb); - __m128i odd = _mm_add_epi16(nxtd, curb); - - // interleave even and odd pixels, then undo scaling. - __m128i int0 = _mm_unpacklo_epi16(even, odd); - __m128i int1 = _mm_unpackhi_epi16(even, odd); - __m128i de0 = _mm_srli_epi16(int0, 4); - __m128i de1 = _mm_srli_epi16(int1, 4); - - // pack and write output - __m128i outv = _mm_packus_epi16(de0, de1); - _mm_storeu_si128((__m128i *) (out + i*2), outv); -#elif defined(STBI_NEON) - // load and perform the vertical filtering pass - // this uses 3*x + y = 4*x + (y - x) - uint8x8_t farb = vld1_u8(in_far + i); - uint8x8_t nearb = vld1_u8(in_near + i); - int16x8_t diff = vreinterpretq_s16_u16(vsubl_u8(farb, nearb)); - int16x8_t nears = vreinterpretq_s16_u16(vshll_n_u8(nearb, 2)); - int16x8_t curr = vaddq_s16(nears, diff); // current row - - // horizontal filter works the same based on shifted vers of current - // row. "prev" is current row shifted right by 1 pixel; we need to - // insert the previous pixel value (from t1). - // "next" is current row shifted left by 1 pixel, with first pixel - // of next block of 8 pixels added in. - int16x8_t prv0 = vextq_s16(curr, curr, 7); - int16x8_t nxt0 = vextq_s16(curr, curr, 1); - int16x8_t prev = vsetq_lane_s16(t1, prv0, 0); - int16x8_t next = vsetq_lane_s16(3*in_near[i+8] + in_far[i+8], nxt0, 7); - - // horizontal filter, polyphase implementation since it's convenient: - // even pixels = 3*cur + prev = cur*4 + (prev - cur) - // odd pixels = 3*cur + next = cur*4 + (next - cur) - // note the shared term. - int16x8_t curs = vshlq_n_s16(curr, 2); - int16x8_t prvd = vsubq_s16(prev, curr); - int16x8_t nxtd = vsubq_s16(next, curr); - int16x8_t even = vaddq_s16(curs, prvd); - int16x8_t odd = vaddq_s16(curs, nxtd); - - // undo scaling and round, then store with even/odd phases interleaved - uint8x8x2_t o; - o.val[0] = vqrshrun_n_s16(even, 4); - o.val[1] = vqrshrun_n_s16(odd, 4); - vst2_u8(out + i*2, o); -#endif - - // "previous" value for next iter - t1 = 3*in_near[i+7] + in_far[i+7]; - } - - t0 = t1; - t1 = 3*in_near[i] + in_far[i]; - out[i*2] = stbi__div16(3*t1 + t0 + 8); - - for (++i; i < w; ++i) { - t0 = t1; - t1 = 3*in_near[i]+in_far[i]; - out[i*2-1] = stbi__div16(3*t0 + t1 + 8); - out[i*2 ] = stbi__div16(3*t1 + t0 + 8); - } - out[w*2-1] = stbi__div4(t1+2); - - STBI_NOTUSED(hs); - - return out; -} -#endif - -static stbi_uc *stbi__resample_row_generic(stbi_uc *out, stbi_uc *in_near, stbi_uc *in_far, int w, int hs) -{ - // resample with nearest-neighbor - int i,j; - STBI_NOTUSED(in_far); - for (i=0; i < w; ++i) - for (j=0; j < hs; ++j) - out[i*hs+j] = in_near[i]; - return out; -} - -// this is a reduced-precision calculation of YCbCr-to-RGB introduced -// to make sure the code produces the same results in both SIMD and scalar -#define stbi__float2fixed(x) (((int) ((x) * 4096.0f + 0.5f)) << 8) -static void stbi__YCbCr_to_RGB_row(stbi_uc *out, const stbi_uc *y, const stbi_uc *pcb, const stbi_uc *pcr, int count, int step) -{ - int i; - for (i=0; i < count; ++i) { - int y_fixed = (y[i] << 20) + (1<<19); // rounding - int r,g,b; - int cr = pcr[i] - 128; - int cb = pcb[i] - 128; - r = y_fixed + cr* stbi__float2fixed(1.40200f); - g = y_fixed + (cr*-stbi__float2fixed(0.71414f)) + ((cb*-stbi__float2fixed(0.34414f)) & 0xffff0000); - b = y_fixed + cb* stbi__float2fixed(1.77200f); - r >>= 20; - g >>= 20; - b >>= 20; - if ((unsigned) r > 255) { if (r < 0) r = 0; else r = 255; } - if ((unsigned) g > 255) { if (g < 0) g = 0; else g = 255; } - if ((unsigned) b > 255) { if (b < 0) b = 0; else b = 255; } - out[0] = (stbi_uc)r; - out[1] = (stbi_uc)g; - out[2] = (stbi_uc)b; - out[3] = 255; - out += step; - } -} - -#if defined(STBI_SSE2) || defined(STBI_NEON) -static void stbi__YCbCr_to_RGB_simd(stbi_uc *out, stbi_uc const *y, stbi_uc const *pcb, stbi_uc const *pcr, int count, int step) -{ - int i = 0; - -#ifdef STBI_SSE2 - // step == 3 is pretty ugly on the final interleave, and i'm not convinced - // it's useful in practice (you wouldn't use it for textures, for example). - // so just accelerate step == 4 case. - if (step == 4) { - // this is a fairly straightforward implementation and not super-optimized. - __m128i signflip = _mm_set1_epi8(-0x80); - __m128i cr_const0 = _mm_set1_epi16( (short) ( 1.40200f*4096.0f+0.5f)); - __m128i cr_const1 = _mm_set1_epi16( - (short) ( 0.71414f*4096.0f+0.5f)); - __m128i cb_const0 = _mm_set1_epi16( - (short) ( 0.34414f*4096.0f+0.5f)); - __m128i cb_const1 = _mm_set1_epi16( (short) ( 1.77200f*4096.0f+0.5f)); - __m128i y_bias = _mm_set1_epi8((char) (unsigned char) 128); - __m128i xw = _mm_set1_epi16(255); // alpha channel - - for (; i+7 < count; i += 8) { - // load - __m128i y_bytes = _mm_loadl_epi64((__m128i *) (y+i)); - __m128i cr_bytes = _mm_loadl_epi64((__m128i *) (pcr+i)); - __m128i cb_bytes = _mm_loadl_epi64((__m128i *) (pcb+i)); - __m128i cr_biased = _mm_xor_si128(cr_bytes, signflip); // -128 - __m128i cb_biased = _mm_xor_si128(cb_bytes, signflip); // -128 - - // unpack to short (and left-shift cr, cb by 8) - __m128i yw = _mm_unpacklo_epi8(y_bias, y_bytes); - __m128i crw = _mm_unpacklo_epi8(_mm_setzero_si128(), cr_biased); - __m128i cbw = _mm_unpacklo_epi8(_mm_setzero_si128(), cb_biased); - - // color transform - __m128i yws = _mm_srli_epi16(yw, 4); - __m128i cr0 = _mm_mulhi_epi16(cr_const0, crw); - __m128i cb0 = _mm_mulhi_epi16(cb_const0, cbw); - __m128i cb1 = _mm_mulhi_epi16(cbw, cb_const1); - __m128i cr1 = _mm_mulhi_epi16(crw, cr_const1); - __m128i rws = _mm_add_epi16(cr0, yws); - __m128i gwt = _mm_add_epi16(cb0, yws); - __m128i bws = _mm_add_epi16(yws, cb1); - __m128i gws = _mm_add_epi16(gwt, cr1); - - // descale - __m128i rw = _mm_srai_epi16(rws, 4); - __m128i bw = _mm_srai_epi16(bws, 4); - __m128i gw = _mm_srai_epi16(gws, 4); - - // back to byte, set up for transpose - __m128i brb = _mm_packus_epi16(rw, bw); - __m128i gxb = _mm_packus_epi16(gw, xw); - - // transpose to interleave channels - __m128i t0 = _mm_unpacklo_epi8(brb, gxb); - __m128i t1 = _mm_unpackhi_epi8(brb, gxb); - __m128i o0 = _mm_unpacklo_epi16(t0, t1); - __m128i o1 = _mm_unpackhi_epi16(t0, t1); - - // store - _mm_storeu_si128((__m128i *) (out + 0), o0); - _mm_storeu_si128((__m128i *) (out + 16), o1); - out += 32; - } - } -#endif - -#ifdef STBI_NEON - // in this version, step=3 support would be easy to add. but is there demand? - if (step == 4) { - // this is a fairly straightforward implementation and not super-optimized. - uint8x8_t signflip = vdup_n_u8(0x80); - int16x8_t cr_const0 = vdupq_n_s16( (short) ( 1.40200f*4096.0f+0.5f)); - int16x8_t cr_const1 = vdupq_n_s16( - (short) ( 0.71414f*4096.0f+0.5f)); - int16x8_t cb_const0 = vdupq_n_s16( - (short) ( 0.34414f*4096.0f+0.5f)); - int16x8_t cb_const1 = vdupq_n_s16( (short) ( 1.77200f*4096.0f+0.5f)); - - for (; i+7 < count; i += 8) { - // load - uint8x8_t y_bytes = vld1_u8(y + i); - uint8x8_t cr_bytes = vld1_u8(pcr + i); - uint8x8_t cb_bytes = vld1_u8(pcb + i); - int8x8_t cr_biased = vreinterpret_s8_u8(vsub_u8(cr_bytes, signflip)); - int8x8_t cb_biased = vreinterpret_s8_u8(vsub_u8(cb_bytes, signflip)); - - // expand to s16 - int16x8_t yws = vreinterpretq_s16_u16(vshll_n_u8(y_bytes, 4)); - int16x8_t crw = vshll_n_s8(cr_biased, 7); - int16x8_t cbw = vshll_n_s8(cb_biased, 7); - - // color transform - int16x8_t cr0 = vqdmulhq_s16(crw, cr_const0); - int16x8_t cb0 = vqdmulhq_s16(cbw, cb_const0); - int16x8_t cr1 = vqdmulhq_s16(crw, cr_const1); - int16x8_t cb1 = vqdmulhq_s16(cbw, cb_const1); - int16x8_t rws = vaddq_s16(yws, cr0); - int16x8_t gws = vaddq_s16(vaddq_s16(yws, cb0), cr1); - int16x8_t bws = vaddq_s16(yws, cb1); - - // undo scaling, round, convert to byte - uint8x8x4_t o; - o.val[0] = vqrshrun_n_s16(rws, 4); - o.val[1] = vqrshrun_n_s16(gws, 4); - o.val[2] = vqrshrun_n_s16(bws, 4); - o.val[3] = vdup_n_u8(255); - - // store, interleaving r/g/b/a - vst4_u8(out, o); - out += 8*4; - } - } -#endif - - for (; i < count; ++i) { - int y_fixed = (y[i] << 20) + (1<<19); // rounding - int r,g,b; - int cr = pcr[i] - 128; - int cb = pcb[i] - 128; - r = y_fixed + cr* stbi__float2fixed(1.40200f); - g = y_fixed + cr*-stbi__float2fixed(0.71414f) + ((cb*-stbi__float2fixed(0.34414f)) & 0xffff0000); - b = y_fixed + cb* stbi__float2fixed(1.77200f); - r >>= 20; - g >>= 20; - b >>= 20; - if ((unsigned) r > 255) { if (r < 0) r = 0; else r = 255; } - if ((unsigned) g > 255) { if (g < 0) g = 0; else g = 255; } - if ((unsigned) b > 255) { if (b < 0) b = 0; else b = 255; } - out[0] = (stbi_uc)r; - out[1] = (stbi_uc)g; - out[2] = (stbi_uc)b; - out[3] = 255; - out += step; - } -} -#endif - -// set up the kernels -static void stbi__setup_jpeg(stbi__jpeg *j) -{ - j->idct_block_kernel = stbi__idct_block; - j->YCbCr_to_RGB_kernel = stbi__YCbCr_to_RGB_row; - j->resample_row_hv_2_kernel = stbi__resample_row_hv_2; - -#ifdef STBI_SSE2 - if (stbi__sse2_available()) { - j->idct_block_kernel = stbi__idct_simd; - j->YCbCr_to_RGB_kernel = stbi__YCbCr_to_RGB_simd; - j->resample_row_hv_2_kernel = stbi__resample_row_hv_2_simd; - } -#endif - -#ifdef STBI_NEON - j->idct_block_kernel = stbi__idct_simd; - j->YCbCr_to_RGB_kernel = stbi__YCbCr_to_RGB_simd; - j->resample_row_hv_2_kernel = stbi__resample_row_hv_2_simd; -#endif -} - -// clean up the temporary component buffers -static void stbi__cleanup_jpeg(stbi__jpeg *j) -{ - stbi__free_jpeg_components(j, j->s->img_n, 0); -} - -typedef struct -{ - resample_row_func resample; - stbi_uc *line0,*line1; - int hs,vs; // expansion factor in each axis - int w_lores; // horizontal pixels pre-expansion - int ystep; // how far through vertical expansion we are - int ypos; // which pre-expansion row we're on -} stbi__resample; - -// fast 0..255 * 0..255 => 0..255 rounded multiplication -static stbi_uc stbi__blinn_8x8(stbi_uc x, stbi_uc y) -{ - unsigned int t = x*y + 128; - return (stbi_uc) ((t + (t >>8)) >> 8); -} - -static stbi_uc *load_jpeg_image(stbi__jpeg *z, int *out_x, int *out_y, int *comp, int req_comp) -{ - int n, decode_n, is_rgb; - z->s->img_n = 0; // make stbi__cleanup_jpeg safe - - // validate req_comp - if (req_comp < 0 || req_comp > 4) return stbi__errpuc("bad req_comp", "Internal error"); - - // load a jpeg image from whichever source, but leave in YCbCr format - if (!stbi__decode_jpeg_image(z)) { stbi__cleanup_jpeg(z); return NULL; } - - // determine actual number of components to generate - n = req_comp ? req_comp : z->s->img_n >= 3 ? 3 : 1; - - is_rgb = z->s->img_n == 3 && (z->rgb == 3 || (z->app14_color_transform == 0 && !z->jfif)); - - if (z->s->img_n == 3 && n < 3 && !is_rgb) - decode_n = 1; - else - decode_n = z->s->img_n; - - // nothing to do if no components requested; check this now to avoid - // accessing uninitialized coutput[0] later - if (decode_n <= 0) { stbi__cleanup_jpeg(z); return NULL; } - - // resample and color-convert - { - int k; - unsigned int i,j; - stbi_uc *output; - stbi_uc *coutput[4] = { NULL, NULL, NULL, NULL }; - - stbi__resample res_comp[4]; - - for (k=0; k < decode_n; ++k) { - stbi__resample *r = &res_comp[k]; - - // allocate line buffer big enough for upsampling off the edges - // with upsample factor of 4 - z->img_comp[k].linebuf = (stbi_uc *) stbi__malloc(z->s->img_x + 3); - if (!z->img_comp[k].linebuf) { stbi__cleanup_jpeg(z); return stbi__errpuc("outofmem", "Out of memory"); } - - r->hs = z->img_h_max / z->img_comp[k].h; - r->vs = z->img_v_max / z->img_comp[k].v; - r->ystep = r->vs >> 1; - r->w_lores = (z->s->img_x + r->hs-1) / r->hs; - r->ypos = 0; - r->line0 = r->line1 = z->img_comp[k].data; - - if (r->hs == 1 && r->vs == 1) r->resample = resample_row_1; - else if (r->hs == 1 && r->vs == 2) r->resample = stbi__resample_row_v_2; - else if (r->hs == 2 && r->vs == 1) r->resample = stbi__resample_row_h_2; - else if (r->hs == 2 && r->vs == 2) r->resample = z->resample_row_hv_2_kernel; - else r->resample = stbi__resample_row_generic; - } - - // can't error after this so, this is safe - output = (stbi_uc *) stbi__malloc_mad3(n, z->s->img_x, z->s->img_y, 1); - if (!output) { stbi__cleanup_jpeg(z); return stbi__errpuc("outofmem", "Out of memory"); } - - // now go ahead and resample - for (j=0; j < z->s->img_y; ++j) { - stbi_uc *out = output + n * z->s->img_x * j; - for (k=0; k < decode_n; ++k) { - stbi__resample *r = &res_comp[k]; - int y_bot = r->ystep >= (r->vs >> 1); - coutput[k] = r->resample(z->img_comp[k].linebuf, - y_bot ? r->line1 : r->line0, - y_bot ? r->line0 : r->line1, - r->w_lores, r->hs); - if (++r->ystep >= r->vs) { - r->ystep = 0; - r->line0 = r->line1; - if (++r->ypos < z->img_comp[k].y) - r->line1 += z->img_comp[k].w2; - } - } - if (n >= 3) { - stbi_uc *y = coutput[0]; - if (z->s->img_n == 3) { - if (is_rgb) { - for (i=0; i < z->s->img_x; ++i) { - out[0] = y[i]; - out[1] = coutput[1][i]; - out[2] = coutput[2][i]; - out[3] = 255; - out += n; - } - } else { - z->YCbCr_to_RGB_kernel(out, y, coutput[1], coutput[2], z->s->img_x, n); - } - } else if (z->s->img_n == 4) { - if (z->app14_color_transform == 0) { // CMYK - for (i=0; i < z->s->img_x; ++i) { - stbi_uc m = coutput[3][i]; - out[0] = stbi__blinn_8x8(coutput[0][i], m); - out[1] = stbi__blinn_8x8(coutput[1][i], m); - out[2] = stbi__blinn_8x8(coutput[2][i], m); - out[3] = 255; - out += n; - } - } else if (z->app14_color_transform == 2) { // YCCK - z->YCbCr_to_RGB_kernel(out, y, coutput[1], coutput[2], z->s->img_x, n); - for (i=0; i < z->s->img_x; ++i) { - stbi_uc m = coutput[3][i]; - out[0] = stbi__blinn_8x8(255 - out[0], m); - out[1] = stbi__blinn_8x8(255 - out[1], m); - out[2] = stbi__blinn_8x8(255 - out[2], m); - out += n; - } - } else { // YCbCr + alpha? Ignore the fourth channel for now - z->YCbCr_to_RGB_kernel(out, y, coutput[1], coutput[2], z->s->img_x, n); - } - } else - for (i=0; i < z->s->img_x; ++i) { - out[0] = out[1] = out[2] = y[i]; - out[3] = 255; // not used if n==3 - out += n; - } - } else { - if (is_rgb) { - if (n == 1) - for (i=0; i < z->s->img_x; ++i) - *out++ = stbi__compute_y(coutput[0][i], coutput[1][i], coutput[2][i]); - else { - for (i=0; i < z->s->img_x; ++i, out += 2) { - out[0] = stbi__compute_y(coutput[0][i], coutput[1][i], coutput[2][i]); - out[1] = 255; - } - } - } else if (z->s->img_n == 4 && z->app14_color_transform == 0) { - for (i=0; i < z->s->img_x; ++i) { - stbi_uc m = coutput[3][i]; - stbi_uc r = stbi__blinn_8x8(coutput[0][i], m); - stbi_uc g = stbi__blinn_8x8(coutput[1][i], m); - stbi_uc b = stbi__blinn_8x8(coutput[2][i], m); - out[0] = stbi__compute_y(r, g, b); - out[1] = 255; - out += n; - } - } else if (z->s->img_n == 4 && z->app14_color_transform == 2) { - for (i=0; i < z->s->img_x; ++i) { - out[0] = stbi__blinn_8x8(255 - coutput[0][i], coutput[3][i]); - out[1] = 255; - out += n; - } - } else { - stbi_uc *y = coutput[0]; - if (n == 1) - for (i=0; i < z->s->img_x; ++i) out[i] = y[i]; - else - for (i=0; i < z->s->img_x; ++i) { *out++ = y[i]; *out++ = 255; } - } - } - } - stbi__cleanup_jpeg(z); - *out_x = z->s->img_x; - *out_y = z->s->img_y; - if (comp) *comp = z->s->img_n >= 3 ? 3 : 1; // report original components, not output - return output; - } -} - -static void *stbi__jpeg_load(stbi__context *s, int *x, int *y, int *comp, int req_comp, stbi__result_info *ri) -{ - unsigned char* result; - stbi__jpeg* j = (stbi__jpeg*) stbi__malloc(sizeof(stbi__jpeg)); - if (!j) return stbi__errpuc("outofmem", "Out of memory"); - memset(j, 0, sizeof(stbi__jpeg)); - STBI_NOTUSED(ri); - j->s = s; - stbi__setup_jpeg(j); - result = load_jpeg_image(j, x,y,comp,req_comp); - STBI_FREE(j); - return result; -} - -static int stbi__jpeg_test(stbi__context *s) -{ - int r; - stbi__jpeg* j = (stbi__jpeg*)stbi__malloc(sizeof(stbi__jpeg)); - if (!j) return stbi__err("outofmem", "Out of memory"); - memset(j, 0, sizeof(stbi__jpeg)); - j->s = s; - stbi__setup_jpeg(j); - r = stbi__decode_jpeg_header(j, STBI__SCAN_type); - stbi__rewind(s); - STBI_FREE(j); - return r; -} - -static int stbi__jpeg_info_raw(stbi__jpeg *j, int *x, int *y, int *comp) -{ - if (!stbi__decode_jpeg_header(j, STBI__SCAN_header)) { - stbi__rewind( j->s ); - return 0; - } - if (x) *x = j->s->img_x; - if (y) *y = j->s->img_y; - if (comp) *comp = j->s->img_n >= 3 ? 3 : 1; - return 1; -} - -static int stbi__jpeg_info(stbi__context *s, int *x, int *y, int *comp) -{ - int result; - stbi__jpeg* j = (stbi__jpeg*) (stbi__malloc(sizeof(stbi__jpeg))); - if (!j) return stbi__err("outofmem", "Out of memory"); - memset(j, 0, sizeof(stbi__jpeg)); - j->s = s; - result = stbi__jpeg_info_raw(j, x, y, comp); - STBI_FREE(j); - return result; -} -#endif - -// public domain zlib decode v0.2 Sean Barrett 2006-11-18 -// simple implementation -// - all input must be provided in an upfront buffer -// - all output is written to a single output buffer (can malloc/realloc) -// performance -// - fast huffman - -#ifndef STBI_NO_ZLIB - -// fast-way is faster to check than jpeg huffman, but slow way is slower -#define STBI__ZFAST_BITS 9 // accelerate all cases in default tables -#define STBI__ZFAST_MASK ((1 << STBI__ZFAST_BITS) - 1) -#define STBI__ZNSYMS 288 // number of symbols in literal/length alphabet - -// zlib-style huffman encoding -// (jpegs packs from left, zlib from right, so can't share code) -typedef struct -{ - stbi__uint16 fast[1 << STBI__ZFAST_BITS]; - stbi__uint16 firstcode[16]; - int maxcode[17]; - stbi__uint16 firstsymbol[16]; - stbi_uc size[STBI__ZNSYMS]; - stbi__uint16 value[STBI__ZNSYMS]; -} stbi__zhuffman; - -stbi_inline static int stbi__bitreverse16(int n) -{ - n = ((n & 0xAAAA) >> 1) | ((n & 0x5555) << 1); - n = ((n & 0xCCCC) >> 2) | ((n & 0x3333) << 2); - n = ((n & 0xF0F0) >> 4) | ((n & 0x0F0F) << 4); - n = ((n & 0xFF00) >> 8) | ((n & 0x00FF) << 8); - return n; -} - -stbi_inline static int stbi__bit_reverse(int v, int bits) -{ - STBI_ASSERT(bits <= 16); - // to bit reverse n bits, reverse 16 and shift - // e.g. 11 bits, bit reverse and shift away 5 - return stbi__bitreverse16(v) >> (16-bits); -} - -static int stbi__zbuild_huffman(stbi__zhuffman *z, const stbi_uc *sizelist, int num) -{ - int i,k=0; - int code, next_code[16], sizes[17]; - - // DEFLATE spec for generating codes - memset(sizes, 0, sizeof(sizes)); - memset(z->fast, 0, sizeof(z->fast)); - for (i=0; i < num; ++i) - ++sizes[sizelist[i]]; - sizes[0] = 0; - for (i=1; i < 16; ++i) - if (sizes[i] > (1 << i)) - return stbi__err("bad sizes", "Corrupt PNG"); - code = 0; - for (i=1; i < 16; ++i) { - next_code[i] = code; - z->firstcode[i] = (stbi__uint16) code; - z->firstsymbol[i] = (stbi__uint16) k; - code = (code + sizes[i]); - if (sizes[i]) - if (code-1 >= (1 << i)) return stbi__err("bad codelengths","Corrupt PNG"); - z->maxcode[i] = code << (16-i); // preshift for inner loop - code <<= 1; - k += sizes[i]; - } - z->maxcode[16] = 0x10000; // sentinel - for (i=0; i < num; ++i) { - int s = sizelist[i]; - if (s) { - int c = next_code[s] - z->firstcode[s] + z->firstsymbol[s]; - stbi__uint16 fastv = (stbi__uint16) ((s << 9) | i); - z->size [c] = (stbi_uc ) s; - z->value[c] = (stbi__uint16) i; - if (s <= STBI__ZFAST_BITS) { - int j = stbi__bit_reverse(next_code[s],s); - while (j < (1 << STBI__ZFAST_BITS)) { - z->fast[j] = fastv; - j += (1 << s); - } - } - ++next_code[s]; - } - } - return 1; -} - -// zlib-from-memory implementation for PNG reading -// because PNG allows splitting the zlib stream arbitrarily, -// and it's annoying structurally to have PNG call ZLIB call PNG, -// we require PNG read all the IDATs and combine them into a single -// memory buffer - -typedef struct -{ - stbi_uc *zbuffer, *zbuffer_end; - int num_bits; - int hit_zeof_once; - stbi__uint32 code_buffer; - - char *zout; - char *zout_start; - char *zout_end; - int z_expandable; - - stbi__zhuffman z_length, z_distance; -} stbi__zbuf; - -stbi_inline static int stbi__zeof(stbi__zbuf *z) -{ - return (z->zbuffer >= z->zbuffer_end); -} - -stbi_inline static stbi_uc stbi__zget8(stbi__zbuf *z) -{ - return stbi__zeof(z) ? 0 : *z->zbuffer++; -} - -static void stbi__fill_bits(stbi__zbuf *z) -{ - do { - if (z->code_buffer >= (1U << z->num_bits)) { - z->zbuffer = z->zbuffer_end; /* treat this as EOF so we fail. */ - return; - } - z->code_buffer |= (unsigned int) stbi__zget8(z) << z->num_bits; - z->num_bits += 8; - } while (z->num_bits <= 24); -} - -stbi_inline static unsigned int stbi__zreceive(stbi__zbuf *z, int n) -{ - unsigned int k; - if (z->num_bits < n) stbi__fill_bits(z); - k = z->code_buffer & ((1 << n) - 1); - z->code_buffer >>= n; - z->num_bits -= n; - return k; -} - -static int stbi__zhuffman_decode_slowpath(stbi__zbuf *a, stbi__zhuffman *z) -{ - int b,s,k; - // not resolved by fast table, so compute it the slow way - // use jpeg approach, which requires MSbits at top - k = stbi__bit_reverse(a->code_buffer, 16); - for (s=STBI__ZFAST_BITS+1; ; ++s) - if (k < z->maxcode[s]) - break; - if (s >= 16) return -1; // invalid code! - // code size is s, so: - b = (k >> (16-s)) - z->firstcode[s] + z->firstsymbol[s]; - if (b >= STBI__ZNSYMS) return -1; // some data was corrupt somewhere! - if (z->size[b] != s) return -1; // was originally an assert, but report failure instead. - a->code_buffer >>= s; - a->num_bits -= s; - return z->value[b]; -} - -stbi_inline static int stbi__zhuffman_decode(stbi__zbuf *a, stbi__zhuffman *z) -{ - int b,s; - if (a->num_bits < 16) { - if (stbi__zeof(a)) { - if (!a->hit_zeof_once) { - // This is the first time we hit eof, insert 16 extra padding btis - // to allow us to keep going; if we actually consume any of them - // though, that is invalid data. This is caught later. - a->hit_zeof_once = 1; - a->num_bits += 16; // add 16 implicit zero bits - } else { - // We already inserted our extra 16 padding bits and are again - // out, this stream is actually prematurely terminated. - return -1; - } - } else { - stbi__fill_bits(a); - } - } - b = z->fast[a->code_buffer & STBI__ZFAST_MASK]; - if (b) { - s = b >> 9; - a->code_buffer >>= s; - a->num_bits -= s; - return b & 511; - } - return stbi__zhuffman_decode_slowpath(a, z); -} - -static int stbi__zexpand(stbi__zbuf *z, char *zout, int n) // need to make room for n bytes -{ - char *q; - unsigned int cur, limit, old_limit; - z->zout = zout; - if (!z->z_expandable) return stbi__err("output buffer limit","Corrupt PNG"); - cur = (unsigned int) (z->zout - z->zout_start); - limit = old_limit = (unsigned) (z->zout_end - z->zout_start); - if (UINT_MAX - cur < (unsigned) n) return stbi__err("outofmem", "Out of memory"); - while (cur + n > limit) { - if(limit > UINT_MAX / 2) return stbi__err("outofmem", "Out of memory"); - limit *= 2; - } - q = (char *) STBI_REALLOC_SIZED(z->zout_start, old_limit, limit); - STBI_NOTUSED(old_limit); - if (q == NULL) return stbi__err("outofmem", "Out of memory"); - z->zout_start = q; - z->zout = q + cur; - z->zout_end = q + limit; - return 1; -} - -static const int stbi__zlength_base[31] = { - 3,4,5,6,7,8,9,10,11,13, - 15,17,19,23,27,31,35,43,51,59, - 67,83,99,115,131,163,195,227,258,0,0 }; - -static const int stbi__zlength_extra[31]= -{ 0,0,0,0,0,0,0,0,1,1,1,1,2,2,2,2,3,3,3,3,4,4,4,4,5,5,5,5,0,0,0 }; - -static const int stbi__zdist_base[32] = { 1,2,3,4,5,7,9,13,17,25,33,49,65,97,129,193, -257,385,513,769,1025,1537,2049,3073,4097,6145,8193,12289,16385,24577,0,0}; - -static const int stbi__zdist_extra[32] = -{ 0,0,0,0,1,1,2,2,3,3,4,4,5,5,6,6,7,7,8,8,9,9,10,10,11,11,12,12,13,13}; - -static int stbi__parse_huffman_block(stbi__zbuf *a) -{ - char *zout = a->zout; - for(;;) { - int z = stbi__zhuffman_decode(a, &a->z_length); - if (z < 256) { - if (z < 0) return stbi__err("bad huffman code","Corrupt PNG"); // error in huffman codes - if (zout >= a->zout_end) { - if (!stbi__zexpand(a, zout, 1)) return 0; - zout = a->zout; - } - *zout++ = (char) z; - } else { - stbi_uc *p; - int len,dist; - if (z == 256) { - a->zout = zout; - if (a->hit_zeof_once && a->num_bits < 16) { - // The first time we hit zeof, we inserted 16 extra zero bits into our bit - // buffer so the decoder can just do its speculative decoding. But if we - // actually consumed any of those bits (which is the case when num_bits < 16), - // the stream actually read past the end so it is malformed. - return stbi__err("unexpected end","Corrupt PNG"); - } - return 1; - } - if (z >= 286) return stbi__err("bad huffman code","Corrupt PNG"); // per DEFLATE, length codes 286 and 287 must not appear in compressed data - z -= 257; - len = stbi__zlength_base[z]; - if (stbi__zlength_extra[z]) len += stbi__zreceive(a, stbi__zlength_extra[z]); - z = stbi__zhuffman_decode(a, &a->z_distance); - if (z < 0 || z >= 30) return stbi__err("bad huffman code","Corrupt PNG"); // per DEFLATE, distance codes 30 and 31 must not appear in compressed data - dist = stbi__zdist_base[z]; - if (stbi__zdist_extra[z]) dist += stbi__zreceive(a, stbi__zdist_extra[z]); - if (zout - a->zout_start < dist) return stbi__err("bad dist","Corrupt PNG"); - if (len > a->zout_end - zout) { - if (!stbi__zexpand(a, zout, len)) return 0; - zout = a->zout; - } - p = (stbi_uc *) (zout - dist); - if (dist == 1) { // run of one byte; common in images. - stbi_uc v = *p; - if (len) { do *zout++ = v; while (--len); } - } else { - if (len) { do *zout++ = *p++; while (--len); } - } - } - } -} - -static int stbi__compute_huffman_codes(stbi__zbuf *a) -{ - static const stbi_uc length_dezigzag[19] = { 16,17,18,0,8,7,9,6,10,5,11,4,12,3,13,2,14,1,15 }; - stbi__zhuffman z_codelength; - stbi_uc lencodes[286+32+137];//padding for maximum single op - stbi_uc codelength_sizes[19]; - int i,n; - - int hlit = stbi__zreceive(a,5) + 257; - int hdist = stbi__zreceive(a,5) + 1; - int hclen = stbi__zreceive(a,4) + 4; - int ntot = hlit + hdist; - - memset(codelength_sizes, 0, sizeof(codelength_sizes)); - for (i=0; i < hclen; ++i) { - int s = stbi__zreceive(a,3); - codelength_sizes[length_dezigzag[i]] = (stbi_uc) s; - } - if (!stbi__zbuild_huffman(&z_codelength, codelength_sizes, 19)) return 0; - - n = 0; - while (n < ntot) { - int c = stbi__zhuffman_decode(a, &z_codelength); - if (c < 0 || c >= 19) return stbi__err("bad codelengths", "Corrupt PNG"); - if (c < 16) - lencodes[n++] = (stbi_uc) c; - else { - stbi_uc fill = 0; - if (c == 16) { - c = stbi__zreceive(a,2)+3; - if (n == 0) return stbi__err("bad codelengths", "Corrupt PNG"); - fill = lencodes[n-1]; - } else if (c == 17) { - c = stbi__zreceive(a,3)+3; - } else if (c == 18) { - c = stbi__zreceive(a,7)+11; - } else { - return stbi__err("bad codelengths", "Corrupt PNG"); - } - if (ntot - n < c) return stbi__err("bad codelengths", "Corrupt PNG"); - memset(lencodes+n, fill, c); - n += c; - } - } - if (n != ntot) return stbi__err("bad codelengths","Corrupt PNG"); - if (!stbi__zbuild_huffman(&a->z_length, lencodes, hlit)) return 0; - if (!stbi__zbuild_huffman(&a->z_distance, lencodes+hlit, hdist)) return 0; - return 1; -} - -static int stbi__parse_uncompressed_block(stbi__zbuf *a) -{ - stbi_uc header[4]; - int len,nlen,k; - if (a->num_bits & 7) - stbi__zreceive(a, a->num_bits & 7); // discard - // drain the bit-packed data into header - k = 0; - while (a->num_bits > 0) { - header[k++] = (stbi_uc) (a->code_buffer & 255); // suppress MSVC run-time check - a->code_buffer >>= 8; - a->num_bits -= 8; - } - if (a->num_bits < 0) return stbi__err("zlib corrupt","Corrupt PNG"); - // now fill header the normal way - while (k < 4) - header[k++] = stbi__zget8(a); - len = header[1] * 256 + header[0]; - nlen = header[3] * 256 + header[2]; - if (nlen != (len ^ 0xffff)) return stbi__err("zlib corrupt","Corrupt PNG"); - if (a->zbuffer + len > a->zbuffer_end) return stbi__err("read past buffer","Corrupt PNG"); - if (a->zout + len > a->zout_end) - if (!stbi__zexpand(a, a->zout, len)) return 0; - memcpy(a->zout, a->zbuffer, len); - a->zbuffer += len; - a->zout += len; - return 1; -} - -static int stbi__parse_zlib_header(stbi__zbuf *a) -{ - int cmf = stbi__zget8(a); - int cm = cmf & 15; - /* int cinfo = cmf >> 4; */ - int flg = stbi__zget8(a); - if (stbi__zeof(a)) return stbi__err("bad zlib header","Corrupt PNG"); // zlib spec - if ((cmf*256+flg) % 31 != 0) return stbi__err("bad zlib header","Corrupt PNG"); // zlib spec - if (flg & 32) return stbi__err("no preset dict","Corrupt PNG"); // preset dictionary not allowed in png - if (cm != 8) return stbi__err("bad compression","Corrupt PNG"); // DEFLATE required for png - // window = 1 << (8 + cinfo)... but who cares, we fully buffer output - return 1; -} - -static const stbi_uc stbi__zdefault_length[STBI__ZNSYMS] = -{ - 8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8, 8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8, - 8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8, 8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8, - 8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8, 8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8, - 8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8, 8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8, - 8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8, 9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9, - 9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9, 9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9, - 9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9, 9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9, - 9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9, 9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9, - 7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7, 7,7,7,7,7,7,7,7,8,8,8,8,8,8,8,8 -}; -static const stbi_uc stbi__zdefault_distance[32] = -{ - 5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5 -}; -/* -Init algorithm: -{ - int i; // use <= to match clearly with spec - for (i=0; i <= 143; ++i) stbi__zdefault_length[i] = 8; - for ( ; i <= 255; ++i) stbi__zdefault_length[i] = 9; - for ( ; i <= 279; ++i) stbi__zdefault_length[i] = 7; - for ( ; i <= 287; ++i) stbi__zdefault_length[i] = 8; - - for (i=0; i <= 31; ++i) stbi__zdefault_distance[i] = 5; -} -*/ - -static int stbi__parse_zlib(stbi__zbuf *a, int parse_header) -{ - int final, type; - if (parse_header) - if (!stbi__parse_zlib_header(a)) return 0; - a->num_bits = 0; - a->code_buffer = 0; - a->hit_zeof_once = 0; - do { - final = stbi__zreceive(a,1); - type = stbi__zreceive(a,2); - if (type == 0) { - if (!stbi__parse_uncompressed_block(a)) return 0; - } else if (type == 3) { - return 0; - } else { - if (type == 1) { - // use fixed code lengths - if (!stbi__zbuild_huffman(&a->z_length , stbi__zdefault_length , STBI__ZNSYMS)) return 0; - if (!stbi__zbuild_huffman(&a->z_distance, stbi__zdefault_distance, 32)) return 0; - } else { - if (!stbi__compute_huffman_codes(a)) return 0; - } - if (!stbi__parse_huffman_block(a)) return 0; - } - } while (!final); - return 1; -} - -static int stbi__do_zlib(stbi__zbuf *a, char *obuf, int olen, int exp, int parse_header) -{ - a->zout_start = obuf; - a->zout = obuf; - a->zout_end = obuf + olen; - a->z_expandable = exp; - - return stbi__parse_zlib(a, parse_header); -} - -STBIDEF char *stbi_zlib_decode_malloc_guesssize(const char *buffer, int len, int initial_size, int *outlen) -{ - stbi__zbuf a; - char *p = (char *) stbi__malloc(initial_size); - if (p == NULL) return NULL; - a.zbuffer = (stbi_uc *) buffer; - a.zbuffer_end = (stbi_uc *) buffer + len; - if (stbi__do_zlib(&a, p, initial_size, 1, 1)) { - if (outlen) *outlen = (int) (a.zout - a.zout_start); - return a.zout_start; - } else { - STBI_FREE(a.zout_start); - return NULL; - } -} - -STBIDEF char *stbi_zlib_decode_malloc(char const *buffer, int len, int *outlen) -{ - return stbi_zlib_decode_malloc_guesssize(buffer, len, 16384, outlen); -} - -STBIDEF char *stbi_zlib_decode_malloc_guesssize_headerflag(const char *buffer, int len, int initial_size, int *outlen, int parse_header) -{ - stbi__zbuf a; - char *p = (char *) stbi__malloc(initial_size); - if (p == NULL) return NULL; - a.zbuffer = (stbi_uc *) buffer; - a.zbuffer_end = (stbi_uc *) buffer + len; - if (stbi__do_zlib(&a, p, initial_size, 1, parse_header)) { - if (outlen) *outlen = (int) (a.zout - a.zout_start); - return a.zout_start; - } else { - STBI_FREE(a.zout_start); - return NULL; - } -} - -STBIDEF int stbi_zlib_decode_buffer(char *obuffer, int olen, char const *ibuffer, int ilen) -{ - stbi__zbuf a; - a.zbuffer = (stbi_uc *) ibuffer; - a.zbuffer_end = (stbi_uc *) ibuffer + ilen; - if (stbi__do_zlib(&a, obuffer, olen, 0, 1)) - return (int) (a.zout - a.zout_start); - else - return -1; -} - -STBIDEF char *stbi_zlib_decode_noheader_malloc(char const *buffer, int len, int *outlen) -{ - stbi__zbuf a; - char *p = (char *) stbi__malloc(16384); - if (p == NULL) return NULL; - a.zbuffer = (stbi_uc *) buffer; - a.zbuffer_end = (stbi_uc *) buffer+len; - if (stbi__do_zlib(&a, p, 16384, 1, 0)) { - if (outlen) *outlen = (int) (a.zout - a.zout_start); - return a.zout_start; - } else { - STBI_FREE(a.zout_start); - return NULL; - } -} - -STBIDEF int stbi_zlib_decode_noheader_buffer(char *obuffer, int olen, const char *ibuffer, int ilen) -{ - stbi__zbuf a; - a.zbuffer = (stbi_uc *) ibuffer; - a.zbuffer_end = (stbi_uc *) ibuffer + ilen; - if (stbi__do_zlib(&a, obuffer, olen, 0, 0)) - return (int) (a.zout - a.zout_start); - else - return -1; -} -#endif - -// public domain "baseline" PNG decoder v0.10 Sean Barrett 2006-11-18 -// simple implementation -// - only 8-bit samples -// - no CRC checking -// - allocates lots of intermediate memory -// - avoids problem of streaming data between subsystems -// - avoids explicit window management -// performance -// - uses stb_zlib, a PD zlib implementation with fast huffman decoding - -#ifndef STBI_NO_PNG -typedef struct -{ - stbi__uint32 length; - stbi__uint32 type; -} stbi__pngchunk; - -static stbi__pngchunk stbi__get_chunk_header(stbi__context *s) -{ - stbi__pngchunk c; - c.length = stbi__get32be(s); - c.type = stbi__get32be(s); - return c; -} - -static int stbi__check_png_header(stbi__context *s) -{ - static const stbi_uc png_sig[8] = { 137,80,78,71,13,10,26,10 }; - int i; - for (i=0; i < 8; ++i) - if (stbi__get8(s) != png_sig[i]) return stbi__err("bad png sig","Not a PNG"); - return 1; -} - -typedef struct -{ - stbi__context *s; - stbi_uc *idata, *expanded, *out; - int depth; -} stbi__png; - - -enum { - STBI__F_none=0, - STBI__F_sub=1, - STBI__F_up=2, - STBI__F_avg=3, - STBI__F_paeth=4, - // synthetic filter used for first scanline to avoid needing a dummy row of 0s - STBI__F_avg_first -}; - -static stbi_uc first_row_filter[5] = -{ - STBI__F_none, - STBI__F_sub, - STBI__F_none, - STBI__F_avg_first, - STBI__F_sub // Paeth with b=c=0 turns out to be equivalent to sub -}; - -static int stbi__paeth(int a, int b, int c) -{ - // This formulation looks very different from the reference in the PNG spec, but is - // actually equivalent and has favorable data dependencies and admits straightforward - // generation of branch-free code, which helps performance significantly. - int thresh = c*3 - (a + b); - int lo = a < b ? a : b; - int hi = a < b ? b : a; - int t0 = (hi <= thresh) ? lo : c; - int t1 = (thresh <= lo) ? hi : t0; - return t1; -} - -static const stbi_uc stbi__depth_scale_table[9] = { 0, 0xff, 0x55, 0, 0x11, 0,0,0, 0x01 }; - -// adds an extra all-255 alpha channel -// dest == src is legal -// img_n must be 1 or 3 -static void stbi__create_png_alpha_expand8(stbi_uc *dest, stbi_uc *src, stbi__uint32 x, int img_n) -{ - int i; - // must process data backwards since we allow dest==src - if (img_n == 1) { - for (i=x-1; i >= 0; --i) { - dest[i*2+1] = 255; - dest[i*2+0] = src[i]; - } - } else { - STBI_ASSERT(img_n == 3); - for (i=x-1; i >= 0; --i) { - dest[i*4+3] = 255; - dest[i*4+2] = src[i*3+2]; - dest[i*4+1] = src[i*3+1]; - dest[i*4+0] = src[i*3+0]; - } - } -} - -// create the png data from post-deflated data -static int stbi__create_png_image_raw(stbi__png *a, stbi_uc *raw, stbi__uint32 raw_len, int out_n, stbi__uint32 x, stbi__uint32 y, int depth, int color) -{ - int bytes = (depth == 16 ? 2 : 1); - stbi__context *s = a->s; - stbi__uint32 i,j,stride = x*out_n*bytes; - stbi__uint32 img_len, img_width_bytes; - stbi_uc *filter_buf; - int all_ok = 1; - int k; - int img_n = s->img_n; // copy it into a local for later - - int output_bytes = out_n*bytes; - int filter_bytes = img_n*bytes; - int width = x; - - STBI_ASSERT(out_n == s->img_n || out_n == s->img_n+1); - a->out = (stbi_uc *) stbi__malloc_mad3(x, y, output_bytes, 0); // extra bytes to write off the end into - if (!a->out) return stbi__err("outofmem", "Out of memory"); - - // note: error exits here don't need to clean up a->out individually, - // stbi__do_png always does on error. - if (!stbi__mad3sizes_valid(img_n, x, depth, 7)) return stbi__err("too large", "Corrupt PNG"); - img_width_bytes = (((img_n * x * depth) + 7) >> 3); - if (!stbi__mad2sizes_valid(img_width_bytes, y, img_width_bytes)) return stbi__err("too large", "Corrupt PNG"); - img_len = (img_width_bytes + 1) * y; - - // we used to check for exact match between raw_len and img_len on non-interlaced PNGs, - // but issue #276 reported a PNG in the wild that had extra data at the end (all zeros), - // so just check for raw_len < img_len always. - if (raw_len < img_len) return stbi__err("not enough pixels","Corrupt PNG"); - - // Allocate two scan lines worth of filter workspace buffer. - filter_buf = (stbi_uc *) stbi__malloc_mad2(img_width_bytes, 2, 0); - if (!filter_buf) return stbi__err("outofmem", "Out of memory"); - - // Filtering for low-bit-depth images - if (depth < 8) { - filter_bytes = 1; - width = img_width_bytes; - } - - for (j=0; j < y; ++j) { - // cur/prior filter buffers alternate - stbi_uc *cur = filter_buf + (j & 1)*img_width_bytes; - stbi_uc *prior = filter_buf + (~j & 1)*img_width_bytes; - stbi_uc *dest = a->out + stride*j; - int nk = width * filter_bytes; - int filter = *raw++; - - // check filter type - if (filter > 4) { - all_ok = stbi__err("invalid filter","Corrupt PNG"); - break; - } - - // if first row, use special filter that doesn't sample previous row - if (j == 0) filter = first_row_filter[filter]; - - // perform actual filtering - switch (filter) { - case STBI__F_none: - memcpy(cur, raw, nk); - break; - case STBI__F_sub: - memcpy(cur, raw, filter_bytes); - for (k = filter_bytes; k < nk; ++k) - cur[k] = STBI__BYTECAST(raw[k] + cur[k-filter_bytes]); - break; - case STBI__F_up: - for (k = 0; k < nk; ++k) - cur[k] = STBI__BYTECAST(raw[k] + prior[k]); - break; - case STBI__F_avg: - for (k = 0; k < filter_bytes; ++k) - cur[k] = STBI__BYTECAST(raw[k] + (prior[k]>>1)); - for (k = filter_bytes; k < nk; ++k) - cur[k] = STBI__BYTECAST(raw[k] + ((prior[k] + cur[k-filter_bytes])>>1)); - break; - case STBI__F_paeth: - for (k = 0; k < filter_bytes; ++k) - cur[k] = STBI__BYTECAST(raw[k] + prior[k]); // prior[k] == stbi__paeth(0,prior[k],0) - for (k = filter_bytes; k < nk; ++k) - cur[k] = STBI__BYTECAST(raw[k] + stbi__paeth(cur[k-filter_bytes], prior[k], prior[k-filter_bytes])); - break; - case STBI__F_avg_first: - memcpy(cur, raw, filter_bytes); - for (k = filter_bytes; k < nk; ++k) - cur[k] = STBI__BYTECAST(raw[k] + (cur[k-filter_bytes] >> 1)); - break; - } - - raw += nk; - - // expand decoded bits in cur to dest, also adding an extra alpha channel if desired - if (depth < 8) { - stbi_uc scale = (color == 0) ? stbi__depth_scale_table[depth] : 1; // scale grayscale values to 0..255 range - stbi_uc *in = cur; - stbi_uc *out = dest; - stbi_uc inb = 0; - stbi__uint32 nsmp = x*img_n; - - // expand bits to bytes first - if (depth == 4) { - for (i=0; i < nsmp; ++i) { - if ((i & 1) == 0) inb = *in++; - *out++ = scale * (inb >> 4); - inb <<= 4; - } - } else if (depth == 2) { - for (i=0; i < nsmp; ++i) { - if ((i & 3) == 0) inb = *in++; - *out++ = scale * (inb >> 6); - inb <<= 2; - } - } else { - STBI_ASSERT(depth == 1); - for (i=0; i < nsmp; ++i) { - if ((i & 7) == 0) inb = *in++; - *out++ = scale * (inb >> 7); - inb <<= 1; - } - } - - // insert alpha=255 values if desired - if (img_n != out_n) - stbi__create_png_alpha_expand8(dest, dest, x, img_n); - } else if (depth == 8) { - if (img_n == out_n) - memcpy(dest, cur, x*img_n); - else - stbi__create_png_alpha_expand8(dest, cur, x, img_n); - } else if (depth == 16) { - // convert the image data from big-endian to platform-native - stbi__uint16 *dest16 = (stbi__uint16*)dest; - stbi__uint32 nsmp = x*img_n; - - if (img_n == out_n) { - for (i = 0; i < nsmp; ++i, ++dest16, cur += 2) - *dest16 = (cur[0] << 8) | cur[1]; - } else { - STBI_ASSERT(img_n+1 == out_n); - if (img_n == 1) { - for (i = 0; i < x; ++i, dest16 += 2, cur += 2) { - dest16[0] = (cur[0] << 8) | cur[1]; - dest16[1] = 0xffff; - } - } else { - STBI_ASSERT(img_n == 3); - for (i = 0; i < x; ++i, dest16 += 4, cur += 6) { - dest16[0] = (cur[0] << 8) | cur[1]; - dest16[1] = (cur[2] << 8) | cur[3]; - dest16[2] = (cur[4] << 8) | cur[5]; - dest16[3] = 0xffff; - } - } - } - } - } - - STBI_FREE(filter_buf); - if (!all_ok) return 0; - - return 1; -} - -static int stbi__create_png_image(stbi__png *a, stbi_uc *image_data, stbi__uint32 image_data_len, int out_n, int depth, int color, int interlaced) -{ - int bytes = (depth == 16 ? 2 : 1); - int out_bytes = out_n * bytes; - stbi_uc *final; - int p; - if (!interlaced) - return stbi__create_png_image_raw(a, image_data, image_data_len, out_n, a->s->img_x, a->s->img_y, depth, color); - - // de-interlacing - final = (stbi_uc *) stbi__malloc_mad3(a->s->img_x, a->s->img_y, out_bytes, 0); - if (!final) return stbi__err("outofmem", "Out of memory"); - for (p=0; p < 7; ++p) { - int xorig[] = { 0,4,0,2,0,1,0 }; - int yorig[] = { 0,0,4,0,2,0,1 }; - int xspc[] = { 8,8,4,4,2,2,1 }; - int yspc[] = { 8,8,8,4,4,2,2 }; - int i,j,x,y; - // pass1_x[4] = 0, pass1_x[5] = 1, pass1_x[12] = 1 - x = (a->s->img_x - xorig[p] + xspc[p]-1) / xspc[p]; - y = (a->s->img_y - yorig[p] + yspc[p]-1) / yspc[p]; - if (x && y) { - stbi__uint32 img_len = ((((a->s->img_n * x * depth) + 7) >> 3) + 1) * y; - if (!stbi__create_png_image_raw(a, image_data, image_data_len, out_n, x, y, depth, color)) { - STBI_FREE(final); - return 0; - } - for (j=0; j < y; ++j) { - for (i=0; i < x; ++i) { - int out_y = j*yspc[p]+yorig[p]; - int out_x = i*xspc[p]+xorig[p]; - memcpy(final + out_y*a->s->img_x*out_bytes + out_x*out_bytes, - a->out + (j*x+i)*out_bytes, out_bytes); - } - } - STBI_FREE(a->out); - image_data += img_len; - image_data_len -= img_len; - } - } - a->out = final; - - return 1; -} - -static int stbi__compute_transparency(stbi__png *z, stbi_uc tc[3], int out_n) -{ - stbi__context *s = z->s; - stbi__uint32 i, pixel_count = s->img_x * s->img_y; - stbi_uc *p = z->out; - - // compute color-based transparency, assuming we've - // already got 255 as the alpha value in the output - STBI_ASSERT(out_n == 2 || out_n == 4); - - if (out_n == 2) { - for (i=0; i < pixel_count; ++i) { - p[1] = (p[0] == tc[0] ? 0 : 255); - p += 2; - } - } else { - for (i=0; i < pixel_count; ++i) { - if (p[0] == tc[0] && p[1] == tc[1] && p[2] == tc[2]) - p[3] = 0; - p += 4; - } - } - return 1; -} - -static int stbi__compute_transparency16(stbi__png *z, stbi__uint16 tc[3], int out_n) -{ - stbi__context *s = z->s; - stbi__uint32 i, pixel_count = s->img_x * s->img_y; - stbi__uint16 *p = (stbi__uint16*) z->out; - - // compute color-based transparency, assuming we've - // already got 65535 as the alpha value in the output - STBI_ASSERT(out_n == 2 || out_n == 4); - - if (out_n == 2) { - for (i = 0; i < pixel_count; ++i) { - p[1] = (p[0] == tc[0] ? 0 : 65535); - p += 2; - } - } else { - for (i = 0; i < pixel_count; ++i) { - if (p[0] == tc[0] && p[1] == tc[1] && p[2] == tc[2]) - p[3] = 0; - p += 4; - } - } - return 1; -} - -static int stbi__expand_png_palette(stbi__png *a, stbi_uc *palette, int len, int pal_img_n) -{ - stbi__uint32 i, pixel_count = a->s->img_x * a->s->img_y; - stbi_uc *p, *temp_out, *orig = a->out; - - p = (stbi_uc *) stbi__malloc_mad2(pixel_count, pal_img_n, 0); - if (p == NULL) return stbi__err("outofmem", "Out of memory"); - - // between here and free(out) below, exitting would leak - temp_out = p; - - if (pal_img_n == 3) { - for (i=0; i < pixel_count; ++i) { - int n = orig[i]*4; - p[0] = palette[n ]; - p[1] = palette[n+1]; - p[2] = palette[n+2]; - p += 3; - } - } else { - for (i=0; i < pixel_count; ++i) { - int n = orig[i]*4; - p[0] = palette[n ]; - p[1] = palette[n+1]; - p[2] = palette[n+2]; - p[3] = palette[n+3]; - p += 4; - } - } - STBI_FREE(a->out); - a->out = temp_out; - - STBI_NOTUSED(len); - - return 1; -} - -static int stbi__unpremultiply_on_load_global = 0; -static int stbi__de_iphone_flag_global = 0; - -STBIDEF void stbi_set_unpremultiply_on_load(int flag_true_if_should_unpremultiply) -{ - stbi__unpremultiply_on_load_global = flag_true_if_should_unpremultiply; -} - -STBIDEF void stbi_convert_iphone_png_to_rgb(int flag_true_if_should_convert) -{ - stbi__de_iphone_flag_global = flag_true_if_should_convert; -} - -#ifndef STBI_THREAD_LOCAL -#define stbi__unpremultiply_on_load stbi__unpremultiply_on_load_global -#define stbi__de_iphone_flag stbi__de_iphone_flag_global -#else -static STBI_THREAD_LOCAL int stbi__unpremultiply_on_load_local, stbi__unpremultiply_on_load_set; -static STBI_THREAD_LOCAL int stbi__de_iphone_flag_local, stbi__de_iphone_flag_set; - -STBIDEF void stbi_set_unpremultiply_on_load_thread(int flag_true_if_should_unpremultiply) -{ - stbi__unpremultiply_on_load_local = flag_true_if_should_unpremultiply; - stbi__unpremultiply_on_load_set = 1; -} - -STBIDEF void stbi_convert_iphone_png_to_rgb_thread(int flag_true_if_should_convert) -{ - stbi__de_iphone_flag_local = flag_true_if_should_convert; - stbi__de_iphone_flag_set = 1; -} - -#define stbi__unpremultiply_on_load (stbi__unpremultiply_on_load_set \ - ? stbi__unpremultiply_on_load_local \ - : stbi__unpremultiply_on_load_global) -#define stbi__de_iphone_flag (stbi__de_iphone_flag_set \ - ? stbi__de_iphone_flag_local \ - : stbi__de_iphone_flag_global) -#endif // STBI_THREAD_LOCAL - -static void stbi__de_iphone(stbi__png *z) -{ - stbi__context *s = z->s; - stbi__uint32 i, pixel_count = s->img_x * s->img_y; - stbi_uc *p = z->out; - - if (s->img_out_n == 3) { // convert bgr to rgb - for (i=0; i < pixel_count; ++i) { - stbi_uc t = p[0]; - p[0] = p[2]; - p[2] = t; - p += 3; - } - } else { - STBI_ASSERT(s->img_out_n == 4); - if (stbi__unpremultiply_on_load) { - // convert bgr to rgb and unpremultiply - for (i=0; i < pixel_count; ++i) { - stbi_uc a = p[3]; - stbi_uc t = p[0]; - if (a) { - stbi_uc half = a / 2; - p[0] = (p[2] * 255 + half) / a; - p[1] = (p[1] * 255 + half) / a; - p[2] = ( t * 255 + half) / a; - } else { - p[0] = p[2]; - p[2] = t; - } - p += 4; - } - } else { - // convert bgr to rgb - for (i=0; i < pixel_count; ++i) { - stbi_uc t = p[0]; - p[0] = p[2]; - p[2] = t; - p += 4; - } - } - } -} - -#define STBI__PNG_TYPE(a,b,c,d) (((unsigned) (a) << 24) + ((unsigned) (b) << 16) + ((unsigned) (c) << 8) + (unsigned) (d)) - -static int stbi__parse_png_file(stbi__png *z, int scan, int req_comp) -{ - stbi_uc palette[1024], pal_img_n=0; - stbi_uc has_trans=0, tc[3]={0}; - stbi__uint16 tc16[3]; - stbi__uint32 ioff=0, idata_limit=0, i, pal_len=0; - int first=1,k,interlace=0, color=0, is_iphone=0; - stbi__context *s = z->s; - - z->expanded = NULL; - z->idata = NULL; - z->out = NULL; - - if (!stbi__check_png_header(s)) return 0; - - if (scan == STBI__SCAN_type) return 1; - - for (;;) { - stbi__pngchunk c = stbi__get_chunk_header(s); - switch (c.type) { - case STBI__PNG_TYPE('C','g','B','I'): - is_iphone = 1; - stbi__skip(s, c.length); - break; - case STBI__PNG_TYPE('I','H','D','R'): { - int comp,filter; - if (!first) return stbi__err("multiple IHDR","Corrupt PNG"); - first = 0; - if (c.length != 13) return stbi__err("bad IHDR len","Corrupt PNG"); - s->img_x = stbi__get32be(s); - s->img_y = stbi__get32be(s); - if (s->img_y > STBI_MAX_DIMENSIONS) return stbi__err("too large","Very large image (corrupt?)"); - if (s->img_x > STBI_MAX_DIMENSIONS) return stbi__err("too large","Very large image (corrupt?)"); - z->depth = stbi__get8(s); if (z->depth != 1 && z->depth != 2 && z->depth != 4 && z->depth != 8 && z->depth != 16) return stbi__err("1/2/4/8/16-bit only","PNG not supported: 1/2/4/8/16-bit only"); - color = stbi__get8(s); if (color > 6) return stbi__err("bad ctype","Corrupt PNG"); - if (color == 3 && z->depth == 16) return stbi__err("bad ctype","Corrupt PNG"); - if (color == 3) pal_img_n = 3; else if (color & 1) return stbi__err("bad ctype","Corrupt PNG"); - comp = stbi__get8(s); if (comp) return stbi__err("bad comp method","Corrupt PNG"); - filter= stbi__get8(s); if (filter) return stbi__err("bad filter method","Corrupt PNG"); - interlace = stbi__get8(s); if (interlace>1) return stbi__err("bad interlace method","Corrupt PNG"); - if (!s->img_x || !s->img_y) return stbi__err("0-pixel image","Corrupt PNG"); - if (!pal_img_n) { - s->img_n = (color & 2 ? 3 : 1) + (color & 4 ? 1 : 0); - if ((1 << 30) / s->img_x / s->img_n < s->img_y) return stbi__err("too large", "Image too large to decode"); - } else { - // if paletted, then pal_n is our final components, and - // img_n is # components to decompress/filter. - s->img_n = 1; - if ((1 << 30) / s->img_x / 4 < s->img_y) return stbi__err("too large","Corrupt PNG"); - } - // even with SCAN_header, have to scan to see if we have a tRNS - break; - } - - case STBI__PNG_TYPE('P','L','T','E'): { - if (first) return stbi__err("first not IHDR", "Corrupt PNG"); - if (c.length > 256*3) return stbi__err("invalid PLTE","Corrupt PNG"); - pal_len = c.length / 3; - if (pal_len * 3 != c.length) return stbi__err("invalid PLTE","Corrupt PNG"); - for (i=0; i < pal_len; ++i) { - palette[i*4+0] = stbi__get8(s); - palette[i*4+1] = stbi__get8(s); - palette[i*4+2] = stbi__get8(s); - palette[i*4+3] = 255; - } - break; - } - - case STBI__PNG_TYPE('t','R','N','S'): { - if (first) return stbi__err("first not IHDR", "Corrupt PNG"); - if (z->idata) return stbi__err("tRNS after IDAT","Corrupt PNG"); - if (pal_img_n) { - if (scan == STBI__SCAN_header) { s->img_n = 4; return 1; } - if (pal_len == 0) return stbi__err("tRNS before PLTE","Corrupt PNG"); - if (c.length > pal_len) return stbi__err("bad tRNS len","Corrupt PNG"); - pal_img_n = 4; - for (i=0; i < c.length; ++i) - palette[i*4+3] = stbi__get8(s); - } else { - if (!(s->img_n & 1)) return stbi__err("tRNS with alpha","Corrupt PNG"); - if (c.length != (stbi__uint32) s->img_n*2) return stbi__err("bad tRNS len","Corrupt PNG"); - has_trans = 1; - // non-paletted with tRNS = constant alpha. if header-scanning, we can stop now. - if (scan == STBI__SCAN_header) { ++s->img_n; return 1; } - if (z->depth == 16) { - for (k = 0; k < s->img_n && k < 3; ++k) // extra loop test to suppress false GCC warning - tc16[k] = (stbi__uint16)stbi__get16be(s); // copy the values as-is - } else { - for (k = 0; k < s->img_n && k < 3; ++k) - tc[k] = (stbi_uc)(stbi__get16be(s) & 255) * stbi__depth_scale_table[z->depth]; // non 8-bit images will be larger - } - } - break; - } - - case STBI__PNG_TYPE('I','D','A','T'): { - if (first) return stbi__err("first not IHDR", "Corrupt PNG"); - if (pal_img_n && !pal_len) return stbi__err("no PLTE","Corrupt PNG"); - if (scan == STBI__SCAN_header) { - // header scan definitely stops at first IDAT - if (pal_img_n) - s->img_n = pal_img_n; - return 1; - } - if (c.length > (1u << 30)) return stbi__err("IDAT size limit", "IDAT section larger than 2^30 bytes"); - if ((int)(ioff + c.length) < (int)ioff) return 0; - if (ioff + c.length > idata_limit) { - stbi__uint32 idata_limit_old = idata_limit; - stbi_uc *p; - if (idata_limit == 0) idata_limit = c.length > 4096 ? c.length : 4096; - while (ioff + c.length > idata_limit) - idata_limit *= 2; - STBI_NOTUSED(idata_limit_old); - p = (stbi_uc *) STBI_REALLOC_SIZED(z->idata, idata_limit_old, idata_limit); if (p == NULL) return stbi__err("outofmem", "Out of memory"); - z->idata = p; - } - if (!stbi__getn(s, z->idata+ioff,c.length)) return stbi__err("outofdata","Corrupt PNG"); - ioff += c.length; - break; - } - - case STBI__PNG_TYPE('I','E','N','D'): { - stbi__uint32 raw_len, bpl; - if (first) return stbi__err("first not IHDR", "Corrupt PNG"); - if (scan != STBI__SCAN_load) return 1; - if (z->idata == NULL) return stbi__err("no IDAT","Corrupt PNG"); - // initial guess for decoded data size to avoid unnecessary reallocs - bpl = (s->img_x * z->depth + 7) / 8; // bytes per line, per component - raw_len = bpl * s->img_y * s->img_n /* pixels */ + s->img_y /* filter mode per row */; - z->expanded = (stbi_uc *) stbi_zlib_decode_malloc_guesssize_headerflag((char *) z->idata, ioff, raw_len, (int *) &raw_len, !is_iphone); - if (z->expanded == NULL) return 0; // zlib should set error - STBI_FREE(z->idata); z->idata = NULL; - if ((req_comp == s->img_n+1 && req_comp != 3 && !pal_img_n) || has_trans) - s->img_out_n = s->img_n+1; - else - s->img_out_n = s->img_n; - if (!stbi__create_png_image(z, z->expanded, raw_len, s->img_out_n, z->depth, color, interlace)) return 0; - if (has_trans) { - if (z->depth == 16) { - if (!stbi__compute_transparency16(z, tc16, s->img_out_n)) return 0; - } else { - if (!stbi__compute_transparency(z, tc, s->img_out_n)) return 0; - } - } - if (is_iphone && stbi__de_iphone_flag && s->img_out_n > 2) - stbi__de_iphone(z); - if (pal_img_n) { - // pal_img_n == 3 or 4 - s->img_n = pal_img_n; // record the actual colors we had - s->img_out_n = pal_img_n; - if (req_comp >= 3) s->img_out_n = req_comp; - if (!stbi__expand_png_palette(z, palette, pal_len, s->img_out_n)) - return 0; - } else if (has_trans) { - // non-paletted image with tRNS -> source image has (constant) alpha - ++s->img_n; - } - STBI_FREE(z->expanded); z->expanded = NULL; - // end of PNG chunk, read and skip CRC - stbi__get32be(s); - return 1; - } - - default: - // if critical, fail - if (first) return stbi__err("first not IHDR", "Corrupt PNG"); - if ((c.type & (1 << 29)) == 0) { - #ifndef STBI_NO_FAILURE_STRINGS - // not threadsafe - static char invalid_chunk[] = "XXXX PNG chunk not known"; - invalid_chunk[0] = STBI__BYTECAST(c.type >> 24); - invalid_chunk[1] = STBI__BYTECAST(c.type >> 16); - invalid_chunk[2] = STBI__BYTECAST(c.type >> 8); - invalid_chunk[3] = STBI__BYTECAST(c.type >> 0); - #endif - return stbi__err(invalid_chunk, "PNG not supported: unknown PNG chunk type"); - } - stbi__skip(s, c.length); - break; - } - // end of PNG chunk, read and skip CRC - stbi__get32be(s); - } -} - -static void *stbi__do_png(stbi__png *p, int *x, int *y, int *n, int req_comp, stbi__result_info *ri) -{ - void *result=NULL; - if (req_comp < 0 || req_comp > 4) return stbi__errpuc("bad req_comp", "Internal error"); - if (stbi__parse_png_file(p, STBI__SCAN_load, req_comp)) { - if (p->depth <= 8) - ri->bits_per_channel = 8; - else if (p->depth == 16) - ri->bits_per_channel = 16; - else - return stbi__errpuc("bad bits_per_channel", "PNG not supported: unsupported color depth"); - result = p->out; - p->out = NULL; - if (req_comp && req_comp != p->s->img_out_n) { - if (ri->bits_per_channel == 8) - result = stbi__convert_format((unsigned char *) result, p->s->img_out_n, req_comp, p->s->img_x, p->s->img_y); - else - result = stbi__convert_format16((stbi__uint16 *) result, p->s->img_out_n, req_comp, p->s->img_x, p->s->img_y); - p->s->img_out_n = req_comp; - if (result == NULL) return result; - } - *x = p->s->img_x; - *y = p->s->img_y; - if (n) *n = p->s->img_n; - } - STBI_FREE(p->out); p->out = NULL; - STBI_FREE(p->expanded); p->expanded = NULL; - STBI_FREE(p->idata); p->idata = NULL; - - return result; -} - -static void *stbi__png_load(stbi__context *s, int *x, int *y, int *comp, int req_comp, stbi__result_info *ri) -{ - stbi__png p; - p.s = s; - return stbi__do_png(&p, x,y,comp,req_comp, ri); -} - -static int stbi__png_test(stbi__context *s) -{ - int r; - r = stbi__check_png_header(s); - stbi__rewind(s); - return r; -} - -static int stbi__png_info_raw(stbi__png *p, int *x, int *y, int *comp) -{ - if (!stbi__parse_png_file(p, STBI__SCAN_header, 0)) { - stbi__rewind( p->s ); - return 0; - } - if (x) *x = p->s->img_x; - if (y) *y = p->s->img_y; - if (comp) *comp = p->s->img_n; - return 1; -} - -static int stbi__png_info(stbi__context *s, int *x, int *y, int *comp) -{ - stbi__png p; - p.s = s; - return stbi__png_info_raw(&p, x, y, comp); -} - -static int stbi__png_is16(stbi__context *s) -{ - stbi__png p; - p.s = s; - if (!stbi__png_info_raw(&p, NULL, NULL, NULL)) - return 0; - if (p.depth != 16) { - stbi__rewind(p.s); - return 0; - } - return 1; -} -#endif - -// Microsoft/Windows BMP image - -#ifndef STBI_NO_BMP -static int stbi__bmp_test_raw(stbi__context *s) -{ - int r; - int sz; - if (stbi__get8(s) != 'B') return 0; - if (stbi__get8(s) != 'M') return 0; - stbi__get32le(s); // discard filesize - stbi__get16le(s); // discard reserved - stbi__get16le(s); // discard reserved - stbi__get32le(s); // discard data offset - sz = stbi__get32le(s); - r = (sz == 12 || sz == 40 || sz == 56 || sz == 108 || sz == 124); - return r; -} - -static int stbi__bmp_test(stbi__context *s) -{ - int r = stbi__bmp_test_raw(s); - stbi__rewind(s); - return r; -} - - -// returns 0..31 for the highest set bit -static int stbi__high_bit(unsigned int z) -{ - int n=0; - if (z == 0) return -1; - if (z >= 0x10000) { n += 16; z >>= 16; } - if (z >= 0x00100) { n += 8; z >>= 8; } - if (z >= 0x00010) { n += 4; z >>= 4; } - if (z >= 0x00004) { n += 2; z >>= 2; } - if (z >= 0x00002) { n += 1;/* >>= 1;*/ } - return n; -} - -static int stbi__bitcount(unsigned int a) -{ - a = (a & 0x55555555) + ((a >> 1) & 0x55555555); // max 2 - a = (a & 0x33333333) + ((a >> 2) & 0x33333333); // max 4 - a = (a + (a >> 4)) & 0x0f0f0f0f; // max 8 per 4, now 8 bits - a = (a + (a >> 8)); // max 16 per 8 bits - a = (a + (a >> 16)); // max 32 per 8 bits - return a & 0xff; -} - -// extract an arbitrarily-aligned N-bit value (N=bits) -// from v, and then make it 8-bits long and fractionally -// extend it to full full range. -static int stbi__shiftsigned(unsigned int v, int shift, int bits) -{ - static unsigned int mul_table[9] = { - 0, - 0xff/*0b11111111*/, 0x55/*0b01010101*/, 0x49/*0b01001001*/, 0x11/*0b00010001*/, - 0x21/*0b00100001*/, 0x41/*0b01000001*/, 0x81/*0b10000001*/, 0x01/*0b00000001*/, - }; - static unsigned int shift_table[9] = { - 0, 0,0,1,0,2,4,6,0, - }; - if (shift < 0) - v <<= -shift; - else - v >>= shift; - STBI_ASSERT(v < 256); - v >>= (8-bits); - STBI_ASSERT(bits >= 0 && bits <= 8); - return (int) ((unsigned) v * mul_table[bits]) >> shift_table[bits]; -} - -typedef struct -{ - int bpp, offset, hsz; - unsigned int mr,mg,mb,ma, all_a; - int extra_read; -} stbi__bmp_data; - -static int stbi__bmp_set_mask_defaults(stbi__bmp_data *info, int compress) -{ - // BI_BITFIELDS specifies masks explicitly, don't override - if (compress == 3) - return 1; - - if (compress == 0) { - if (info->bpp == 16) { - info->mr = 31u << 10; - info->mg = 31u << 5; - info->mb = 31u << 0; - } else if (info->bpp == 32) { - info->mr = 0xffu << 16; - info->mg = 0xffu << 8; - info->mb = 0xffu << 0; - info->ma = 0xffu << 24; - info->all_a = 0; // if all_a is 0 at end, then we loaded alpha channel but it was all 0 - } else { - // otherwise, use defaults, which is all-0 - info->mr = info->mg = info->mb = info->ma = 0; - } - return 1; - } - return 0; // error -} - -static void *stbi__bmp_parse_header(stbi__context *s, stbi__bmp_data *info) -{ - int hsz; - if (stbi__get8(s) != 'B' || stbi__get8(s) != 'M') return stbi__errpuc("not BMP", "Corrupt BMP"); - stbi__get32le(s); // discard filesize - stbi__get16le(s); // discard reserved - stbi__get16le(s); // discard reserved - info->offset = stbi__get32le(s); - info->hsz = hsz = stbi__get32le(s); - info->mr = info->mg = info->mb = info->ma = 0; - info->extra_read = 14; - - if (info->offset < 0) return stbi__errpuc("bad BMP", "bad BMP"); - - if (hsz != 12 && hsz != 40 && hsz != 56 && hsz != 108 && hsz != 124) return stbi__errpuc("unknown BMP", "BMP type not supported: unknown"); - if (hsz == 12) { - s->img_x = stbi__get16le(s); - s->img_y = stbi__get16le(s); - } else { - s->img_x = stbi__get32le(s); - s->img_y = stbi__get32le(s); - } - if (stbi__get16le(s) != 1) return stbi__errpuc("bad BMP", "bad BMP"); - info->bpp = stbi__get16le(s); - if (hsz != 12) { - int compress = stbi__get32le(s); - if (compress == 1 || compress == 2) return stbi__errpuc("BMP RLE", "BMP type not supported: RLE"); - if (compress >= 4) return stbi__errpuc("BMP JPEG/PNG", "BMP type not supported: unsupported compression"); // this includes PNG/JPEG modes - if (compress == 3 && info->bpp != 16 && info->bpp != 32) return stbi__errpuc("bad BMP", "bad BMP"); // bitfields requires 16 or 32 bits/pixel - stbi__get32le(s); // discard sizeof - stbi__get32le(s); // discard hres - stbi__get32le(s); // discard vres - stbi__get32le(s); // discard colorsused - stbi__get32le(s); // discard max important - if (hsz == 40 || hsz == 56) { - if (hsz == 56) { - stbi__get32le(s); - stbi__get32le(s); - stbi__get32le(s); - stbi__get32le(s); - } - if (info->bpp == 16 || info->bpp == 32) { - if (compress == 0) { - stbi__bmp_set_mask_defaults(info, compress); - } else if (compress == 3) { - info->mr = stbi__get32le(s); - info->mg = stbi__get32le(s); - info->mb = stbi__get32le(s); - info->extra_read += 12; - // not documented, but generated by photoshop and handled by mspaint - if (info->mr == info->mg && info->mg == info->mb) { - // ?!?!? - return stbi__errpuc("bad BMP", "bad BMP"); - } - } else - return stbi__errpuc("bad BMP", "bad BMP"); - } - } else { - // V4/V5 header - int i; - if (hsz != 108 && hsz != 124) - return stbi__errpuc("bad BMP", "bad BMP"); - info->mr = stbi__get32le(s); - info->mg = stbi__get32le(s); - info->mb = stbi__get32le(s); - info->ma = stbi__get32le(s); - if (compress != 3) // override mr/mg/mb unless in BI_BITFIELDS mode, as per docs - stbi__bmp_set_mask_defaults(info, compress); - stbi__get32le(s); // discard color space - for (i=0; i < 12; ++i) - stbi__get32le(s); // discard color space parameters - if (hsz == 124) { - stbi__get32le(s); // discard rendering intent - stbi__get32le(s); // discard offset of profile data - stbi__get32le(s); // discard size of profile data - stbi__get32le(s); // discard reserved - } - } - } - return (void *) 1; -} - - -static void *stbi__bmp_load(stbi__context *s, int *x, int *y, int *comp, int req_comp, stbi__result_info *ri) -{ - stbi_uc *out; - unsigned int mr=0,mg=0,mb=0,ma=0, all_a; - stbi_uc pal[256][4]; - int psize=0,i,j,width; - int flip_vertically, pad, target; - stbi__bmp_data info; - STBI_NOTUSED(ri); - - info.all_a = 255; - if (stbi__bmp_parse_header(s, &info) == NULL) - return NULL; // error code already set - - flip_vertically = ((int) s->img_y) > 0; - s->img_y = abs((int) s->img_y); - - if (s->img_y > STBI_MAX_DIMENSIONS) return stbi__errpuc("too large","Very large image (corrupt?)"); - if (s->img_x > STBI_MAX_DIMENSIONS) return stbi__errpuc("too large","Very large image (corrupt?)"); - - mr = info.mr; - mg = info.mg; - mb = info.mb; - ma = info.ma; - all_a = info.all_a; - - if (info.hsz == 12) { - if (info.bpp < 24) - psize = (info.offset - info.extra_read - 24) / 3; - } else { - if (info.bpp < 16) - psize = (info.offset - info.extra_read - info.hsz) >> 2; - } - if (psize == 0) { - // accept some number of extra bytes after the header, but if the offset points either to before - // the header ends or implies a large amount of extra data, reject the file as malformed - int bytes_read_so_far = s->callback_already_read + (int)(s->img_buffer - s->img_buffer_original); - int header_limit = 1024; // max we actually read is below 256 bytes currently. - int extra_data_limit = 256*4; // what ordinarily goes here is a palette; 256 entries*4 bytes is its max size. - if (bytes_read_so_far <= 0 || bytes_read_so_far > header_limit) { - return stbi__errpuc("bad header", "Corrupt BMP"); - } - // we established that bytes_read_so_far is positive and sensible. - // the first half of this test rejects offsets that are either too small positives, or - // negative, and guarantees that info.offset >= bytes_read_so_far > 0. this in turn - // ensures the number computed in the second half of the test can't overflow. - if (info.offset < bytes_read_so_far || info.offset - bytes_read_so_far > extra_data_limit) { - return stbi__errpuc("bad offset", "Corrupt BMP"); - } else { - stbi__skip(s, info.offset - bytes_read_so_far); - } - } - - if (info.bpp == 24 && ma == 0xff000000) - s->img_n = 3; - else - s->img_n = ma ? 4 : 3; - if (req_comp && req_comp >= 3) // we can directly decode 3 or 4 - target = req_comp; - else - target = s->img_n; // if they want monochrome, we'll post-convert - - // sanity-check size - if (!stbi__mad3sizes_valid(target, s->img_x, s->img_y, 0)) - return stbi__errpuc("too large", "Corrupt BMP"); - - out = (stbi_uc *) stbi__malloc_mad3(target, s->img_x, s->img_y, 0); - if (!out) return stbi__errpuc("outofmem", "Out of memory"); - if (info.bpp < 16) { - int z=0; - if (psize == 0 || psize > 256) { STBI_FREE(out); return stbi__errpuc("invalid", "Corrupt BMP"); } - for (i=0; i < psize; ++i) { - pal[i][2] = stbi__get8(s); - pal[i][1] = stbi__get8(s); - pal[i][0] = stbi__get8(s); - if (info.hsz != 12) stbi__get8(s); - pal[i][3] = 255; - } - stbi__skip(s, info.offset - info.extra_read - info.hsz - psize * (info.hsz == 12 ? 3 : 4)); - if (info.bpp == 1) width = (s->img_x + 7) >> 3; - else if (info.bpp == 4) width = (s->img_x + 1) >> 1; - else if (info.bpp == 8) width = s->img_x; - else { STBI_FREE(out); return stbi__errpuc("bad bpp", "Corrupt BMP"); } - pad = (-width)&3; - if (info.bpp == 1) { - for (j=0; j < (int) s->img_y; ++j) { - int bit_offset = 7, v = stbi__get8(s); - for (i=0; i < (int) s->img_x; ++i) { - int color = (v>>bit_offset)&0x1; - out[z++] = pal[color][0]; - out[z++] = pal[color][1]; - out[z++] = pal[color][2]; - if (target == 4) out[z++] = 255; - if (i+1 == (int) s->img_x) break; - if((--bit_offset) < 0) { - bit_offset = 7; - v = stbi__get8(s); - } - } - stbi__skip(s, pad); - } - } else { - for (j=0; j < (int) s->img_y; ++j) { - for (i=0; i < (int) s->img_x; i += 2) { - int v=stbi__get8(s),v2=0; - if (info.bpp == 4) { - v2 = v & 15; - v >>= 4; - } - out[z++] = pal[v][0]; - out[z++] = pal[v][1]; - out[z++] = pal[v][2]; - if (target == 4) out[z++] = 255; - if (i+1 == (int) s->img_x) break; - v = (info.bpp == 8) ? stbi__get8(s) : v2; - out[z++] = pal[v][0]; - out[z++] = pal[v][1]; - out[z++] = pal[v][2]; - if (target == 4) out[z++] = 255; - } - stbi__skip(s, pad); - } - } - } else { - int rshift=0,gshift=0,bshift=0,ashift=0,rcount=0,gcount=0,bcount=0,acount=0; - int z = 0; - int easy=0; - stbi__skip(s, info.offset - info.extra_read - info.hsz); - if (info.bpp == 24) width = 3 * s->img_x; - else if (info.bpp == 16) width = 2*s->img_x; - else /* bpp = 32 and pad = 0 */ width=0; - pad = (-width) & 3; - if (info.bpp == 24) { - easy = 1; - } else if (info.bpp == 32) { - if (mb == 0xff && mg == 0xff00 && mr == 0x00ff0000 && ma == 0xff000000) - easy = 2; - } - if (!easy) { - if (!mr || !mg || !mb) { STBI_FREE(out); return stbi__errpuc("bad masks", "Corrupt BMP"); } - // right shift amt to put high bit in position #7 - rshift = stbi__high_bit(mr)-7; rcount = stbi__bitcount(mr); - gshift = stbi__high_bit(mg)-7; gcount = stbi__bitcount(mg); - bshift = stbi__high_bit(mb)-7; bcount = stbi__bitcount(mb); - ashift = stbi__high_bit(ma)-7; acount = stbi__bitcount(ma); - if (rcount > 8 || gcount > 8 || bcount > 8 || acount > 8) { STBI_FREE(out); return stbi__errpuc("bad masks", "Corrupt BMP"); } - } - for (j=0; j < (int) s->img_y; ++j) { - if (easy) { - for (i=0; i < (int) s->img_x; ++i) { - unsigned char a; - out[z+2] = stbi__get8(s); - out[z+1] = stbi__get8(s); - out[z+0] = stbi__get8(s); - z += 3; - a = (easy == 2 ? stbi__get8(s) : 255); - all_a |= a; - if (target == 4) out[z++] = a; - } - } else { - int bpp = info.bpp; - for (i=0; i < (int) s->img_x; ++i) { - stbi__uint32 v = (bpp == 16 ? (stbi__uint32) stbi__get16le(s) : stbi__get32le(s)); - unsigned int a; - out[z++] = STBI__BYTECAST(stbi__shiftsigned(v & mr, rshift, rcount)); - out[z++] = STBI__BYTECAST(stbi__shiftsigned(v & mg, gshift, gcount)); - out[z++] = STBI__BYTECAST(stbi__shiftsigned(v & mb, bshift, bcount)); - a = (ma ? stbi__shiftsigned(v & ma, ashift, acount) : 255); - all_a |= a; - if (target == 4) out[z++] = STBI__BYTECAST(a); - } - } - stbi__skip(s, pad); - } - } - - // if alpha channel is all 0s, replace with all 255s - if (target == 4 && all_a == 0) - for (i=4*s->img_x*s->img_y-1; i >= 0; i -= 4) - out[i] = 255; - - if (flip_vertically) { - stbi_uc t; - for (j=0; j < (int) s->img_y>>1; ++j) { - stbi_uc *p1 = out + j *s->img_x*target; - stbi_uc *p2 = out + (s->img_y-1-j)*s->img_x*target; - for (i=0; i < (int) s->img_x*target; ++i) { - t = p1[i]; p1[i] = p2[i]; p2[i] = t; - } - } - } - - if (req_comp && req_comp != target) { - out = stbi__convert_format(out, target, req_comp, s->img_x, s->img_y); - if (out == NULL) return out; // stbi__convert_format frees input on failure - } - - *x = s->img_x; - *y = s->img_y; - if (comp) *comp = s->img_n; - return out; -} -#endif - -// Targa Truevision - TGA -// by Jonathan Dummer -#ifndef STBI_NO_TGA -// returns STBI_rgb or whatever, 0 on error -static int stbi__tga_get_comp(int bits_per_pixel, int is_grey, int* is_rgb16) -{ - // only RGB or RGBA (incl. 16bit) or grey allowed - if (is_rgb16) *is_rgb16 = 0; - switch(bits_per_pixel) { - case 8: return STBI_grey; - case 16: if(is_grey) return STBI_grey_alpha; - // fallthrough - case 15: if(is_rgb16) *is_rgb16 = 1; - return STBI_rgb; - case 24: // fallthrough - case 32: return bits_per_pixel/8; - default: return 0; - } -} - -static int stbi__tga_info(stbi__context *s, int *x, int *y, int *comp) -{ - int tga_w, tga_h, tga_comp, tga_image_type, tga_bits_per_pixel, tga_colormap_bpp; - int sz, tga_colormap_type; - stbi__get8(s); // discard Offset - tga_colormap_type = stbi__get8(s); // colormap type - if( tga_colormap_type > 1 ) { - stbi__rewind(s); - return 0; // only RGB or indexed allowed - } - tga_image_type = stbi__get8(s); // image type - if ( tga_colormap_type == 1 ) { // colormapped (paletted) image - if (tga_image_type != 1 && tga_image_type != 9) { - stbi__rewind(s); - return 0; - } - stbi__skip(s,4); // skip index of first colormap entry and number of entries - sz = stbi__get8(s); // check bits per palette color entry - if ( (sz != 8) && (sz != 15) && (sz != 16) && (sz != 24) && (sz != 32) ) { - stbi__rewind(s); - return 0; - } - stbi__skip(s,4); // skip image x and y origin - tga_colormap_bpp = sz; - } else { // "normal" image w/o colormap - only RGB or grey allowed, +/- RLE - if ( (tga_image_type != 2) && (tga_image_type != 3) && (tga_image_type != 10) && (tga_image_type != 11) ) { - stbi__rewind(s); - return 0; // only RGB or grey allowed, +/- RLE - } - stbi__skip(s,9); // skip colormap specification and image x/y origin - tga_colormap_bpp = 0; - } - tga_w = stbi__get16le(s); - if( tga_w < 1 ) { - stbi__rewind(s); - return 0; // test width - } - tga_h = stbi__get16le(s); - if( tga_h < 1 ) { - stbi__rewind(s); - return 0; // test height - } - tga_bits_per_pixel = stbi__get8(s); // bits per pixel - stbi__get8(s); // ignore alpha bits - if (tga_colormap_bpp != 0) { - if((tga_bits_per_pixel != 8) && (tga_bits_per_pixel != 16)) { - // when using a colormap, tga_bits_per_pixel is the size of the indexes - // I don't think anything but 8 or 16bit indexes makes sense - stbi__rewind(s); - return 0; - } - tga_comp = stbi__tga_get_comp(tga_colormap_bpp, 0, NULL); - } else { - tga_comp = stbi__tga_get_comp(tga_bits_per_pixel, (tga_image_type == 3) || (tga_image_type == 11), NULL); - } - if(!tga_comp) { - stbi__rewind(s); - return 0; - } - if (x) *x = tga_w; - if (y) *y = tga_h; - if (comp) *comp = tga_comp; - return 1; // seems to have passed everything -} - -static int stbi__tga_test(stbi__context *s) -{ - int res = 0; - int sz, tga_color_type; - stbi__get8(s); // discard Offset - tga_color_type = stbi__get8(s); // color type - if ( tga_color_type > 1 ) goto errorEnd; // only RGB or indexed allowed - sz = stbi__get8(s); // image type - if ( tga_color_type == 1 ) { // colormapped (paletted) image - if (sz != 1 && sz != 9) goto errorEnd; // colortype 1 demands image type 1 or 9 - stbi__skip(s,4); // skip index of first colormap entry and number of entries - sz = stbi__get8(s); // check bits per palette color entry - if ( (sz != 8) && (sz != 15) && (sz != 16) && (sz != 24) && (sz != 32) ) goto errorEnd; - stbi__skip(s,4); // skip image x and y origin - } else { // "normal" image w/o colormap - if ( (sz != 2) && (sz != 3) && (sz != 10) && (sz != 11) ) goto errorEnd; // only RGB or grey allowed, +/- RLE - stbi__skip(s,9); // skip colormap specification and image x/y origin - } - if ( stbi__get16le(s) < 1 ) goto errorEnd; // test width - if ( stbi__get16le(s) < 1 ) goto errorEnd; // test height - sz = stbi__get8(s); // bits per pixel - if ( (tga_color_type == 1) && (sz != 8) && (sz != 16) ) goto errorEnd; // for colormapped images, bpp is size of an index - if ( (sz != 8) && (sz != 15) && (sz != 16) && (sz != 24) && (sz != 32) ) goto errorEnd; - - res = 1; // if we got this far, everything's good and we can return 1 instead of 0 - -errorEnd: - stbi__rewind(s); - return res; -} - -// read 16bit value and convert to 24bit RGB -static void stbi__tga_read_rgb16(stbi__context *s, stbi_uc* out) -{ - stbi__uint16 px = (stbi__uint16)stbi__get16le(s); - stbi__uint16 fiveBitMask = 31; - // we have 3 channels with 5bits each - int r = (px >> 10) & fiveBitMask; - int g = (px >> 5) & fiveBitMask; - int b = px & fiveBitMask; - // Note that this saves the data in RGB(A) order, so it doesn't need to be swapped later - out[0] = (stbi_uc)((r * 255)/31); - out[1] = (stbi_uc)((g * 255)/31); - out[2] = (stbi_uc)((b * 255)/31); - - // some people claim that the most significant bit might be used for alpha - // (possibly if an alpha-bit is set in the "image descriptor byte") - // but that only made 16bit test images completely translucent.. - // so let's treat all 15 and 16bit TGAs as RGB with no alpha. -} - -static void *stbi__tga_load(stbi__context *s, int *x, int *y, int *comp, int req_comp, stbi__result_info *ri) -{ - // read in the TGA header stuff - int tga_offset = stbi__get8(s); - int tga_indexed = stbi__get8(s); - int tga_image_type = stbi__get8(s); - int tga_is_RLE = 0; - int tga_palette_start = stbi__get16le(s); - int tga_palette_len = stbi__get16le(s); - int tga_palette_bits = stbi__get8(s); - int tga_x_origin = stbi__get16le(s); - int tga_y_origin = stbi__get16le(s); - int tga_width = stbi__get16le(s); - int tga_height = stbi__get16le(s); - int tga_bits_per_pixel = stbi__get8(s); - int tga_comp, tga_rgb16=0; - int tga_inverted = stbi__get8(s); - // int tga_alpha_bits = tga_inverted & 15; // the 4 lowest bits - unused (useless?) - // image data - unsigned char *tga_data; - unsigned char *tga_palette = NULL; - int i, j; - unsigned char raw_data[4] = {0}; - int RLE_count = 0; - int RLE_repeating = 0; - int read_next_pixel = 1; - STBI_NOTUSED(ri); - STBI_NOTUSED(tga_x_origin); // @TODO - STBI_NOTUSED(tga_y_origin); // @TODO - - if (tga_height > STBI_MAX_DIMENSIONS) return stbi__errpuc("too large","Very large image (corrupt?)"); - if (tga_width > STBI_MAX_DIMENSIONS) return stbi__errpuc("too large","Very large image (corrupt?)"); - - // do a tiny bit of precessing - if ( tga_image_type >= 8 ) - { - tga_image_type -= 8; - tga_is_RLE = 1; - } - tga_inverted = 1 - ((tga_inverted >> 5) & 1); - - // If I'm paletted, then I'll use the number of bits from the palette - if ( tga_indexed ) tga_comp = stbi__tga_get_comp(tga_palette_bits, 0, &tga_rgb16); - else tga_comp = stbi__tga_get_comp(tga_bits_per_pixel, (tga_image_type == 3), &tga_rgb16); - - if(!tga_comp) // shouldn't really happen, stbi__tga_test() should have ensured basic consistency - return stbi__errpuc("bad format", "Can't find out TGA pixelformat"); - - // tga info - *x = tga_width; - *y = tga_height; - if (comp) *comp = tga_comp; - - if (!stbi__mad3sizes_valid(tga_width, tga_height, tga_comp, 0)) - return stbi__errpuc("too large", "Corrupt TGA"); - - tga_data = (unsigned char*)stbi__malloc_mad3(tga_width, tga_height, tga_comp, 0); - if (!tga_data) return stbi__errpuc("outofmem", "Out of memory"); - - // skip to the data's starting position (offset usually = 0) - stbi__skip(s, tga_offset ); - - if ( !tga_indexed && !tga_is_RLE && !tga_rgb16 ) { - for (i=0; i < tga_height; ++i) { - int row = tga_inverted ? tga_height -i - 1 : i; - stbi_uc *tga_row = tga_data + row*tga_width*tga_comp; - stbi__getn(s, tga_row, tga_width * tga_comp); - } - } else { - // do I need to load a palette? - if ( tga_indexed) - { - if (tga_palette_len == 0) { /* you have to have at least one entry! */ - STBI_FREE(tga_data); - return stbi__errpuc("bad palette", "Corrupt TGA"); - } - - // any data to skip? (offset usually = 0) - stbi__skip(s, tga_palette_start ); - // load the palette - tga_palette = (unsigned char*)stbi__malloc_mad2(tga_palette_len, tga_comp, 0); - if (!tga_palette) { - STBI_FREE(tga_data); - return stbi__errpuc("outofmem", "Out of memory"); - } - if (tga_rgb16) { - stbi_uc *pal_entry = tga_palette; - STBI_ASSERT(tga_comp == STBI_rgb); - for (i=0; i < tga_palette_len; ++i) { - stbi__tga_read_rgb16(s, pal_entry); - pal_entry += tga_comp; - } - } else if (!stbi__getn(s, tga_palette, tga_palette_len * tga_comp)) { - STBI_FREE(tga_data); - STBI_FREE(tga_palette); - return stbi__errpuc("bad palette", "Corrupt TGA"); - } - } - // load the data - for (i=0; i < tga_width * tga_height; ++i) - { - // if I'm in RLE mode, do I need to get a RLE stbi__pngchunk? - if ( tga_is_RLE ) - { - if ( RLE_count == 0 ) - { - // yep, get the next byte as a RLE command - int RLE_cmd = stbi__get8(s); - RLE_count = 1 + (RLE_cmd & 127); - RLE_repeating = RLE_cmd >> 7; - read_next_pixel = 1; - } else if ( !RLE_repeating ) - { - read_next_pixel = 1; - } - } else - { - read_next_pixel = 1; - } - // OK, if I need to read a pixel, do it now - if ( read_next_pixel ) - { - // load however much data we did have - if ( tga_indexed ) - { - // read in index, then perform the lookup - int pal_idx = (tga_bits_per_pixel == 8) ? stbi__get8(s) : stbi__get16le(s); - if ( pal_idx >= tga_palette_len ) { - // invalid index - pal_idx = 0; - } - pal_idx *= tga_comp; - for (j = 0; j < tga_comp; ++j) { - raw_data[j] = tga_palette[pal_idx+j]; - } - } else if(tga_rgb16) { - STBI_ASSERT(tga_comp == STBI_rgb); - stbi__tga_read_rgb16(s, raw_data); - } else { - // read in the data raw - for (j = 0; j < tga_comp; ++j) { - raw_data[j] = stbi__get8(s); - } - } - // clear the reading flag for the next pixel - read_next_pixel = 0; - } // end of reading a pixel - - // copy data - for (j = 0; j < tga_comp; ++j) - tga_data[i*tga_comp+j] = raw_data[j]; - - // in case we're in RLE mode, keep counting down - --RLE_count; - } - // do I need to invert the image? - if ( tga_inverted ) - { - for (j = 0; j*2 < tga_height; ++j) - { - int index1 = j * tga_width * tga_comp; - int index2 = (tga_height - 1 - j) * tga_width * tga_comp; - for (i = tga_width * tga_comp; i > 0; --i) - { - unsigned char temp = tga_data[index1]; - tga_data[index1] = tga_data[index2]; - tga_data[index2] = temp; - ++index1; - ++index2; - } - } - } - // clear my palette, if I had one - if ( tga_palette != NULL ) - { - STBI_FREE( tga_palette ); - } - } - - // swap RGB - if the source data was RGB16, it already is in the right order - if (tga_comp >= 3 && !tga_rgb16) - { - unsigned char* tga_pixel = tga_data; - for (i=0; i < tga_width * tga_height; ++i) - { - unsigned char temp = tga_pixel[0]; - tga_pixel[0] = tga_pixel[2]; - tga_pixel[2] = temp; - tga_pixel += tga_comp; - } - } - - // convert to target component count - if (req_comp && req_comp != tga_comp) - tga_data = stbi__convert_format(tga_data, tga_comp, req_comp, tga_width, tga_height); - - // the things I do to get rid of an error message, and yet keep - // Microsoft's C compilers happy... [8^( - tga_palette_start = tga_palette_len = tga_palette_bits = - tga_x_origin = tga_y_origin = 0; - STBI_NOTUSED(tga_palette_start); - // OK, done - return tga_data; -} -#endif - -// ************************************************************************************************* -// Photoshop PSD loader -- PD by Thatcher Ulrich, integration by Nicolas Schulz, tweaked by STB - -#ifndef STBI_NO_PSD -static int stbi__psd_test(stbi__context *s) -{ - int r = (stbi__get32be(s) == 0x38425053); - stbi__rewind(s); - return r; -} - -static int stbi__psd_decode_rle(stbi__context *s, stbi_uc *p, int pixelCount) -{ - int count, nleft, len; - - count = 0; - while ((nleft = pixelCount - count) > 0) { - len = stbi__get8(s); - if (len == 128) { - // No-op. - } else if (len < 128) { - // Copy next len+1 bytes literally. - len++; - if (len > nleft) return 0; // corrupt data - count += len; - while (len) { - *p = stbi__get8(s); - p += 4; - len--; - } - } else if (len > 128) { - stbi_uc val; - // Next -len+1 bytes in the dest are replicated from next source byte. - // (Interpret len as a negative 8-bit int.) - len = 257 - len; - if (len > nleft) return 0; // corrupt data - val = stbi__get8(s); - count += len; - while (len) { - *p = val; - p += 4; - len--; - } - } - } - - return 1; -} - -static void *stbi__psd_load(stbi__context *s, int *x, int *y, int *comp, int req_comp, stbi__result_info *ri, int bpc) -{ - int pixelCount; - int channelCount, compression; - int channel, i; - int bitdepth; - int w,h; - stbi_uc *out; - STBI_NOTUSED(ri); - - // Check identifier - if (stbi__get32be(s) != 0x38425053) // "8BPS" - return stbi__errpuc("not PSD", "Corrupt PSD image"); - - // Check file type version. - if (stbi__get16be(s) != 1) - return stbi__errpuc("wrong version", "Unsupported version of PSD image"); - - // Skip 6 reserved bytes. - stbi__skip(s, 6 ); - - // Read the number of channels (R, G, B, A, etc). - channelCount = stbi__get16be(s); - if (channelCount < 0 || channelCount > 16) - return stbi__errpuc("wrong channel count", "Unsupported number of channels in PSD image"); - - // Read the rows and columns of the image. - h = stbi__get32be(s); - w = stbi__get32be(s); - - if (h > STBI_MAX_DIMENSIONS) return stbi__errpuc("too large","Very large image (corrupt?)"); - if (w > STBI_MAX_DIMENSIONS) return stbi__errpuc("too large","Very large image (corrupt?)"); - - // Make sure the depth is 8 bits. - bitdepth = stbi__get16be(s); - if (bitdepth != 8 && bitdepth != 16) - return stbi__errpuc("unsupported bit depth", "PSD bit depth is not 8 or 16 bit"); - - // Make sure the color mode is RGB. - // Valid options are: - // 0: Bitmap - // 1: Grayscale - // 2: Indexed color - // 3: RGB color - // 4: CMYK color - // 7: Multichannel - // 8: Duotone - // 9: Lab color - if (stbi__get16be(s) != 3) - return stbi__errpuc("wrong color format", "PSD is not in RGB color format"); - - // Skip the Mode Data. (It's the palette for indexed color; other info for other modes.) - stbi__skip(s,stbi__get32be(s) ); - - // Skip the image resources. (resolution, pen tool paths, etc) - stbi__skip(s, stbi__get32be(s) ); - - // Skip the reserved data. - stbi__skip(s, stbi__get32be(s) ); - - // Find out if the data is compressed. - // Known values: - // 0: no compression - // 1: RLE compressed - compression = stbi__get16be(s); - if (compression > 1) - return stbi__errpuc("bad compression", "PSD has an unknown compression format"); - - // Check size - if (!stbi__mad3sizes_valid(4, w, h, 0)) - return stbi__errpuc("too large", "Corrupt PSD"); - - // Create the destination image. - - if (!compression && bitdepth == 16 && bpc == 16) { - out = (stbi_uc *) stbi__malloc_mad3(8, w, h, 0); - ri->bits_per_channel = 16; - } else - out = (stbi_uc *) stbi__malloc(4 * w*h); - - if (!out) return stbi__errpuc("outofmem", "Out of memory"); - pixelCount = w*h; - - // Initialize the data to zero. - //memset( out, 0, pixelCount * 4 ); - - // Finally, the image data. - if (compression) { - // RLE as used by .PSD and .TIFF - // Loop until you get the number of unpacked bytes you are expecting: - // Read the next source byte into n. - // If n is between 0 and 127 inclusive, copy the next n+1 bytes literally. - // Else if n is between -127 and -1 inclusive, copy the next byte -n+1 times. - // Else if n is 128, noop. - // Endloop - - // The RLE-compressed data is preceded by a 2-byte data count for each row in the data, - // which we're going to just skip. - stbi__skip(s, h * channelCount * 2 ); - - // Read the RLE data by channel. - for (channel = 0; channel < 4; channel++) { - stbi_uc *p; - - p = out+channel; - if (channel >= channelCount) { - // Fill this channel with default data. - for (i = 0; i < pixelCount; i++, p += 4) - *p = (channel == 3 ? 255 : 0); - } else { - // Read the RLE data. - if (!stbi__psd_decode_rle(s, p, pixelCount)) { - STBI_FREE(out); - return stbi__errpuc("corrupt", "bad RLE data"); - } - } - } - - } else { - // We're at the raw image data. It's each channel in order (Red, Green, Blue, Alpha, ...) - // where each channel consists of an 8-bit (or 16-bit) value for each pixel in the image. - - // Read the data by channel. - for (channel = 0; channel < 4; channel++) { - if (channel >= channelCount) { - // Fill this channel with default data. - if (bitdepth == 16 && bpc == 16) { - stbi__uint16 *q = ((stbi__uint16 *) out) + channel; - stbi__uint16 val = channel == 3 ? 65535 : 0; - for (i = 0; i < pixelCount; i++, q += 4) - *q = val; - } else { - stbi_uc *p = out+channel; - stbi_uc val = channel == 3 ? 255 : 0; - for (i = 0; i < pixelCount; i++, p += 4) - *p = val; - } - } else { - if (ri->bits_per_channel == 16) { // output bpc - stbi__uint16 *q = ((stbi__uint16 *) out) + channel; - for (i = 0; i < pixelCount; i++, q += 4) - *q = (stbi__uint16) stbi__get16be(s); - } else { - stbi_uc *p = out+channel; - if (bitdepth == 16) { // input bpc - for (i = 0; i < pixelCount; i++, p += 4) - *p = (stbi_uc) (stbi__get16be(s) >> 8); - } else { - for (i = 0; i < pixelCount; i++, p += 4) - *p = stbi__get8(s); - } - } - } - } - } - - // remove weird white matte from PSD - if (channelCount >= 4) { - if (ri->bits_per_channel == 16) { - for (i=0; i < w*h; ++i) { - stbi__uint16 *pixel = (stbi__uint16 *) out + 4*i; - if (pixel[3] != 0 && pixel[3] != 65535) { - float a = pixel[3] / 65535.0f; - float ra = 1.0f / a; - float inv_a = 65535.0f * (1 - ra); - pixel[0] = (stbi__uint16) (pixel[0]*ra + inv_a); - pixel[1] = (stbi__uint16) (pixel[1]*ra + inv_a); - pixel[2] = (stbi__uint16) (pixel[2]*ra + inv_a); - } - } - } else { - for (i=0; i < w*h; ++i) { - unsigned char *pixel = out + 4*i; - if (pixel[3] != 0 && pixel[3] != 255) { - float a = pixel[3] / 255.0f; - float ra = 1.0f / a; - float inv_a = 255.0f * (1 - ra); - pixel[0] = (unsigned char) (pixel[0]*ra + inv_a); - pixel[1] = (unsigned char) (pixel[1]*ra + inv_a); - pixel[2] = (unsigned char) (pixel[2]*ra + inv_a); - } - } - } - } - - // convert to desired output format - if (req_comp && req_comp != 4) { - if (ri->bits_per_channel == 16) - out = (stbi_uc *) stbi__convert_format16((stbi__uint16 *) out, 4, req_comp, w, h); - else - out = stbi__convert_format(out, 4, req_comp, w, h); - if (out == NULL) return out; // stbi__convert_format frees input on failure - } - - if (comp) *comp = 4; - *y = h; - *x = w; - - return out; -} -#endif - -// ************************************************************************************************* -// Softimage PIC loader -// by Tom Seddon -// -// See http://softimage.wiki.softimage.com/index.php/INFO:_PIC_file_format -// See http://ozviz.wasp.uwa.edu.au/~pbourke/dataformats/softimagepic/ - -#ifndef STBI_NO_PIC -static int stbi__pic_is4(stbi__context *s,const char *str) -{ - int i; - for (i=0; i<4; ++i) - if (stbi__get8(s) != (stbi_uc)str[i]) - return 0; - - return 1; -} - -static int stbi__pic_test_core(stbi__context *s) -{ - int i; - - if (!stbi__pic_is4(s,"\x53\x80\xF6\x34")) - return 0; - - for(i=0;i<84;++i) - stbi__get8(s); - - if (!stbi__pic_is4(s,"PICT")) - return 0; - - return 1; -} - -typedef struct -{ - stbi_uc size,type,channel; -} stbi__pic_packet; - -static stbi_uc *stbi__readval(stbi__context *s, int channel, stbi_uc *dest) -{ - int mask=0x80, i; - - for (i=0; i<4; ++i, mask>>=1) { - if (channel & mask) { - if (stbi__at_eof(s)) return stbi__errpuc("bad file","PIC file too short"); - dest[i]=stbi__get8(s); - } - } - - return dest; -} - -static void stbi__copyval(int channel,stbi_uc *dest,const stbi_uc *src) -{ - int mask=0x80,i; - - for (i=0;i<4; ++i, mask>>=1) - if (channel&mask) - dest[i]=src[i]; -} - -static stbi_uc *stbi__pic_load_core(stbi__context *s,int width,int height,int *comp, stbi_uc *result) -{ - int act_comp=0,num_packets=0,y,chained; - stbi__pic_packet packets[10]; - - // this will (should...) cater for even some bizarre stuff like having data - // for the same channel in multiple packets. - do { - stbi__pic_packet *packet; - - if (num_packets==sizeof(packets)/sizeof(packets[0])) - return stbi__errpuc("bad format","too many packets"); - - packet = &packets[num_packets++]; - - chained = stbi__get8(s); - packet->size = stbi__get8(s); - packet->type = stbi__get8(s); - packet->channel = stbi__get8(s); - - act_comp |= packet->channel; - - if (stbi__at_eof(s)) return stbi__errpuc("bad file","file too short (reading packets)"); - if (packet->size != 8) return stbi__errpuc("bad format","packet isn't 8bpp"); - } while (chained); - - *comp = (act_comp & 0x10 ? 4 : 3); // has alpha channel? - - for(y=0; ytype) { - default: - return stbi__errpuc("bad format","packet has bad compression type"); - - case 0: {//uncompressed - int x; - - for(x=0;xchannel,dest)) - return 0; - break; - } - - case 1://Pure RLE - { - int left=width, i; - - while (left>0) { - stbi_uc count,value[4]; - - count=stbi__get8(s); - if (stbi__at_eof(s)) return stbi__errpuc("bad file","file too short (pure read count)"); - - if (count > left) - count = (stbi_uc) left; - - if (!stbi__readval(s,packet->channel,value)) return 0; - - for(i=0; ichannel,dest,value); - left -= count; - } - } - break; - - case 2: {//Mixed RLE - int left=width; - while (left>0) { - int count = stbi__get8(s), i; - if (stbi__at_eof(s)) return stbi__errpuc("bad file","file too short (mixed read count)"); - - if (count >= 128) { // Repeated - stbi_uc value[4]; - - if (count==128) - count = stbi__get16be(s); - else - count -= 127; - if (count > left) - return stbi__errpuc("bad file","scanline overrun"); - - if (!stbi__readval(s,packet->channel,value)) - return 0; - - for(i=0;ichannel,dest,value); - } else { // Raw - ++count; - if (count>left) return stbi__errpuc("bad file","scanline overrun"); - - for(i=0;ichannel,dest)) - return 0; - } - left-=count; - } - break; - } - } - } - } - - return result; -} - -static void *stbi__pic_load(stbi__context *s,int *px,int *py,int *comp,int req_comp, stbi__result_info *ri) -{ - stbi_uc *result; - int i, x,y, internal_comp; - STBI_NOTUSED(ri); - - if (!comp) comp = &internal_comp; - - for (i=0; i<92; ++i) - stbi__get8(s); - - x = stbi__get16be(s); - y = stbi__get16be(s); - - if (y > STBI_MAX_DIMENSIONS) return stbi__errpuc("too large","Very large image (corrupt?)"); - if (x > STBI_MAX_DIMENSIONS) return stbi__errpuc("too large","Very large image (corrupt?)"); - - if (stbi__at_eof(s)) return stbi__errpuc("bad file","file too short (pic header)"); - if (!stbi__mad3sizes_valid(x, y, 4, 0)) return stbi__errpuc("too large", "PIC image too large to decode"); - - stbi__get32be(s); //skip `ratio' - stbi__get16be(s); //skip `fields' - stbi__get16be(s); //skip `pad' - - // intermediate buffer is RGBA - result = (stbi_uc *) stbi__malloc_mad3(x, y, 4, 0); - if (!result) return stbi__errpuc("outofmem", "Out of memory"); - memset(result, 0xff, x*y*4); - - if (!stbi__pic_load_core(s,x,y,comp, result)) { - STBI_FREE(result); - result=0; - } - *px = x; - *py = y; - if (req_comp == 0) req_comp = *comp; - result=stbi__convert_format(result,4,req_comp,x,y); - - return result; -} - -static int stbi__pic_test(stbi__context *s) -{ - int r = stbi__pic_test_core(s); - stbi__rewind(s); - return r; -} -#endif - -// ************************************************************************************************* -// GIF loader -- public domain by Jean-Marc Lienher -- simplified/shrunk by stb - -#ifndef STBI_NO_GIF -typedef struct -{ - stbi__int16 prefix; - stbi_uc first; - stbi_uc suffix; -} stbi__gif_lzw; - -typedef struct -{ - int w,h; - stbi_uc *out; // output buffer (always 4 components) - stbi_uc *background; // The current "background" as far as a gif is concerned - stbi_uc *history; - int flags, bgindex, ratio, transparent, eflags; - stbi_uc pal[256][4]; - stbi_uc lpal[256][4]; - stbi__gif_lzw codes[8192]; - stbi_uc *color_table; - int parse, step; - int lflags; - int start_x, start_y; - int max_x, max_y; - int cur_x, cur_y; - int line_size; - int delay; -} stbi__gif; - -static int stbi__gif_test_raw(stbi__context *s) -{ - int sz; - if (stbi__get8(s) != 'G' || stbi__get8(s) != 'I' || stbi__get8(s) != 'F' || stbi__get8(s) != '8') return 0; - sz = stbi__get8(s); - if (sz != '9' && sz != '7') return 0; - if (stbi__get8(s) != 'a') return 0; - return 1; -} - -static int stbi__gif_test(stbi__context *s) -{ - int r = stbi__gif_test_raw(s); - stbi__rewind(s); - return r; -} - -static void stbi__gif_parse_colortable(stbi__context *s, stbi_uc pal[256][4], int num_entries, int transp) -{ - int i; - for (i=0; i < num_entries; ++i) { - pal[i][2] = stbi__get8(s); - pal[i][1] = stbi__get8(s); - pal[i][0] = stbi__get8(s); - pal[i][3] = transp == i ? 0 : 255; - } -} - -static int stbi__gif_header(stbi__context *s, stbi__gif *g, int *comp, int is_info) -{ - stbi_uc version; - if (stbi__get8(s) != 'G' || stbi__get8(s) != 'I' || stbi__get8(s) != 'F' || stbi__get8(s) != '8') - return stbi__err("not GIF", "Corrupt GIF"); - - version = stbi__get8(s); - if (version != '7' && version != '9') return stbi__err("not GIF", "Corrupt GIF"); - if (stbi__get8(s) != 'a') return stbi__err("not GIF", "Corrupt GIF"); - - stbi__g_failure_reason = ""; - g->w = stbi__get16le(s); - g->h = stbi__get16le(s); - g->flags = stbi__get8(s); - g->bgindex = stbi__get8(s); - g->ratio = stbi__get8(s); - g->transparent = -1; - - if (g->w > STBI_MAX_DIMENSIONS) return stbi__err("too large","Very large image (corrupt?)"); - if (g->h > STBI_MAX_DIMENSIONS) return stbi__err("too large","Very large image (corrupt?)"); - - if (comp != 0) *comp = 4; // can't actually tell whether it's 3 or 4 until we parse the comments - - if (is_info) return 1; - - if (g->flags & 0x80) - stbi__gif_parse_colortable(s,g->pal, 2 << (g->flags & 7), -1); - - return 1; -} - -static int stbi__gif_info_raw(stbi__context *s, int *x, int *y, int *comp) -{ - stbi__gif* g = (stbi__gif*) stbi__malloc(sizeof(stbi__gif)); - if (!g) return stbi__err("outofmem", "Out of memory"); - if (!stbi__gif_header(s, g, comp, 1)) { - STBI_FREE(g); - stbi__rewind( s ); - return 0; - } - if (x) *x = g->w; - if (y) *y = g->h; - STBI_FREE(g); - return 1; -} - -static void stbi__out_gif_code(stbi__gif *g, stbi__uint16 code) -{ - stbi_uc *p, *c; - int idx; - - // recurse to decode the prefixes, since the linked-list is backwards, - // and working backwards through an interleaved image would be nasty - if (g->codes[code].prefix >= 0) - stbi__out_gif_code(g, g->codes[code].prefix); - - if (g->cur_y >= g->max_y) return; - - idx = g->cur_x + g->cur_y; - p = &g->out[idx]; - g->history[idx / 4] = 1; - - c = &g->color_table[g->codes[code].suffix * 4]; - if (c[3] > 128) { // don't render transparent pixels; - p[0] = c[2]; - p[1] = c[1]; - p[2] = c[0]; - p[3] = c[3]; - } - g->cur_x += 4; - - if (g->cur_x >= g->max_x) { - g->cur_x = g->start_x; - g->cur_y += g->step; - - while (g->cur_y >= g->max_y && g->parse > 0) { - g->step = (1 << g->parse) * g->line_size; - g->cur_y = g->start_y + (g->step >> 1); - --g->parse; - } - } -} - -static stbi_uc *stbi__process_gif_raster(stbi__context *s, stbi__gif *g) -{ - stbi_uc lzw_cs; - stbi__int32 len, init_code; - stbi__uint32 first; - stbi__int32 codesize, codemask, avail, oldcode, bits, valid_bits, clear; - stbi__gif_lzw *p; - - lzw_cs = stbi__get8(s); - if (lzw_cs > 12) return NULL; - clear = 1 << lzw_cs; - first = 1; - codesize = lzw_cs + 1; - codemask = (1 << codesize) - 1; - bits = 0; - valid_bits = 0; - for (init_code = 0; init_code < clear; init_code++) { - g->codes[init_code].prefix = -1; - g->codes[init_code].first = (stbi_uc) init_code; - g->codes[init_code].suffix = (stbi_uc) init_code; - } - - // support no starting clear code - avail = clear+2; - oldcode = -1; - - len = 0; - for(;;) { - if (valid_bits < codesize) { - if (len == 0) { - len = stbi__get8(s); // start new block - if (len == 0) - return g->out; - } - --len; - bits |= (stbi__int32) stbi__get8(s) << valid_bits; - valid_bits += 8; - } else { - stbi__int32 code = bits & codemask; - bits >>= codesize; - valid_bits -= codesize; - // @OPTIMIZE: is there some way we can accelerate the non-clear path? - if (code == clear) { // clear code - codesize = lzw_cs + 1; - codemask = (1 << codesize) - 1; - avail = clear + 2; - oldcode = -1; - first = 0; - } else if (code == clear + 1) { // end of stream code - stbi__skip(s, len); - while ((len = stbi__get8(s)) > 0) - stbi__skip(s,len); - return g->out; - } else if (code <= avail) { - if (first) { - return stbi__errpuc("no clear code", "Corrupt GIF"); - } - - if (oldcode >= 0) { - p = &g->codes[avail++]; - if (avail > 8192) { - return stbi__errpuc("too many codes", "Corrupt GIF"); - } - - p->prefix = (stbi__int16) oldcode; - p->first = g->codes[oldcode].first; - p->suffix = (code == avail) ? p->first : g->codes[code].first; - } else if (code == avail) - return stbi__errpuc("illegal code in raster", "Corrupt GIF"); - - stbi__out_gif_code(g, (stbi__uint16) code); - - if ((avail & codemask) == 0 && avail <= 0x0FFF) { - codesize++; - codemask = (1 << codesize) - 1; - } - - oldcode = code; - } else { - return stbi__errpuc("illegal code in raster", "Corrupt GIF"); - } - } - } -} - -// this function is designed to support animated gifs, although stb_image doesn't support it -// two back is the image from two frames ago, used for a very specific disposal format -static stbi_uc *stbi__gif_load_next(stbi__context *s, stbi__gif *g, int *comp, int req_comp, stbi_uc *two_back) -{ - int dispose; - int first_frame; - int pi; - int pcount; - STBI_NOTUSED(req_comp); - - // on first frame, any non-written pixels get the background colour (non-transparent) - first_frame = 0; - if (g->out == 0) { - if (!stbi__gif_header(s, g, comp,0)) return 0; // stbi__g_failure_reason set by stbi__gif_header - if (!stbi__mad3sizes_valid(4, g->w, g->h, 0)) - return stbi__errpuc("too large", "GIF image is too large"); - pcount = g->w * g->h; - g->out = (stbi_uc *) stbi__malloc(4 * pcount); - g->background = (stbi_uc *) stbi__malloc(4 * pcount); - g->history = (stbi_uc *) stbi__malloc(pcount); - if (!g->out || !g->background || !g->history) - return stbi__errpuc("outofmem", "Out of memory"); - - // image is treated as "transparent" at the start - ie, nothing overwrites the current background; - // background colour is only used for pixels that are not rendered first frame, after that "background" - // color refers to the color that was there the previous frame. - memset(g->out, 0x00, 4 * pcount); - memset(g->background, 0x00, 4 * pcount); // state of the background (starts transparent) - memset(g->history, 0x00, pcount); // pixels that were affected previous frame - first_frame = 1; - } else { - // second frame - how do we dispose of the previous one? - dispose = (g->eflags & 0x1C) >> 2; - pcount = g->w * g->h; - - if ((dispose == 3) && (two_back == 0)) { - dispose = 2; // if I don't have an image to revert back to, default to the old background - } - - if (dispose == 3) { // use previous graphic - for (pi = 0; pi < pcount; ++pi) { - if (g->history[pi]) { - memcpy( &g->out[pi * 4], &two_back[pi * 4], 4 ); - } - } - } else if (dispose == 2) { - // restore what was changed last frame to background before that frame; - for (pi = 0; pi < pcount; ++pi) { - if (g->history[pi]) { - memcpy( &g->out[pi * 4], &g->background[pi * 4], 4 ); - } - } - } else { - // This is a non-disposal case eithe way, so just - // leave the pixels as is, and they will become the new background - // 1: do not dispose - // 0: not specified. - } - - // background is what out is after the undoing of the previou frame; - memcpy( g->background, g->out, 4 * g->w * g->h ); - } - - // clear my history; - memset( g->history, 0x00, g->w * g->h ); // pixels that were affected previous frame - - for (;;) { - int tag = stbi__get8(s); - switch (tag) { - case 0x2C: /* Image Descriptor */ - { - stbi__int32 x, y, w, h; - stbi_uc *o; - - x = stbi__get16le(s); - y = stbi__get16le(s); - w = stbi__get16le(s); - h = stbi__get16le(s); - if (((x + w) > (g->w)) || ((y + h) > (g->h))) - return stbi__errpuc("bad Image Descriptor", "Corrupt GIF"); - - g->line_size = g->w * 4; - g->start_x = x * 4; - g->start_y = y * g->line_size; - g->max_x = g->start_x + w * 4; - g->max_y = g->start_y + h * g->line_size; - g->cur_x = g->start_x; - g->cur_y = g->start_y; - - // if the width of the specified rectangle is 0, that means - // we may not see *any* pixels or the image is malformed; - // to make sure this is caught, move the current y down to - // max_y (which is what out_gif_code checks). - if (w == 0) - g->cur_y = g->max_y; - - g->lflags = stbi__get8(s); - - if (g->lflags & 0x40) { - g->step = 8 * g->line_size; // first interlaced spacing - g->parse = 3; - } else { - g->step = g->line_size; - g->parse = 0; - } - - if (g->lflags & 0x80) { - stbi__gif_parse_colortable(s,g->lpal, 2 << (g->lflags & 7), g->eflags & 0x01 ? g->transparent : -1); - g->color_table = (stbi_uc *) g->lpal; - } else if (g->flags & 0x80) { - g->color_table = (stbi_uc *) g->pal; - } else - return stbi__errpuc("missing color table", "Corrupt GIF"); - - o = stbi__process_gif_raster(s, g); - if (!o) return NULL; - - // if this was the first frame, - pcount = g->w * g->h; - if (first_frame && (g->bgindex > 0)) { - // if first frame, any pixel not drawn to gets the background color - for (pi = 0; pi < pcount; ++pi) { - if (g->history[pi] == 0) { - g->pal[g->bgindex][3] = 255; // just in case it was made transparent, undo that; It will be reset next frame if need be; - memcpy( &g->out[pi * 4], &g->pal[g->bgindex], 4 ); - } - } - } - - return o; - } - - case 0x21: // Comment Extension. - { - int len; - int ext = stbi__get8(s); - if (ext == 0xF9) { // Graphic Control Extension. - len = stbi__get8(s); - if (len == 4) { - g->eflags = stbi__get8(s); - g->delay = 10 * stbi__get16le(s); // delay - 1/100th of a second, saving as 1/1000ths. - - // unset old transparent - if (g->transparent >= 0) { - g->pal[g->transparent][3] = 255; - } - if (g->eflags & 0x01) { - g->transparent = stbi__get8(s); - if (g->transparent >= 0) { - g->pal[g->transparent][3] = 0; - } - } else { - // don't need transparent - stbi__skip(s, 1); - g->transparent = -1; - } - } else { - stbi__skip(s, len); - break; - } - } - while ((len = stbi__get8(s)) != 0) { - stbi__skip(s, len); - } - break; - } - - case 0x3B: // gif stream termination code - return (stbi_uc *) s; // using '1' causes warning on some compilers - - default: - return stbi__errpuc("unknown code", "Corrupt GIF"); - } - } -} - -static void *stbi__load_gif_main_outofmem(stbi__gif *g, stbi_uc *out, int **delays) -{ - STBI_FREE(g->out); - STBI_FREE(g->history); - STBI_FREE(g->background); - - if (out) STBI_FREE(out); - if (delays && *delays) STBI_FREE(*delays); - return stbi__errpuc("outofmem", "Out of memory"); -} - -static void *stbi__load_gif_main(stbi__context *s, int **delays, int *x, int *y, int *z, int *comp, int req_comp) -{ - if (stbi__gif_test(s)) { - int layers = 0; - stbi_uc *u = 0; - stbi_uc *out = 0; - stbi_uc *two_back = 0; - stbi__gif g; - int stride; - int out_size = 0; - int delays_size = 0; - - STBI_NOTUSED(out_size); - STBI_NOTUSED(delays_size); - - memset(&g, 0, sizeof(g)); - if (delays) { - *delays = 0; - } - - do { - u = stbi__gif_load_next(s, &g, comp, req_comp, two_back); - if (u == (stbi_uc *) s) u = 0; // end of animated gif marker - - if (u) { - *x = g.w; - *y = g.h; - ++layers; - stride = g.w * g.h * 4; - - if (out) { - void *tmp = (stbi_uc*) STBI_REALLOC_SIZED( out, out_size, layers * stride ); - if (!tmp) - return stbi__load_gif_main_outofmem(&g, out, delays); - else { - out = (stbi_uc*) tmp; - out_size = layers * stride; - } - - if (delays) { - int *new_delays = (int*) STBI_REALLOC_SIZED( *delays, delays_size, sizeof(int) * layers ); - if (!new_delays) - return stbi__load_gif_main_outofmem(&g, out, delays); - *delays = new_delays; - delays_size = layers * sizeof(int); - } - } else { - out = (stbi_uc*)stbi__malloc( layers * stride ); - if (!out) - return stbi__load_gif_main_outofmem(&g, out, delays); - out_size = layers * stride; - if (delays) { - *delays = (int*) stbi__malloc( layers * sizeof(int) ); - if (!*delays) - return stbi__load_gif_main_outofmem(&g, out, delays); - delays_size = layers * sizeof(int); - } - } - memcpy( out + ((layers - 1) * stride), u, stride ); - if (layers >= 2) { - two_back = out - 2 * stride; - } - - if (delays) { - (*delays)[layers - 1U] = g.delay; - } - } - } while (u != 0); - - // free temp buffer; - STBI_FREE(g.out); - STBI_FREE(g.history); - STBI_FREE(g.background); - - // do the final conversion after loading everything; - if (req_comp && req_comp != 4) - out = stbi__convert_format(out, 4, req_comp, layers * g.w, g.h); - - *z = layers; - return out; - } else { - return stbi__errpuc("not GIF", "Image was not as a gif type."); - } -} - -static void *stbi__gif_load(stbi__context *s, int *x, int *y, int *comp, int req_comp, stbi__result_info *ri) -{ - stbi_uc *u = 0; - stbi__gif g; - memset(&g, 0, sizeof(g)); - STBI_NOTUSED(ri); - - u = stbi__gif_load_next(s, &g, comp, req_comp, 0); - if (u == (stbi_uc *) s) u = 0; // end of animated gif marker - if (u) { - *x = g.w; - *y = g.h; - - // moved conversion to after successful load so that the same - // can be done for multiple frames. - if (req_comp && req_comp != 4) - u = stbi__convert_format(u, 4, req_comp, g.w, g.h); - } else if (g.out) { - // if there was an error and we allocated an image buffer, free it! - STBI_FREE(g.out); - } - - // free buffers needed for multiple frame loading; - STBI_FREE(g.history); - STBI_FREE(g.background); - - return u; -} - -static int stbi__gif_info(stbi__context *s, int *x, int *y, int *comp) -{ - return stbi__gif_info_raw(s,x,y,comp); -} -#endif - -// ************************************************************************************************* -// Radiance RGBE HDR loader -// originally by Nicolas Schulz -#ifndef STBI_NO_HDR -static int stbi__hdr_test_core(stbi__context *s, const char *signature) -{ - int i; - for (i=0; signature[i]; ++i) - if (stbi__get8(s) != signature[i]) - return 0; - stbi__rewind(s); - return 1; -} - -static int stbi__hdr_test(stbi__context* s) -{ - int r = stbi__hdr_test_core(s, "#?RADIANCE\n"); - stbi__rewind(s); - if(!r) { - r = stbi__hdr_test_core(s, "#?RGBE\n"); - stbi__rewind(s); - } - return r; -} - -#define STBI__HDR_BUFLEN 1024 -static char *stbi__hdr_gettoken(stbi__context *z, char *buffer) -{ - int len=0; - char c = '\0'; - - c = (char) stbi__get8(z); - - while (!stbi__at_eof(z) && c != '\n') { - buffer[len++] = c; - if (len == STBI__HDR_BUFLEN-1) { - // flush to end of line - while (!stbi__at_eof(z) && stbi__get8(z) != '\n') - ; - break; - } - c = (char) stbi__get8(z); - } - - buffer[len] = 0; - return buffer; -} - -static void stbi__hdr_convert(float *output, stbi_uc *input, int req_comp) -{ - if ( input[3] != 0 ) { - float f1; - // Exponent - f1 = (float) ldexp(1.0f, input[3] - (int)(128 + 8)); - if (req_comp <= 2) - output[0] = (input[0] + input[1] + input[2]) * f1 / 3; - else { - output[0] = input[0] * f1; - output[1] = input[1] * f1; - output[2] = input[2] * f1; - } - if (req_comp == 2) output[1] = 1; - if (req_comp == 4) output[3] = 1; - } else { - switch (req_comp) { - case 4: output[3] = 1; /* fallthrough */ - case 3: output[0] = output[1] = output[2] = 0; - break; - case 2: output[1] = 1; /* fallthrough */ - case 1: output[0] = 0; - break; - } - } -} - -static float *stbi__hdr_load(stbi__context *s, int *x, int *y, int *comp, int req_comp, stbi__result_info *ri) -{ - char buffer[STBI__HDR_BUFLEN]; - char *token; - int valid = 0; - int width, height; - stbi_uc *scanline; - float *hdr_data; - int len; - unsigned char count, value; - int i, j, k, c1,c2, z; - const char *headerToken; - STBI_NOTUSED(ri); - - // Check identifier - headerToken = stbi__hdr_gettoken(s,buffer); - if (strcmp(headerToken, "#?RADIANCE") != 0 && strcmp(headerToken, "#?RGBE") != 0) - return stbi__errpf("not HDR", "Corrupt HDR image"); - - // Parse header - for(;;) { - token = stbi__hdr_gettoken(s,buffer); - if (token[0] == 0) break; - if (strcmp(token, "FORMAT=32-bit_rle_rgbe") == 0) valid = 1; - } - - if (!valid) return stbi__errpf("unsupported format", "Unsupported HDR format"); - - // Parse width and height - // can't use sscanf() if we're not using stdio! - token = stbi__hdr_gettoken(s,buffer); - if (strncmp(token, "-Y ", 3)) return stbi__errpf("unsupported data layout", "Unsupported HDR format"); - token += 3; - height = (int) strtol(token, &token, 10); - while (*token == ' ') ++token; - if (strncmp(token, "+X ", 3)) return stbi__errpf("unsupported data layout", "Unsupported HDR format"); - token += 3; - width = (int) strtol(token, NULL, 10); - - if (height > STBI_MAX_DIMENSIONS) return stbi__errpf("too large","Very large image (corrupt?)"); - if (width > STBI_MAX_DIMENSIONS) return stbi__errpf("too large","Very large image (corrupt?)"); - - *x = width; - *y = height; - - if (comp) *comp = 3; - if (req_comp == 0) req_comp = 3; - - if (!stbi__mad4sizes_valid(width, height, req_comp, sizeof(float), 0)) - return stbi__errpf("too large", "HDR image is too large"); - - // Read data - hdr_data = (float *) stbi__malloc_mad4(width, height, req_comp, sizeof(float), 0); - if (!hdr_data) - return stbi__errpf("outofmem", "Out of memory"); - - // Load image data - // image data is stored as some number of sca - if ( width < 8 || width >= 32768) { - // Read flat data - for (j=0; j < height; ++j) { - for (i=0; i < width; ++i) { - stbi_uc rgbe[4]; - main_decode_loop: - stbi__getn(s, rgbe, 4); - stbi__hdr_convert(hdr_data + j * width * req_comp + i * req_comp, rgbe, req_comp); - } - } - } else { - // Read RLE-encoded data - scanline = NULL; - - for (j = 0; j < height; ++j) { - c1 = stbi__get8(s); - c2 = stbi__get8(s); - len = stbi__get8(s); - if (c1 != 2 || c2 != 2 || (len & 0x80)) { - // not run-length encoded, so we have to actually use THIS data as a decoded - // pixel (note this can't be a valid pixel--one of RGB must be >= 128) - stbi_uc rgbe[4]; - rgbe[0] = (stbi_uc) c1; - rgbe[1] = (stbi_uc) c2; - rgbe[2] = (stbi_uc) len; - rgbe[3] = (stbi_uc) stbi__get8(s); - stbi__hdr_convert(hdr_data, rgbe, req_comp); - i = 1; - j = 0; - STBI_FREE(scanline); - goto main_decode_loop; // yes, this makes no sense - } - len <<= 8; - len |= stbi__get8(s); - if (len != width) { STBI_FREE(hdr_data); STBI_FREE(scanline); return stbi__errpf("invalid decoded scanline length", "corrupt HDR"); } - if (scanline == NULL) { - scanline = (stbi_uc *) stbi__malloc_mad2(width, 4, 0); - if (!scanline) { - STBI_FREE(hdr_data); - return stbi__errpf("outofmem", "Out of memory"); - } - } - - for (k = 0; k < 4; ++k) { - int nleft; - i = 0; - while ((nleft = width - i) > 0) { - count = stbi__get8(s); - if (count > 128) { - // Run - value = stbi__get8(s); - count -= 128; - if ((count == 0) || (count > nleft)) { STBI_FREE(hdr_data); STBI_FREE(scanline); return stbi__errpf("corrupt", "bad RLE data in HDR"); } - for (z = 0; z < count; ++z) - scanline[i++ * 4 + k] = value; - } else { - // Dump - if ((count == 0) || (count > nleft)) { STBI_FREE(hdr_data); STBI_FREE(scanline); return stbi__errpf("corrupt", "bad RLE data in HDR"); } - for (z = 0; z < count; ++z) - scanline[i++ * 4 + k] = stbi__get8(s); - } - } - } - for (i=0; i < width; ++i) - stbi__hdr_convert(hdr_data+(j*width + i)*req_comp, scanline + i*4, req_comp); - } - if (scanline) - STBI_FREE(scanline); - } - - return hdr_data; -} - -static int stbi__hdr_info(stbi__context *s, int *x, int *y, int *comp) -{ - char buffer[STBI__HDR_BUFLEN]; - char *token; - int valid = 0; - int dummy; - - if (!x) x = &dummy; - if (!y) y = &dummy; - if (!comp) comp = &dummy; - - if (stbi__hdr_test(s) == 0) { - stbi__rewind( s ); - return 0; - } - - for(;;) { - token = stbi__hdr_gettoken(s,buffer); - if (token[0] == 0) break; - if (strcmp(token, "FORMAT=32-bit_rle_rgbe") == 0) valid = 1; - } - - if (!valid) { - stbi__rewind( s ); - return 0; - } - token = stbi__hdr_gettoken(s,buffer); - if (strncmp(token, "-Y ", 3)) { - stbi__rewind( s ); - return 0; - } - token += 3; - *y = (int) strtol(token, &token, 10); - while (*token == ' ') ++token; - if (strncmp(token, "+X ", 3)) { - stbi__rewind( s ); - return 0; - } - token += 3; - *x = (int) strtol(token, NULL, 10); - *comp = 3; - return 1; -} -#endif // STBI_NO_HDR - -#ifndef STBI_NO_BMP -static int stbi__bmp_info(stbi__context *s, int *x, int *y, int *comp) -{ - void *p; - stbi__bmp_data info; - - info.all_a = 255; - p = stbi__bmp_parse_header(s, &info); - if (p == NULL) { - stbi__rewind( s ); - return 0; - } - if (x) *x = s->img_x; - if (y) *y = s->img_y; - if (comp) { - if (info.bpp == 24 && info.ma == 0xff000000) - *comp = 3; - else - *comp = info.ma ? 4 : 3; - } - return 1; -} -#endif - -#ifndef STBI_NO_PSD -static int stbi__psd_info(stbi__context *s, int *x, int *y, int *comp) -{ - int channelCount, dummy, depth; - if (!x) x = &dummy; - if (!y) y = &dummy; - if (!comp) comp = &dummy; - if (stbi__get32be(s) != 0x38425053) { - stbi__rewind( s ); - return 0; - } - if (stbi__get16be(s) != 1) { - stbi__rewind( s ); - return 0; - } - stbi__skip(s, 6); - channelCount = stbi__get16be(s); - if (channelCount < 0 || channelCount > 16) { - stbi__rewind( s ); - return 0; - } - *y = stbi__get32be(s); - *x = stbi__get32be(s); - depth = stbi__get16be(s); - if (depth != 8 && depth != 16) { - stbi__rewind( s ); - return 0; - } - if (stbi__get16be(s) != 3) { - stbi__rewind( s ); - return 0; - } - *comp = 4; - return 1; -} - -static int stbi__psd_is16(stbi__context *s) -{ - int channelCount, depth; - if (stbi__get32be(s) != 0x38425053) { - stbi__rewind( s ); - return 0; - } - if (stbi__get16be(s) != 1) { - stbi__rewind( s ); - return 0; - } - stbi__skip(s, 6); - channelCount = stbi__get16be(s); - if (channelCount < 0 || channelCount > 16) { - stbi__rewind( s ); - return 0; - } - STBI_NOTUSED(stbi__get32be(s)); - STBI_NOTUSED(stbi__get32be(s)); - depth = stbi__get16be(s); - if (depth != 16) { - stbi__rewind( s ); - return 0; - } - return 1; -} -#endif - -#ifndef STBI_NO_PIC -static int stbi__pic_info(stbi__context *s, int *x, int *y, int *comp) -{ - int act_comp=0,num_packets=0,chained,dummy; - stbi__pic_packet packets[10]; - - if (!x) x = &dummy; - if (!y) y = &dummy; - if (!comp) comp = &dummy; - - if (!stbi__pic_is4(s,"\x53\x80\xF6\x34")) { - stbi__rewind(s); - return 0; - } - - stbi__skip(s, 88); - - *x = stbi__get16be(s); - *y = stbi__get16be(s); - if (stbi__at_eof(s)) { - stbi__rewind( s); - return 0; - } - if ( (*x) != 0 && (1 << 28) / (*x) < (*y)) { - stbi__rewind( s ); - return 0; - } - - stbi__skip(s, 8); - - do { - stbi__pic_packet *packet; - - if (num_packets==sizeof(packets)/sizeof(packets[0])) - return 0; - - packet = &packets[num_packets++]; - chained = stbi__get8(s); - packet->size = stbi__get8(s); - packet->type = stbi__get8(s); - packet->channel = stbi__get8(s); - act_comp |= packet->channel; - - if (stbi__at_eof(s)) { - stbi__rewind( s ); - return 0; - } - if (packet->size != 8) { - stbi__rewind( s ); - return 0; - } - } while (chained); - - *comp = (act_comp & 0x10 ? 4 : 3); - - return 1; -} -#endif - -// ************************************************************************************************* -// Portable Gray Map and Portable Pixel Map loader -// by Ken Miller -// -// PGM: http://netpbm.sourceforge.net/doc/pgm.html -// PPM: http://netpbm.sourceforge.net/doc/ppm.html -// -// Known limitations: -// Does not support comments in the header section -// Does not support ASCII image data (formats P2 and P3) - -#ifndef STBI_NO_PNM - -static int stbi__pnm_test(stbi__context *s) -{ - char p, t; - p = (char) stbi__get8(s); - t = (char) stbi__get8(s); - if (p != 'P' || (t != '5' && t != '6')) { - stbi__rewind( s ); - return 0; - } - return 1; -} - -static void *stbi__pnm_load(stbi__context *s, int *x, int *y, int *comp, int req_comp, stbi__result_info *ri) -{ - stbi_uc *out; - STBI_NOTUSED(ri); - - ri->bits_per_channel = stbi__pnm_info(s, (int *)&s->img_x, (int *)&s->img_y, (int *)&s->img_n); - if (ri->bits_per_channel == 0) - return 0; - - if (s->img_y > STBI_MAX_DIMENSIONS) return stbi__errpuc("too large","Very large image (corrupt?)"); - if (s->img_x > STBI_MAX_DIMENSIONS) return stbi__errpuc("too large","Very large image (corrupt?)"); - - *x = s->img_x; - *y = s->img_y; - if (comp) *comp = s->img_n; - - if (!stbi__mad4sizes_valid(s->img_n, s->img_x, s->img_y, ri->bits_per_channel / 8, 0)) - return stbi__errpuc("too large", "PNM too large"); - - out = (stbi_uc *) stbi__malloc_mad4(s->img_n, s->img_x, s->img_y, ri->bits_per_channel / 8, 0); - if (!out) return stbi__errpuc("outofmem", "Out of memory"); - if (!stbi__getn(s, out, s->img_n * s->img_x * s->img_y * (ri->bits_per_channel / 8))) { - STBI_FREE(out); - return stbi__errpuc("bad PNM", "PNM file truncated"); - } - - if (req_comp && req_comp != s->img_n) { - if (ri->bits_per_channel == 16) { - out = (stbi_uc *) stbi__convert_format16((stbi__uint16 *) out, s->img_n, req_comp, s->img_x, s->img_y); - } else { - out = stbi__convert_format(out, s->img_n, req_comp, s->img_x, s->img_y); - } - if (out == NULL) return out; // stbi__convert_format frees input on failure - } - return out; -} - -static int stbi__pnm_isspace(char c) -{ - return c == ' ' || c == '\t' || c == '\n' || c == '\v' || c == '\f' || c == '\r'; -} - -static void stbi__pnm_skip_whitespace(stbi__context *s, char *c) -{ - for (;;) { - while (!stbi__at_eof(s) && stbi__pnm_isspace(*c)) - *c = (char) stbi__get8(s); - - if (stbi__at_eof(s) || *c != '#') - break; - - while (!stbi__at_eof(s) && *c != '\n' && *c != '\r' ) - *c = (char) stbi__get8(s); - } -} - -static int stbi__pnm_isdigit(char c) -{ - return c >= '0' && c <= '9'; -} - -static int stbi__pnm_getinteger(stbi__context *s, char *c) -{ - int value = 0; - - while (!stbi__at_eof(s) && stbi__pnm_isdigit(*c)) { - value = value*10 + (*c - '0'); - *c = (char) stbi__get8(s); - if((value > 214748364) || (value == 214748364 && *c > '7')) - return stbi__err("integer parse overflow", "Parsing an integer in the PPM header overflowed a 32-bit int"); - } - - return value; -} - -static int stbi__pnm_info(stbi__context *s, int *x, int *y, int *comp) -{ - int maxv, dummy; - char c, p, t; - - if (!x) x = &dummy; - if (!y) y = &dummy; - if (!comp) comp = &dummy; - - stbi__rewind(s); - - // Get identifier - p = (char) stbi__get8(s); - t = (char) stbi__get8(s); - if (p != 'P' || (t != '5' && t != '6')) { - stbi__rewind(s); - return 0; - } - - *comp = (t == '6') ? 3 : 1; // '5' is 1-component .pgm; '6' is 3-component .ppm - - c = (char) stbi__get8(s); - stbi__pnm_skip_whitespace(s, &c); - - *x = stbi__pnm_getinteger(s, &c); // read width - if(*x == 0) - return stbi__err("invalid width", "PPM image header had zero or overflowing width"); - stbi__pnm_skip_whitespace(s, &c); - - *y = stbi__pnm_getinteger(s, &c); // read height - if (*y == 0) - return stbi__err("invalid width", "PPM image header had zero or overflowing width"); - stbi__pnm_skip_whitespace(s, &c); - - maxv = stbi__pnm_getinteger(s, &c); // read max value - if (maxv > 65535) - return stbi__err("max value > 65535", "PPM image supports only 8-bit and 16-bit images"); - else if (maxv > 255) - return 16; - else - return 8; -} - -static int stbi__pnm_is16(stbi__context *s) -{ - if (stbi__pnm_info(s, NULL, NULL, NULL) == 16) - return 1; - return 0; -} -#endif - -static int stbi__info_main(stbi__context *s, int *x, int *y, int *comp) -{ - #ifndef STBI_NO_JPEG - if (stbi__jpeg_info(s, x, y, comp)) return 1; - #endif - - #ifndef STBI_NO_PNG - if (stbi__png_info(s, x, y, comp)) return 1; - #endif - - #ifndef STBI_NO_GIF - if (stbi__gif_info(s, x, y, comp)) return 1; - #endif - - #ifndef STBI_NO_BMP - if (stbi__bmp_info(s, x, y, comp)) return 1; - #endif - - #ifndef STBI_NO_PSD - if (stbi__psd_info(s, x, y, comp)) return 1; - #endif - - #ifndef STBI_NO_PIC - if (stbi__pic_info(s, x, y, comp)) return 1; - #endif - - #ifndef STBI_NO_PNM - if (stbi__pnm_info(s, x, y, comp)) return 1; - #endif - - #ifndef STBI_NO_HDR - if (stbi__hdr_info(s, x, y, comp)) return 1; - #endif - - // test tga last because it's a crappy test! - #ifndef STBI_NO_TGA - if (stbi__tga_info(s, x, y, comp)) - return 1; - #endif - return stbi__err("unknown image type", "Image not of any known type, or corrupt"); -} - -static int stbi__is_16_main(stbi__context *s) -{ - #ifndef STBI_NO_PNG - if (stbi__png_is16(s)) return 1; - #endif - - #ifndef STBI_NO_PSD - if (stbi__psd_is16(s)) return 1; - #endif - - #ifndef STBI_NO_PNM - if (stbi__pnm_is16(s)) return 1; - #endif - return 0; -} - -#ifndef STBI_NO_STDIO -STBIDEF int stbi_info(char const *filename, int *x, int *y, int *comp) -{ - FILE *f = stbi__fopen(filename, "rb"); - int result; - if (!f) return stbi__err("can't fopen", "Unable to open file"); - result = stbi_info_from_file(f, x, y, comp); - fclose(f); - return result; -} - -STBIDEF int stbi_info_from_file(FILE *f, int *x, int *y, int *comp) -{ - int r; - stbi__context s; - long pos = ftell(f); - stbi__start_file(&s, f); - r = stbi__info_main(&s,x,y,comp); - fseek(f,pos,SEEK_SET); - return r; -} - -STBIDEF int stbi_is_16_bit(char const *filename) -{ - FILE *f = stbi__fopen(filename, "rb"); - int result; - if (!f) return stbi__err("can't fopen", "Unable to open file"); - result = stbi_is_16_bit_from_file(f); - fclose(f); - return result; -} - -STBIDEF int stbi_is_16_bit_from_file(FILE *f) -{ - int r; - stbi__context s; - long pos = ftell(f); - stbi__start_file(&s, f); - r = stbi__is_16_main(&s); - fseek(f,pos,SEEK_SET); - return r; -} -#endif // !STBI_NO_STDIO - -STBIDEF int stbi_info_from_memory(stbi_uc const *buffer, int len, int *x, int *y, int *comp) -{ - stbi__context s; - stbi__start_mem(&s,buffer,len); - return stbi__info_main(&s,x,y,comp); -} - -STBIDEF int stbi_info_from_callbacks(stbi_io_callbacks const *c, void *user, int *x, int *y, int *comp) -{ - stbi__context s; - stbi__start_callbacks(&s, (stbi_io_callbacks *) c, user); - return stbi__info_main(&s,x,y,comp); -} - -STBIDEF int stbi_is_16_bit_from_memory(stbi_uc const *buffer, int len) -{ - stbi__context s; - stbi__start_mem(&s,buffer,len); - return stbi__is_16_main(&s); -} - -STBIDEF int stbi_is_16_bit_from_callbacks(stbi_io_callbacks const *c, void *user) -{ - stbi__context s; - stbi__start_callbacks(&s, (stbi_io_callbacks *) c, user); - return stbi__is_16_main(&s); -} - -#endif // STB_IMAGE_IMPLEMENTATION - -/* - revision history: - 2.20 (2019-02-07) support utf8 filenames in Windows; fix warnings and platform ifdefs - 2.19 (2018-02-11) fix warning - 2.18 (2018-01-30) fix warnings - 2.17 (2018-01-29) change sbti__shiftsigned to avoid clang -O2 bug - 1-bit BMP - *_is_16_bit api - avoid warnings - 2.16 (2017-07-23) all functions have 16-bit variants; - STBI_NO_STDIO works again; - compilation fixes; - fix rounding in unpremultiply; - optimize vertical flip; - disable raw_len validation; - documentation fixes - 2.15 (2017-03-18) fix png-1,2,4 bug; now all Imagenet JPGs decode; - warning fixes; disable run-time SSE detection on gcc; - uniform handling of optional "return" values; - thread-safe initialization of zlib tables - 2.14 (2017-03-03) remove deprecated STBI_JPEG_OLD; fixes for Imagenet JPGs - 2.13 (2016-11-29) add 16-bit API, only supported for PNG right now - 2.12 (2016-04-02) fix typo in 2.11 PSD fix that caused crashes - 2.11 (2016-04-02) allocate large structures on the stack - remove white matting for transparent PSD - fix reported channel count for PNG & BMP - re-enable SSE2 in non-gcc 64-bit - support RGB-formatted JPEG - read 16-bit PNGs (only as 8-bit) - 2.10 (2016-01-22) avoid warning introduced in 2.09 by STBI_REALLOC_SIZED - 2.09 (2016-01-16) allow comments in PNM files - 16-bit-per-pixel TGA (not bit-per-component) - info() for TGA could break due to .hdr handling - info() for BMP to shares code instead of sloppy parse - can use STBI_REALLOC_SIZED if allocator doesn't support realloc - code cleanup - 2.08 (2015-09-13) fix to 2.07 cleanup, reading RGB PSD as RGBA - 2.07 (2015-09-13) fix compiler warnings - partial animated GIF support - limited 16-bpc PSD support - #ifdef unused functions - bug with < 92 byte PIC,PNM,HDR,TGA - 2.06 (2015-04-19) fix bug where PSD returns wrong '*comp' value - 2.05 (2015-04-19) fix bug in progressive JPEG handling, fix warning - 2.04 (2015-04-15) try to re-enable SIMD on MinGW 64-bit - 2.03 (2015-04-12) extra corruption checking (mmozeiko) - stbi_set_flip_vertically_on_load (nguillemot) - fix NEON support; fix mingw support - 2.02 (2015-01-19) fix incorrect assert, fix warning - 2.01 (2015-01-17) fix various warnings; suppress SIMD on gcc 32-bit without -msse2 - 2.00b (2014-12-25) fix STBI_MALLOC in progressive JPEG - 2.00 (2014-12-25) optimize JPG, including x86 SSE2 & NEON SIMD (ryg) - progressive JPEG (stb) - PGM/PPM support (Ken Miller) - STBI_MALLOC,STBI_REALLOC,STBI_FREE - GIF bugfix -- seemingly never worked - STBI_NO_*, STBI_ONLY_* - 1.48 (2014-12-14) fix incorrectly-named assert() - 1.47 (2014-12-14) 1/2/4-bit PNG support, both direct and paletted (Omar Cornut & stb) - optimize PNG (ryg) - fix bug in interlaced PNG with user-specified channel count (stb) - 1.46 (2014-08-26) - fix broken tRNS chunk (colorkey-style transparency) in non-paletted PNG - 1.45 (2014-08-16) - fix MSVC-ARM internal compiler error by wrapping malloc - 1.44 (2014-08-07) - various warning fixes from Ronny Chevalier - 1.43 (2014-07-15) - fix MSVC-only compiler problem in code changed in 1.42 - 1.42 (2014-07-09) - don't define _CRT_SECURE_NO_WARNINGS (affects user code) - fixes to stbi__cleanup_jpeg path - added STBI_ASSERT to avoid requiring assert.h - 1.41 (2014-06-25) - fix search&replace from 1.36 that messed up comments/error messages - 1.40 (2014-06-22) - fix gcc struct-initialization warning - 1.39 (2014-06-15) - fix to TGA optimization when req_comp != number of components in TGA; - fix to GIF loading because BMP wasn't rewinding (whoops, no GIFs in my test suite) - add support for BMP version 5 (more ignored fields) - 1.38 (2014-06-06) - suppress MSVC warnings on integer casts truncating values - fix accidental rename of 'skip' field of I/O - 1.37 (2014-06-04) - remove duplicate typedef - 1.36 (2014-06-03) - convert to header file single-file library - if de-iphone isn't set, load iphone images color-swapped instead of returning NULL - 1.35 (2014-05-27) - various warnings - fix broken STBI_SIMD path - fix bug where stbi_load_from_file no longer left file pointer in correct place - fix broken non-easy path for 32-bit BMP (possibly never used) - TGA optimization by Arseny Kapoulkine - 1.34 (unknown) - use STBI_NOTUSED in stbi__resample_row_generic(), fix one more leak in tga failure case - 1.33 (2011-07-14) - make stbi_is_hdr work in STBI_NO_HDR (as specified), minor compiler-friendly improvements - 1.32 (2011-07-13) - support for "info" function for all supported filetypes (SpartanJ) - 1.31 (2011-06-20) - a few more leak fixes, bug in PNG handling (SpartanJ) - 1.30 (2011-06-11) - added ability to load files via callbacks to accomidate custom input streams (Ben Wenger) - removed deprecated format-specific test/load functions - removed support for installable file formats (stbi_loader) -- would have been broken for IO callbacks anyway - error cases in bmp and tga give messages and don't leak (Raymond Barbiero, grisha) - fix inefficiency in decoding 32-bit BMP (David Woo) - 1.29 (2010-08-16) - various warning fixes from Aurelien Pocheville - 1.28 (2010-08-01) - fix bug in GIF palette transparency (SpartanJ) - 1.27 (2010-08-01) - cast-to-stbi_uc to fix warnings - 1.26 (2010-07-24) - fix bug in file buffering for PNG reported by SpartanJ - 1.25 (2010-07-17) - refix trans_data warning (Won Chun) - 1.24 (2010-07-12) - perf improvements reading from files on platforms with lock-heavy fgetc() - minor perf improvements for jpeg - deprecated type-specific functions so we'll get feedback if they're needed - attempt to fix trans_data warning (Won Chun) - 1.23 fixed bug in iPhone support - 1.22 (2010-07-10) - removed image *writing* support - stbi_info support from Jetro Lauha - GIF support from Jean-Marc Lienher - iPhone PNG-extensions from James Brown - warning-fixes from Nicolas Schulz and Janez Zemva (i.stbi__err. Janez (U+017D)emva) - 1.21 fix use of 'stbi_uc' in header (reported by jon blow) - 1.20 added support for Softimage PIC, by Tom Seddon - 1.19 bug in interlaced PNG corruption check (found by ryg) - 1.18 (2008-08-02) - fix a threading bug (local mutable static) - 1.17 support interlaced PNG - 1.16 major bugfix - stbi__convert_format converted one too many pixels - 1.15 initialize some fields for thread safety - 1.14 fix threadsafe conversion bug - header-file-only version (#define STBI_HEADER_FILE_ONLY before including) - 1.13 threadsafe - 1.12 const qualifiers in the API - 1.11 Support installable IDCT, colorspace conversion routines - 1.10 Fixes for 64-bit (don't use "unsigned long") - optimized upsampling by Fabian "ryg" Giesen - 1.09 Fix format-conversion for PSD code (bad global variables!) - 1.08 Thatcher Ulrich's PSD code integrated by Nicolas Schulz - 1.07 attempt to fix C++ warning/errors again - 1.06 attempt to fix C++ warning/errors again - 1.05 fix TGA loading to return correct *comp and use good luminance calc - 1.04 default float alpha is 1, not 255; use 'void *' for stbi_image_free - 1.03 bugfixes to STBI_NO_STDIO, STBI_NO_HDR - 1.02 support for (subset of) HDR files, float interface for preferred access to them - 1.01 fix bug: possible bug in handling right-side up bmps... not sure - fix bug: the stbi__bmp_load() and stbi__tga_load() functions didn't work at all - 1.00 interface to zlib that skips zlib header - 0.99 correct handling of alpha in palette - 0.98 TGA loader by lonesock; dynamically add loaders (untested) - 0.97 jpeg errors on too large a file; also catch another malloc failure - 0.96 fix detection of invalid v value - particleman@mollyrocket forum - 0.95 during header scan, seek to markers in case of padding - 0.94 STBI_NO_STDIO to disable stdio usage; rename all #defines the same - 0.93 handle jpegtran output; verbose errors - 0.92 read 4,8,16,24,32-bit BMP files of several formats - 0.91 output 24-bit Windows 3.0 BMP files - 0.90 fix a few more warnings; bump version number to approach 1.0 - 0.61 bugfixes due to Marc LeBlanc, Christopher Lloyd - 0.60 fix compiling as c++ - 0.59 fix warnings: merge Dave Moore's -Wall fixes - 0.58 fix bug: zlib uncompressed mode len/nlen was wrong endian - 0.57 fix bug: jpg last huffman symbol before marker was >9 bits but less than 16 available - 0.56 fix bug: zlib uncompressed mode len vs. nlen - 0.55 fix bug: restart_interval not initialized to 0 - 0.54 allow NULL for 'int *comp' - 0.53 fix bug in png 3->4; speedup png decoding - 0.52 png handles req_comp=3,4 directly; minor cleanup; jpeg comments - 0.51 obey req_comp requests, 1-component jpegs return as 1-component, - on 'test' only check type, not whether we support this variant - 0.50 (2006-11-19) - first released version -*/ - - -/* ------------------------------------------------------------------------------- -This software is available under 2 licenses -- choose whichever you prefer. ------------------------------------------------------------------------------- -ALTERNATIVE A - MIT License -Copyright (c) 2017 Sean Barrett -Permission is hereby granted, free of charge, to any person obtaining a copy of -this software and associated documentation files (the "Software"), to deal in -the Software without restriction, including without limitation the rights to -use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies -of the Software, and to permit persons to whom the Software is furnished to do -so, subject to the following conditions: -The above copyright notice and this permission notice shall be included in all -copies or substantial portions of the Software. -THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR -IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, -FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE -AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER -LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, -OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE -SOFTWARE. ------------------------------------------------------------------------------- -ALTERNATIVE B - Public Domain (www.unlicense.org) -This is free and unencumbered software released into the public domain. -Anyone is free to copy, modify, publish, use, compile, sell, or distribute this -software, either in source code form or as a compiled binary, for any purpose, -commercial or non-commercial, and by any means. -In jurisdictions that recognize copyright laws, the author or authors of this -software dedicate any and all copyright interest in the software to the public -domain. We make this dedication for the benefit of the public at large and to -the detriment of our heirs and successors. We intend this dedication to be an -overt act of relinquishment in perpetuity of all present and future rights to -this software under copyright law. -THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR -IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, -FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE -AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN -ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION -WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. ------------------------------------------------------------------------------- -*/ From 02ea2f89116c1de9594e95c90a4501da5772ce83 Mon Sep 17 00:00:00 2001 From: KojoZero Date: Sun, 3 May 2026 23:36:40 -0700 Subject: [PATCH 09/46] opengl implemented area sampling --- src/video_core/host_shaders/CMakeLists.txt | 2 + .../antialiasing/opengl_smaa_pass2_post.frag | 12 +- .../antialiasing/opengl_smaa_pass2_pre.frag | 1 + .../scaling/opengl_area_sampling.frag | 94 +++ .../scaling/opengl_area_sampling.vert | 11 + .../renderer_opengl/renderer_opengl.cpp | 576 +++++------------- .../renderer_opengl/renderer_opengl.h | 1 + 7 files changed, 263 insertions(+), 434 deletions(-) create mode 100644 src/video_core/host_shaders/scaling/opengl_area_sampling.frag create mode 100644 src/video_core/host_shaders/scaling/opengl_area_sampling.vert diff --git a/src/video_core/host_shaders/CMakeLists.txt b/src/video_core/host_shaders/CMakeLists.txt index 113eb3b9c..e2499ae4e 100644 --- a/src/video_core/host_shaders/CMakeLists.txt +++ b/src/video_core/host_shaders/CMakeLists.txt @@ -27,6 +27,8 @@ set(SHADER_FILES antialiasing/opengl_smaa_pass2_pre.vert antialiasing/opengl_smaa_pass2_post.frag antialiasing/opengl_smaa_pass2_post.vert + scaling/opengl_area_sampling.frag + scaling/opengl_area_sampling.vert antialiasing/SMAA.hlsl full_screen_triangle.vert opengl_present.frag diff --git a/src/video_core/host_shaders/antialiasing/opengl_smaa_pass2_post.frag b/src/video_core/host_shaders/antialiasing/opengl_smaa_pass2_post.frag index 7f99ef685..8341214c5 100644 --- a/src/video_core/host_shaders/antialiasing/opengl_smaa_pass2_post.frag +++ b/src/video_core/host_shaders/antialiasing/opengl_smaa_pass2_post.frag @@ -1,3 +1,11 @@ -void main() { - color = SMAANeighborhoodBlendingPS(frag_tex_coord, offset, SMAA_Input, color_texture); +vec3 LinearTosRGB(vec3 c) { + return mix(c * 12.92, 1.055 * pow(c, vec3(1.0/2.4)) - 0.055, step(0.0031308, c)); +} + +void main() { + vec4 pixel = SMAANeighborhoodBlendingPS(frag_tex_coord, offset, SMAA_Input, color_texture); + if (convert_colors == 2){ + pixel = vec4(LinearTosRGB(pixel.rgb), pixel.a); + } + color = pixel; } diff --git a/src/video_core/host_shaders/antialiasing/opengl_smaa_pass2_pre.frag b/src/video_core/host_shaders/antialiasing/opengl_smaa_pass2_pre.frag index 3a49037fb..edd0d1137 100644 --- a/src/video_core/host_shaders/antialiasing/opengl_smaa_pass2_pre.frag +++ b/src/video_core/host_shaders/antialiasing/opengl_smaa_pass2_pre.frag @@ -4,6 +4,7 @@ // Neighborhood Blending Shader (Third Pass) uniform vec4 i_resolution; +uniform int convert_colors; #define SMAA_RT_METRICS vec4(i_resolution.z, i_resolution.w, i_resolution.x, i_resolution.y) #define SMAA_GLSL_4 diff --git a/src/video_core/host_shaders/scaling/opengl_area_sampling.frag b/src/video_core/host_shaders/scaling/opengl_area_sampling.frag new file mode 100644 index 000000000..ccf9edd55 --- /dev/null +++ b/src/video_core/host_shaders/scaling/opengl_area_sampling.frag @@ -0,0 +1,94 @@ +//? #version 460 core + +layout(location = 0) in vec2 frag_tex_coord; +layout(location = 0) out vec4 color; +layout(binding = 0) uniform sampler2D color_texture; +uniform vec4 i_resolution; +uniform vec4 o_resolution; +uniform int convert_colors; + + +/***** Area Sampling *****/ + +// By Sam Belliveau and Filippo Tarpini. Public Domain license. +// Effectively a more accurate sharp bilinear filter when upscaling, +// that also works as a mathematically perfect downscale filter. +// https://entropymine.com/imageworsener/pixelmixing/ +// https://github.com/obsproject/obs-studio/pull/1715 +// https://legacy.imagemagick.org/Usage/filter/ +vec4 AreaSampling(sampler2D textureSampler, vec2 texCoords) { + // Determine the sizes of the source and target images. + vec2 source_size = i_resolution.xy; + vec2 inverted_target_size = o_resolution.zw; + + // Determine the range of the source image that the target pixel will cover. + vec2 range = source_size * inverted_target_size; + vec2 beg = (texCoords.xy * source_size) - (range * 0.5); + vec2 end = beg + range; + + // Compute the top-left and bottom-right corners of the pixel box. + ivec2 f_beg = ivec2(floor(beg)); + ivec2 f_end = ivec2(floor(end)); + + // Compute how much of the start and end pixels are covered horizontally & vertically. + float area_w = 1.0 - fract(beg.x); + float area_n = 1.0 - fract(beg.y); + float area_e = fract(end.x); + float area_s = fract(end.y); + + // Compute the areas of the corner pixels in the pixel box. + float area_nw = area_n * area_w; + float area_ne = area_n * area_e; + float area_sw = area_s * area_w; + float area_se = area_s * area_e; + + // Initialize the color accumulator. + vec4 avg_color = vec4(0.0, 0.0, 0.0, 0.0); + + // Accumulate corner pixels. + avg_color += area_nw * texelFetch(textureSampler, ivec2(f_beg.x, f_beg.y), 0); + avg_color += area_ne * texelFetch(textureSampler, ivec2(f_end.x, f_beg.y), 0); + avg_color += area_sw * texelFetch(textureSampler, ivec2(f_beg.x, f_end.y), 0); + avg_color += area_se * texelFetch(textureSampler, ivec2(f_end.x, f_end.y), 0); + + // Determine the size of the pixel box. + int x_range = int(f_end.x - f_beg.x - 0.5); + int y_range = int(f_end.y - f_beg.y - 0.5); + + // Accumulate top and bottom edge pixels. + for (int x = f_beg.x + 1; x <= f_beg.x + x_range; ++x) { + avg_color += area_n * texelFetch(textureSampler, ivec2(x, f_beg.y), 0); + avg_color += area_s * texelFetch(textureSampler, ivec2(x, f_end.y), 0); + } + + // Accumulate left and right edge pixels and all the pixels in between. + for (int y = f_beg.y + 1; y <= f_beg.y + y_range; ++y) { + avg_color += area_w * texelFetch(textureSampler, ivec2(f_beg.x, y), 0); + avg_color += area_e * texelFetch(textureSampler, ivec2(f_end.x, y), 0); + + for (int x = f_beg.x + 1; x <= f_beg.x + x_range; ++x) { + avg_color += texelFetch(textureSampler, ivec2(x, y), 0); + } + } + + // Compute the area of the pixel box that was sampled. + float area_corners = area_nw + area_ne + area_sw + area_se; + float area_edges = float(x_range) * (area_n + area_s) + float(y_range) * (area_w + area_e); + float area_center = float(x_range) * float(y_range); + + // Return the normalized average color. + return avg_color / (area_corners + area_edges + area_center); +} + +vec3 LinearTosRGB(vec3 c) { + return mix(c * 12.92, 1.055 * pow(c, vec3(1.0/2.4)) - 0.055, step(0.0031308, c)); +} + +void main() { + // vec4 pixel = texture(color_texture, frag_tex_coord); + vec4 pixel = AreaSampling(color_texture, frag_tex_coord); + if (convert_colors == 2){ + pixel = vec4(LinearTosRGB(pixel.rgb), pixel.a); + } + color = pixel; +} \ No newline at end of file diff --git a/src/video_core/host_shaders/scaling/opengl_area_sampling.vert b/src/video_core/host_shaders/scaling/opengl_area_sampling.vert new file mode 100644 index 000000000..e39e2d2d6 --- /dev/null +++ b/src/video_core/host_shaders/scaling/opengl_area_sampling.vert @@ -0,0 +1,11 @@ +//? #version 460 +layout(location = 0) in vec2 vert_position; +layout(location = 1) in vec2 vert_tex_coord; +layout(location = 0) out vec2 frag_tex_coord; +uniform mat3x2 modelview_matrix; +void main() +{ + gl_Position = vec4(mat2(modelview_matrix) * vert_position + modelview_matrix[2], 0.0, 1.0); + frag_tex_coord = vert_tex_coord; +} + diff --git a/src/video_core/renderer_opengl/renderer_opengl.cpp b/src/video_core/renderer_opengl/renderer_opengl.cpp index e69ed2a3d..1b333ce0f 100644 --- a/src/video_core/renderer_opengl/renderer_opengl.cpp +++ b/src/video_core/renderer_opengl/renderer_opengl.cpp @@ -43,7 +43,8 @@ #include "video_core/host_shaders/antialiasing/smaa_hlsl.h" #include "video_core/host_shaders/antialiasing/AreaTex.h" #include "video_core/host_shaders/antialiasing/SearchTex.h" - +#include "video_core/host_shaders/scaling/opengl_area_sampling_frag.h" +#include "video_core/host_shaders/scaling/opengl_area_sampling_vert.h" namespace OpenGL { @@ -445,6 +446,10 @@ void RendererOpenGL::ReloadShader(Settings::StereoRenderOption render_3d) { FXAA_shader_data += HostShaders::OPENGL_FXAA_FRAG; FXAA_shader.Create(HostShaders::OPENGL_FXAA_VERT, FXAA_shader_data); + std::string AREA_SAMPLING_shader_data = fragment_shader_precision_OES; + AREA_SAMPLING_shader_data += HostShaders::OPENGL_AREA_SAMPLING_FRAG; + AREA_SAMPLING_shader.Create(HostShaders::OPENGL_AREA_SAMPLING_VERT, AREA_SAMPLING_shader_data); + std::string SimplePresent_shader_data = fragment_shader_precision_OES; SimplePresent_shader_data += HostShaders::OPENGL_SIMPLE_PRESENT_FRAG; SimplePresent_shader.Create(HostShaders::OPENGL_SIMPLE_PRESENT_VERT, SimplePresent_shader_data); @@ -478,6 +483,8 @@ void RendererOpenGL::ReloadShader(Settings::StereoRenderOption render_3d) { SMAA_PASS_2_shader_vert_data += HostShaders::SMAA_HLSL; SMAA_PASS_2_shader_vert_data += HostShaders::OPENGL_SMAA_PASS2_POST_VERT; SMAA_PASS_2_shader.Create(SMAA_PASS_2_shader_vert_data, SMAA_PASS_2_shader_frag_data); + + // state.Apply(); if (render_3d == Settings::StereoRenderOption::Anaglyph || @@ -588,7 +595,8 @@ void RendererOpenGL::DrawSingleScreen(const ScreenInfo& screen_info, float scree textureWidth = static_cast(screen_info.texture.height * scale_factor); textureHeight = static_cast(screen_info.texture.width * scale_factor); bool isDownsampling = false; - int antialiasingMode = 0; //0 is none, 1 is FXAA, 2 is SMAA + int scalingMode = 2; //0 is Nearest Neighbor, 1 is Hardware Bilinear, 2 is High Quality Scaling (Upsampling is Gamma Corrected Bilinear, Downsampling is Gamma Corrected Area Sampling) + int antialiasingMode = 2; //0 is none, 1 is FXAA, 2 is SMAA if (orientation == Layout::DisplayOrientation::Landscape || orientation == Layout::DisplayOrientation::LandscapeFlipped) { if (textureWidth > screenWidth){ isDownsampling = true; @@ -617,6 +625,7 @@ void RendererOpenGL::DrawSingleScreen(const ScreenInfo& screen_info, float scree ScreenRectVertex(1.f, -1.f, 1.f, 0.f), //Right, Bottom }}; + // Vertices for Azahar's Layout std::array output_vertices; switch (orientation) { case Layout::DisplayOrientation::Landscape: @@ -659,149 +668,15 @@ void RendererOpenGL::DrawSingleScreen(const ScreenInfo& screen_info, float scree } const GLuint sampler = samplers[Settings::values.filter_mode.GetValue()].handle; - // glUniform4f(uniform_i_resolution, textureWidth, textureHeight, 1.0f / textureWidth, 1.0f / textureHeight); - // glUniform4f(uniform_o_resolution, screenWidth, screenHeight, 1.0f / screenWidth, 1.0f / screenHeight); - // glUniform1i(uniform_convert_colors, 1); - // state.texture_units[0].texture_2d = screen_info.display_texture; - // state.texture_units[0].sampler = sampler; - - - /* - TODO: --------Rewrite - General Idea: - Always rotate to landscape in a pass - Before Bilinear Scaling convert to linear in a pass - Before Presentation convert to sRGB - - The FXAA and SMAA shaders expect pass through vertices - - Implement Gamma Corrected Bilinear: - Rotate Texture and Convert to Linear - Bilinear downscale to Screen width/height and convert to srgb - Implement SMAA: - if (isDownsampling): - Rotate Texture and Convert to Linear - Bilinear downscale to Screen width/height - Run SMAA pass 1 - Run SMAA pass 2 - Run SMAA pass 3 - Convert to srgb and output - else: - Rotate Texture and Convert to Linear - Run SMAA pass 1 - Run SMAA pass 2 - Run SMAA pass 3 - Bilinear upscale to Screen width/height and convert to srgb - - Implement FXAA: - if (isDownsampling): - Rotate Texture and Convert to Linear - Bilinear downscale to Screen width/height and convert to srgb - Run FXAA pass - Output - else: - Rotate Texture - Run FXAA pass and convert to Linear - Bilinear upscale to Screen width/height and convert to srgb - */ GLuint originalReadFramebuffer = state.draw.read_framebuffer; GLuint originalDrawFramebuffer = state.draw.draw_framebuffer; int originalViewport[4] = {state.viewport.x, state.viewport.y, state.viewport.width, state.viewport.height}; + OGLTexture antialiasFBOTexture; + // ------------------------------------------------------------- - if (antialiasingMode == 1){ - if (isDownsampling){ - //Pass 1 - OGLFramebuffer textureFBO; - textureFBO.Create(); - state.draw.read_framebuffer = textureFBO.handle; - state.draw.draw_framebuffer = textureFBO.handle; - state.Apply(); - state.viewport.x = 0; - state.viewport.y = 0; - state.viewport.width = textureWidth; - state.viewport.height = textureHeight; - state.Apply(); - OGLTexture pass1FBOTexture; - pass1FBOTexture.Create(); - pass1FBOTexture.Allocate(GL_TEXTURE_2D, 1, GL_RGBA16F, textureWidth, textureHeight); - glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, pass1FBOTexture.handle, 0); - state.draw.shader_program = SimplePresent_shader.handle; - state.Apply(); - AttachUniforms(); - state.texture_units[0].texture_2d = screen_info.display_texture; - state.texture_units[0].sampler = samplers[1].handle; - glUniform1i(uniform_color_texture, 0); - glUniform1i(uniform_convert_colors, 1); - state.Apply(); - glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(rotate_vertices), rotate_vertices.data()); - glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); - - //Pass 2 - state.viewport.x = 0; - state.viewport.y = 0; - state.viewport.width = screenWidth; - state.viewport.height = screenHeight; - state.Apply(); - OGLTexture pass2FBOTexture; - pass2FBOTexture.Create(); - pass2FBOTexture.Allocate(GL_TEXTURE_2D, 1, GL_RGBA16F, screenWidth, screenHeight); - glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, pass2FBOTexture.handle, 0); - state.draw.shader_program = SimplePresent_shader.handle; - state.Apply(); - AttachUniforms(); - state.texture_units[0].texture_2d = pass1FBOTexture.handle; - state.texture_units[0].sampler = samplers[1].handle; - glUniform1i(uniform_color_texture, 0); - glUniform1i(uniform_convert_colors, 2); - state.Apply(); - glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(pass_through_vertices), pass_through_vertices.data()); - glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); - - //Pass 3 - state.viewport.x = 0; - state.viewport.y = 0; - state.viewport.width = screenWidth; - state.viewport.height = screenHeight; - state.Apply(); - OGLTexture pass3FBOTexture; - pass3FBOTexture.Create(); - pass3FBOTexture.Allocate(GL_TEXTURE_2D, 1, GL_RGBA16F, screenWidth, screenHeight); - glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, pass3FBOTexture.handle, 0); - state.draw.shader_program = FXAA_shader.handle; - state.Apply(); - AttachUniforms(); - state.texture_units[0].texture_2d = pass2FBOTexture.handle; - state.texture_units[0].sampler = samplers[1].handle; - glUniform1i(uniform_color_texture, 0); - glUniform1i(uniform_convert_colors, 0); - glUniform4f(uniform_i_resolution, screenWidth, screenHeight, 1.0f / screenWidth, 1.0f / screenHeight); - state.Apply(); - glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(pass_through_vertices), pass_through_vertices.data()); - glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); - - //Output - state.draw.read_framebuffer = originalReadFramebuffer; - state.draw.draw_framebuffer = originalDrawFramebuffer; - state.Apply(); - state.viewport.x = originalViewport[0]; - state.viewport.y = originalViewport[1]; - state.viewport.width = originalViewport[2]; - state.viewport.height = originalViewport[3]; - state.Apply(); - state.draw.shader_program = Present_shader.handle; - state.Apply(); - AttachUniforms(); - state.texture_units[0].texture_2d = pass3FBOTexture.handle; - state.texture_units[0].sampler = samplers[1].handle; - glUniform1i(uniform_color_texture, 0); - glUniform1i(uniform_convert_colors, 0); - glUniformMatrix3x2fv(uniform_modelview_matrix, 1, GL_FALSE, ortho_matrix.data()); - state.Apply(); - glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(output_vertices), output_vertices.data()); - glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); - } else { + if (antialiasingMode != 0){ + if (antialiasingMode == 1){ //Pass 1 OGLFramebuffer textureFBO; textureFBO.Create(); @@ -834,234 +709,77 @@ void RendererOpenGL::DrawSingleScreen(const ScreenInfo& screen_info, float scree state.viewport.width = textureWidth; state.viewport.height = textureHeight; state.Apply(); - OGLTexture pass2FBOTexture; - pass2FBOTexture.Create(); - pass2FBOTexture.Allocate(GL_TEXTURE_2D, 1, GL_RGBA16F, textureWidth, textureHeight); - glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, pass2FBOTexture.handle, 0); + antialiasFBOTexture.Create(); + antialiasFBOTexture.Allocate(GL_TEXTURE_2D, 1, GL_RGBA16F, textureWidth, textureHeight); + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, antialiasFBOTexture.handle, 0); state.draw.shader_program = FXAA_shader.handle; state.Apply(); AttachUniforms(); state.texture_units[0].texture_2d = pass1FBOTexture.handle; state.texture_units[0].sampler = samplers[1].handle; glUniform1i(uniform_color_texture, 0); - glUniform1i(uniform_convert_colors, 1); + if (scalingMode == 2){ + glUniform1i(uniform_convert_colors, 1); + } else { + glUniform1i(uniform_convert_colors, 0); + } glUniform4f(uniform_i_resolution, textureWidth, textureHeight, 1.0f / textureWidth, 1.0f / textureHeight); state.Apply(); glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(pass_through_vertices), pass_through_vertices.data()); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); - //Output - state.draw.read_framebuffer = originalReadFramebuffer; - state.draw.draw_framebuffer = originalDrawFramebuffer; - state.Apply(); - state.viewport.x = originalViewport[0]; - state.viewport.y = originalViewport[1]; - state.viewport.width = originalViewport[2]; - state.viewport.height = originalViewport[3]; - state.Apply(); - state.draw.shader_program = Present_shader.handle; - state.Apply(); - AttachUniforms(); - state.texture_units[0].texture_2d = pass2FBOTexture.handle; - state.texture_units[0].sampler = samplers[1].handle; - glUniform1i(uniform_color_texture, 0); - glUniform1i(uniform_convert_colors, 2); - glUniformMatrix3x2fv(uniform_modelview_matrix, 1, GL_FALSE, ortho_matrix.data()); - state.Apply(); - glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(output_vertices), output_vertices.data()); - glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); - - } - } else if (antialiasingMode == 2){ - //Load AreaTex and SearchTex to OGLTexture Objects - OGLTexture areatex; - areatex.Create(); - OGLTexture searchtex; - searchtex.Create(); - GLuint old_tex = OpenGLState::GetCurState().texture_units[0].texture_2d; + } else if (antialiasingMode == 2){ + //Load AreaTex and SearchTex to OGLTexture Objects + OGLTexture areatex; + areatex.Create(); + OGLTexture searchtex; + searchtex.Create(); + GLuint old_tex = OpenGLState::GetCurState().texture_units[0].texture_2d; + + glBindTexture(GL_TEXTURE_2D, areatex.handle); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); + glTexImage2D(GL_TEXTURE_2D, 0, GL_RG8, AREATEX_WIDTH, AREATEX_HEIGHT, 0, GL_RG, GL_UNSIGNED_BYTE, areaTexBytes); - glBindTexture(GL_TEXTURE_2D, areatex.handle); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); - glTexImage2D(GL_TEXTURE_2D, 0, GL_RG8, AREATEX_WIDTH, AREATEX_HEIGHT, 0, GL_RG, GL_UNSIGNED_BYTE, areaTexBytes); - - glBindTexture(GL_TEXTURE_2D, searchtex.handle); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); - glTexImage2D(GL_TEXTURE_2D, 0, GL_R8, SEARCHTEX_WIDTH, SEARCHTEX_HEIGHT, 0, GL_RED, GL_UNSIGNED_BYTE, searchTexBytes); + glBindTexture(GL_TEXTURE_2D, searchtex.handle); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); + glTexImage2D(GL_TEXTURE_2D, 0, GL_R8, SEARCHTEX_WIDTH, SEARCHTEX_HEIGHT, 0, GL_RED, GL_UNSIGNED_BYTE, searchTexBytes); - glBindTexture(GL_TEXTURE_2D, old_tex); - - // // Draw Areatex/Search Tex to screen [For Debugging only] - // state.draw.read_framebuffer = originalReadFramebuffer; - // state.draw.draw_framebuffer = originalDrawFramebuffer; - // state.Apply(); - // state.viewport.x = originalViewport[0]; - // state.viewport.y = originalViewport[1]; - // state.viewport.width = originalViewport[2]; - // state.viewport.height = originalViewport[3]; - // state.Apply(); - // state.draw.shader_program = SimplePresent_shader.handle; - // state.Apply(); - // AttachUniforms(); - // state.texture_units[0].texture_2d = searchtex.handle; - // state.texture_units[0].sampler = samplers[1].handle; - // glUniform1i(uniform_color_texture, 0); - // glUniform1i(uniform_convert_colors, 0); - // state.Apply(); - // glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(pass_through_vertices), pass_through_vertices.data()); - // glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); - - //Actually Start SMAA Pipeline - // /* - //Pass 1 - OGLFramebuffer textureFBO; - textureFBO.Create(); - state.draw.read_framebuffer = textureFBO.handle; - state.draw.draw_framebuffer = textureFBO.handle; - state.Apply(); - state.viewport.x = 0; - state.viewport.y = 0; - state.viewport.width = textureWidth; - state.viewport.height = textureHeight; - state.Apply(); - OGLTexture pass1FBOTexture; - pass1FBOTexture.Create(); - pass1FBOTexture.Allocate(GL_TEXTURE_2D, 1, GL_RGBA16F, textureWidth, textureHeight); - glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, pass1FBOTexture.handle, 0); - state.draw.shader_program = SimplePresent_shader.handle; - state.Apply(); - AttachUniforms(); - state.texture_units[0].texture_2d = screen_info.display_texture; - state.texture_units[0].sampler = samplers[1].handle; - glUniform1i(uniform_color_texture, 0); - glUniform1i(uniform_convert_colors, 1); - state.Apply(); - glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(rotate_vertices), rotate_vertices.data()); - glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); - - if (isDownsampling){ - //Pass 2 + glBindTexture(GL_TEXTURE_2D, old_tex); + + //Start SMAA Pipeline + + //Pass 1 + OGLFramebuffer textureFBO; + textureFBO.Create(); + state.draw.read_framebuffer = textureFBO.handle; + state.draw.draw_framebuffer = textureFBO.handle; + state.Apply(); state.viewport.x = 0; state.viewport.y = 0; - state.viewport.width = screenWidth; - state.viewport.height = screenHeight; + state.viewport.width = textureWidth; + state.viewport.height = textureHeight; state.Apply(); - OGLTexture pass2FBOTexture; - pass2FBOTexture.Create(); - pass2FBOTexture.Allocate(GL_TEXTURE_2D, 1, GL_RGBA16F, screenWidth, screenHeight); - glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, pass2FBOTexture.handle, 0); + OGLTexture pass1FBOTexture; + pass1FBOTexture.Create(); + pass1FBOTexture.Allocate(GL_TEXTURE_2D, 1, GL_RGBA16F, textureWidth, textureHeight); + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, pass1FBOTexture.handle, 0); state.draw.shader_program = SimplePresent_shader.handle; state.Apply(); AttachUniforms(); - state.texture_units[0].texture_2d = pass1FBOTexture.handle; + state.texture_units[0].texture_2d = screen_info.display_texture; state.texture_units[0].sampler = samplers[1].handle; glUniform1i(uniform_color_texture, 0); - glUniform1i(uniform_convert_colors, 0); + glUniform1i(uniform_convert_colors, 1); state.Apply(); - glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(pass_through_vertices), pass_through_vertices.data()); - glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); - - //Pass 3 - state.viewport.x = 0; - state.viewport.y = 0; - state.viewport.width = screenWidth; - state.viewport.height = screenHeight; - state.Apply(); - OGLTexture pass3FBOTexture; - pass3FBOTexture.Create(); - pass3FBOTexture.Allocate(GL_TEXTURE_2D, 1, GL_RGBA16F, screenWidth, screenHeight); - glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, pass3FBOTexture.handle, 0); - state.draw.shader_program = SMAA_PASS_0_shader.handle; - state.Apply(); - AttachUniforms(); - state.texture_units[0].texture_2d = pass2FBOTexture.handle; - state.texture_units[0].sampler = samplers[1].handle; - glUniform1i(uniform_color_texture, 0); - glUniform4f(uniform_i_resolution, screenWidth, screenHeight, 1.0f / screenWidth, 1.0f / screenHeight); - state.Apply(); - glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(pass_through_vertices), pass_through_vertices.data()); - glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); - - //Pass 4 - state.viewport.x = 0; - state.viewport.y = 0; - state.viewport.width = screenWidth; - state.viewport.height = screenHeight; - state.Apply(); - OGLTexture pass4FBOTexture; - pass4FBOTexture.Create(); - pass4FBOTexture.Allocate(GL_TEXTURE_2D, 1, GL_RGBA16F, screenWidth, screenHeight); - glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, pass4FBOTexture.handle, 0); - state.draw.shader_program = SMAA_PASS_1_shader.handle; - state.Apply(); - AttachUniforms(); - state.texture_units[0].texture_2d = pass3FBOTexture.handle; - state.texture_units[0].sampler = samplers[1].handle; - state.texture_units[1].texture_2d = areatex.handle; - state.texture_units[1].sampler = samplers[1].handle; - state.texture_units[2].texture_2d = searchtex.handle; - state.texture_units[2].sampler = samplers[1].handle; - GLuint uniform_areatex = glGetUniformLocation(state.draw.shader_program, "areaTex"); - GLuint uniform_searchtex = glGetUniformLocation(state.draw.shader_program, "searchTex"); - glUniform1i(uniform_color_texture, 0); - glUniform1i(uniform_areatex, 1); - glUniform1i(uniform_searchtex, 2); - glUniform4f(uniform_i_resolution, screenWidth, screenHeight, 1.0f / screenWidth, 1.0f / screenHeight); - state.Apply(); - glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(pass_through_vertices), pass_through_vertices.data()); - glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); - - //Pass 5 - state.viewport.x = 0; - state.viewport.y = 0; - state.viewport.width = screenWidth; - state.viewport.height = screenHeight; - state.Apply(); - OGLTexture pass5FBOTexture; - pass5FBOTexture.Create(); - pass5FBOTexture.Allocate(GL_TEXTURE_2D, 1, GL_RGBA16F, screenWidth, screenHeight); - glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, pass5FBOTexture.handle, 0); - state.draw.shader_program = SMAA_PASS_2_shader.handle; - state.Apply(); - AttachUniforms(); - state.texture_units[0].texture_2d = pass4FBOTexture.handle; - state.texture_units[0].sampler = samplers[1].handle; - state.texture_units[1].texture_2d = pass2FBOTexture.handle; - state.texture_units[1].sampler = samplers[1].handle; - GLuint uniform_smaa_input = glGetUniformLocation(state.draw.shader_program, "SMAA_Input"); - glUniform1i(uniform_color_texture, 0); - glUniform1i(uniform_smaa_input, 1); - glUniform4f(uniform_i_resolution, screenWidth, screenHeight, 1.0f / screenWidth, 1.0f / screenHeight); - state.Apply(); - glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(pass_through_vertices), pass_through_vertices.data()); - glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); - - //Output - state.draw.read_framebuffer = originalReadFramebuffer; - state.draw.draw_framebuffer = originalDrawFramebuffer; - state.Apply(); - state.viewport.x = originalViewport[0]; - state.viewport.y = originalViewport[1]; - state.viewport.width = originalViewport[2]; - state.viewport.height = originalViewport[3]; - state.Apply(); - state.draw.shader_program = Present_shader.handle; - state.Apply(); - AttachUniforms(); - state.texture_units[0].texture_2d = pass5FBOTexture.handle; - state.texture_units[0].sampler = samplers[1].handle; - glUniform1i(uniform_color_texture, 0); - glUniform1i(uniform_convert_colors, 2); - glUniformMatrix3x2fv(uniform_modelview_matrix, 1, GL_FALSE, ortho_matrix.data()); - state.Apply(); - glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(output_vertices), output_vertices.data()); - glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); - } else { + glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(rotate_vertices), rotate_vertices.data()); + glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); + //Pass 2 state.viewport.x = 0; state.viewport.y = 0; @@ -1118,10 +836,9 @@ void RendererOpenGL::DrawSingleScreen(const ScreenInfo& screen_info, float scree state.viewport.width = textureWidth; state.viewport.height = textureHeight; state.Apply(); - OGLTexture pass4FBOTexture; - pass4FBOTexture.Create(); - pass4FBOTexture.Allocate(GL_TEXTURE_2D, 1, GL_RGBA16F, textureWidth, textureHeight); - glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, pass4FBOTexture.handle, 0); + antialiasFBOTexture.Create(); + antialiasFBOTexture.Allocate(GL_TEXTURE_2D, 1, GL_RGBA16F, textureWidth, textureHeight); + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, antialiasFBOTexture.handle, 0); state.draw.shader_program = SMAA_PASS_2_shader.handle; state.Apply(); AttachUniforms(); @@ -1132,11 +849,63 @@ void RendererOpenGL::DrawSingleScreen(const ScreenInfo& screen_info, float scree GLuint uniform_smaa_input = glGetUniformLocation(state.draw.shader_program, "SMAA_Input"); glUniform1i(uniform_color_texture, 0); glUniform1i(uniform_smaa_input, 1); + if (scalingMode == 2){ + glUniform1i(uniform_convert_colors, 0); + } else { + glUniform1i(uniform_convert_colors, 2); + } glUniform4f(uniform_i_resolution, textureWidth, textureHeight, 1.0f / textureWidth, 1.0f / textureHeight); state.Apply(); glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(pass_through_vertices), pass_through_vertices.data()); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); - + } + if (scalingMode == 2){ + if (isDownsampling){ + //Output + state.draw.read_framebuffer = originalReadFramebuffer; + state.draw.draw_framebuffer = originalDrawFramebuffer; + state.Apply(); + state.viewport.x = originalViewport[0]; + state.viewport.y = originalViewport[1]; + state.viewport.width = originalViewport[2]; + state.viewport.height = originalViewport[3]; + state.Apply(); + state.draw.shader_program = AREA_SAMPLING_shader.handle; + state.Apply(); + AttachUniforms(); + state.texture_units[0].texture_2d = antialiasFBOTexture.handle; + state.texture_units[0].sampler = samplers[0].handle; + glUniform1i(uniform_color_texture, 0); + glUniform1i(uniform_convert_colors, 2); + glUniform4f(uniform_i_resolution, textureWidth, textureHeight, 1.0f / textureWidth, 1.0f / textureHeight); + glUniform4f(uniform_o_resolution, screenWidth, screenHeight, 1.0f / screenWidth, 1.0f / screenHeight); + glUniformMatrix3x2fv(uniform_modelview_matrix, 1, GL_FALSE, ortho_matrix.data()); + state.Apply(); + glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(output_vertices), output_vertices.data()); + glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); + } else { + //Output + state.draw.read_framebuffer = originalReadFramebuffer; + state.draw.draw_framebuffer = originalDrawFramebuffer; + state.Apply(); + state.viewport.x = originalViewport[0]; + state.viewport.y = originalViewport[1]; + state.viewport.width = originalViewport[2]; + state.viewport.height = originalViewport[3]; + state.Apply(); + state.draw.shader_program = Present_shader.handle; + state.Apply(); + AttachUniforms(); + state.texture_units[0].texture_2d = antialiasFBOTexture.handle; + state.texture_units[0].sampler = samplers[1].handle; + glUniform1i(uniform_color_texture, 0); + glUniform1i(uniform_convert_colors, 2); + glUniformMatrix3x2fv(uniform_modelview_matrix, 1, GL_FALSE, ortho_matrix.data()); + state.Apply(); + glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(output_vertices), output_vertices.data()); + glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); + } + } else if (scalingMode == 1) { //Output state.draw.read_framebuffer = originalReadFramebuffer; state.draw.draw_framebuffer = originalDrawFramebuffer; @@ -1149,17 +918,36 @@ void RendererOpenGL::DrawSingleScreen(const ScreenInfo& screen_info, float scree state.draw.shader_program = Present_shader.handle; state.Apply(); AttachUniforms(); - state.texture_units[0].texture_2d = pass4FBOTexture.handle; + state.texture_units[0].texture_2d = antialiasFBOTexture.handle; state.texture_units[0].sampler = samplers[1].handle; glUniform1i(uniform_color_texture, 0); - glUniform1i(uniform_convert_colors, 2); + glUniform1i(uniform_convert_colors, 0); + glUniformMatrix3x2fv(uniform_modelview_matrix, 1, GL_FALSE, ortho_matrix.data()); + state.Apply(); + glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(output_vertices), output_vertices.data()); + glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); + } else { + //Output + state.draw.read_framebuffer = originalReadFramebuffer; + state.draw.draw_framebuffer = originalDrawFramebuffer; + state.Apply(); + state.viewport.x = originalViewport[0]; + state.viewport.y = originalViewport[1]; + state.viewport.width = originalViewport[2]; + state.viewport.height = originalViewport[3]; + state.Apply(); + state.draw.shader_program = Present_shader.handle; + state.Apply(); + AttachUniforms(); + state.texture_units[0].texture_2d = antialiasFBOTexture.handle; + state.texture_units[0].sampler = samplers[0].handle; + glUniform1i(uniform_color_texture, 0); + glUniform1i(uniform_convert_colors, 0); glUniformMatrix3x2fv(uniform_modelview_matrix, 1, GL_FALSE, ortho_matrix.data()); state.Apply(); glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(output_vertices), output_vertices.data()); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); } - // */ - } else { OGLFramebuffer postFBO; postFBO.Create(); @@ -1196,8 +984,6 @@ void RendererOpenGL::DrawSingleScreen(const ScreenInfo& screen_info, float scree state.viewport.y = originalViewport[1]; state.viewport.width = originalViewport[2]; state.viewport.height = originalViewport[3]; - // LOG_INFO(Render_OpenGL, "Texture Width: {}, Texture Height: {}", textureWidth, textureHeight); - // LOG_INFO(Render_OpenGL, "Viewport Width: {}, Viewport Height: {}", originalViewport[2], originalViewport[3]); state.Apply(); state.draw.shader_program = Present_shader.handle; state.Apply(); @@ -1212,84 +998,10 @@ void RendererOpenGL::DrawSingleScreen(const ScreenInfo& screen_info, float scree glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); } - // ------------------------------------------------------------- - // // Draw to screen (No Intermediate Simple) [For Debugging] - // state.draw.read_framebuffer = originalReadFramebuffer; - // state.draw.draw_framebuffer = originalDrawFramebuffer; - // state.Apply(); - // state.viewport.x = 0; - // state.viewport.y = 0; - // state.viewport.width = textureWidth; - // state.viewport.height = textureHeight; - // state.Apply(); - // state.draw.shader_program = SimplePresent_shader.handle; - // state.Apply(); - // AttachUniforms(); - // state.texture_units[0].texture_2d = screen_info.display_texture; - // state.texture_units[0].sampler = samplers[1].handle; - // glUniform1i(uniform_color_texture, 0); - // glUniform1i(uniform_convert_colors, 2); - // state.Apply(); - // glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(rotate_vertices), rotate_vertices.data()); - // glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); - // ------------------------------------------------------------- - // // Two Step draw to screen [For Debugging] - // /* - // Implement Gamma Corrected Bilinear: - // Rotate Texture and Convert to Linear - // Bilinear downscale to Screen width/height and convert to srgb - // */ - // // Create and bind Framebuffer, Create Framebuffer Texture, Bind the texture to the Framebuffer - // OGLFramebuffer postFBO; - // postFBO.Create(); - // state.draw.read_framebuffer = postFBO.handle; - // state.draw.draw_framebuffer = postFBO.handle; - // state.Apply(); - // state.viewport.x = 0; - // state.viewport.y = 0; - // state.viewport.width = static_cast(textureWidth); - // state.viewport.height = static_cast(textureHeight); - // state.Apply(); - // OGLTexture postFBOTexture; - // postFBOTexture.Create(); - // postFBOTexture.Allocate(GL_TEXTURE_2D, 1, GL_RGBA8, textureWidth, textureHeight); - // glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, postFBOTexture.handle, 0); + - // // Use the simple present shader handle to draw to the texture - // state.draw.shader_program = SimplePresent_shader.handle; - // state.Apply(); - // AttachUniforms(); - // state.texture_units[0].texture_2d = screen_info.display_texture; - // state.texture_units[0].sampler = samplers[1].handle; - // glUniform1i(uniform_color_texture, 0); - // glUniform1i(uniform_convert_colors, 1); - // state.Apply(); - // glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(rotate_vertices), rotate_vertices.data()); - // glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); - // // Draw to screen - // state.draw.read_framebuffer = originalReadFramebuffer; - // state.draw.draw_framebuffer = originalDrawFramebuffer; - // state.Apply(); - // state.viewport.x = originalViewport[0]; - // state.viewport.y = originalViewport[1]; - // state.viewport.width = originalViewport[2]; - // state.viewport.height = originalViewport[3]; - // state.Apply(); - // state.draw.shader_program = SimplePresent_shader.handle; - // state.Apply(); - // AttachUniforms(); - // state.texture_units[0].texture_2d = postFBOTexture.handle; - // state.texture_units[0].sampler = samplers[1].handle; - // glUniform1i(uniform_color_texture, 0); - // glUniform1i(uniform_convert_colors, 2); - // state.Apply(); - // glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(pass_through_vertices), pass_through_vertices.data()); - // glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); - - //Reset - // postFBO.Release(); state.texture_units[0].texture_2d = 0; state.texture_units[0].sampler = 0; state.Apply(); diff --git a/src/video_core/renderer_opengl/renderer_opengl.h b/src/video_core/renderer_opengl/renderer_opengl.h index 7d9f7a50c..7e79d76bd 100644 --- a/src/video_core/renderer_opengl/renderer_opengl.h +++ b/src/video_core/renderer_opengl/renderer_opengl.h @@ -98,6 +98,7 @@ private: OGLProgram SMAA_PASS_0_shader; OGLProgram SMAA_PASS_1_shader; OGLProgram SMAA_PASS_2_shader; + OGLProgram AREA_SAMPLING_shader; OGLFramebuffer screenshot_framebuffer; std::array samplers; From 5a10bee0a9b6e02538efc4d53b5a7e3e29de036f Mon Sep 17 00:00:00 2001 From: KojoZero Date: Mon, 4 May 2026 01:55:51 -0700 Subject: [PATCH 10/46] opengl made antialiasing and scaling methods bound to variable --- .../renderer_opengl/renderer_opengl.cpp | 104 ++++++------------ 1 file changed, 32 insertions(+), 72 deletions(-) diff --git a/src/video_core/renderer_opengl/renderer_opengl.cpp b/src/video_core/renderer_opengl/renderer_opengl.cpp index 1b333ce0f..3f94a6d75 100644 --- a/src/video_core/renderer_opengl/renderer_opengl.cpp +++ b/src/video_core/renderer_opengl/renderer_opengl.cpp @@ -673,9 +673,7 @@ void RendererOpenGL::DrawSingleScreen(const ScreenInfo& screen_info, float scree GLuint originalDrawFramebuffer = state.draw.draw_framebuffer; int originalViewport[4] = {state.viewport.x, state.viewport.y, state.viewport.width, state.viewport.height}; OGLTexture antialiasFBOTexture; - // ------------------------------------------------------------- - if (antialiasingMode != 0){ if (antialiasingMode == 1){ //Pass 1 OGLFramebuffer textureFBO; @@ -858,6 +856,34 @@ void RendererOpenGL::DrawSingleScreen(const ScreenInfo& screen_info, float scree state.Apply(); glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(pass_through_vertices), pass_through_vertices.data()); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); + } else { + OGLFramebuffer postFBO; + postFBO.Create(); + state.draw.read_framebuffer = postFBO.handle; + state.draw.draw_framebuffer = postFBO.handle; + state.Apply(); + state.viewport.x = 0; + state.viewport.y = 0; + state.viewport.width = textureWidth; + state.viewport.height = textureHeight; + state.Apply(); + antialiasFBOTexture.Create(); + antialiasFBOTexture.Allocate(GL_TEXTURE_2D, 1, GL_RGBA16F, textureWidth, textureHeight); + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, antialiasFBOTexture.handle, 0); + state.draw.shader_program = SimplePresent_shader.handle; + state.Apply(); + AttachUniforms(); + state.texture_units[0].texture_2d = screen_info.display_texture; + state.texture_units[0].sampler = samplers[1].handle; + glUniform1i(uniform_color_texture, 0); + if (scalingMode == 2){ + glUniform1i(uniform_convert_colors, 1); + } else { + glUniform1i(uniform_convert_colors, 0); + } + state.Apply(); + glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(rotate_vertices), rotate_vertices.data()); + glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); } if (scalingMode == 2){ if (isDownsampling){ @@ -905,27 +931,6 @@ void RendererOpenGL::DrawSingleScreen(const ScreenInfo& screen_info, float scree glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(output_vertices), output_vertices.data()); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); } - } else if (scalingMode == 1) { - //Output - state.draw.read_framebuffer = originalReadFramebuffer; - state.draw.draw_framebuffer = originalDrawFramebuffer; - state.Apply(); - state.viewport.x = originalViewport[0]; - state.viewport.y = originalViewport[1]; - state.viewport.width = originalViewport[2]; - state.viewport.height = originalViewport[3]; - state.Apply(); - state.draw.shader_program = Present_shader.handle; - state.Apply(); - AttachUniforms(); - state.texture_units[0].texture_2d = antialiasFBOTexture.handle; - state.texture_units[0].sampler = samplers[1].handle; - glUniform1i(uniform_color_texture, 0); - glUniform1i(uniform_convert_colors, 0); - glUniformMatrix3x2fv(uniform_modelview_matrix, 1, GL_FALSE, ortho_matrix.data()); - state.Apply(); - glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(output_vertices), output_vertices.data()); - glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); } else { //Output state.draw.read_framebuffer = originalReadFramebuffer; @@ -940,7 +945,11 @@ void RendererOpenGL::DrawSingleScreen(const ScreenInfo& screen_info, float scree state.Apply(); AttachUniforms(); state.texture_units[0].texture_2d = antialiasFBOTexture.handle; + if (scalingMode == 1){ + state.texture_units[0].sampler = samplers[1].handle; + } else { state.texture_units[0].sampler = samplers[0].handle; + } glUniform1i(uniform_color_texture, 0); glUniform1i(uniform_convert_colors, 0); glUniformMatrix3x2fv(uniform_modelview_matrix, 1, GL_FALSE, ortho_matrix.data()); @@ -948,55 +957,6 @@ void RendererOpenGL::DrawSingleScreen(const ScreenInfo& screen_info, float scree glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(output_vertices), output_vertices.data()); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); } - } else { - OGLFramebuffer postFBO; - postFBO.Create(); - state.draw.read_framebuffer = postFBO.handle; - state.draw.draw_framebuffer = postFBO.handle; - state.Apply(); - state.viewport.x = 0; - state.viewport.y = 0; - state.viewport.width = textureWidth; - state.viewport.height = textureHeight; - state.Apply(); - OGLTexture postFBOTexture; - postFBOTexture.Create(); - postFBOTexture.Allocate(GL_TEXTURE_2D, 1, GL_RGBA16F, textureWidth, textureHeight); - glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, postFBOTexture.handle, 0); - - // Use the simple present shader handle to draw to the texture - state.draw.shader_program = SimplePresent_shader.handle; - state.Apply(); - AttachUniforms(); - state.texture_units[0].texture_2d = screen_info.display_texture; - state.texture_units[0].sampler = samplers[1].handle; - glUniform1i(uniform_color_texture, 0); - glUniform1i(uniform_convert_colors, 1); - state.Apply(); - glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(rotate_vertices), rotate_vertices.data()); - glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); - - // Draw to screen - state.draw.read_framebuffer = originalReadFramebuffer; - state.draw.draw_framebuffer = originalDrawFramebuffer; - state.Apply(); - state.viewport.x = originalViewport[0]; - state.viewport.y = originalViewport[1]; - state.viewport.width = originalViewport[2]; - state.viewport.height = originalViewport[3]; - state.Apply(); - state.draw.shader_program = Present_shader.handle; - state.Apply(); - AttachUniforms(); - state.texture_units[0].texture_2d = postFBOTexture.handle; - state.texture_units[0].sampler = samplers[1].handle; - glUniform1i(uniform_color_texture, 0); - glUniform1i(uniform_convert_colors, 2); - glUniformMatrix3x2fv(uniform_modelview_matrix, 1, GL_FALSE, ortho_matrix.data()); - state.Apply(); - glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(output_vertices), output_vertices.data()); - glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); - } From f14d870ec9f29cfca148da926c265f44b5e6b00f Mon Sep 17 00:00:00 2001 From: KojoZero Date: Mon, 4 May 2026 15:44:03 -0700 Subject: [PATCH 11/46] opengl optimized post processing performance --- .../renderer_opengl/renderer_opengl.cpp | 194 +++++++++--------- .../renderer_opengl/renderer_opengl.h | 26 +++ 2 files changed, 128 insertions(+), 92 deletions(-) diff --git a/src/video_core/renderer_opengl/renderer_opengl.cpp b/src/video_core/renderer_opengl/renderer_opengl.cpp index 3f94a6d75..0b5fed4db 100644 --- a/src/video_core/renderer_opengl/renderer_opengl.cpp +++ b/src/video_core/renderer_opengl/renderer_opengl.cpp @@ -340,6 +340,48 @@ void RendererOpenGL::LoadFBToScreenInfo(const Pica::FramebufferConfig& framebuff } } +void RendererOpenGL::AllocateSMAATextures(){ + //Load AreaTex and SearchTex to OGLTexture Objects + areatex.Create(); + searchtex.Create(); + GLuint old_tex = OpenGLState::GetCurState().texture_units[0].texture_2d; + + glBindTexture(GL_TEXTURE_2D, areatex.handle); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); + glTexImage2D(GL_TEXTURE_2D, 0, GL_RG8, AREATEX_WIDTH, AREATEX_HEIGHT, 0, GL_RG, GL_UNSIGNED_BYTE, areaTexBytes); + + glBindTexture(GL_TEXTURE_2D, searchtex.handle); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); + glTexImage2D(GL_TEXTURE_2D, 0, GL_R8, SEARCHTEX_WIDTH, SEARCHTEX_HEIGHT, 0, GL_RED, GL_UNSIGNED_BYTE, searchTexBytes); + + glBindTexture(GL_TEXTURE_2D, old_tex); +} + +void RendererOpenGL::AllocatePPTextures(){ + for (int i = 0; i < 5; i++){ + intermediateTextureTop[i].Release(); + intermediateTextureTop[i].Create(); + intermediateTextureTop[i].Allocate(GL_TEXTURE_2D, 1, GL_RGBA16F, currTopTextureWidth, currTopTextureHeight); + intermediateTextureBottom[i].Release(); + intermediateTextureBottom[i].Create(); + intermediateTextureBottom[i].Allocate(GL_TEXTURE_2D, 1, GL_RGBA16F, currBottomTextureWidth, currBottomTextureHeight); + } + antialiasFBOTextureTop.Release(); + antialiasFBOTextureTop.Create(); + antialiasFBOTextureTop.Allocate(GL_TEXTURE_2D, 1, GL_RGBA16F, currTopTextureWidth, currTopTextureHeight); + antialiasFBOTextureBottom.Release(); + antialiasFBOTextureBottom.Create(); + antialiasFBOTextureBottom.Allocate(GL_TEXTURE_2D, 1, GL_RGBA16F, currBottomTextureWidth, currBottomTextureHeight); + + LOG_INFO(Render_OpenGL, "Reallocated Shaders"); +} + /** * Initializes the OpenGL state and creates persistent objects. */ @@ -379,6 +421,10 @@ void RendererOpenGL::InitOpenGLObjects() { glEnableVertexAttribArray(attrib_position); glEnableVertexAttribArray(attrib_tex_coord); + // Allocate textures for Post Processing + AllocateSMAATextures(); + textureFBO.Create(); + // Allocate textures for each screen for (auto& screen_info : screen_infos) { screen_info.texture.resource.Create(); @@ -398,7 +444,7 @@ void RendererOpenGL::InitOpenGLObjects() { screen_info.display_texture = screen_info.texture.resource.handle; } - + state.texture_units[0].texture_2d = 0; state.Apply(); } @@ -589,13 +635,24 @@ void RendererOpenGL::DrawSingleScreen(const ScreenInfo& screen_info, float scree float screenHeight, Layout::DisplayOrientation orientation) { const auto& texcoords = screen_info.display_texcoords; const u32 scale_factor = GetResolutionScaleFactor(); - + float textureWidth = static_cast(screen_info.texture.height * scale_factor); + float textureHeight = static_cast(screen_info.texture.width * scale_factor); + if (textureWidth == currTopTextureWidth && textureHeight == currTopTextureHeight){ + currAntialiasFBOTexture = &antialiasFBOTextureTop; + currIntermediateTexture = &intermediateTextureTop; + } else { + currAntialiasFBOTexture = &antialiasFBOTextureBottom; + currIntermediateTexture = &intermediateTextureBottom; + } + // Texture Width and Height when correctly rotated to landscape - float textureWidth, textureHeight; - textureWidth = static_cast(screen_info.texture.height * scale_factor); - textureHeight = static_cast(screen_info.texture.width * scale_factor); bool isDownsampling = false; - int scalingMode = 2; //0 is Nearest Neighbor, 1 is Hardware Bilinear, 2 is High Quality Scaling (Upsampling is Gamma Corrected Bilinear, Downsampling is Gamma Corrected Area Sampling) + int scalingMode; //0 is Nearest Neighbor, 1 is Gamma Corrected Bilinear, 2 is High Quality Scaling (Upsampling via Gamma Corrected Bilinear, Downsampling is Gamma Corrected Area Sampling) + if (Settings::values.filter_mode.GetValue()){ + scalingMode = 2; + } else { + scalingMode = 0; + } int antialiasingMode = 2; //0 is none, 1 is FXAA, 2 is SMAA if (orientation == Layout::DisplayOrientation::Landscape || orientation == Layout::DisplayOrientation::LandscapeFlipped) { if (textureWidth > screenWidth){ @@ -625,7 +682,7 @@ void RendererOpenGL::DrawSingleScreen(const ScreenInfo& screen_info, float scree ScreenRectVertex(1.f, -1.f, 1.f, 0.f), //Right, Bottom }}; - // Vertices for Azahar's Layout + // Vertices for Azahar's Output Layout std::array output_vertices; switch (orientation) { case Layout::DisplayOrientation::Landscape: @@ -676,8 +733,6 @@ void RendererOpenGL::DrawSingleScreen(const ScreenInfo& screen_info, float scree // ------------------------------------------------------------- if (antialiasingMode == 1){ //Pass 1 - OGLFramebuffer textureFBO; - textureFBO.Create(); state.draw.read_framebuffer = textureFBO.handle; state.draw.draw_framebuffer = textureFBO.handle; state.Apply(); @@ -686,10 +741,7 @@ void RendererOpenGL::DrawSingleScreen(const ScreenInfo& screen_info, float scree state.viewport.width = textureWidth; state.viewport.height = textureHeight; state.Apply(); - OGLTexture pass1FBOTexture; - pass1FBOTexture.Create(); - pass1FBOTexture.Allocate(GL_TEXTURE_2D, 1, GL_RGBA16F, textureWidth, textureHeight); - glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, pass1FBOTexture.handle, 0); + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, (*currIntermediateTexture)[0].handle, 0); state.draw.shader_program = SimplePresent_shader.handle; state.Apply(); AttachUniforms(); @@ -707,54 +759,21 @@ void RendererOpenGL::DrawSingleScreen(const ScreenInfo& screen_info, float scree state.viewport.width = textureWidth; state.viewport.height = textureHeight; state.Apply(); - antialiasFBOTexture.Create(); - antialiasFBOTexture.Allocate(GL_TEXTURE_2D, 1, GL_RGBA16F, textureWidth, textureHeight); - glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, antialiasFBOTexture.handle, 0); + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, (*currAntialiasFBOTexture).handle, 0); state.draw.shader_program = FXAA_shader.handle; state.Apply(); AttachUniforms(); - state.texture_units[0].texture_2d = pass1FBOTexture.handle; + state.texture_units[0].texture_2d = (*currIntermediateTexture)[0].handle; state.texture_units[0].sampler = samplers[1].handle; glUniform1i(uniform_color_texture, 0); - if (scalingMode == 2){ - glUniform1i(uniform_convert_colors, 1); - } else { - glUniform1i(uniform_convert_colors, 0); - } + glUniform1i(uniform_convert_colors, 1); glUniform4f(uniform_i_resolution, textureWidth, textureHeight, 1.0f / textureWidth, 1.0f / textureHeight); state.Apply(); glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(pass_through_vertices), pass_through_vertices.data()); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); - } else if (antialiasingMode == 2){ - //Load AreaTex and SearchTex to OGLTexture Objects - OGLTexture areatex; - areatex.Create(); - OGLTexture searchtex; - searchtex.Create(); - GLuint old_tex = OpenGLState::GetCurState().texture_units[0].texture_2d; - - glBindTexture(GL_TEXTURE_2D, areatex.handle); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); - glTexImage2D(GL_TEXTURE_2D, 0, GL_RG8, AREATEX_WIDTH, AREATEX_HEIGHT, 0, GL_RG, GL_UNSIGNED_BYTE, areaTexBytes); - - glBindTexture(GL_TEXTURE_2D, searchtex.handle); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); - glTexImage2D(GL_TEXTURE_2D, 0, GL_R8, SEARCHTEX_WIDTH, SEARCHTEX_HEIGHT, 0, GL_RED, GL_UNSIGNED_BYTE, searchTexBytes); - - glBindTexture(GL_TEXTURE_2D, old_tex); - - //Start SMAA Pipeline - + } else if (antialiasingMode == 2){ //Pass 1 - OGLFramebuffer textureFBO; - textureFBO.Create(); state.draw.read_framebuffer = textureFBO.handle; state.draw.draw_framebuffer = textureFBO.handle; state.Apply(); @@ -763,10 +782,7 @@ void RendererOpenGL::DrawSingleScreen(const ScreenInfo& screen_info, float scree state.viewport.width = textureWidth; state.viewport.height = textureHeight; state.Apply(); - OGLTexture pass1FBOTexture; - pass1FBOTexture.Create(); - pass1FBOTexture.Allocate(GL_TEXTURE_2D, 1, GL_RGBA16F, textureWidth, textureHeight); - glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, pass1FBOTexture.handle, 0); + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, (*currIntermediateTexture)[0].handle, 0); state.draw.shader_program = SimplePresent_shader.handle; state.Apply(); AttachUniforms(); @@ -784,14 +800,11 @@ void RendererOpenGL::DrawSingleScreen(const ScreenInfo& screen_info, float scree state.viewport.width = textureWidth; state.viewport.height = textureHeight; state.Apply(); - OGLTexture pass2FBOTexture; - pass2FBOTexture.Create(); - pass2FBOTexture.Allocate(GL_TEXTURE_2D, 1, GL_RGBA16F, textureWidth, textureHeight); - glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, pass2FBOTexture.handle, 0); + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, (*currIntermediateTexture)[1].handle, 0); state.draw.shader_program = SMAA_PASS_0_shader.handle; state.Apply(); AttachUniforms(); - state.texture_units[0].texture_2d = pass1FBOTexture.handle; + state.texture_units[0].texture_2d = (*currIntermediateTexture)[0].handle; state.texture_units[0].sampler = samplers[1].handle; glUniform1i(uniform_color_texture, 0); glUniform4f(uniform_i_resolution, textureWidth, textureHeight, 1.0f / textureWidth, 1.0f / textureHeight); @@ -805,14 +818,11 @@ void RendererOpenGL::DrawSingleScreen(const ScreenInfo& screen_info, float scree state.viewport.width = textureWidth; state.viewport.height = textureHeight; state.Apply(); - OGLTexture pass3FBOTexture; - pass3FBOTexture.Create(); - pass3FBOTexture.Allocate(GL_TEXTURE_2D, 1, GL_RGBA16F, textureWidth, textureHeight); - glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, pass3FBOTexture.handle, 0); + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, (*currIntermediateTexture)[2].handle, 0); state.draw.shader_program = SMAA_PASS_1_shader.handle; state.Apply(); AttachUniforms(); - state.texture_units[0].texture_2d = pass2FBOTexture.handle; + state.texture_units[0].texture_2d = (*currIntermediateTexture)[1].handle; state.texture_units[0].sampler = samplers[1].handle; state.texture_units[1].texture_2d = areatex.handle; state.texture_units[1].sampler = samplers[1].handle; @@ -834,53 +844,39 @@ void RendererOpenGL::DrawSingleScreen(const ScreenInfo& screen_info, float scree state.viewport.width = textureWidth; state.viewport.height = textureHeight; state.Apply(); - antialiasFBOTexture.Create(); - antialiasFBOTexture.Allocate(GL_TEXTURE_2D, 1, GL_RGBA16F, textureWidth, textureHeight); - glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, antialiasFBOTexture.handle, 0); + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, (*currAntialiasFBOTexture).handle, 0); state.draw.shader_program = SMAA_PASS_2_shader.handle; state.Apply(); AttachUniforms(); - state.texture_units[0].texture_2d = pass3FBOTexture.handle; + state.texture_units[0].texture_2d = (*currIntermediateTexture)[2].handle; state.texture_units[0].sampler = samplers[1].handle; - state.texture_units[1].texture_2d = pass1FBOTexture.handle; + state.texture_units[1].texture_2d = (*currIntermediateTexture)[0].handle; state.texture_units[1].sampler = samplers[1].handle; GLuint uniform_smaa_input = glGetUniformLocation(state.draw.shader_program, "SMAA_Input"); glUniform1i(uniform_color_texture, 0); glUniform1i(uniform_smaa_input, 1); - if (scalingMode == 2){ - glUniform1i(uniform_convert_colors, 0); - } else { - glUniform1i(uniform_convert_colors, 2); - } + glUniform1i(uniform_convert_colors, 0); glUniform4f(uniform_i_resolution, textureWidth, textureHeight, 1.0f / textureWidth, 1.0f / textureHeight); state.Apply(); glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(pass_through_vertices), pass_through_vertices.data()); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); } else { - OGLFramebuffer postFBO; - postFBO.Create(); - state.draw.read_framebuffer = postFBO.handle; - state.draw.draw_framebuffer = postFBO.handle; + state.draw.read_framebuffer = textureFBO.handle; + state.draw.draw_framebuffer = textureFBO.handle; state.Apply(); state.viewport.x = 0; state.viewport.y = 0; state.viewport.width = textureWidth; state.viewport.height = textureHeight; state.Apply(); - antialiasFBOTexture.Create(); - antialiasFBOTexture.Allocate(GL_TEXTURE_2D, 1, GL_RGBA16F, textureWidth, textureHeight); - glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, antialiasFBOTexture.handle, 0); + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, (*currAntialiasFBOTexture).handle, 0); state.draw.shader_program = SimplePresent_shader.handle; state.Apply(); AttachUniforms(); state.texture_units[0].texture_2d = screen_info.display_texture; state.texture_units[0].sampler = samplers[1].handle; glUniform1i(uniform_color_texture, 0); - if (scalingMode == 2){ - glUniform1i(uniform_convert_colors, 1); - } else { - glUniform1i(uniform_convert_colors, 0); - } + glUniform1i(uniform_convert_colors, 1); state.Apply(); glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(rotate_vertices), rotate_vertices.data()); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); @@ -899,7 +895,7 @@ void RendererOpenGL::DrawSingleScreen(const ScreenInfo& screen_info, float scree state.draw.shader_program = AREA_SAMPLING_shader.handle; state.Apply(); AttachUniforms(); - state.texture_units[0].texture_2d = antialiasFBOTexture.handle; + state.texture_units[0].texture_2d = (*currAntialiasFBOTexture).handle; state.texture_units[0].sampler = samplers[0].handle; glUniform1i(uniform_color_texture, 0); glUniform1i(uniform_convert_colors, 2); @@ -922,7 +918,7 @@ void RendererOpenGL::DrawSingleScreen(const ScreenInfo& screen_info, float scree state.draw.shader_program = Present_shader.handle; state.Apply(); AttachUniforms(); - state.texture_units[0].texture_2d = antialiasFBOTexture.handle; + state.texture_units[0].texture_2d = (*currAntialiasFBOTexture).handle; state.texture_units[0].sampler = samplers[1].handle; glUniform1i(uniform_color_texture, 0); glUniform1i(uniform_convert_colors, 2); @@ -944,14 +940,14 @@ void RendererOpenGL::DrawSingleScreen(const ScreenInfo& screen_info, float scree state.draw.shader_program = Present_shader.handle; state.Apply(); AttachUniforms(); - state.texture_units[0].texture_2d = antialiasFBOTexture.handle; + state.texture_units[0].texture_2d = (*currAntialiasFBOTexture).handle; if (scalingMode == 1){ - state.texture_units[0].sampler = samplers[1].handle; + state.texture_units[0].sampler = samplers[1].handle; } else { - state.texture_units[0].sampler = samplers[0].handle; + state.texture_units[0].sampler = samplers[0].handle; } glUniform1i(uniform_color_texture, 0); - glUniform1i(uniform_convert_colors, 0); + glUniform1i(uniform_convert_colors, 2); glUniformMatrix3x2fv(uniform_modelview_matrix, 1, GL_FALSE, ortho_matrix.data()); state.Apply(); glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(output_vertices), output_vertices.data()); @@ -1062,6 +1058,20 @@ void RendererOpenGL::DrawScreens(const Layout::FramebufferLayout& layout, bool f const auto& top_screen = layout.top_screen; const auto& bottom_screen = layout.bottom_screen; + // Track Texture Changes + currTopTextureWidth = static_cast(screen_infos[0].texture.height * GetResolutionScaleFactor()); + currTopTextureHeight = static_cast(screen_infos[0].texture.width * GetResolutionScaleFactor()); + currBottomTextureWidth = static_cast(screen_infos[2].texture.height * GetResolutionScaleFactor()); + currBottomTextureHeight = static_cast(screen_infos[2].texture.width * GetResolutionScaleFactor()); + if (currTopTextureWidth != prevTopTextureWidth || currTopTextureHeight != prevTopTextureHeight || currBottomTextureWidth != prevBottomTextureWidth || currBottomTextureHeight != prevBottomTextureHeight){ + AllocatePPTextures(); + LOG_INFO(Render_OpenGL, "PrevTopTexture Res: {}x{}, CurrTopTexture Res: {}x{}, PrevBottomTexture Res: {}x{}, CurrBottomTexture Res: {}x{}", prevTopTextureWidth, prevTopTextureHeight, currTopTextureWidth, currTopTextureHeight, prevBottomTextureWidth, prevBottomTextureHeight, currBottomTextureWidth, currBottomTextureHeight); + } + prevTopTextureWidth = currTopTextureWidth; + prevTopTextureHeight = currTopTextureHeight; + prevBottomTextureWidth = currBottomTextureWidth; + prevBottomTextureHeight = currBottomTextureHeight; + //Set the Viewport state.viewport.x = 0; state.viewport.y = 0; diff --git a/src/video_core/renderer_opengl/renderer_opengl.h b/src/video_core/renderer_opengl/renderer_opengl.h index 7e79d76bd..c39ee2955 100644 --- a/src/video_core/renderer_opengl/renderer_opengl.h +++ b/src/video_core/renderer_opengl/renderer_opengl.h @@ -5,6 +5,7 @@ #pragma once #include +#include "gl_resource_manager.h" #include "video_core/renderer_base.h" #include "video_core/renderer_opengl/frame_dumper_opengl.h" #include "video_core/renderer_opengl/gl_driver.h" @@ -57,6 +58,8 @@ public: private: void InitOpenGLObjects(); void ReloadShader(Settings::StereoRenderOption render_3d); + void AllocateSMAATextures(); + void AllocatePPTextures(); void PrepareRendertarget(); void RenderScreenshot(); void RenderToMailbox(const Layout::FramebufferLayout& layout, @@ -102,6 +105,19 @@ private: OGLFramebuffer screenshot_framebuffer; std::array samplers; + // OpenGL objects for post processing + OGLFramebuffer textureFBO; + std::array intermediateTextureTop; + std::array intermediateTextureBottom; + OGLTexture antialiasFBOTextureTop; + OGLTexture antialiasFBOTextureBottom; + + OGLTexture* currAntialiasFBOTexture; + std::array* currIntermediateTexture; + + OGLTexture areatex; + OGLTexture searchtex; + // Display information for top and bottom screens respectively std::array screen_infos; std::array ortho_matrix; @@ -124,6 +140,16 @@ private: GLuint attrib_tex_coord; FrameDumperOpenGL frame_dumper; + + // Variables tracking texture changes + float prevTopTextureWidth; + float prevTopTextureHeight; + float prevBottomTextureWidth; + float prevBottomTextureHeight; + float currTopTextureWidth; + float currTopTextureHeight; + float currBottomTextureWidth; + float currBottomTextureHeight; }; } // namespace OpenGL From 912c2d70e2c96bd0f4de1206cb9dcddd90752c93 Mon Sep 17 00:00:00 2001 From: KojoZero Date: Mon, 4 May 2026 18:26:22 -0700 Subject: [PATCH 12/46] opengl linked antialiasing settings and scaling to gui --- src/citra_qt/configuration/config.cpp | 2 + .../configuration/configure_enhancements.cpp | 13 ++++ .../configuration/configure_enhancements.ui | 59 ++++++++++++++++--- src/common/settings.cpp | 14 +++++ src/common/settings.h | 7 +++ .../renderer_opengl/renderer_opengl.cpp | 4 +- 6 files changed, 90 insertions(+), 9 deletions(-) diff --git a/src/citra_qt/configuration/config.cpp b/src/citra_qt/configuration/config.cpp index a5aa9896b..74c4b75f6 100644 --- a/src/citra_qt/configuration/config.cpp +++ b/src/citra_qt/configuration/config.cpp @@ -717,6 +717,7 @@ void QtConfig::ReadRendererValues() { ReadGlobalSetting(Settings::values.bg_blue); ReadGlobalSetting(Settings::values.texture_filter); + ReadGlobalSetting(Settings::values.antialiasing_filter); ReadGlobalSetting(Settings::values.texture_sampling); ReadGlobalSetting(Settings::values.delay_game_render_thread_us); @@ -1261,6 +1262,7 @@ void QtConfig::SaveRendererValues() { WriteGlobalSetting(Settings::values.bg_blue); WriteGlobalSetting(Settings::values.texture_filter); + WriteGlobalSetting(Settings::values.antialiasing_filter); WriteGlobalSetting(Settings::values.texture_sampling); WriteGlobalSetting(Settings::values.delay_game_render_thread_us); diff --git a/src/citra_qt/configuration/configure_enhancements.cpp b/src/citra_qt/configuration/configure_enhancements.cpp index 62afcbb77..bd7961736 100644 --- a/src/citra_qt/configuration/configure_enhancements.cpp +++ b/src/citra_qt/configuration/configure_enhancements.cpp @@ -48,11 +48,17 @@ void ConfigureEnhancements::SetConfiguration() { &Settings::values.texture_filter); ConfigurationShared::SetHighlight(ui->widget_texture_filter, !Settings::values.texture_filter.UsingGlobal()); + ConfigurationShared::SetPerGameSetting(ui->antialiasing_filter_combobox, + &Settings::values.antialiasing_filter); + ConfigurationShared::SetHighlight(ui->widget_antialiasing_filter, + !Settings::values.antialiasing_filter.UsingGlobal()); } else { ui->resolution_factor_combobox->setCurrentIndex( Settings::values.resolution_factor.GetValue()); ui->texture_filter_combobox->setCurrentIndex( static_cast(Settings::values.texture_filter.GetValue())); + ui->antialiasing_filter_combobox->setCurrentIndex( + static_cast(Settings::values.antialiasing_filter.GetValue())); } ui->render_3d_combobox->setCurrentIndex( @@ -132,6 +138,8 @@ void ConfigureEnhancements::ApplyConfiguration() { ui->use_integer_scaling, use_integer_scaling); ConfigurationShared::ApplyPerGameSetting(&Settings::values.texture_filter, ui->texture_filter_combobox); + ConfigurationShared::ApplyPerGameSetting(&Settings::values.antialiasing_filter, + ui->antialiasing_filter_combobox); ConfigurationShared::ApplyPerGameSetting(&Settings::values.dump_textures, ui->toggle_dump_textures, dump_textures); ConfigurationShared::ApplyPerGameSetting(&Settings::values.custom_textures, @@ -150,6 +158,7 @@ void ConfigureEnhancements::SetupPerGameUI() { if (Settings::IsConfiguringGlobal()) { ui->widget_resolution->setEnabled(Settings::values.resolution_factor.UsingGlobal()); ui->widget_texture_filter->setEnabled(Settings::values.texture_filter.UsingGlobal()); + ui->widget_antialiasing_filter->setEnabled(Settings::values.antialiasing_filter.UsingGlobal()); ui->toggle_linear_filter->setEnabled(Settings::values.filter_mode.UsingGlobal()); ui->use_integer_scaling->setEnabled(Settings::values.use_integer_scaling.UsingGlobal()); ui->toggle_dump_textures->setEnabled(Settings::values.dump_textures.UsingGlobal()); @@ -192,4 +201,8 @@ void ConfigureEnhancements::SetupPerGameUI() { ConfigurationShared::SetColoredComboBox( ui->texture_filter_combobox, ui->widget_texture_filter, static_cast(Settings::values.texture_filter.GetValue(true))); + + ConfigurationShared::SetColoredComboBox( + ui->antialiasing_filter_combobox, ui->widget_antialiasing_filter, + static_cast(Settings::values.antialiasing_filter.GetValue(true))); } diff --git a/src/citra_qt/configuration/configure_enhancements.ui b/src/citra_qt/configuration/configure_enhancements.ui index dc3c3deaf..09470fd96 100644 --- a/src/citra_qt/configuration/configure_enhancements.ui +++ b/src/citra_qt/configuration/configure_enhancements.ui @@ -112,12 +112,12 @@ - - Use Integer Scaling - <html><head/><body><p>Use Integer Scaling</p><p>Enforces that the larger screen in all layouts is an integer scale of the 240px height of the original 3DS screen.</p></body></html> + + Use Integer Scaling + @@ -127,6 +127,50 @@ + + + + + 0 + + + 0 + + + 0 + + + 0 + + + + + Anti-Aliasing + + + + + + + + None + + + + + FXAA + + + + + SMAA + + + + + + + @@ -329,12 +373,12 @@ - - Disable Right Eye Rendering - <html><head/><body><p>Disable Right Eye Rendering</p><p>Disables rendering the right eye image when not using stereoscopic mode. Greatly improves performance in some applications, but can cause flickering in others.</p></body></html> + + Disable Right Eye Rendering + @@ -399,7 +443,7 @@ - Qt::Vertical + Qt::Orientation::Vertical @@ -416,6 +460,7 @@ toggle_linear_filter shader_combobox texture_filter_combobox + antialiasing_filter_combobox render_3d_combobox factor_3d mono_rendering_eye diff --git a/src/common/settings.cpp b/src/common/settings.cpp index 2ac231f50..8ceed00fa 100644 --- a/src/common/settings.cpp +++ b/src/common/settings.cpp @@ -57,6 +57,18 @@ std::string_view GetTextureFilterName(TextureFilter filter) { } } +std::string_view GetAntialiasingFilterName(AntiAliasingFilter filter) { + switch (filter) { + case AntiAliasingFilter::None: + return "None"; + case AntiAliasingFilter::FXAA: + return "FXAA"; + case AntiAliasingFilter::SMAA: + return "SMAA"; + default: + return "Invalid"; + } +} std::string_view GetTextureSamplingName(TextureSampling sampling) { switch (sampling) { case TextureSampling::GameControlled: @@ -103,6 +115,7 @@ void LogSettings() { log_setting("Renderer_PostProcessingShader", values.pp_shader_name.GetValue()); log_setting("Renderer_FilterMode", values.filter_mode.GetValue()); log_setting("Renderer_TextureFilter", GetTextureFilterName(values.texture_filter.GetValue())); + log_setting("Renderer_AntialiasingFilter", GetAntialiasingFilterName(values.antialiasing_filter.GetValue())); log_setting("Renderer_TextureSampling", GetTextureSamplingName(values.texture_sampling.GetValue())); log_setting("Renderer_DelayGameRenderThreasUs", values.delay_game_render_thread_us.GetValue()); @@ -213,6 +226,7 @@ void RestoreGlobalState(bool is_powered_on) { values.use_integer_scaling.SetGlobal(true); values.frame_limit.SetGlobal(true); values.texture_filter.SetGlobal(true); + values.antialiasing_filter.SetGlobal(true); values.texture_sampling.SetGlobal(true); values.delay_game_render_thread_us.SetGlobal(true); values.layout_option.SetGlobal(true); diff --git a/src/common/settings.h b/src/common/settings.h index 5eca53421..915719e38 100644 --- a/src/common/settings.h +++ b/src/common/settings.h @@ -112,6 +112,12 @@ enum class TextureFilter : u32 { MMPX = 5, }; +enum class AntiAliasingFilter : u32 { + None = 0, + FXAA = 1, + SMAA = 2, +}; + enum class TextureSampling : u32 { GameControlled = 0, NearestNeighbor = 1, @@ -538,6 +544,7 @@ struct Values { SwitchableSetting frame_limit{100, 0, 1000, Keys::frame_limit}; SwitchableSetting turbo_limit{200, 0, 1000, Keys::turbo_limit}; SwitchableSetting texture_filter{TextureFilter::NoFilter, Keys::texture_filter}; + SwitchableSetting antialiasing_filter{AntiAliasingFilter::None, Keys::antialiasing_filter}; SwitchableSetting texture_sampling{TextureSampling::GameControlled, Keys::texture_sampling}; SwitchableSetting delay_game_render_thread_us{0, 0, 16000, diff --git a/src/video_core/renderer_opengl/renderer_opengl.cpp b/src/video_core/renderer_opengl/renderer_opengl.cpp index 0b5fed4db..bdb7054e0 100644 --- a/src/video_core/renderer_opengl/renderer_opengl.cpp +++ b/src/video_core/renderer_opengl/renderer_opengl.cpp @@ -444,7 +444,7 @@ void RendererOpenGL::InitOpenGLObjects() { screen_info.display_texture = screen_info.texture.resource.handle; } - + AllocatePPTextures(); state.texture_units[0].texture_2d = 0; state.Apply(); } @@ -653,7 +653,7 @@ void RendererOpenGL::DrawSingleScreen(const ScreenInfo& screen_info, float scree } else { scalingMode = 0; } - int antialiasingMode = 2; //0 is none, 1 is FXAA, 2 is SMAA + int antialiasingMode = static_cast(Settings::values.antialiasing_filter.GetValue()); //0 is none, 1 is FXAA, 2 is SMAA if (orientation == Layout::DisplayOrientation::Landscape || orientation == Layout::DisplayOrientation::LandscapeFlipped) { if (textureWidth > screenWidth){ isDownsampling = true; From 7541aea98e76a4df71147147188d5f81d0b3c9bb Mon Sep 17 00:00:00 2001 From: KojoZero Date: Mon, 4 May 2026 18:50:21 -0700 Subject: [PATCH 13/46] fixed missing antialiasing_filter key --- CMakeModules/GenerateSettingKeys.cmake | 1 + 1 file changed, 1 insertion(+) diff --git a/CMakeModules/GenerateSettingKeys.cmake b/CMakeModules/GenerateSettingKeys.cmake index 90110cd33..fa353f12c 100644 --- a/CMakeModules/GenerateSettingKeys.cmake +++ b/CMakeModules/GenerateSettingKeys.cmake @@ -46,6 +46,7 @@ foreach(KEY IN ITEMS "frame_limit" "turbo_limit" "texture_filter" + "antialiasing_filter" "texture_sampling" "delay_game_render_thread_us" "layout_option" From ebcc1e36f93eafa732e1500257e8f1f77c390329 Mon Sep 17 00:00:00 2001 From: KojoZero Date: Mon, 4 May 2026 21:24:15 -0700 Subject: [PATCH 14/46] fixed game specific texture bugs --- .../renderer_opengl/renderer_opengl.cpp | 399 +++++++++--------- .../renderer_opengl/renderer_opengl.h | 1 + 2 files changed, 197 insertions(+), 203 deletions(-) diff --git a/src/video_core/renderer_opengl/renderer_opengl.cpp b/src/video_core/renderer_opengl/renderer_opengl.cpp index bdb7054e0..1a2615738 100644 --- a/src/video_core/renderer_opengl/renderer_opengl.cpp +++ b/src/video_core/renderer_opengl/renderer_opengl.cpp @@ -666,13 +666,12 @@ void RendererOpenGL::DrawSingleScreen(const ScreenInfo& screen_info, float scree // Rotate Internal Texture to Landscape (The 3DS stores images rotated 90° internally) std::array rotate_vertices; rotate_vertices = {{ - ScreenRectVertex(-1.f, 1.f, 1.f, 0.f), //Left, Top - ScreenRectVertex(1.f, 1.f, 1.f, 1.f), //Right, Top - ScreenRectVertex(-1.f, -1.f, 0.f, 0.f), //Left, Bottom - ScreenRectVertex(1.f, -1.f, 0.f, 1.f), //Right, Bottom + ScreenRectVertex(-1.f, 1.f, texcoords.bottom, texcoords.left), //Left, Top + ScreenRectVertex(1.f, 1.f, texcoords.bottom, texcoords.right), //Right, Top + ScreenRectVertex(-1.f, -1.f, texcoords.top, texcoords.left), //Left, Bottom + ScreenRectVertex(1.f, -1.f, texcoords.top, texcoords.right), //Right, Bottom }}; - // Vertices for 1:1 Texture Mapping. std::array pass_through_vertices; pass_through_vertices = {{ @@ -728,205 +727,180 @@ void RendererOpenGL::DrawSingleScreen(const ScreenInfo& screen_info, float scree GLuint originalReadFramebuffer = state.draw.read_framebuffer; GLuint originalDrawFramebuffer = state.draw.draw_framebuffer; - int originalViewport[4] = {state.viewport.x, state.viewport.y, state.viewport.width, state.viewport.height}; - OGLTexture antialiasFBOTexture; - // ------------------------------------------------------------- - if (antialiasingMode == 1){ - //Pass 1 - state.draw.read_framebuffer = textureFBO.handle; - state.draw.draw_framebuffer = textureFBO.handle; - state.Apply(); - state.viewport.x = 0; - state.viewport.y = 0; - state.viewport.width = textureWidth; - state.viewport.height = textureHeight; - state.Apply(); - glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, (*currIntermediateTexture)[0].handle, 0); - state.draw.shader_program = SimplePresent_shader.handle; - state.Apply(); - AttachUniforms(); - state.texture_units[0].texture_2d = screen_info.display_texture; - state.texture_units[0].sampler = samplers[1].handle; - glUniform1i(uniform_color_texture, 0); - glUniform1i(uniform_convert_colors, 0); - state.Apply(); - glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(rotate_vertices), rotate_vertices.data()); - glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); + if (antialiasingMode == 1){ + //Pass 1 + state.draw.read_framebuffer = textureFBO.handle; + state.draw.draw_framebuffer = textureFBO.handle; + state.Apply(); + state.viewport.x = 0; + state.viewport.y = 0; + state.viewport.width = textureWidth; + state.viewport.height = textureHeight; + state.Apply(); + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, (*currIntermediateTexture)[0].handle, 0); + state.draw.shader_program = SimplePresent_shader.handle; + state.Apply(); + AttachUniforms(); + state.texture_units[0].texture_2d = screen_info.display_texture; + state.texture_units[0].sampler = samplers[1].handle; + glUniform1i(uniform_color_texture, 0); + glUniform1i(uniform_convert_colors, 0); + state.Apply(); + glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(rotate_vertices), rotate_vertices.data()); + glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); - //Pass 2 - state.viewport.x = 0; - state.viewport.y = 0; - state.viewport.width = textureWidth; - state.viewport.height = textureHeight; - state.Apply(); - glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, (*currAntialiasFBOTexture).handle, 0); - state.draw.shader_program = FXAA_shader.handle; - state.Apply(); - AttachUniforms(); - state.texture_units[0].texture_2d = (*currIntermediateTexture)[0].handle; - state.texture_units[0].sampler = samplers[1].handle; - glUniform1i(uniform_color_texture, 0); - glUniform1i(uniform_convert_colors, 1); - glUniform4f(uniform_i_resolution, textureWidth, textureHeight, 1.0f / textureWidth, 1.0f / textureHeight); - state.Apply(); - glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(pass_through_vertices), pass_through_vertices.data()); - glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); + //Pass 2 + state.viewport.x = 0; + state.viewport.y = 0; + state.viewport.width = textureWidth; + state.viewport.height = textureHeight; + state.Apply(); + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, (*currAntialiasFBOTexture).handle, 0); + state.draw.shader_program = FXAA_shader.handle; + state.Apply(); + AttachUniforms(); + state.texture_units[0].texture_2d = (*currIntermediateTexture)[0].handle; + state.texture_units[0].sampler = samplers[1].handle; + glUniform1i(uniform_color_texture, 0); + glUniform1i(uniform_convert_colors, 1); + glUniform4f(uniform_i_resolution, textureWidth, textureHeight, 1.0f / textureWidth, 1.0f / textureHeight); + state.Apply(); + glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(pass_through_vertices), pass_through_vertices.data()); + glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); - } else if (antialiasingMode == 2){ - //Pass 1 - state.draw.read_framebuffer = textureFBO.handle; - state.draw.draw_framebuffer = textureFBO.handle; - state.Apply(); - state.viewport.x = 0; - state.viewport.y = 0; - state.viewport.width = textureWidth; - state.viewport.height = textureHeight; - state.Apply(); - glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, (*currIntermediateTexture)[0].handle, 0); - state.draw.shader_program = SimplePresent_shader.handle; - state.Apply(); - AttachUniforms(); - state.texture_units[0].texture_2d = screen_info.display_texture; - state.texture_units[0].sampler = samplers[1].handle; - glUniform1i(uniform_color_texture, 0); - glUniform1i(uniform_convert_colors, 1); - state.Apply(); - glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(rotate_vertices), rotate_vertices.data()); - glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); - - //Pass 2 - state.viewport.x = 0; - state.viewport.y = 0; - state.viewport.width = textureWidth; - state.viewport.height = textureHeight; - state.Apply(); - glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, (*currIntermediateTexture)[1].handle, 0); - state.draw.shader_program = SMAA_PASS_0_shader.handle; - state.Apply(); - AttachUniforms(); - state.texture_units[0].texture_2d = (*currIntermediateTexture)[0].handle; - state.texture_units[0].sampler = samplers[1].handle; - glUniform1i(uniform_color_texture, 0); - glUniform4f(uniform_i_resolution, textureWidth, textureHeight, 1.0f / textureWidth, 1.0f / textureHeight); - state.Apply(); - glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(pass_through_vertices), pass_through_vertices.data()); - glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); + } else if (antialiasingMode == 2){ + //Pass 1 + state.draw.read_framebuffer = textureFBO.handle; + state.draw.draw_framebuffer = textureFBO.handle; + state.Apply(); + state.viewport.x = 0; + state.viewport.y = 0; + state.viewport.width = textureWidth; + state.viewport.height = textureHeight; + state.Apply(); + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, (*currIntermediateTexture)[0].handle, 0); + state.draw.shader_program = SimplePresent_shader.handle; + state.Apply(); + AttachUniforms(); + state.texture_units[0].texture_2d = screen_info.display_texture; + state.texture_units[0].sampler = samplers[1].handle; + glUniform1i(uniform_color_texture, 0); + glUniform1i(uniform_convert_colors, 1); + state.Apply(); + glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(rotate_vertices), rotate_vertices.data()); + glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); - //Pass 3 - state.viewport.x = 0; - state.viewport.y = 0; - state.viewport.width = textureWidth; - state.viewport.height = textureHeight; - state.Apply(); - glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, (*currIntermediateTexture)[2].handle, 0); - state.draw.shader_program = SMAA_PASS_1_shader.handle; - state.Apply(); - AttachUniforms(); - state.texture_units[0].texture_2d = (*currIntermediateTexture)[1].handle; - state.texture_units[0].sampler = samplers[1].handle; - state.texture_units[1].texture_2d = areatex.handle; - state.texture_units[1].sampler = samplers[1].handle; - state.texture_units[2].texture_2d = searchtex.handle; - state.texture_units[2].sampler = samplers[1].handle; - GLuint uniform_areatex = glGetUniformLocation(state.draw.shader_program, "areaTex"); - GLuint uniform_searchtex = glGetUniformLocation(state.draw.shader_program, "searchTex"); - glUniform1i(uniform_color_texture, 0); - glUniform1i(uniform_areatex, 1); - glUniform1i(uniform_searchtex, 2); - glUniform4f(uniform_i_resolution, textureWidth, textureHeight, 1.0f / textureWidth, 1.0f / textureHeight); - state.Apply(); - glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(pass_through_vertices), pass_through_vertices.data()); - glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); + //Pass 2 + state.viewport.x = 0; + state.viewport.y = 0; + state.viewport.width = textureWidth; + state.viewport.height = textureHeight; + state.Apply(); + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, (*currIntermediateTexture)[1].handle, 0); + state.draw.shader_program = SMAA_PASS_0_shader.handle; + state.Apply(); + AttachUniforms(); + state.texture_units[0].texture_2d = (*currIntermediateTexture)[0].handle; + state.texture_units[0].sampler = samplers[1].handle; + glUniform1i(uniform_color_texture, 0); + glUniform4f(uniform_i_resolution, textureWidth, textureHeight, 1.0f / textureWidth, 1.0f / textureHeight); + state.Apply(); + glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(pass_through_vertices), pass_through_vertices.data()); + glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); - //Pass 4 - state.viewport.x = 0; - state.viewport.y = 0; - state.viewport.width = textureWidth; - state.viewport.height = textureHeight; + //Pass 3 + state.viewport.x = 0; + state.viewport.y = 0; + state.viewport.width = textureWidth; + state.viewport.height = textureHeight; + state.Apply(); + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, (*currIntermediateTexture)[2].handle, 0); + state.draw.shader_program = SMAA_PASS_1_shader.handle; + state.Apply(); + AttachUniforms(); + state.texture_units[0].texture_2d = (*currIntermediateTexture)[1].handle; + state.texture_units[0].sampler = samplers[1].handle; + state.texture_units[1].texture_2d = areatex.handle; + state.texture_units[1].sampler = samplers[1].handle; + state.texture_units[2].texture_2d = searchtex.handle; + state.texture_units[2].sampler = samplers[1].handle; + GLuint uniform_areatex = glGetUniformLocation(state.draw.shader_program, "areaTex"); + GLuint uniform_searchtex = glGetUniformLocation(state.draw.shader_program, "searchTex"); + glUniform1i(uniform_color_texture, 0); + glUniform1i(uniform_areatex, 1); + glUniform1i(uniform_searchtex, 2); + glUniform4f(uniform_i_resolution, textureWidth, textureHeight, 1.0f / textureWidth, 1.0f / textureHeight); + state.Apply(); + glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(pass_through_vertices), pass_through_vertices.data()); + glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); + + //Pass 4 + state.viewport.x = 0; + state.viewport.y = 0; + state.viewport.width = textureWidth; + state.viewport.height = textureHeight; + state.Apply(); + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, (*currAntialiasFBOTexture).handle, 0); + state.draw.shader_program = SMAA_PASS_2_shader.handle; + state.Apply(); + AttachUniforms(); + state.texture_units[0].texture_2d = (*currIntermediateTexture)[2].handle; + state.texture_units[0].sampler = samplers[1].handle; + state.texture_units[1].texture_2d = (*currIntermediateTexture)[0].handle; + state.texture_units[1].sampler = samplers[1].handle; + GLuint uniform_smaa_input = glGetUniformLocation(state.draw.shader_program, "SMAA_Input"); + glUniform1i(uniform_color_texture, 0); + glUniform1i(uniform_smaa_input, 1); + glUniform1i(uniform_convert_colors, 0); + glUniform4f(uniform_i_resolution, textureWidth, textureHeight, 1.0f / textureWidth, 1.0f / textureHeight); + state.Apply(); + glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(pass_through_vertices), pass_through_vertices.data()); + glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); + } else { + state.draw.read_framebuffer = textureFBO.handle; + state.draw.draw_framebuffer = textureFBO.handle; + state.Apply(); + state.viewport.x = 0; + state.viewport.y = 0; + state.viewport.width = textureWidth; + state.viewport.height = textureHeight; + state.Apply(); + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, (*currAntialiasFBOTexture).handle, 0); + state.draw.shader_program = SimplePresent_shader.handle; + state.Apply(); + AttachUniforms(); + state.texture_units[0].texture_2d = screen_info.display_texture; + state.texture_units[0].sampler = samplers[1].handle; + glUniform1i(uniform_color_texture, 0); + glUniform1i(uniform_convert_colors, 1); + state.Apply(); + glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(rotate_vertices), rotate_vertices.data()); + glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); + } + if (scalingMode == 2){ + if (isDownsampling){ + //Output + state.draw.read_framebuffer = originalReadFramebuffer; + state.draw.draw_framebuffer = originalDrawFramebuffer; state.Apply(); - glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, (*currAntialiasFBOTexture).handle, 0); - state.draw.shader_program = SMAA_PASS_2_shader.handle; + state.viewport.x = originalViewport[0]; + state.viewport.y = originalViewport[1]; + state.viewport.width = originalViewport[2]; + state.viewport.height = originalViewport[3]; + state.Apply(); + state.draw.shader_program = AREA_SAMPLING_shader.handle; state.Apply(); AttachUniforms(); - state.texture_units[0].texture_2d = (*currIntermediateTexture)[2].handle; - state.texture_units[0].sampler = samplers[1].handle; - state.texture_units[1].texture_2d = (*currIntermediateTexture)[0].handle; - state.texture_units[1].sampler = samplers[1].handle; - GLuint uniform_smaa_input = glGetUniformLocation(state.draw.shader_program, "SMAA_Input"); + state.texture_units[0].texture_2d = (*currAntialiasFBOTexture).handle; + state.texture_units[0].sampler = samplers[0].handle; glUniform1i(uniform_color_texture, 0); - glUniform1i(uniform_smaa_input, 1); - glUniform1i(uniform_convert_colors, 0); + glUniform1i(uniform_convert_colors, 2); glUniform4f(uniform_i_resolution, textureWidth, textureHeight, 1.0f / textureWidth, 1.0f / textureHeight); + glUniform4f(uniform_o_resolution, screenWidth, screenHeight, 1.0f / screenWidth, 1.0f / screenHeight); + glUniformMatrix3x2fv(uniform_modelview_matrix, 1, GL_FALSE, ortho_matrix.data()); state.Apply(); - glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(pass_through_vertices), pass_through_vertices.data()); + glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(output_vertices), output_vertices.data()); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); - } else { - state.draw.read_framebuffer = textureFBO.handle; - state.draw.draw_framebuffer = textureFBO.handle; - state.Apply(); - state.viewport.x = 0; - state.viewport.y = 0; - state.viewport.width = textureWidth; - state.viewport.height = textureHeight; - state.Apply(); - glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, (*currAntialiasFBOTexture).handle, 0); - state.draw.shader_program = SimplePresent_shader.handle; - state.Apply(); - AttachUniforms(); - state.texture_units[0].texture_2d = screen_info.display_texture; - state.texture_units[0].sampler = samplers[1].handle; - glUniform1i(uniform_color_texture, 0); - glUniform1i(uniform_convert_colors, 1); - state.Apply(); - glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(rotate_vertices), rotate_vertices.data()); - glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); - } - if (scalingMode == 2){ - if (isDownsampling){ - //Output - state.draw.read_framebuffer = originalReadFramebuffer; - state.draw.draw_framebuffer = originalDrawFramebuffer; - state.Apply(); - state.viewport.x = originalViewport[0]; - state.viewport.y = originalViewport[1]; - state.viewport.width = originalViewport[2]; - state.viewport.height = originalViewport[3]; - state.Apply(); - state.draw.shader_program = AREA_SAMPLING_shader.handle; - state.Apply(); - AttachUniforms(); - state.texture_units[0].texture_2d = (*currAntialiasFBOTexture).handle; - state.texture_units[0].sampler = samplers[0].handle; - glUniform1i(uniform_color_texture, 0); - glUniform1i(uniform_convert_colors, 2); - glUniform4f(uniform_i_resolution, textureWidth, textureHeight, 1.0f / textureWidth, 1.0f / textureHeight); - glUniform4f(uniform_o_resolution, screenWidth, screenHeight, 1.0f / screenWidth, 1.0f / screenHeight); - glUniformMatrix3x2fv(uniform_modelview_matrix, 1, GL_FALSE, ortho_matrix.data()); - state.Apply(); - glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(output_vertices), output_vertices.data()); - glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); - } else { - //Output - state.draw.read_framebuffer = originalReadFramebuffer; - state.draw.draw_framebuffer = originalDrawFramebuffer; - state.Apply(); - state.viewport.x = originalViewport[0]; - state.viewport.y = originalViewport[1]; - state.viewport.width = originalViewport[2]; - state.viewport.height = originalViewport[3]; - state.Apply(); - state.draw.shader_program = Present_shader.handle; - state.Apply(); - AttachUniforms(); - state.texture_units[0].texture_2d = (*currAntialiasFBOTexture).handle; - state.texture_units[0].sampler = samplers[1].handle; - glUniform1i(uniform_color_texture, 0); - glUniform1i(uniform_convert_colors, 2); - glUniformMatrix3x2fv(uniform_modelview_matrix, 1, GL_FALSE, ortho_matrix.data()); - state.Apply(); - glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(output_vertices), output_vertices.data()); - glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); - } } else { //Output state.draw.read_framebuffer = originalReadFramebuffer; @@ -941,11 +915,7 @@ void RendererOpenGL::DrawSingleScreen(const ScreenInfo& screen_info, float scree state.Apply(); AttachUniforms(); state.texture_units[0].texture_2d = (*currAntialiasFBOTexture).handle; - if (scalingMode == 1){ - state.texture_units[0].sampler = samplers[1].handle; - } else { - state.texture_units[0].sampler = samplers[0].handle; - } + state.texture_units[0].sampler = samplers[1].handle; glUniform1i(uniform_color_texture, 0); glUniform1i(uniform_convert_colors, 2); glUniformMatrix3x2fv(uniform_modelview_matrix, 1, GL_FALSE, ortho_matrix.data()); @@ -953,11 +923,32 @@ void RendererOpenGL::DrawSingleScreen(const ScreenInfo& screen_info, float scree glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(output_vertices), output_vertices.data()); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); } - - - - - + } else { + //Output + state.draw.read_framebuffer = originalReadFramebuffer; + state.draw.draw_framebuffer = originalDrawFramebuffer; + state.Apply(); + state.viewport.x = originalViewport[0]; + state.viewport.y = originalViewport[1]; + state.viewport.width = originalViewport[2]; + state.viewport.height = originalViewport[3]; + state.Apply(); + state.draw.shader_program = Present_shader.handle; + state.Apply(); + AttachUniforms(); + state.texture_units[0].texture_2d = (*currAntialiasFBOTexture).handle; + if (scalingMode == 1){ + state.texture_units[0].sampler = samplers[1].handle; + } else { + state.texture_units[0].sampler = samplers[0].handle; + } + glUniform1i(uniform_color_texture, 0); + glUniform1i(uniform_convert_colors, 2); + glUniformMatrix3x2fv(uniform_modelview_matrix, 1, GL_FALSE, ortho_matrix.data()); + state.Apply(); + glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(output_vertices), output_vertices.data()); + glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); + } state.texture_units[0].texture_2d = 0; state.texture_units[0].sampler = 0; state.Apply(); @@ -1077,6 +1068,8 @@ void RendererOpenGL::DrawScreens(const Layout::FramebufferLayout& layout, bool f state.viewport.y = 0; state.viewport.width = layout.width; state.viewport.height = layout.height; + originalViewport = {0, 0, static_cast(layout.width), static_cast(layout.height)}; + state.Apply(); if (render_window.NeedsClearing()) { diff --git a/src/video_core/renderer_opengl/renderer_opengl.h b/src/video_core/renderer_opengl/renderer_opengl.h index c39ee2955..5c5317be6 100644 --- a/src/video_core/renderer_opengl/renderer_opengl.h +++ b/src/video_core/renderer_opengl/renderer_opengl.h @@ -150,6 +150,7 @@ private: float currTopTextureHeight; float currBottomTextureWidth; float currBottomTextureHeight; + std::array originalViewport; }; } // namespace OpenGL From 894751724f4a1ba4009bffb2ba8d9cc00b68cb82 Mon Sep 17 00:00:00 2001 From: KojoZero Date: Mon, 4 May 2026 22:13:32 -0700 Subject: [PATCH 15/46] attempted build fix --- src/video_core/host_shaders/CMakeLists.txt | 2 +- src/video_core/renderer_opengl/renderer_opengl.cpp | 2 -- 2 files changed, 1 insertion(+), 3 deletions(-) diff --git a/src/video_core/host_shaders/CMakeLists.txt b/src/video_core/host_shaders/CMakeLists.txt index e2499ae4e..a5049c2a7 100644 --- a/src/video_core/host_shaders/CMakeLists.txt +++ b/src/video_core/host_shaders/CMakeLists.txt @@ -29,7 +29,7 @@ set(SHADER_FILES antialiasing/opengl_smaa_pass2_post.vert scaling/opengl_area_sampling.frag scaling/opengl_area_sampling.vert - antialiasing/SMAA.hlsl + antialiasing/smaa.hlsl full_screen_triangle.vert opengl_present.frag opengl_present.vert diff --git a/src/video_core/renderer_opengl/renderer_opengl.cpp b/src/video_core/renderer_opengl/renderer_opengl.cpp index 1a2615738..929ca2f7b 100644 --- a/src/video_core/renderer_opengl/renderer_opengl.cpp +++ b/src/video_core/renderer_opengl/renderer_opengl.cpp @@ -723,8 +723,6 @@ void RendererOpenGL::DrawSingleScreen(const ScreenInfo& screen_info, float scree break; } - const GLuint sampler = samplers[Settings::values.filter_mode.GetValue()].handle; - GLuint originalReadFramebuffer = state.draw.read_framebuffer; GLuint originalDrawFramebuffer = state.draw.draw_framebuffer; if (antialiasingMode == 1){ From c62fb298591e9f8c022ee7dde057ee6810bb8ff6 Mon Sep 17 00:00:00 2001 From: KojoZero Date: Mon, 4 May 2026 22:27:14 -0700 Subject: [PATCH 16/46] attempted build fix 2 --- src/video_core/renderer_opengl/renderer_opengl.cpp | 1 - 1 file changed, 1 deletion(-) diff --git a/src/video_core/renderer_opengl/renderer_opengl.cpp b/src/video_core/renderer_opengl/renderer_opengl.cpp index 929ca2f7b..2e0a6f2a3 100644 --- a/src/video_core/renderer_opengl/renderer_opengl.cpp +++ b/src/video_core/renderer_opengl/renderer_opengl.cpp @@ -10,7 +10,6 @@ #include "core/frontend/framebuffer_layout.h" #include "core/memory.h" #include "gl_state.h" -#include "video_core/host_shaders/antialiasing/SMAA_hlsl.h" #include "video_core/pica/pica_core.h" #include "video_core/renderer_opengl/gl_resource_manager.h" #include "video_core/renderer_opengl/gl_state.h" From 4089382e00d910f09eb295d6d09997589e6d55a4 Mon Sep 17 00:00:00 2001 From: KojoZero Date: Tue, 5 May 2026 17:25:39 -0700 Subject: [PATCH 17/46] fixed smaa edge detection and blend weight pass --- src/video_core/renderer_opengl/renderer_opengl.cpp | 7 +++++++ 1 file changed, 7 insertions(+) diff --git a/src/video_core/renderer_opengl/renderer_opengl.cpp b/src/video_core/renderer_opengl/renderer_opengl.cpp index 2e0a6f2a3..48db0334e 100644 --- a/src/video_core/renderer_opengl/renderer_opengl.cpp +++ b/src/video_core/renderer_opengl/renderer_opengl.cpp @@ -735,6 +735,7 @@ void RendererOpenGL::DrawSingleScreen(const ScreenInfo& screen_info, float scree state.viewport.height = textureHeight; state.Apply(); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, (*currIntermediateTexture)[0].handle, 0); + glClear(GL_COLOR_BUFFER_BIT); state.draw.shader_program = SimplePresent_shader.handle; state.Apply(); AttachUniforms(); @@ -753,6 +754,7 @@ void RendererOpenGL::DrawSingleScreen(const ScreenInfo& screen_info, float scree state.viewport.height = textureHeight; state.Apply(); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, (*currAntialiasFBOTexture).handle, 0); + glClear(GL_COLOR_BUFFER_BIT); state.draw.shader_program = FXAA_shader.handle; state.Apply(); AttachUniforms(); @@ -776,6 +778,7 @@ void RendererOpenGL::DrawSingleScreen(const ScreenInfo& screen_info, float scree state.viewport.height = textureHeight; state.Apply(); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, (*currIntermediateTexture)[0].handle, 0); + glClear(GL_COLOR_BUFFER_BIT); state.draw.shader_program = SimplePresent_shader.handle; state.Apply(); AttachUniforms(); @@ -794,6 +797,7 @@ void RendererOpenGL::DrawSingleScreen(const ScreenInfo& screen_info, float scree state.viewport.height = textureHeight; state.Apply(); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, (*currIntermediateTexture)[1].handle, 0); + glClear(GL_COLOR_BUFFER_BIT); state.draw.shader_program = SMAA_PASS_0_shader.handle; state.Apply(); AttachUniforms(); @@ -812,6 +816,7 @@ void RendererOpenGL::DrawSingleScreen(const ScreenInfo& screen_info, float scree state.viewport.height = textureHeight; state.Apply(); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, (*currIntermediateTexture)[2].handle, 0); + glClear(GL_COLOR_BUFFER_BIT); state.draw.shader_program = SMAA_PASS_1_shader.handle; state.Apply(); AttachUniforms(); @@ -838,6 +843,7 @@ void RendererOpenGL::DrawSingleScreen(const ScreenInfo& screen_info, float scree state.viewport.height = textureHeight; state.Apply(); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, (*currAntialiasFBOTexture).handle, 0); + glClear(GL_COLOR_BUFFER_BIT); state.draw.shader_program = SMAA_PASS_2_shader.handle; state.Apply(); AttachUniforms(); @@ -863,6 +869,7 @@ void RendererOpenGL::DrawSingleScreen(const ScreenInfo& screen_info, float scree state.viewport.height = textureHeight; state.Apply(); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, (*currAntialiasFBOTexture).handle, 0); + glClear(GL_COLOR_BUFFER_BIT); state.draw.shader_program = SimplePresent_shader.handle; state.Apply(); AttachUniforms(); From 508f5fe75e3be18a5a6ca31ae3d0ba393e54ca37 Mon Sep 17 00:00:00 2001 From: KojoZero Date: Tue, 5 May 2026 17:41:54 -0700 Subject: [PATCH 18/46] cleared alpha channel --- src/video_core/renderer_opengl/renderer_opengl.cpp | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/src/video_core/renderer_opengl/renderer_opengl.cpp b/src/video_core/renderer_opengl/renderer_opengl.cpp index 48db0334e..47fa3d68c 100644 --- a/src/video_core/renderer_opengl/renderer_opengl.cpp +++ b/src/video_core/renderer_opengl/renderer_opengl.cpp @@ -386,7 +386,7 @@ void RendererOpenGL::AllocatePPTextures(){ */ void RendererOpenGL::InitOpenGLObjects() { glClearColor(Settings::values.bg_red.GetValue(), Settings::values.bg_green.GetValue(), - Settings::values.bg_blue.GetValue(), 1.0f); + Settings::values.bg_blue.GetValue(), 0.0f); for (std::size_t i = 0; i < samplers.size(); i++) { samplers[i].Create(); @@ -1040,7 +1040,7 @@ void RendererOpenGL::DrawScreens(const Layout::FramebufferLayout& layout, bool f if (settings.bg_color_update_requested.exchange(false)) { // Update background color before drawing glClearColor(Settings::values.bg_red.GetValue(), Settings::values.bg_green.GetValue(), - Settings::values.bg_blue.GetValue(), 1.0f); + Settings::values.bg_blue.GetValue(), 0.0f); } if (settings.shader_update_requested.exchange(false)) { From 935031a1e784cf62d82e02fb7e9697e1d8dc2126 Mon Sep 17 00:00:00 2001 From: KojoZero Date: Wed, 6 May 2026 04:19:21 -0700 Subject: [PATCH 19/46] fixed interlaced and anaglyph modes --- src/video_core/renderer_opengl/renderer_opengl.cpp | 1 + 1 file changed, 1 insertion(+) diff --git a/src/video_core/renderer_opengl/renderer_opengl.cpp b/src/video_core/renderer_opengl/renderer_opengl.cpp index 47fa3d68c..f7639b8cc 100644 --- a/src/video_core/renderer_opengl/renderer_opengl.cpp +++ b/src/video_core/renderer_opengl/renderer_opengl.cpp @@ -1017,6 +1017,7 @@ void RendererOpenGL::DrawSingleScreenStereo(const ScreenInfo& screen_info_l, 1.0f / static_cast(screen_info_l.texture.width * scale_factor), 1.0f / static_cast(screen_info_l.texture.height * scale_factor)); glUniform4f(uniform_o_resolution, h, w, 1.0f / h, 1.0f / w); + glUniformMatrix3x2fv(uniform_modelview_matrix, 1, GL_FALSE, ortho_matrix.data()); state.texture_units[0].texture_2d = screen_info_l.display_texture; state.texture_units[1].texture_2d = screen_info_r.display_texture; state.texture_units[0].sampler = sampler; From 060cb7f7d502ec3fdf5d716a0a28a58114bdb5ff Mon Sep 17 00:00:00 2001 From: KojoZero Date: Wed, 6 May 2026 15:58:37 -0700 Subject: [PATCH 20/46] setting up vulkan part 1 --- src/video_core/host_shaders/CMakeLists.txt | 30 +- .../{ => OpenGL}/opengl_fxaa.frag | 0 .../{ => OpenGL}/opengl_fxaa.vert | 0 .../{smaa.hlsl => OpenGL/opengl_smaa.hlsl} | 0 .../{ => OpenGL}/opengl_smaa_pass0_post.frag | 0 .../{ => OpenGL}/opengl_smaa_pass0_post.vert | 0 .../{ => OpenGL}/opengl_smaa_pass0_pre.frag | 0 .../{ => OpenGL}/opengl_smaa_pass0_pre.vert | 0 .../{ => OpenGL}/opengl_smaa_pass1_post.frag | 0 .../{ => OpenGL}/opengl_smaa_pass1_post.vert | 0 .../{ => OpenGL}/opengl_smaa_pass1_pre.frag | 0 .../{ => OpenGL}/opengl_smaa_pass1_pre.vert | 0 .../{ => OpenGL}/opengl_smaa_pass2_post.frag | 0 .../{ => OpenGL}/opengl_smaa_pass2_post.vert | 0 .../{ => OpenGL}/opengl_smaa_pass2_pre.frag | 0 .../{ => OpenGL}/opengl_smaa_pass2_pre.vert | 0 .../antialiasing/Vulkan/vulkan_fxaa.frag | 256 ++++ .../antialiasing/Vulkan/vulkan_fxaa.vert | 13 + .../antialiasing/Vulkan/vulkan_smaa.hlsl | 1361 +++++++++++++++++ .../Vulkan/vulkan_smaa_pass0_post.frag | 7 + .../Vulkan/vulkan_smaa_pass0_post.vert | 5 + .../Vulkan/vulkan_smaa_pass0_pre.frag | 18 + .../Vulkan/vulkan_smaa_pass0_pre.vert | 18 + .../Vulkan/vulkan_smaa_pass1_post.frag | 4 + .../Vulkan/vulkan_smaa_pass1_post.vert | 5 + .../Vulkan/vulkan_smaa_pass1_pre.frag | 21 + .../Vulkan/vulkan_smaa_pass1_pre.vert | 19 + .../Vulkan/vulkan_smaa_pass2_post.frag | 11 + .../Vulkan/vulkan_smaa_pass2_post.vert | 5 + .../Vulkan/vulkan_smaa_pass2_pre.frag | 18 + .../Vulkan/vulkan_smaa_pass2_pre.vert | 16 + .../renderer_opengl/renderer_opengl.cpp | 42 +- .../renderer_vulkan/renderer_vulkan.h | 6 +- 33 files changed, 1818 insertions(+), 37 deletions(-) rename src/video_core/host_shaders/antialiasing/{ => OpenGL}/opengl_fxaa.frag (100%) rename src/video_core/host_shaders/antialiasing/{ => OpenGL}/opengl_fxaa.vert (100%) rename src/video_core/host_shaders/antialiasing/{smaa.hlsl => OpenGL/opengl_smaa.hlsl} (100%) rename src/video_core/host_shaders/antialiasing/{ => OpenGL}/opengl_smaa_pass0_post.frag (100%) rename src/video_core/host_shaders/antialiasing/{ => OpenGL}/opengl_smaa_pass0_post.vert (100%) rename src/video_core/host_shaders/antialiasing/{ => OpenGL}/opengl_smaa_pass0_pre.frag (100%) rename src/video_core/host_shaders/antialiasing/{ => OpenGL}/opengl_smaa_pass0_pre.vert (100%) rename src/video_core/host_shaders/antialiasing/{ => OpenGL}/opengl_smaa_pass1_post.frag (100%) rename src/video_core/host_shaders/antialiasing/{ => OpenGL}/opengl_smaa_pass1_post.vert (100%) rename src/video_core/host_shaders/antialiasing/{ => OpenGL}/opengl_smaa_pass1_pre.frag (100%) rename src/video_core/host_shaders/antialiasing/{ => OpenGL}/opengl_smaa_pass1_pre.vert (100%) rename src/video_core/host_shaders/antialiasing/{ => OpenGL}/opengl_smaa_pass2_post.frag (100%) rename src/video_core/host_shaders/antialiasing/{ => OpenGL}/opengl_smaa_pass2_post.vert (100%) rename src/video_core/host_shaders/antialiasing/{ => OpenGL}/opengl_smaa_pass2_pre.frag (100%) rename src/video_core/host_shaders/antialiasing/{ => OpenGL}/opengl_smaa_pass2_pre.vert (100%) create mode 100644 src/video_core/host_shaders/antialiasing/Vulkan/vulkan_fxaa.frag create mode 100644 src/video_core/host_shaders/antialiasing/Vulkan/vulkan_fxaa.vert create mode 100644 src/video_core/host_shaders/antialiasing/Vulkan/vulkan_smaa.hlsl create mode 100644 src/video_core/host_shaders/antialiasing/Vulkan/vulkan_smaa_pass0_post.frag create mode 100644 src/video_core/host_shaders/antialiasing/Vulkan/vulkan_smaa_pass0_post.vert create mode 100644 src/video_core/host_shaders/antialiasing/Vulkan/vulkan_smaa_pass0_pre.frag create mode 100644 src/video_core/host_shaders/antialiasing/Vulkan/vulkan_smaa_pass0_pre.vert create mode 100644 src/video_core/host_shaders/antialiasing/Vulkan/vulkan_smaa_pass1_post.frag create mode 100644 src/video_core/host_shaders/antialiasing/Vulkan/vulkan_smaa_pass1_post.vert create mode 100644 src/video_core/host_shaders/antialiasing/Vulkan/vulkan_smaa_pass1_pre.frag create mode 100644 src/video_core/host_shaders/antialiasing/Vulkan/vulkan_smaa_pass1_pre.vert create mode 100644 src/video_core/host_shaders/antialiasing/Vulkan/vulkan_smaa_pass2_post.frag create mode 100644 src/video_core/host_shaders/antialiasing/Vulkan/vulkan_smaa_pass2_post.vert create mode 100644 src/video_core/host_shaders/antialiasing/Vulkan/vulkan_smaa_pass2_pre.frag create mode 100644 src/video_core/host_shaders/antialiasing/Vulkan/vulkan_smaa_pass2_pre.vert diff --git a/src/video_core/host_shaders/CMakeLists.txt b/src/video_core/host_shaders/CMakeLists.txt index a5049c2a7..40676999a 100644 --- a/src/video_core/host_shaders/CMakeLists.txt +++ b/src/video_core/host_shaders/CMakeLists.txt @@ -13,23 +13,23 @@ set(SHADER_FILES texture_filtering/mmpx.frag texture_filtering/x_gradient.frag texture_filtering/y_gradient.frag - antialiasing/opengl_fxaa.frag - antialiasing/opengl_fxaa.vert - antialiasing/opengl_smaa_pass0_pre.frag - antialiasing/opengl_smaa_pass0_pre.vert - antialiasing/opengl_smaa_pass0_post.frag - antialiasing/opengl_smaa_pass0_post.vert - antialiasing/opengl_smaa_pass1_pre.frag - antialiasing/opengl_smaa_pass1_pre.vert - antialiasing/opengl_smaa_pass1_post.frag - antialiasing/opengl_smaa_pass1_post.vert - antialiasing/opengl_smaa_pass2_pre.frag - antialiasing/opengl_smaa_pass2_pre.vert - antialiasing/opengl_smaa_pass2_post.frag - antialiasing/opengl_smaa_pass2_post.vert + antialiasing/OpenGL/opengl_fxaa.frag + antialiasing/OpenGL/opengl_fxaa.vert + antialiasing/OpenGL/opengl_smaa_pass0_pre.frag + antialiasing/OpenGL/opengl_smaa_pass0_pre.vert + antialiasing/OpenGL/opengl_smaa_pass0_post.frag + antialiasing/OpenGL/opengl_smaa_pass0_post.vert + antialiasing/OpenGL/opengl_smaa_pass1_pre.frag + antialiasing/OpenGL/opengl_smaa_pass1_pre.vert + antialiasing/OpenGL/opengl_smaa_pass1_post.frag + antialiasing/OpenGL/opengl_smaa_pass1_post.vert + antialiasing/OpenGL/opengl_smaa_pass2_pre.frag + antialiasing/OpenGL/opengl_smaa_pass2_pre.vert + antialiasing/OpenGL/opengl_smaa_pass2_post.frag + antialiasing/OpenGL/opengl_smaa_pass2_post.vert + antialiasing/OpenGL/opengl_smaa.hlsl scaling/opengl_area_sampling.frag scaling/opengl_area_sampling.vert - antialiasing/smaa.hlsl full_screen_triangle.vert opengl_present.frag opengl_present.vert diff --git a/src/video_core/host_shaders/antialiasing/opengl_fxaa.frag b/src/video_core/host_shaders/antialiasing/OpenGL/opengl_fxaa.frag similarity index 100% rename from src/video_core/host_shaders/antialiasing/opengl_fxaa.frag rename to src/video_core/host_shaders/antialiasing/OpenGL/opengl_fxaa.frag diff --git a/src/video_core/host_shaders/antialiasing/opengl_fxaa.vert b/src/video_core/host_shaders/antialiasing/OpenGL/opengl_fxaa.vert similarity index 100% rename from src/video_core/host_shaders/antialiasing/opengl_fxaa.vert rename to src/video_core/host_shaders/antialiasing/OpenGL/opengl_fxaa.vert diff --git a/src/video_core/host_shaders/antialiasing/smaa.hlsl b/src/video_core/host_shaders/antialiasing/OpenGL/opengl_smaa.hlsl similarity index 100% rename from src/video_core/host_shaders/antialiasing/smaa.hlsl rename to src/video_core/host_shaders/antialiasing/OpenGL/opengl_smaa.hlsl diff --git a/src/video_core/host_shaders/antialiasing/opengl_smaa_pass0_post.frag b/src/video_core/host_shaders/antialiasing/OpenGL/opengl_smaa_pass0_post.frag similarity index 100% rename from src/video_core/host_shaders/antialiasing/opengl_smaa_pass0_post.frag rename to src/video_core/host_shaders/antialiasing/OpenGL/opengl_smaa_pass0_post.frag diff --git a/src/video_core/host_shaders/antialiasing/opengl_smaa_pass0_post.vert b/src/video_core/host_shaders/antialiasing/OpenGL/opengl_smaa_pass0_post.vert similarity index 100% rename from src/video_core/host_shaders/antialiasing/opengl_smaa_pass0_post.vert rename to src/video_core/host_shaders/antialiasing/OpenGL/opengl_smaa_pass0_post.vert diff --git a/src/video_core/host_shaders/antialiasing/opengl_smaa_pass0_pre.frag b/src/video_core/host_shaders/antialiasing/OpenGL/opengl_smaa_pass0_pre.frag similarity index 100% rename from src/video_core/host_shaders/antialiasing/opengl_smaa_pass0_pre.frag rename to src/video_core/host_shaders/antialiasing/OpenGL/opengl_smaa_pass0_pre.frag diff --git a/src/video_core/host_shaders/antialiasing/opengl_smaa_pass0_pre.vert b/src/video_core/host_shaders/antialiasing/OpenGL/opengl_smaa_pass0_pre.vert similarity index 100% rename from src/video_core/host_shaders/antialiasing/opengl_smaa_pass0_pre.vert rename to src/video_core/host_shaders/antialiasing/OpenGL/opengl_smaa_pass0_pre.vert diff --git a/src/video_core/host_shaders/antialiasing/opengl_smaa_pass1_post.frag b/src/video_core/host_shaders/antialiasing/OpenGL/opengl_smaa_pass1_post.frag similarity index 100% rename from src/video_core/host_shaders/antialiasing/opengl_smaa_pass1_post.frag rename to src/video_core/host_shaders/antialiasing/OpenGL/opengl_smaa_pass1_post.frag diff --git a/src/video_core/host_shaders/antialiasing/opengl_smaa_pass1_post.vert b/src/video_core/host_shaders/antialiasing/OpenGL/opengl_smaa_pass1_post.vert similarity index 100% rename from src/video_core/host_shaders/antialiasing/opengl_smaa_pass1_post.vert rename to src/video_core/host_shaders/antialiasing/OpenGL/opengl_smaa_pass1_post.vert diff --git a/src/video_core/host_shaders/antialiasing/opengl_smaa_pass1_pre.frag b/src/video_core/host_shaders/antialiasing/OpenGL/opengl_smaa_pass1_pre.frag similarity index 100% rename from src/video_core/host_shaders/antialiasing/opengl_smaa_pass1_pre.frag rename to src/video_core/host_shaders/antialiasing/OpenGL/opengl_smaa_pass1_pre.frag diff --git a/src/video_core/host_shaders/antialiasing/opengl_smaa_pass1_pre.vert b/src/video_core/host_shaders/antialiasing/OpenGL/opengl_smaa_pass1_pre.vert similarity index 100% rename from src/video_core/host_shaders/antialiasing/opengl_smaa_pass1_pre.vert rename to src/video_core/host_shaders/antialiasing/OpenGL/opengl_smaa_pass1_pre.vert diff --git a/src/video_core/host_shaders/antialiasing/opengl_smaa_pass2_post.frag b/src/video_core/host_shaders/antialiasing/OpenGL/opengl_smaa_pass2_post.frag similarity index 100% rename from src/video_core/host_shaders/antialiasing/opengl_smaa_pass2_post.frag rename to src/video_core/host_shaders/antialiasing/OpenGL/opengl_smaa_pass2_post.frag diff --git a/src/video_core/host_shaders/antialiasing/opengl_smaa_pass2_post.vert b/src/video_core/host_shaders/antialiasing/OpenGL/opengl_smaa_pass2_post.vert similarity index 100% rename from src/video_core/host_shaders/antialiasing/opengl_smaa_pass2_post.vert rename to src/video_core/host_shaders/antialiasing/OpenGL/opengl_smaa_pass2_post.vert diff --git a/src/video_core/host_shaders/antialiasing/opengl_smaa_pass2_pre.frag b/src/video_core/host_shaders/antialiasing/OpenGL/opengl_smaa_pass2_pre.frag similarity index 100% rename from src/video_core/host_shaders/antialiasing/opengl_smaa_pass2_pre.frag rename to src/video_core/host_shaders/antialiasing/OpenGL/opengl_smaa_pass2_pre.frag diff --git a/src/video_core/host_shaders/antialiasing/opengl_smaa_pass2_pre.vert b/src/video_core/host_shaders/antialiasing/OpenGL/opengl_smaa_pass2_pre.vert similarity index 100% rename from src/video_core/host_shaders/antialiasing/opengl_smaa_pass2_pre.vert rename to src/video_core/host_shaders/antialiasing/OpenGL/opengl_smaa_pass2_pre.vert diff --git a/src/video_core/host_shaders/antialiasing/Vulkan/vulkan_fxaa.frag b/src/video_core/host_shaders/antialiasing/Vulkan/vulkan_fxaa.frag new file mode 100644 index 000000000..ac3d736cd --- /dev/null +++ b/src/video_core/host_shaders/antialiasing/Vulkan/vulkan_fxaa.frag @@ -0,0 +1,256 @@ +/** + * @license + * Copyright (c) 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, NONINFRINGEMENT,IMPLIED WARRANTIES OF + * MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE. IN NO EVENT SHALL NVIDIA + * OR ITS SUPPLIERS BE LIABLE FOR ANY DIRECT, 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. + */ + +/* +FXAA_PRESET - Choose compile-in knob preset 0-5. +------------------------------------------------------------------------------ +FXAA_EDGE_THRESHOLD - The minimum amount of local contrast required + to apply algorithm. + 1.0/3.0 - too little + 1.0/4.0 - good start + 1.0/8.0 - applies to more edges + 1.0/16.0 - overkill +------------------------------------------------------------------------------ +FXAA_EDGE_THRESHOLD_MIN - Trims the algorithm from processing darks. + Perf optimization. + 1.0/32.0 - visible limit (smaller isn't visible) + 1.0/16.0 - good compromise + 1.0/12.0 - upper limit (seeing artifacts) +------------------------------------------------------------------------------ +FXAA_SEARCH_STEPS - Maximum number of search steps for end of span. +------------------------------------------------------------------------------ +FXAA_SEARCH_THRESHOLD - Controls when to stop searching. + 1.0/4.0 - seems to be the best quality wise +------------------------------------------------------------------------------ +FXAA_SUBPIX_TRIM - Controls sub-pixel aliasing removal. + 1.0/2.0 - low removal + 1.0/3.0 - medium removal + 1.0/4.0 - default removal + 1.0/8.0 - high removal + 0.0 - complete removal +------------------------------------------------------------------------------ +FXAA_SUBPIX_CAP - Insures fine detail is not completely removed. + This is important for the transition of sub-pixel detail, + like fences and wires. + 3.0/4.0 - default (medium amount of filtering) + 7.0/8.0 - high amount of filtering + 1.0 - no capping of sub-pixel aliasing removal +*/ +//? #version 450 + +layout(location = 0) in vec2 frag_tex_coord; +layout(location = 0) out vec4 color; +layout(binding = 0) uniform sampler2D color_texture; + +uniform vec4 i_resolution; +uniform int convert_colors; + +#ifndef FXAA_PRESET + #define FXAA_PRESET 5 +#endif +#if (FXAA_PRESET == 3) + #define FXAA_EDGE_THRESHOLD (1.0/8.0) + #define FXAA_EDGE_THRESHOLD_MIN (1.0/16.0) + #define FXAA_SEARCH_STEPS 16 + #define FXAA_SEARCH_THRESHOLD (1.0/4.0) + #define FXAA_SUBPIX_CAP (3.0/4.0) + #define FXAA_SUBPIX_TRIM (1.0/4.0) +#endif +#if (FXAA_PRESET == 4) + #define FXAA_EDGE_THRESHOLD (1.0/8.0) + #define FXAA_EDGE_THRESHOLD_MIN (1.0/24.0) + #define FXAA_SEARCH_STEPS 24 + #define FXAA_SEARCH_THRESHOLD (1.0/4.0) + #define FXAA_SUBPIX_CAP (3.0/4.0) + #define FXAA_SUBPIX_TRIM (1.0/4.0) +#endif +#if (FXAA_PRESET == 5) + #define FXAA_EDGE_THRESHOLD (1.0/8.0) + #define FXAA_EDGE_THRESHOLD_MIN (1.0/24.0) + #define FXAA_SEARCH_STEPS 32 + #define FXAA_SEARCH_THRESHOLD (1.0/4.0) + #define FXAA_SUBPIX_CAP (3.0/4.0) + #define FXAA_SUBPIX_TRIM (1.0/4.0) +#endif + +#define FXAA_SUBPIX_TRIM_SCALE (1.0/(1.0 - FXAA_SUBPIX_TRIM)) + +// Return the luma, the estimation of luminance from rgb inputs. +// This approximates luma using one FMA instruction, +// skipping normalization and tossing out blue. +// FxaaLuma() will range 0.0 to 2.963210702. +float FxaaLuma(vec3 rgb) { + return rgb.y * (0.587/0.299) + rgb.x; +} + +vec3 FxaaLerp3(vec3 a, vec3 b, float amountOfA) { + return (vec3(-amountOfA) * b) + ((a * vec3(amountOfA)) + b); +} + +vec4 FxaaTexOff(sampler2D tex, vec2 pos, ivec2 off, vec2 rcpFrame) { + float x = pos.x + float(off.x) * rcpFrame.x; + float y = pos.y + float(off.y) * rcpFrame.y; + return texture(tex, vec2(x, y)); +} + +// pos is the output of FxaaVertexShader interpolated across screen. +// xy -> actual texture position {0.0 to 1.0} +// rcpFrame should be a uniform equal to {1.0/frameWidth, 1.0/frameHeight} +vec3 FxaaPixelShader(vec2 pos, sampler2D tex, vec2 rcpFrame) +{ + vec3 rgbN = FxaaTexOff(tex, pos.xy, ivec2( 0,-1), rcpFrame).xyz; + vec3 rgbW = FxaaTexOff(tex, pos.xy, ivec2(-1, 0), rcpFrame).xyz; + vec3 rgbM = FxaaTexOff(tex, pos.xy, ivec2( 0, 0), rcpFrame).xyz; + vec3 rgbE = FxaaTexOff(tex, pos.xy, ivec2( 1, 0), rcpFrame).xyz; + vec3 rgbS = FxaaTexOff(tex, pos.xy, ivec2( 0, 1), rcpFrame).xyz; + + float lumaN = FxaaLuma(rgbN); + float lumaW = FxaaLuma(rgbW); + float lumaM = FxaaLuma(rgbM); + float lumaE = FxaaLuma(rgbE); + float lumaS = FxaaLuma(rgbS); + float rangeMin = min(lumaM, min(min(lumaN, lumaW), min(lumaS, lumaE))); + float rangeMax = max(lumaM, max(max(lumaN, lumaW), max(lumaS, lumaE))); + + float range = rangeMax - rangeMin; + if(range < max(FXAA_EDGE_THRESHOLD_MIN, rangeMax * FXAA_EDGE_THRESHOLD)) + { + return rgbM; + } + + vec3 rgbL = rgbN + rgbW + rgbM + rgbE + rgbS; + + float lumaL = (lumaN + lumaW + lumaE + lumaS) * 0.25; + float rangeL = abs(lumaL - lumaM); + float blendL = max(0.0, (rangeL / range) - FXAA_SUBPIX_TRIM) * FXAA_SUBPIX_TRIM_SCALE; + blendL = min(FXAA_SUBPIX_CAP, blendL); + + vec3 rgbNW = FxaaTexOff(tex, pos.xy, ivec2(-1,-1), rcpFrame).xyz; + vec3 rgbNE = FxaaTexOff(tex, pos.xy, ivec2( 1,-1), rcpFrame).xyz; + vec3 rgbSW = FxaaTexOff(tex, pos.xy, ivec2(-1, 1), rcpFrame).xyz; + vec3 rgbSE = FxaaTexOff(tex, pos.xy, ivec2( 1, 1), rcpFrame).xyz; + rgbL += (rgbNW + rgbNE + rgbSW + rgbSE); + rgbL *= vec3(1.0/9.0); + + float lumaNW = FxaaLuma(rgbNW); + float lumaNE = FxaaLuma(rgbNE); + float lumaSW = FxaaLuma(rgbSW); + float lumaSE = FxaaLuma(rgbSE); + + float edgeVert = + abs((0.25 * lumaNW) + (-0.5 * lumaN) + (0.25 * lumaNE)) + + abs((0.50 * lumaW ) + (-1.0 * lumaM) + (0.50 * lumaE )) + + abs((0.25 * lumaSW) + (-0.5 * lumaS) + (0.25 * lumaSE)); + float edgeHorz = + abs((0.25 * lumaNW) + (-0.5 * lumaW) + (0.25 * lumaSW)) + + abs((0.50 * lumaN ) + (-1.0 * lumaM) + (0.50 * lumaS )) + + abs((0.25 * lumaNE) + (-0.5 * lumaE) + (0.25 * lumaSE)); + + bool horzSpan = edgeHorz >= edgeVert; + float lengthSign = horzSpan ? -rcpFrame.y : -rcpFrame.x; + + if(!horzSpan) + { + lumaN = lumaW; + lumaS = lumaE; + } + + float gradientN = abs(lumaN - lumaM); + float gradientS = abs(lumaS - lumaM); + lumaN = (lumaN + lumaM) * 0.5; + lumaS = (lumaS + lumaM) * 0.5; + + if (gradientN < gradientS) + { + lumaN = lumaS; + lumaN = lumaS; + gradientN = gradientS; + lengthSign *= -1.0; + } + + vec2 posN; + posN.x = pos.x + (horzSpan ? 0.0 : lengthSign * 0.5); + posN.y = pos.y + (horzSpan ? lengthSign * 0.5 : 0.0); + + gradientN *= FXAA_SEARCH_THRESHOLD; + + vec2 posP = posN; + vec2 offNP = horzSpan ? vec2(rcpFrame.x, 0.0) : vec2(0.0, rcpFrame.y); + float lumaEndN = lumaN; + float lumaEndP = lumaN; + bool doneN = false; + bool doneP = false; + posN += offNP * vec2(-1.0, -1.0); + posP += offNP * vec2( 1.0, 1.0); + + for(int i = 0; i < FXAA_SEARCH_STEPS; i++) { + if(!doneN) + { + lumaEndN = FxaaLuma(texture(tex, posN.xy).xyz); + } + if(!doneP) + { + lumaEndP = FxaaLuma(texture(tex, posP.xy).xyz); + } + + doneN = doneN || (abs(lumaEndN - lumaN) >= gradientN); + doneP = doneP || (abs(lumaEndP - lumaN) >= gradientN); + + if(doneN && doneP) + { + break; + } + if(!doneN) + { + posN -= offNP; + } + if(!doneP) + { + posP += offNP; + } + } + + float dstN = horzSpan ? pos.x - posN.x : pos.y - posN.y; + float dstP = horzSpan ? posP.x - pos.x : posP.y - pos.y; + bool directionN = dstN < dstP; + lumaEndN = directionN ? lumaEndN : lumaEndP; + + if(((lumaM - lumaN) < 0.0) == ((lumaEndN - lumaN) < 0.0)) + { + lengthSign = 0.0; + } + + + float spanLength = (dstP + dstN); + dstN = directionN ? dstN : dstP; + float subPixelOffset = (0.5 + (dstN * (-1.0/spanLength))) * lengthSign; + vec3 rgbF = texture(tex, vec2( + pos.x + (horzSpan ? 0.0 : subPixelOffset), + pos.y + (horzSpan ? subPixelOffset : 0.0))).xyz; + return FxaaLerp3(rgbL, rgbF, blendL); +} + +vec3 sRGBToLinear(vec3 c) { + return mix(c / 12.92, pow((c + 0.055) / 1.055, vec3(2.4)), step(0.04045, c)); +} + +void main() +{ + vec4 pixel = vec4(FxaaPixelShader(frag_tex_coord, color_texture, vec2(i_resolution.z, i_resolution.w)), 1.0) * 1.0; + if (convert_colors == 1){ + pixel = vec4(sRGBToLinear(pixel.rgb), pixel.a); + } + color = pixel; +} diff --git a/src/video_core/host_shaders/antialiasing/Vulkan/vulkan_fxaa.vert b/src/video_core/host_shaders/antialiasing/Vulkan/vulkan_fxaa.vert new file mode 100644 index 000000000..793dcc580 --- /dev/null +++ b/src/video_core/host_shaders/antialiasing/Vulkan/vulkan_fxaa.vert @@ -0,0 +1,13 @@ +//? #version 450 +layout(location = 0) in vec2 vert_position; +layout(location = 1) in vec2 vert_tex_coord; +layout(location = 0) out vec2 frag_tex_coord; + +uniform vec4 i_resolution; + +void main() +{ + gl_Position = vec4(vert_position, 0.0, 1.0); + frag_tex_coord = vert_tex_coord; +} + diff --git a/src/video_core/host_shaders/antialiasing/Vulkan/vulkan_smaa.hlsl b/src/video_core/host_shaders/antialiasing/Vulkan/vulkan_smaa.hlsl new file mode 100644 index 000000000..05e2b5eed --- /dev/null +++ b/src/video_core/host_shaders/antialiasing/Vulkan/vulkan_smaa.hlsl @@ -0,0 +1,1361 @@ +/** + * Copyright (C) 2013 Jorge Jimenez (jorge@iryoku.com) + * Copyright (C) 2013 Jose I. Echevarria (joseignacioechevarria@gmail.com) + * Copyright (C) 2013 Belen Masia (bmasia@unizar.es) + * Copyright (C) 2013 Fernando Navarro (fernandn@microsoft.com) + * Copyright (C) 2013 Diego Gutierrez (diegog@unizar.es) + * + * Permission is hereby granted, free of charge, to any person obtaining a copy + * this software and associated documentation files (the "Software"), to deal in + * the Software without restriction, including without limitation the rights to + * use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies + * of the Software, and to permit persons to whom the Software is furnished to + * do so, subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included in + * all copies or substantial portions of the Software. As clarification, there + * is no requirement that the copyright notice and permission be included in + * binary distributions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, + * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE + * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER + * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, + * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE + * SOFTWARE. + */ + + +/** + * _______ ___ ___ ___ ___ + * / || \/ | / \ / \ + * | (---- | \ / | / ^ \ / ^ \ + * \ \ | |\/| | / /_\ \ / /_\ \ + * ----) | | | | | / _____ \ / _____ \ + * |_______/ |__| |__| /__/ \__\ /__/ \__\ + * + * E N H A N C E D + * S U B P I X E L M O R P H O L O G I C A L A N T I A L I A S I N G + * + * http://www.iryoku.com/smaa/ + * + * Hi, welcome aboard! + * + * Here you'll find instructions to get the shader up and running as fast as + * possible. + * + * IMPORTANTE NOTICE: when updating, remember to update both this file and the + * precomputed textures! They may change from version to version. + * + * The shader has three passes, chained together as follows: + * + * |input|------------------· + * v | + * [ SMAA*EdgeDetection ] | + * v | + * |edgesTex| | + * v | + * [ SMAABlendingWeightCalculation ] | + * v | + * |blendTex| | + * v | + * [ SMAANeighborhoodBlending ] <------· + * v + * |output| + * + * Note that each [pass] has its own vertex and pixel shader. Remember to use + * oversized triangles instead of quads to avoid overshading along the + * diagonal. + * + * You've three edge detection methods to choose from: luma, color or depth. + * They represent different quality/performance and anti-aliasing/sharpness + * tradeoffs, so our recommendation is for you to choose the one that best + * suits your particular scenario: + * + * - Depth edge detection is usually the fastest but it may miss some edges. + * + * - Luma edge detection is usually more expensive than depth edge detection, + * but catches visible edges that depth edge detection can miss. + * + * - Color edge detection is usually the most expensive one but catches + * chroma-only edges. + * + * For quickstarters: just use luma edge detection. + * + * The general advice is to not rush the integration process and ensure each + * step is done correctly (don't try to integrate SMAA T2x with predicated edge + * detection from the start!). Ok then, let's go! + * + * 1. The first step is to create two RGBA temporal render targets for holding + * |edgesTex| and |blendTex|. + * + * In DX10 or DX11, you can use a RG render target for the edges texture. + * In the case of NVIDIA GPUs, using RG render targets seems to actually be + * slower. + * + * On the Xbox 360, you can use the same render target for resolving both + * |edgesTex| and |blendTex|, as they aren't needed simultaneously. + * + * 2. Both temporal render targets |edgesTex| and |blendTex| must be cleared + * each frame. Do not forget to clear the alpha channel! + * + * 3. The next step is loading the two supporting precalculated textures, + * 'areaTex' and 'searchTex'. You'll find them in the 'Textures' folder as + * C++ headers, and also as regular DDS files. They'll be needed for the + * 'SMAABlendingWeightCalculation' pass. + * + * If you use the C++ headers, be sure to load them in the format specified + * inside of them. + * + * You can also compress 'areaTex' and 'searchTex' using BC5 and BC4 + * respectively, if you have that option in your content processor pipeline. + * When compressing then, you get a non-perceptible quality decrease, and a + * marginal performance increase. + * + * 4. All samplers must be set to linear filtering and clamp. + * + * After you get the technique working, remember that 64-bit inputs have + * half-rate linear filtering on GCN. + * + * If SMAA is applied to 64-bit color buffers, switching to point filtering + * when accesing them will increase the performance. Search for + * 'SMAASamplePoint' to see which textures may benefit from point + * filtering, and where (which is basically the color input in the edge + * detection and resolve passes). + * + * 5. All texture reads and buffer writes must be non-sRGB, with the exception + * of the input read and the output write in + * 'SMAANeighborhoodBlending' (and only in this pass!). If sRGB reads in + * this last pass are not possible, the technique will work anyway, but + * will perform antialiasing in gamma space. + * + * IMPORTANT: for best results the input read for the color/luma edge + * detection should *NOT* be sRGB. + * + * 6. Before including SMAA.h you'll have to setup the render target metrics, + * the target and any optional configuration defines. Optionally you can + * use a preset. + * + * You have the following targets available: + * SMAA_HLSL_3 + * SMAA_HLSL_4 + * SMAA_HLSL_4_1 + * SMAA_GLSL_3 * + * SMAA_GLSL_4 * + * + * * (See SMAA_INCLUDE_VS and SMAA_INCLUDE_PS below). + * + * And four presets: + * SMAA_PRESET_LOW (%60 of the quality) + * SMAA_PRESET_MEDIUM (%80 of the quality) + * SMAA_PRESET_HIGH (%95 of the quality) + * SMAA_PRESET_ULTRA (%99 of the quality) + * + * For example: + * #define SMAA_RT_METRICS float4(1.0 / 1280.0, 1.0 / 720.0, 1280.0, 720.0) + * #define SMAA_HLSL_4 + * #define SMAA_PRESET_HIGH + * #include "SMAA.h" + * + * Note that SMAA_RT_METRICS doesn't need to be a macro, it can be a + * uniform variable. The code is designed to minimize the impact of not + * using a constant value, but it is still better to hardcode it. + * + * Depending on how you encoded 'areaTex' and 'searchTex', you may have to + * add (and customize) the following defines before including SMAA.h: + * #define SMAA_AREATEX_SELECT(sample) sample.rg + * #define SMAA_SEARCHTEX_SELECT(sample) sample.r + * + * If your engine is already using porting macros, you can define + * SMAA_CUSTOM_SL, and define the porting functions by yourself. + * + * 7. Then, you'll have to setup the passes as indicated in the scheme above. + * You can take a look into SMAA.fx, to see how we did it for our demo. + * Checkout the function wrappers, you may want to copy-paste them! + * + * 8. It's recommended to validate the produced |edgesTex| and |blendTex|. + * You can use a screenshot from your engine to compare the |edgesTex| + * and |blendTex| produced inside of the engine with the results obtained + * with the reference demo. + * + * 9. After you get the last pass to work, it's time to optimize. You'll have + * to initialize a stencil buffer in the first pass (discard is already in + * the code), then mask execution by using it the second pass. The last + * pass should be executed in all pixels. + * + * + * After this point you can choose to enable predicated thresholding, + * temporal supersampling and motion blur integration: + * + * a) If you want to use predicated thresholding, take a look into + * SMAA_PREDICATION; you'll need to pass an extra texture in the edge + * detection pass. + * + * b) If you want to enable temporal supersampling (SMAA T2x): + * + * 1. The first step is to render using subpixel jitters. I won't go into + * detail, but it's as simple as moving each vertex position in the + * vertex shader, you can check how we do it in our DX10 demo. + * + * 2. Then, you must setup the temporal resolve. You may want to take a look + * into SMAAResolve for resolving 2x modes. After you get it working, you'll + * probably see ghosting everywhere. But fear not, you can enable the + * CryENGINE temporal reprojection by setting the SMAA_REPROJECTION macro. + * Check out SMAA_DECODE_VELOCITY if your velocity buffer is encoded. + * + * 3. The next step is to apply SMAA to each subpixel jittered frame, just as + * done for 1x. + * + * 4. At this point you should already have something usable, but for best + * results the proper area textures must be set depending on current jitter. + * For this, the parameter 'subsampleIndices' of + * 'SMAABlendingWeightCalculationPS' must be set as follows, for our T2x + * mode: + * + * @SUBSAMPLE_INDICES + * + * | S# | Camera Jitter | subsampleIndices | + * +----+------------------+---------------------+ + * | 0 | ( 0.25, -0.25) | float4(1, 1, 1, 0) | + * | 1 | (-0.25, 0.25) | float4(2, 2, 2, 0) | + * + * These jitter positions assume a bottom-to-top y axis. S# stands for the + * sample number. + * + * More information about temporal supersampling here: + * http://iryoku.com/aacourse/downloads/13-Anti-Aliasing-Methods-in-CryENGINE-3.pdf + * + * c) If you want to enable spatial multisampling (SMAA S2x): + * + * 1. The scene must be rendered using MSAA 2x. The MSAA 2x buffer must be + * created with: + * - DX10: see below (*) + * - DX10.1: D3D10_STANDARD_MULTISAMPLE_PATTERN or + * - DX11: D3D11_STANDARD_MULTISAMPLE_PATTERN + * + * This allows to ensure that the subsample order matches the table in + * @SUBSAMPLE_INDICES. + * + * (*) In the case of DX10, we refer the reader to: + * - SMAA::detectMSAAOrder and + * - SMAA::msaaReorder + * + * These functions allow to match the standard multisample patterns by + * detecting the subsample order for a specific GPU, and reordering + * them appropriately. + * + * 2. A shader must be run to output each subsample into a separate buffer + * (DX10 is required). You can use SMAASeparate for this purpose, or just do + * it in an existing pass (for example, in the tone mapping pass, which has + * the advantage of feeding tone mapped subsamples to SMAA, which will yield + * better results). + * + * 3. The full SMAA 1x pipeline must be run for each separated buffer, storing + * the results in the final buffer. The second run should alpha blend with + * the existing final buffer using a blending factor of 0.5. + * 'subsampleIndices' must be adjusted as in the SMAA T2x case (see point + * b). + * + * d) If you want to enable temporal supersampling on top of SMAA S2x + * (which actually is SMAA 4x): + * + * 1. SMAA 4x consists on temporally jittering SMAA S2x, so the first step is + * to calculate SMAA S2x for current frame. In this case, 'subsampleIndices' + * must be set as follows: + * + * | F# | S# | Camera Jitter | Net Jitter | subsampleIndices | + * +----+----+--------------------+-------------------+----------------------+ + * | 0 | 0 | ( 0.125, 0.125) | ( 0.375, -0.125) | float4(5, 3, 1, 3) | + * | 0 | 1 | ( 0.125, 0.125) | (-0.125, 0.375) | float4(4, 6, 2, 3) | + * +----+----+--------------------+-------------------+----------------------+ + * | 1 | 2 | (-0.125, -0.125) | ( 0.125, -0.375) | float4(3, 5, 1, 4) | + * | 1 | 3 | (-0.125, -0.125) | (-0.375, 0.125) | float4(6, 4, 2, 4) | + * + * These jitter positions assume a bottom-to-top y axis. F# stands for the + * frame number. S# stands for the sample number. + * + * 2. After calculating SMAA S2x for current frame (with the new subsample + * indices), previous frame must be reprojected as in SMAA T2x mode (see + * point b). + * + * e) If motion blur is used, you may want to do the edge detection pass + * together with motion blur. This has two advantages: + * + * 1. Pixels under heavy motion can be omitted from the edge detection process. + * For these pixels we can just store "no edge", as motion blur will take + * care of them. + * 2. The center pixel tap is reused. + * + * Note that in this case depth testing should be used instead of stenciling, + * as we have to write all the pixels in the motion blur pass. + * + * That's it! + */ + +//----------------------------------------------------------------------------- +// SMAA Presets + +/** + * Note that if you use one of these presets, the following configuration + * macros will be ignored if set in the "Configurable Defines" section. + */ + +#if defined(SMAA_PRESET_LOW) +#define SMAA_THRESHOLD 0.15 +#define SMAA_MAX_SEARCH_STEPS 4 +#define SMAA_DISABLE_DIAG_DETECTION +#define SMAA_DISABLE_CORNER_DETECTION +#elif defined(SMAA_PRESET_MEDIUM) +#define SMAA_THRESHOLD 0.1 +#define SMAA_MAX_SEARCH_STEPS 8 +#define SMAA_DISABLE_DIAG_DETECTION +#define SMAA_DISABLE_CORNER_DETECTION +#elif defined(SMAA_PRESET_HIGH) +#define SMAA_THRESHOLD 0.1 +#define SMAA_MAX_SEARCH_STEPS 16 +#define SMAA_MAX_SEARCH_STEPS_DIAG 8 +#define SMAA_CORNER_ROUNDING 25 +#elif defined(SMAA_PRESET_ULTRA) +#define SMAA_THRESHOLD 0.05 +#define SMAA_MAX_SEARCH_STEPS 32 +#define SMAA_MAX_SEARCH_STEPS_DIAG 16 +#define SMAA_CORNER_ROUNDING 25 +#endif + +//----------------------------------------------------------------------------- +// Configurable Defines + +/** + * SMAA_THRESHOLD specifies the threshold or sensitivity to edges. + * Lowering this value you will be able to detect more edges at the expense of + * performance. + * + * Range: [0, 0.5] + * 0.1 is a reasonable value, and allows to catch most visible edges. + * 0.05 is a rather overkill value, that allows to catch 'em all. + * + * If temporal supersampling is used, 0.2 could be a reasonable value, as low + * contrast edges are properly filtered by just 2x. + */ +#ifndef SMAA_THRESHOLD +#define SMAA_THRESHOLD 0.1 +#endif + +/** + * SMAA_DEPTH_THRESHOLD specifies the threshold for depth edge detection. + * + * Range: depends on the depth range of the scene. + */ +#ifndef SMAA_DEPTH_THRESHOLD +#define SMAA_DEPTH_THRESHOLD (0.1 * SMAA_THRESHOLD) +#endif + +/** + * SMAA_MAX_SEARCH_STEPS specifies the maximum steps performed in the + * horizontal/vertical pattern searches, at each side of the pixel. + * + * In number of pixels, it's actually the double. So the maximum line length + * perfectly handled by, for example 16, is 64 (by perfectly, we meant that + * longer lines won't look as good, but still antialiased). + * + * Range: [0, 112] + */ +#ifndef SMAA_MAX_SEARCH_STEPS +#define SMAA_MAX_SEARCH_STEPS 16 +#endif + +/** + * SMAA_MAX_SEARCH_STEPS_DIAG specifies the maximum steps performed in the + * diagonal pattern searches, at each side of the pixel. In this case we jump + * one pixel at time, instead of two. + * + * Range: [0, 20] + * + * On high-end machines it is cheap (between a 0.8x and 0.9x slower for 16 + * steps), but it can have a significant impact on older machines. + * + * Define SMAA_DISABLE_DIAG_DETECTION to disable diagonal processing. + */ +#ifndef SMAA_MAX_SEARCH_STEPS_DIAG +#define SMAA_MAX_SEARCH_STEPS_DIAG 8 +#endif + +/** + * SMAA_CORNER_ROUNDING specifies how much sharp corners will be rounded. + * + * Range: [0, 100] + * + * Define SMAA_DISABLE_CORNER_DETECTION to disable corner processing. + */ +#ifndef SMAA_CORNER_ROUNDING +#define SMAA_CORNER_ROUNDING 25 +#endif + +/** + * If there is an neighbor edge that has SMAA_LOCAL_CONTRAST_FACTOR times + * bigger contrast than current edge, current edge will be discarded. + * + * This allows to eliminate spurious crossing edges, and is based on the fact + * that, if there is too much contrast in a direction, that will hide + * perceptually contrast in the other neighbors. + */ +#ifndef SMAA_LOCAL_CONTRAST_ADAPTATION_FACTOR +#define SMAA_LOCAL_CONTRAST_ADAPTATION_FACTOR 2.0 +#endif + +/** + * Predicated thresholding allows to better preserve texture details and to + * improve performance, by decreasing the number of detected edges using an + * additional buffer like the light accumulation buffer, object ids or even the + * depth buffer (the depth buffer usage may be limited to indoor or short range + * scenes). + * + * It locally decreases the luma or color threshold if an edge is found in an + * additional buffer (so the global threshold can be higher). + * + * This method was developed by Playstation EDGE MLAA team, and used in + * Killzone 3, by using the light accumulation buffer. More information here: + * http://iryoku.com/aacourse/downloads/06-MLAA-on-PS3.pptx + */ +#ifndef SMAA_PREDICATION +#define SMAA_PREDICATION 0 +#endif + +/** + * Threshold to be used in the additional predication buffer. + * + * Range: depends on the input, so you'll have to find the magic number that + * works for you. + */ +#ifndef SMAA_PREDICATION_THRESHOLD +#define SMAA_PREDICATION_THRESHOLD 0.01 +#endif + +/** + * How much to scale the global threshold used for luma or color edge + * detection when using predication. + * + * Range: [1, 5] + */ +#ifndef SMAA_PREDICATION_SCALE +#define SMAA_PREDICATION_SCALE 2.0 +#endif + +/** + * How much to locally decrease the threshold. + * + * Range: [0, 1] + */ +#ifndef SMAA_PREDICATION_STRENGTH +#define SMAA_PREDICATION_STRENGTH 0.4 +#endif + +/** + * Temporal reprojection allows to remove ghosting artifacts when using + * temporal supersampling. We use the CryEngine 3 method which also introduces + * velocity weighting. This feature is of extreme importance for totally + * removing ghosting. More information here: + * http://iryoku.com/aacourse/downloads/13-Anti-Aliasing-Methods-in-CryENGINE-3.pdf + * + * Note that you'll need to setup a velocity buffer for enabling reprojection. + * For static geometry, saving the previous depth buffer is a viable + * alternative. + */ +#ifndef SMAA_REPROJECTION +#define SMAA_REPROJECTION 0 +#endif + +/** + * SMAA_REPROJECTION_WEIGHT_SCALE controls the velocity weighting. It allows to + * remove ghosting trails behind the moving object, which are not removed by + * just using reprojection. Using low values will exhibit ghosting, while using + * high values will disable temporal supersampling under motion. + * + * Behind the scenes, velocity weighting removes temporal supersampling when + * the velocity of the subsamples differs (meaning they are different objects). + * + * Range: [0, 80] + */ +#ifndef SMAA_REPROJECTION_WEIGHT_SCALE +#define SMAA_REPROJECTION_WEIGHT_SCALE 30.0 +#endif + +/** + * On some compilers, discard cannot be used in vertex shaders. Thus, they need + * to be compiled separately. + */ +#ifndef SMAA_INCLUDE_VS +#define SMAA_INCLUDE_VS 1 +#endif +#ifndef SMAA_INCLUDE_PS +#define SMAA_INCLUDE_PS 1 +#endif + +//----------------------------------------------------------------------------- +// Texture Access Defines + +#ifndef SMAA_AREATEX_SELECT +#if defined(SMAA_HLSL_3) +#define SMAA_AREATEX_SELECT(sample) sample.ra +#else +#define SMAA_AREATEX_SELECT(sample) sample.rg +#endif +#endif + +#ifndef SMAA_SEARCHTEX_SELECT +#define SMAA_SEARCHTEX_SELECT(sample) sample.r +#endif + +#ifndef SMAA_DECODE_VELOCITY +#define SMAA_DECODE_VELOCITY(sample) sample.rg +#endif + +//----------------------------------------------------------------------------- +// Non-Configurable Defines + +#define SMAA_AREATEX_MAX_DISTANCE 16 +#define SMAA_AREATEX_MAX_DISTANCE_DIAG 20 +#define SMAA_AREATEX_PIXEL_SIZE (1.0 / float2(160.0, 560.0)) +#define SMAA_AREATEX_SUBTEX_SIZE (1.0 / 7.0) +#define SMAA_SEARCHTEX_SIZE float2(66.0, 33.0) +#define SMAA_SEARCHTEX_PACKED_SIZE float2(64.0, 16.0) +#define SMAA_CORNER_ROUNDING_NORM (float(SMAA_CORNER_ROUNDING) / 100.0) + +//----------------------------------------------------------------------------- +// Porting Functions + +#if defined(SMAA_HLSL_3) +#define SMAATexture2D(tex) sampler2D tex +#define SMAATexturePass2D(tex) tex +#define SMAASampleLevelZero(tex, coord) tex2Dlod(tex, float4(coord, 0.0, 0.0)) +#define SMAASampleLevelZeroPoint(tex, coord) tex2Dlod(tex, float4(coord, 0.0, 0.0)) +#define SMAASampleLevelZeroOffset(tex, coord, offset) tex2Dlod(tex, float4(coord + offset * SMAA_RT_METRICS.xy, 0.0, 0.0)) +#define SMAASample(tex, coord) tex2D(tex, coord) +#define SMAASamplePoint(tex, coord) tex2D(tex, coord) +#define SMAASampleOffset(tex, coord, offset) tex2D(tex, coord + offset * SMAA_RT_METRICS.xy) +#define SMAA_FLATTEN [flatten] +#define SMAA_BRANCH [branch] +#endif +#if defined(SMAA_HLSL_4) || defined(SMAA_HLSL_4_1) +SamplerState LinearSampler { Filter = MIN_MAG_LINEAR_MIP_POINT; AddressU = Clamp; AddressV = Clamp; }; +SamplerState PointSampler { Filter = MIN_MAG_MIP_POINT; AddressU = Clamp; AddressV = Clamp; }; +#define SMAATexture2D(tex) Texture2D tex +#define SMAATexturePass2D(tex) tex +#define SMAASampleLevelZero(tex, coord) tex.SampleLevel(LinearSampler, coord, 0) +#define SMAASampleLevelZeroPoint(tex, coord) tex.SampleLevel(PointSampler, coord, 0) +#define SMAASampleLevelZeroOffset(tex, coord, offset) tex.SampleLevel(LinearSampler, coord, 0, offset) +#define SMAASample(tex, coord) tex.Sample(LinearSampler, coord) +#define SMAASamplePoint(tex, coord) tex.Sample(PointSampler, coord) +#define SMAASampleOffset(tex, coord, offset) tex.Sample(LinearSampler, coord, offset) +#define SMAA_FLATTEN [flatten] +#define SMAA_BRANCH [branch] +#define SMAATexture2DMS2(tex) Texture2DMS tex +#define SMAALoad(tex, pos, sample) tex.Load(pos, sample) +#if defined(SMAA_HLSL_4_1) +#define SMAAGather(tex, coord) tex.Gather(LinearSampler, coord, 0) +#endif +#endif +#if defined(SMAA_GLSL_3) || defined(SMAA_GLSL_4) +#define SMAATexture2D(tex) sampler2D tex +#define SMAATexturePass2D(tex) tex +#define SMAASampleLevelZero(tex, coord) textureLod(tex, coord, 0.0) +#define SMAASampleLevelZeroPoint(tex, coord) textureLod(tex, coord, 0.0) +#define SMAASampleLevelZeroOffset(tex, coord, offset) textureLodOffset(tex, coord, 0.0, offset) +#define SMAASample(tex, coord) texture(tex, coord) +#define SMAASamplePoint(tex, coord) texture(tex, coord) +#define SMAASampleOffset(tex, coord, offset) texture(tex, coord, offset) +#define SMAA_FLATTEN +#define SMAA_BRANCH +#define lerp(a, b, t) mix(a, b, t) +#define saturate(a) clamp(a, 0.0, 1.0) +#if defined(SMAA_GLSL_4) +#define mad(a, b, c) fma(a, b, c) +#define SMAAGather(tex, coord) textureGather(tex, coord) +#else +#define mad(a, b, c) (a * b + c) +#endif +#define float2 vec2 +#define float3 vec3 +#define float4 vec4 +#define int2 ivec2 +#define int3 ivec3 +#define int4 ivec4 +#define bool2 bvec2 +#define bool3 bvec3 +#define bool4 bvec4 +#endif + +#if !defined(SMAA_HLSL_3) && !defined(SMAA_HLSL_4) && !defined(SMAA_HLSL_4_1) && !defined(SMAA_GLSL_3) && !defined(SMAA_GLSL_4) && !defined(SMAA_CUSTOM_SL) +#error you must define the shading language: SMAA_HLSL_*, SMAA_GLSL_* or SMAA_CUSTOM_SL +#endif + +//----------------------------------------------------------------------------- +// Misc functions + +/** + * Gathers current pixel, and the top-left neighbors. + */ +float3 SMAAGatherNeighbours(float2 texcoord, + float4 offset[3], + SMAATexture2D(tex)) { + #ifdef SMAAGather + return SMAAGather(tex, texcoord + SMAA_RT_METRICS.xy * float2(-0.5, -0.5)).grb; + #else + float P = SMAASamplePoint(tex, texcoord).r; + float Pleft = SMAASamplePoint(tex, offset[0].xy).r; + float Ptop = SMAASamplePoint(tex, offset[0].zw).r; + return float3(P, Pleft, Ptop); + #endif +} + +/** + * Adjusts the threshold by means of predication. + */ +float2 SMAACalculatePredicatedThreshold(float2 texcoord, + float4 offset[3], + SMAATexture2D(predicationTex)) { + float3 neighbours = SMAAGatherNeighbours(texcoord, offset, SMAATexturePass2D(predicationTex)); + float2 delta = abs(neighbours.xx - neighbours.yz); + float2 edges = step(SMAA_PREDICATION_THRESHOLD, delta); + return SMAA_PREDICATION_SCALE * SMAA_THRESHOLD * (1.0 - SMAA_PREDICATION_STRENGTH * edges); +} + +/** + * Conditional move: + */ +void SMAAMovc(bool2 cond, inout float2 variable, float2 value) { + SMAA_FLATTEN if (cond.x) variable.x = value.x; + SMAA_FLATTEN if (cond.y) variable.y = value.y; +} + +void SMAAMovc(bool4 cond, inout float4 variable, float4 value) { + SMAAMovc(cond.xy, variable.xy, value.xy); + SMAAMovc(cond.zw, variable.zw, value.zw); +} + + +#if SMAA_INCLUDE_VS +//----------------------------------------------------------------------------- +// Vertex Shaders + +/** + * Edge Detection Vertex Shader + */ +void SMAAEdgeDetectionVS(float2 texcoord, + out float4 offset[3]) { + offset[0] = mad(SMAA_RT_METRICS.xyxy, float4(-1.0, 0.0, 0.0, -1.0), texcoord.xyxy); + offset[1] = mad(SMAA_RT_METRICS.xyxy, float4( 1.0, 0.0, 0.0, 1.0), texcoord.xyxy); + offset[2] = mad(SMAA_RT_METRICS.xyxy, float4(-2.0, 0.0, 0.0, -2.0), texcoord.xyxy); +} + +/** + * Blend Weight Calculation Vertex Shader + */ +void SMAABlendingWeightCalculationVS(float2 texcoord, + out float2 pixcoord, + out float4 offset[3]) { + pixcoord = texcoord * SMAA_RT_METRICS.zw; + + // We will use these offsets for the searches later on (see @PSEUDO_GATHER4): + offset[0] = mad(SMAA_RT_METRICS.xyxy, float4(-0.25, -0.125, 1.25, -0.125), texcoord.xyxy); + offset[1] = mad(SMAA_RT_METRICS.xyxy, float4(-0.125, -0.25, -0.125, 1.25), texcoord.xyxy); + + // And these for the searches, they indicate the ends of the loops: + offset[2] = mad(SMAA_RT_METRICS.xxyy, + float4(-2.0, 2.0, -2.0, 2.0) * float(SMAA_MAX_SEARCH_STEPS), + float4(offset[0].xz, offset[1].yw)); +} + +/** + * Neighborhood Blending Vertex Shader + */ +void SMAANeighborhoodBlendingVS(float2 texcoord, + out float4 offset) { + offset = mad(SMAA_RT_METRICS.xyxy, float4( 1.0, 0.0, 0.0, 1.0), texcoord.xyxy); +} +#endif // SMAA_INCLUDE_VS + +#if SMAA_INCLUDE_PS +//----------------------------------------------------------------------------- +// Edge Detection Pixel Shaders (First Pass) + +/** + * Luma Edge Detection + * + * IMPORTANT NOTICE: luma edge detection requires gamma-corrected colors, and + * thus 'colorTex' should be a non-sRGB texture. + */ +float2 SMAALumaEdgeDetectionPS(float2 texcoord, + float4 offset[3], + SMAATexture2D(colorTex) + #if SMAA_PREDICATION + , SMAATexture2D(predicationTex) + #endif + ) { + // Calculate the threshold: + #if SMAA_PREDICATION + float2 threshold = SMAACalculatePredicatedThreshold(texcoord, offset, SMAATexturePass2D(predicationTex)); + #else + float2 threshold = float2(SMAA_THRESHOLD, SMAA_THRESHOLD); + #endif + + // Calculate lumas: + float3 weights = float3(0.2126, 0.7152, 0.0722); + float L = dot(SMAASamplePoint(colorTex, texcoord).rgb, weights); + + float Lleft = dot(SMAASamplePoint(colorTex, offset[0].xy).rgb, weights); + float Ltop = dot(SMAASamplePoint(colorTex, offset[0].zw).rgb, weights); + + // We do the usual threshold: + float4 delta; + delta.xy = abs(L - float2(Lleft, Ltop)); + float2 edges = step(threshold, delta.xy); + + // Then discard if there is no edge: + if (dot(edges, float2(1.0, 1.0)) == 0.0) + discard; + + // Calculate right and bottom deltas: + float Lright = dot(SMAASamplePoint(colorTex, offset[1].xy).rgb, weights); + float Lbottom = dot(SMAASamplePoint(colorTex, offset[1].zw).rgb, weights); + delta.zw = abs(L - float2(Lright, Lbottom)); + + // Calculate the maximum delta in the direct neighborhood: + float2 maxDelta = max(delta.xy, delta.zw); + + // Calculate left-left and top-top deltas: + float Lleftleft = dot(SMAASamplePoint(colorTex, offset[2].xy).rgb, weights); + float Ltoptop = dot(SMAASamplePoint(colorTex, offset[2].zw).rgb, weights); + delta.zw = abs(float2(Lleft, Ltop) - float2(Lleftleft, Ltoptop)); + + // Calculate the final maximum delta: + maxDelta = max(maxDelta.xy, delta.zw); + float finalDelta = max(maxDelta.x, maxDelta.y); + + // Local contrast adaptation: + edges.xy *= step(finalDelta, SMAA_LOCAL_CONTRAST_ADAPTATION_FACTOR * delta.xy); + + return edges; +} + +/** + * Color Edge Detection + * + * IMPORTANT NOTICE: color edge detection requires gamma-corrected colors, and + * thus 'colorTex' should be a non-sRGB texture. + */ +float2 SMAAColorEdgeDetectionPS(float2 texcoord, + float4 offset[3], + SMAATexture2D(colorTex) + #if SMAA_PREDICATION + , SMAATexture2D(predicationTex) + #endif + ) { + // Calculate the threshold: + #if SMAA_PREDICATION + float2 threshold = SMAACalculatePredicatedThreshold(texcoord, offset, predicationTex); + #else + float2 threshold = float2(SMAA_THRESHOLD, SMAA_THRESHOLD); + #endif + + // Calculate color deltas: + float4 delta; + float3 C = SMAASamplePoint(colorTex, texcoord).rgb; + + float3 Cleft = SMAASamplePoint(colorTex, offset[0].xy).rgb; + float3 t = abs(C - Cleft); + delta.x = max(max(t.r, t.g), t.b); + + float3 Ctop = SMAASamplePoint(colorTex, offset[0].zw).rgb; + t = abs(C - Ctop); + delta.y = max(max(t.r, t.g), t.b); + + // We do the usual threshold: + float2 edges = step(threshold, delta.xy); + + // Then discard if there is no edge: + if (dot(edges, float2(1.0, 1.0)) == 0.0) + discard; + + // Calculate right and bottom deltas: + float3 Cright = SMAASamplePoint(colorTex, offset[1].xy).rgb; + t = abs(C - Cright); + delta.z = max(max(t.r, t.g), t.b); + + float3 Cbottom = SMAASamplePoint(colorTex, offset[1].zw).rgb; + t = abs(C - Cbottom); + delta.w = max(max(t.r, t.g), t.b); + + // Calculate the maximum delta in the direct neighborhood: + float2 maxDelta = max(delta.xy, delta.zw); + + // Calculate left-left and top-top deltas: + float3 Cleftleft = SMAASamplePoint(colorTex, offset[2].xy).rgb; + t = abs(Cleft - Cleftleft); + delta.z = max(max(t.r, t.g), t.b); + + float3 Ctoptop = SMAASamplePoint(colorTex, offset[2].zw).rgb; + t = abs(Ctop - Ctoptop); + delta.w = max(max(t.r, t.g), t.b); + + // Calculate the final maximum delta: + maxDelta = max(maxDelta.xy, delta.zw); + float finalDelta = max(maxDelta.x, maxDelta.y); + + // Local contrast adaptation: + edges.xy *= step(finalDelta, SMAA_LOCAL_CONTRAST_ADAPTATION_FACTOR * delta.xy); + + return edges; +} + +/** + * Depth Edge Detection + */ +float2 SMAADepthEdgeDetectionPS(float2 texcoord, + float4 offset[3], + SMAATexture2D(depthTex)) { + float3 neighbours = SMAAGatherNeighbours(texcoord, offset, SMAATexturePass2D(depthTex)); + float2 delta = abs(neighbours.xx - float2(neighbours.y, neighbours.z)); + float2 edges = step(SMAA_DEPTH_THRESHOLD, delta); + + if (dot(edges, float2(1.0, 1.0)) == 0.0) + discard; + + return edges; +} + +//----------------------------------------------------------------------------- +// Diagonal Search Functions + +#if !defined(SMAA_DISABLE_DIAG_DETECTION) + +/** + * Allows to decode two binary values from a bilinear-filtered access. + */ +float2 SMAADecodeDiagBilinearAccess(float2 e) { + // Bilinear access for fetching 'e' have a 0.25 offset, and we are + // interested in the R and G edges: + // + // +---G---+-------+ + // | x o R x | + // +-------+-------+ + // + // Then, if one of these edge is enabled: + // Red: (0.75 * X + 0.25 * 1) => 0.25 or 1.0 + // Green: (0.75 * 1 + 0.25 * X) => 0.75 or 1.0 + // + // This function will unpack the values (mad + mul + round): + // wolframalpha.com: round(x * abs(5 * x - 5 * 0.75)) plot 0 to 1 + e.r = e.r * abs(5.0 * e.r - 5.0 * 0.75); + return round(e); +} + +float4 SMAADecodeDiagBilinearAccess(float4 e) { + e.rb = e.rb * abs(5.0 * e.rb - 5.0 * 0.75); + return round(e); +} + +/** + * These functions allows to perform diagonal pattern searches. + */ +float2 SMAASearchDiag1(SMAATexture2D(edgesTex), float2 texcoord, float2 dir, out float2 e) { + float4 coord = float4(texcoord, -1.0, 1.0); + float3 t = float3(SMAA_RT_METRICS.xy, 1.0); + while (coord.z < float(SMAA_MAX_SEARCH_STEPS_DIAG - 1) && + coord.w > 0.9) { + coord.xyz = mad(t, float3(dir, 1.0), coord.xyz); + e = SMAASampleLevelZero(edgesTex, coord.xy).rg; + coord.w = dot(e, float2(0.5, 0.5)); + } + return coord.zw; +} + +float2 SMAASearchDiag2(SMAATexture2D(edgesTex), float2 texcoord, float2 dir, out float2 e) { + float4 coord = float4(texcoord, -1.0, 1.0); + coord.x += 0.25 * SMAA_RT_METRICS.x; // See @SearchDiag2Optimization + float3 t = float3(SMAA_RT_METRICS.xy, 1.0); + while (coord.z < float(SMAA_MAX_SEARCH_STEPS_DIAG - 1) && + coord.w > 0.9) { + coord.xyz = mad(t, float3(dir, 1.0), coord.xyz); + + // @SearchDiag2Optimization + // Fetch both edges at once using bilinear filtering: + e = SMAASampleLevelZero(edgesTex, coord.xy).rg; + e = SMAADecodeDiagBilinearAccess(e); + + // Non-optimized version: + // e.g = SMAASampleLevelZero(edgesTex, coord.xy).g; + // e.r = SMAASampleLevelZeroOffset(edgesTex, coord.xy, int2(1, 0)).r; + + coord.w = dot(e, float2(0.5, 0.5)); + } + return coord.zw; +} + +/** + * Similar to SMAAArea, this calculates the area corresponding to a certain + * diagonal distance and crossing edges 'e'. + */ +float2 SMAAAreaDiag(SMAATexture2D(areaTex), float2 dist, float2 e, float offset) { + float2 texcoord = mad(float2(SMAA_AREATEX_MAX_DISTANCE_DIAG, SMAA_AREATEX_MAX_DISTANCE_DIAG), e, dist); + + // We do a scale and bias for mapping to texel space: + texcoord = mad(SMAA_AREATEX_PIXEL_SIZE, texcoord, 0.5 * SMAA_AREATEX_PIXEL_SIZE); + + // Diagonal areas are on the second half of the texture: + texcoord.x += 0.5; + + // Move to proper place, according to the subpixel offset: + texcoord.y += SMAA_AREATEX_SUBTEX_SIZE * offset; + + // Do it! + return SMAA_AREATEX_SELECT(SMAASampleLevelZero(areaTex, texcoord)); +} + +/** + * This searches for diagonal patterns and returns the corresponding weights. + */ +float2 SMAACalculateDiagWeights(SMAATexture2D(edgesTex), SMAATexture2D(areaTex), float2 texcoord, float2 e, float4 subsampleIndices) { + float2 weights = float2(0.0, 0.0); + + // Search for the line ends: + float4 d; + float2 end; + if (e.r > 0.0) { + d.xz = SMAASearchDiag1(SMAATexturePass2D(edgesTex), texcoord, float2(-1.0, 1.0), end); + d.x += float(end.y > 0.9); + } else + d.xz = float2(0.0, 0.0); + d.yw = SMAASearchDiag1(SMAATexturePass2D(edgesTex), texcoord, float2(1.0, -1.0), end); + + SMAA_BRANCH + if (d.x + d.y > 2.0) { // d.x + d.y + 1 > 3 + // Fetch the crossing edges: + float4 coords = mad(float4(-d.x + 0.25, d.x, d.y, -d.y - 0.25), SMAA_RT_METRICS.xyxy, texcoord.xyxy); + float4 c; + c.xy = SMAASampleLevelZeroOffset(edgesTex, coords.xy, int2(-1, 0)).rg; + c.zw = SMAASampleLevelZeroOffset(edgesTex, coords.zw, int2( 1, 0)).rg; + c.yxwz = SMAADecodeDiagBilinearAccess(c.xyzw); + + // Non-optimized version: + // float4 coords = mad(float4(-d.x, d.x, d.y, -d.y), SMAA_RT_METRICS.xyxy, texcoord.xyxy); + // float4 c; + // c.x = SMAASampleLevelZeroOffset(edgesTex, coords.xy, int2(-1, 0)).g; + // c.y = SMAASampleLevelZeroOffset(edgesTex, coords.xy, int2( 0, 0)).r; + // c.z = SMAASampleLevelZeroOffset(edgesTex, coords.zw, int2( 1, 0)).g; + // c.w = SMAASampleLevelZeroOffset(edgesTex, coords.zw, int2( 1, -1)).r; + + // Merge crossing edges at each side into a single value: + float2 cc = mad(float2(2.0, 2.0), c.xz, c.yw); + + // Remove the crossing edge if we didn't found the end of the line: + SMAAMovc(bool2(step(0.9, d.zw)), cc, float2(0.0, 0.0)); + + // Fetch the areas for this line: + weights += SMAAAreaDiag(SMAATexturePass2D(areaTex), d.xy, cc, subsampleIndices.z); + } + + // Search for the line ends: + d.xz = SMAASearchDiag2(SMAATexturePass2D(edgesTex), texcoord, float2(-1.0, -1.0), end); + if (SMAASampleLevelZeroOffset(edgesTex, texcoord, int2(1, 0)).r > 0.0) { + d.yw = SMAASearchDiag2(SMAATexturePass2D(edgesTex), texcoord, float2(1.0, 1.0), end); + d.y += float(end.y > 0.9); + } else + d.yw = float2(0.0, 0.0); + + SMAA_BRANCH + if (d.x + d.y > 2.0) { // d.x + d.y + 1 > 3 + // Fetch the crossing edges: + float4 coords = mad(float4(-d.x, -d.x, d.y, d.y), SMAA_RT_METRICS.xyxy, texcoord.xyxy); + float4 c; + c.x = SMAASampleLevelZeroOffset(edgesTex, coords.xy, int2(-1, 0)).g; + c.y = SMAASampleLevelZeroOffset(edgesTex, coords.xy, int2( 0, -1)).r; + c.zw = SMAASampleLevelZeroOffset(edgesTex, coords.zw, int2( 1, 0)).gr; + float2 cc = mad(float2(2.0, 2.0), c.xz, c.yw); + + // Remove the crossing edge if we didn't found the end of the line: + SMAAMovc(bool2(step(0.9, d.zw)), cc, float2(0.0, 0.0)); + + // Fetch the areas for this line: + weights += SMAAAreaDiag(SMAATexturePass2D(areaTex), d.xy, cc, subsampleIndices.w).gr; + } + + return weights; +} +#endif + +//----------------------------------------------------------------------------- +// Horizontal/Vertical Search Functions + +/** + * This allows to determine how much length should we add in the last step + * of the searches. It takes the bilinearly interpolated edge (see + * @PSEUDO_GATHER4), and adds 0, 1 or 2, depending on which edges and + * crossing edges are active. + */ +float SMAASearchLength(SMAATexture2D(searchTex), float2 e, float offset) { + // The texture is flipped vertically, with left and right cases taking half + // of the space horizontally: + float2 scale = SMAA_SEARCHTEX_SIZE * float2(0.5, -1.0); + float2 bias = SMAA_SEARCHTEX_SIZE * float2(offset, 1.0); + + // Scale and bias to access texel centers: + scale += float2(-1.0, 1.0); + bias += float2( 0.5, -0.5); + + // Convert from pixel coordinates to texcoords: + // (We use SMAA_SEARCHTEX_PACKED_SIZE because the texture is cropped) + scale *= 1.0 / SMAA_SEARCHTEX_PACKED_SIZE; + bias *= 1.0 / SMAA_SEARCHTEX_PACKED_SIZE; + + // Lookup the search texture: + return SMAA_SEARCHTEX_SELECT(SMAASampleLevelZero(searchTex, mad(scale, e, bias))); +} + +/** + * Horizontal/vertical search functions for the 2nd pass. + */ +float SMAASearchXLeft(SMAATexture2D(edgesTex), SMAATexture2D(searchTex), float2 texcoord, float end) { + /** + * @PSEUDO_GATHER4 + * This texcoord has been offset by (-0.25, -0.125) in the vertex shader to + * sample between edge, thus fetching four edges in a row. + * Sampling with different offsets in each direction allows to disambiguate + * which edges are active from the four fetched ones. + */ + float2 e = float2(0.0, 1.0); + while (texcoord.x > end && + e.g > 0.8281 && // Is there some edge not activated? + e.r == 0.0) { // Or is there a crossing edge that breaks the line? + e = SMAASampleLevelZero(edgesTex, texcoord).rg; + texcoord = mad(-float2(2.0, 0.0), SMAA_RT_METRICS.xy, texcoord); + } + + float offset = mad(-(255.0 / 127.0), SMAASearchLength(SMAATexturePass2D(searchTex), e, 0.0), 3.25); + return mad(SMAA_RT_METRICS.x, offset, texcoord.x); + + // Non-optimized version: + // We correct the previous (-0.25, -0.125) offset we applied: + // texcoord.x += 0.25 * SMAA_RT_METRICS.x; + + // The searches are bias by 1, so adjust the coords accordingly: + // texcoord.x += SMAA_RT_METRICS.x; + + // Disambiguate the length added by the last step: + // texcoord.x += 2.0 * SMAA_RT_METRICS.x; // Undo last step + // texcoord.x -= SMAA_RT_METRICS.x * (255.0 / 127.0) * SMAASearchLength(SMAATexturePass2D(searchTex), e, 0.0); + // return mad(SMAA_RT_METRICS.x, offset, texcoord.x); +} + +float SMAASearchXRight(SMAATexture2D(edgesTex), SMAATexture2D(searchTex), float2 texcoord, float end) { + float2 e = float2(0.0, 1.0); + while (texcoord.x < end && + e.g > 0.8281 && // Is there some edge not activated? + e.r == 0.0) { // Or is there a crossing edge that breaks the line? + e = SMAASampleLevelZero(edgesTex, texcoord).rg; + texcoord = mad(float2(2.0, 0.0), SMAA_RT_METRICS.xy, texcoord); + } + float offset = mad(-(255.0 / 127.0), SMAASearchLength(SMAATexturePass2D(searchTex), e, 0.5), 3.25); + return mad(-SMAA_RT_METRICS.x, offset, texcoord.x); +} + +float SMAASearchYUp(SMAATexture2D(edgesTex), SMAATexture2D(searchTex), float2 texcoord, float end) { + float2 e = float2(1.0, 0.0); + while (texcoord.y > end && + e.r > 0.8281 && // Is there some edge not activated? + e.g == 0.0) { // Or is there a crossing edge that breaks the line? + e = SMAASampleLevelZero(edgesTex, texcoord).rg; + texcoord = mad(-float2(0.0, 2.0), SMAA_RT_METRICS.xy, texcoord); + } + float offset = mad(-(255.0 / 127.0), SMAASearchLength(SMAATexturePass2D(searchTex), e.gr, 0.0), 3.25); + return mad(SMAA_RT_METRICS.y, offset, texcoord.y); +} + +float SMAASearchYDown(SMAATexture2D(edgesTex), SMAATexture2D(searchTex), float2 texcoord, float end) { + float2 e = float2(1.0, 0.0); + while (texcoord.y < end && + e.r > 0.8281 && // Is there some edge not activated? + e.g == 0.0) { // Or is there a crossing edge that breaks the line? + e = SMAASampleLevelZero(edgesTex, texcoord).rg; + texcoord = mad(float2(0.0, 2.0), SMAA_RT_METRICS.xy, texcoord); + } + float offset = mad(-(255.0 / 127.0), SMAASearchLength(SMAATexturePass2D(searchTex), e.gr, 0.5), 3.25); + return mad(-SMAA_RT_METRICS.y, offset, texcoord.y); +} + +/** + * Ok, we have the distance and both crossing edges. So, what are the areas + * at each side of current edge? + */ +float2 SMAAArea(SMAATexture2D(areaTex), float2 dist, float e1, float e2, float offset) { + // Rounding prevents precision errors of bilinear filtering: + float2 texcoord = mad(float2(SMAA_AREATEX_MAX_DISTANCE, SMAA_AREATEX_MAX_DISTANCE), round(4.0 * float2(e1, e2)), dist); + + // We do a scale and bias for mapping to texel space: + texcoord = mad(SMAA_AREATEX_PIXEL_SIZE, texcoord, 0.5 * SMAA_AREATEX_PIXEL_SIZE); + + // Move to proper place, according to the subpixel offset: + texcoord.y = mad(SMAA_AREATEX_SUBTEX_SIZE, offset, texcoord.y); + + // Do it! + return SMAA_AREATEX_SELECT(SMAASampleLevelZero(areaTex, texcoord)); +} + +//----------------------------------------------------------------------------- +// Corner Detection Functions + +void SMAADetectHorizontalCornerPattern(SMAATexture2D(edgesTex), inout float2 weights, float4 texcoord, float2 d) { + #if !defined(SMAA_DISABLE_CORNER_DETECTION) + float2 leftRight = step(d.xy, d.yx); + float2 rounding = (1.0 - SMAA_CORNER_ROUNDING_NORM) * leftRight; + + rounding /= leftRight.x + leftRight.y; // Reduce blending for pixels in the center of a line. + + float2 factor = float2(1.0, 1.0); + factor.x -= rounding.x * SMAASampleLevelZeroOffset(edgesTex, texcoord.xy, int2(0, 1)).r; + factor.x -= rounding.y * SMAASampleLevelZeroOffset(edgesTex, texcoord.zw, int2(1, 1)).r; + factor.y -= rounding.x * SMAASampleLevelZeroOffset(edgesTex, texcoord.xy, int2(0, -2)).r; + factor.y -= rounding.y * SMAASampleLevelZeroOffset(edgesTex, texcoord.zw, int2(1, -2)).r; + + weights *= saturate(factor); + #endif +} + +void SMAADetectVerticalCornerPattern(SMAATexture2D(edgesTex), inout float2 weights, float4 texcoord, float2 d) { + #if !defined(SMAA_DISABLE_CORNER_DETECTION) + float2 leftRight = step(d.xy, d.yx); + float2 rounding = (1.0 - SMAA_CORNER_ROUNDING_NORM) * leftRight; + + rounding /= leftRight.x + leftRight.y; + + float2 factor = float2(1.0, 1.0); + factor.x -= rounding.x * SMAASampleLevelZeroOffset(edgesTex, texcoord.xy, int2( 1, 0)).g; + factor.x -= rounding.y * SMAASampleLevelZeroOffset(edgesTex, texcoord.zw, int2( 1, 1)).g; + factor.y -= rounding.x * SMAASampleLevelZeroOffset(edgesTex, texcoord.xy, int2(-2, 0)).g; + factor.y -= rounding.y * SMAASampleLevelZeroOffset(edgesTex, texcoord.zw, int2(-2, 1)).g; + + weights *= saturate(factor); + #endif +} + +//----------------------------------------------------------------------------- +// Blending Weight Calculation Pixel Shader (Second Pass) + +float4 SMAABlendingWeightCalculationPS(float2 texcoord, + float2 pixcoord, + float4 offset[3], + SMAATexture2D(edgesTex), + SMAATexture2D(areaTex), + SMAATexture2D(searchTex), + float4 subsampleIndices) { // Just pass zero for SMAA 1x, see @SUBSAMPLE_INDICES. + float4 weights = float4(0.0, 0.0, 0.0, 0.0); + + float2 e = SMAASample(edgesTex, texcoord).rg; + + SMAA_BRANCH + if (e.g > 0.0) { // Edge at north + #if !defined(SMAA_DISABLE_DIAG_DETECTION) + // Diagonals have both north and west edges, so searching for them in + // one of the boundaries is enough. + weights.rg = SMAACalculateDiagWeights(SMAATexturePass2D(edgesTex), SMAATexturePass2D(areaTex), texcoord, e, subsampleIndices); + + // We give priority to diagonals, so if we find a diagonal we skip + // horizontal/vertical processing. + SMAA_BRANCH + if (weights.r == -weights.g) { // weights.r + weights.g == 0.0 + #endif + + float2 d; + + // Find the distance to the left: + float3 coords; + coords.x = SMAASearchXLeft(SMAATexturePass2D(edgesTex), SMAATexturePass2D(searchTex), offset[0].xy, offset[2].x); + coords.y = offset[1].y; // offset[1].y = texcoord.y - 0.25 * SMAA_RT_METRICS.y (@CROSSING_OFFSET) + d.x = coords.x; + + // Now fetch the left crossing edges, two at a time using bilinear + // filtering. Sampling at -0.25 (see @CROSSING_OFFSET) enables to + // discern what value each edge has: + float e1 = SMAASampleLevelZero(edgesTex, coords.xy).r; + + // Find the distance to the right: + coords.z = SMAASearchXRight(SMAATexturePass2D(edgesTex), SMAATexturePass2D(searchTex), offset[0].zw, offset[2].y); + d.y = coords.z; + + // We want the distances to be in pixel units (doing this here allow to + // better interleave arithmetic and memory accesses): + d = abs(round(mad(SMAA_RT_METRICS.zz, d, -pixcoord.xx))); + + // SMAAArea below needs a sqrt, as the areas texture is compressed + // quadratically: + float2 sqrt_d = sqrt(d); + + // Fetch the right crossing edges: + float e2 = SMAASampleLevelZeroOffset(edgesTex, coords.zy, int2(1, 0)).r; + + // Ok, we know how this pattern looks like, now it is time for getting + // the actual area: + weights.rg = SMAAArea(SMAATexturePass2D(areaTex), sqrt_d, e1, e2, subsampleIndices.y); + + // Fix corners: + coords.y = texcoord.y; + SMAADetectHorizontalCornerPattern(SMAATexturePass2D(edgesTex), weights.rg, coords.xyzy, d); + + #if !defined(SMAA_DISABLE_DIAG_DETECTION) + } else + e.r = 0.0; // Skip vertical processing. + #endif + } + + SMAA_BRANCH + if (e.r > 0.0) { // Edge at west + float2 d; + + // Find the distance to the top: + float3 coords; + coords.y = SMAASearchYUp(SMAATexturePass2D(edgesTex), SMAATexturePass2D(searchTex), offset[1].xy, offset[2].z); + coords.x = offset[0].x; // offset[1].x = texcoord.x - 0.25 * SMAA_RT_METRICS.x; + d.x = coords.y; + + // Fetch the top crossing edges: + float e1 = SMAASampleLevelZero(edgesTex, coords.xy).g; + + // Find the distance to the bottom: + coords.z = SMAASearchYDown(SMAATexturePass2D(edgesTex), SMAATexturePass2D(searchTex), offset[1].zw, offset[2].w); + d.y = coords.z; + + // We want the distances to be in pixel units: + d = abs(round(mad(SMAA_RT_METRICS.ww, d, -pixcoord.yy))); + + // SMAAArea below needs a sqrt, as the areas texture is compressed + // quadratically: + float2 sqrt_d = sqrt(d); + + // Fetch the bottom crossing edges: + float e2 = SMAASampleLevelZeroOffset(edgesTex, coords.xz, int2(0, 1)).g; + + // Get the area for this direction: + weights.ba = SMAAArea(SMAATexturePass2D(areaTex), sqrt_d, e1, e2, subsampleIndices.x); + + // Fix corners: + coords.x = texcoord.x; + SMAADetectVerticalCornerPattern(SMAATexturePass2D(edgesTex), weights.ba, coords.xyxz, d); + } + + return weights; +} + +//----------------------------------------------------------------------------- +// Neighborhood Blending Pixel Shader (Third Pass) + +float4 SMAANeighborhoodBlendingPS(float2 texcoord, + float4 offset, + SMAATexture2D(colorTex), + SMAATexture2D(blendTex) + #if SMAA_REPROJECTION + , SMAATexture2D(velocityTex) + #endif + ) { + // Fetch the blending weights for current pixel: + float4 a; + a.x = SMAASample(blendTex, offset.xy).a; // Right + a.y = SMAASample(blendTex, offset.zw).g; // Top + a.wz = SMAASample(blendTex, texcoord).xz; // Bottom / Left + + // Is there any blending weight with a value greater than 0.0? + SMAA_BRANCH + if (dot(a, float4(1.0, 1.0, 1.0, 1.0)) < 1e-5) { + float4 color = SMAASampleLevelZero(colorTex, texcoord); + + #if SMAA_REPROJECTION + float2 velocity = SMAA_DECODE_VELOCITY(SMAASampleLevelZero(velocityTex, texcoord)); + + // Pack velocity into the alpha channel: + color.a = sqrt(5.0 * length(velocity)); + #endif + + return color; + } else { + bool h = max(a.x, a.z) > max(a.y, a.w); // max(horizontal) > max(vertical) + + // Calculate the blending offsets: + float4 blendingOffset = float4(0.0, a.y, 0.0, a.w); + float2 blendingWeight = a.yw; + SMAAMovc(bool4(h, h, h, h), blendingOffset, float4(a.x, 0.0, a.z, 0.0)); + SMAAMovc(bool2(h, h), blendingWeight, a.xz); + blendingWeight /= dot(blendingWeight, float2(1.0, 1.0)); + + // Calculate the texture coordinates: + float4 blendingCoord = mad(blendingOffset, float4(SMAA_RT_METRICS.xy, -SMAA_RT_METRICS.xy), texcoord.xyxy); + + // We exploit bilinear filtering to mix current pixel with the chosen + // neighbor: + float4 color = blendingWeight.x * SMAASampleLevelZero(colorTex, blendingCoord.xy); + color += blendingWeight.y * SMAASampleLevelZero(colorTex, blendingCoord.zw); + + #if SMAA_REPROJECTION + // Antialias velocity for proper reprojection in a later stage: + float2 velocity = blendingWeight.x * SMAA_DECODE_VELOCITY(SMAASampleLevelZero(velocityTex, blendingCoord.xy)); + velocity += blendingWeight.y * SMAA_DECODE_VELOCITY(SMAASampleLevelZero(velocityTex, blendingCoord.zw)); + + // Pack velocity into the alpha channel: + color.a = sqrt(5.0 * length(velocity)); + #endif + + return color; + } +} + +//----------------------------------------------------------------------------- +// Temporal Resolve Pixel Shader (Optional Pass) + +float4 SMAAResolvePS(float2 texcoord, + SMAATexture2D(currentColorTex), + SMAATexture2D(previousColorTex) + #if SMAA_REPROJECTION + , SMAATexture2D(velocityTex) + #endif + ) { + #if SMAA_REPROJECTION + // Velocity is assumed to be calculated for motion blur, so we need to + // inverse it for reprojection: + float2 velocity = -SMAA_DECODE_VELOCITY(SMAASamplePoint(velocityTex, texcoord).rg); + + // Fetch current pixel: + float4 current = SMAASamplePoint(currentColorTex, texcoord); + + // Reproject current coordinates and fetch previous pixel: + float4 previous = SMAASamplePoint(previousColorTex, texcoord + velocity); + + // Attenuate the previous pixel if the velocity is different: + float delta = abs(current.a * current.a - previous.a * previous.a) / 5.0; + float weight = 0.5 * saturate(1.0 - sqrt(delta) * SMAA_REPROJECTION_WEIGHT_SCALE); + + // Blend the pixels according to the calculated weight: + return lerp(current, previous, weight); + #else + // Just blend the pixels: + float4 current = SMAASamplePoint(currentColorTex, texcoord); + float4 previous = SMAASamplePoint(previousColorTex, texcoord); + return lerp(current, previous, 0.5); + #endif +} + +//----------------------------------------------------------------------------- +// Separate Multisamples Pixel Shader (Optional Pass) + +#ifdef SMAALoad +void SMAASeparatePS(float4 position, + float2 texcoord, + out float4 target0, + out float4 target1, + SMAATexture2DMS2(colorTexMS)) { + int2 pos = int2(position.xy); + target0 = SMAALoad(colorTexMS, pos, 0); + target1 = SMAALoad(colorTexMS, pos, 1); +} +#endif + +//----------------------------------------------------------------------------- +#endif // SMAA_INCLUDE_PS diff --git a/src/video_core/host_shaders/antialiasing/Vulkan/vulkan_smaa_pass0_post.frag b/src/video_core/host_shaders/antialiasing/Vulkan/vulkan_smaa_pass0_post.frag new file mode 100644 index 000000000..722a27b36 --- /dev/null +++ b/src/video_core/host_shaders/antialiasing/Vulkan/vulkan_smaa_pass0_post.frag @@ -0,0 +1,7 @@ +void main() { + if (SMAA_EDT == 0.0) { + color = vec4(SMAALumaEdgeDetectionPS(frag_tex_coord, offset, color_texture), 0.0, 0.0); + } else if (SMAA_EDT <= 1.0) { + color = vec4(SMAAColorEdgeDetectionPS(frag_tex_coord, offset, color_texture), 0.0, 0.0); + } +} diff --git a/src/video_core/host_shaders/antialiasing/Vulkan/vulkan_smaa_pass0_post.vert b/src/video_core/host_shaders/antialiasing/Vulkan/vulkan_smaa_pass0_post.vert new file mode 100644 index 000000000..eed5f71cb --- /dev/null +++ b/src/video_core/host_shaders/antialiasing/Vulkan/vulkan_smaa_pass0_post.vert @@ -0,0 +1,5 @@ +void main() { + gl_Position = vec4(vert_position, 0.0, 1.0); + frag_tex_coord = vert_tex_coord; + SMAAEdgeDetectionVS(vert_tex_coord, offset); +} \ No newline at end of file diff --git a/src/video_core/host_shaders/antialiasing/Vulkan/vulkan_smaa_pass0_pre.frag b/src/video_core/host_shaders/antialiasing/Vulkan/vulkan_smaa_pass0_pre.frag new file mode 100644 index 000000000..51a1e2779 --- /dev/null +++ b/src/video_core/host_shaders/antialiasing/Vulkan/vulkan_smaa_pass0_pre.frag @@ -0,0 +1,18 @@ +//? #version 450 +// SPDX-License-Identifier: Unlicense +//----------------------------------------------------------------------------- +// Edge Detection Shaders (First Pass) + +uniform vec4 i_resolution; +#define SMAA_RT_METRICS vec4(i_resolution.z, i_resolution.w, i_resolution.x, i_resolution.y) +#define SMAA_GLSL_4 +#define SMAA_PRESET_ULTRA +#define SMAA_EDT 1.0 + +layout(location = 0) in vec2 frag_tex_coord; +layout(location = 1) in vec4 offset[3]; +layout(location = 0) out vec4 color; +layout(binding = 0) uniform sampler2D color_texture; + +#define SMAA_INCLUDE_VS 0 +//#include "SMAA.hlsl" \ No newline at end of file diff --git a/src/video_core/host_shaders/antialiasing/Vulkan/vulkan_smaa_pass0_pre.vert b/src/video_core/host_shaders/antialiasing/Vulkan/vulkan_smaa_pass0_pre.vert new file mode 100644 index 000000000..4bdce548b --- /dev/null +++ b/src/video_core/host_shaders/antialiasing/Vulkan/vulkan_smaa_pass0_pre.vert @@ -0,0 +1,18 @@ +//? #version 450 +// SPDX-License-Identifier: Unlicense +//----------------------------------------------------------------------------- +// Edge Detection Shaders (First Pass) + +uniform vec4 i_resolution; +#define SMAA_RT_METRICS vec4(i_resolution.z, i_resolution.w, i_resolution.x, i_resolution.y) +#define SMAA_GLSL_4 +#define SMAA_PRESET_ULTRA +#define SMAA_EDT 1.0 + +layout(location = 0) in vec2 vert_position; +layout(location = 1) in vec2 vert_tex_coord; +layout(location = 0) out vec2 frag_tex_coord; +layout(location = 1) out vec4 offset[3]; + +#define SMAA_INCLUDE_PS 0 +//#include "SMAA.hlsl" \ No newline at end of file diff --git a/src/video_core/host_shaders/antialiasing/Vulkan/vulkan_smaa_pass1_post.frag b/src/video_core/host_shaders/antialiasing/Vulkan/vulkan_smaa_pass1_post.frag new file mode 100644 index 000000000..d407fa1a1 --- /dev/null +++ b/src/video_core/host_shaders/antialiasing/Vulkan/vulkan_smaa_pass1_post.frag @@ -0,0 +1,4 @@ +void main() { + vec4 subsampleIndices = vec4(0.0); + color = SMAABlendingWeightCalculationPS(frag_tex_coord, pixcoord, offset, color_texture, areaTex, searchTex, subsampleIndices); +} diff --git a/src/video_core/host_shaders/antialiasing/Vulkan/vulkan_smaa_pass1_post.vert b/src/video_core/host_shaders/antialiasing/Vulkan/vulkan_smaa_pass1_post.vert new file mode 100644 index 000000000..110300dbd --- /dev/null +++ b/src/video_core/host_shaders/antialiasing/Vulkan/vulkan_smaa_pass1_post.vert @@ -0,0 +1,5 @@ +void main() { + gl_Position = vec4(vert_position, 0.0, 1.0); + frag_tex_coord = vert_tex_coord; + SMAABlendingWeightCalculationVS(vert_tex_coord, pixcoord, offset); +} \ No newline at end of file diff --git a/src/video_core/host_shaders/antialiasing/Vulkan/vulkan_smaa_pass1_pre.frag b/src/video_core/host_shaders/antialiasing/Vulkan/vulkan_smaa_pass1_pre.frag new file mode 100644 index 000000000..279a85300 --- /dev/null +++ b/src/video_core/host_shaders/antialiasing/Vulkan/vulkan_smaa_pass1_pre.frag @@ -0,0 +1,21 @@ +//? #version 450 +// SPDX-License-Identifier: Unlicense +//----------------------------------------------------------------------------- +// Blending Weight Calculation Shader (Second Pass) + +uniform vec4 i_resolution; +#define SMAA_RT_METRICS vec4(i_resolution.z, i_resolution.w, i_resolution.x, i_resolution.y) +#define SMAA_GLSL_4 +#define SMAA_PRESET_ULTRA +#define SMAA_EDT 1.0 + +layout(location = 0) in vec2 frag_tex_coord; +layout(location = 1) in vec2 pixcoord; +layout(location = 2) in vec4 offset[3]; +layout(location = 0) out vec4 color; +layout(binding = 0) uniform sampler2D color_texture; +uniform sampler2D areaTex; +uniform sampler2D searchTex; + +#define SMAA_INCLUDE_VS 0 +//#include "SMAA.hlsl" \ No newline at end of file diff --git a/src/video_core/host_shaders/antialiasing/Vulkan/vulkan_smaa_pass1_pre.vert b/src/video_core/host_shaders/antialiasing/Vulkan/vulkan_smaa_pass1_pre.vert new file mode 100644 index 000000000..f75990c39 --- /dev/null +++ b/src/video_core/host_shaders/antialiasing/Vulkan/vulkan_smaa_pass1_pre.vert @@ -0,0 +1,19 @@ +//? #version 450 +// SPDX-License-Identifier: Unlicense +//----------------------------------------------------------------------------- +// Blending Weight Calculation Shader (Second Pass) + +uniform vec4 i_resolution; +#define SMAA_RT_METRICS vec4(i_resolution.z, i_resolution.w, i_resolution.x, i_resolution.y) +#define SMAA_GLSL_4 +#define SMAA_PRESET_ULTRA +#define SMAA_EDT 1.0 + +layout(location = 0) in vec2 vert_position; +layout(location = 1) in vec2 vert_tex_coord; +layout(location = 0) out vec2 frag_tex_coord; +layout(location = 1) out vec2 pixcoord; +layout(location = 2) out vec4 offset[3]; + +#define SMAA_INCLUDE_PS 0 +//#include "SMAA.hlsl" \ No newline at end of file diff --git a/src/video_core/host_shaders/antialiasing/Vulkan/vulkan_smaa_pass2_post.frag b/src/video_core/host_shaders/antialiasing/Vulkan/vulkan_smaa_pass2_post.frag new file mode 100644 index 000000000..8341214c5 --- /dev/null +++ b/src/video_core/host_shaders/antialiasing/Vulkan/vulkan_smaa_pass2_post.frag @@ -0,0 +1,11 @@ +vec3 LinearTosRGB(vec3 c) { + return mix(c * 12.92, 1.055 * pow(c, vec3(1.0/2.4)) - 0.055, step(0.0031308, c)); +} + +void main() { + vec4 pixel = SMAANeighborhoodBlendingPS(frag_tex_coord, offset, SMAA_Input, color_texture); + if (convert_colors == 2){ + pixel = vec4(LinearTosRGB(pixel.rgb), pixel.a); + } + color = pixel; +} diff --git a/src/video_core/host_shaders/antialiasing/Vulkan/vulkan_smaa_pass2_post.vert b/src/video_core/host_shaders/antialiasing/Vulkan/vulkan_smaa_pass2_post.vert new file mode 100644 index 000000000..6a3d9ea1e --- /dev/null +++ b/src/video_core/host_shaders/antialiasing/Vulkan/vulkan_smaa_pass2_post.vert @@ -0,0 +1,5 @@ +void main() { + gl_Position = vec4(vert_position, 0.0, 1.0); + frag_tex_coord = vert_tex_coord; + SMAANeighborhoodBlendingVS(vert_tex_coord, offset); +} \ No newline at end of file diff --git a/src/video_core/host_shaders/antialiasing/Vulkan/vulkan_smaa_pass2_pre.frag b/src/video_core/host_shaders/antialiasing/Vulkan/vulkan_smaa_pass2_pre.frag new file mode 100644 index 000000000..edd0d1137 --- /dev/null +++ b/src/video_core/host_shaders/antialiasing/Vulkan/vulkan_smaa_pass2_pre.frag @@ -0,0 +1,18 @@ +//? #version 450 +// SPDX-License-Identifier: Unlicense +//----------------------------------------------------------------------------- +// Neighborhood Blending Shader (Third Pass) + +uniform vec4 i_resolution; +uniform int convert_colors; +#define SMAA_RT_METRICS vec4(i_resolution.z, i_resolution.w, i_resolution.x, i_resolution.y) +#define SMAA_GLSL_4 + +layout(location = 0) in vec2 frag_tex_coord; +layout(location = 1) in vec4 offset; +layout(location = 0) out vec4 color; +layout(binding = 0) uniform sampler2D color_texture; +uniform sampler2D SMAA_Input; + +#define SMAA_INCLUDE_VS 0 +//#include "SMAA.hlsl" \ No newline at end of file diff --git a/src/video_core/host_shaders/antialiasing/Vulkan/vulkan_smaa_pass2_pre.vert b/src/video_core/host_shaders/antialiasing/Vulkan/vulkan_smaa_pass2_pre.vert new file mode 100644 index 000000000..24baa2cc6 --- /dev/null +++ b/src/video_core/host_shaders/antialiasing/Vulkan/vulkan_smaa_pass2_pre.vert @@ -0,0 +1,16 @@ +//? #version 450 +// SPDX-License-Identifier: Unlicense +//----------------------------------------------------------------------------- +// Neighborhood Blending Shader (Third Pass) + +uniform vec4 i_resolution; +#define SMAA_RT_METRICS vec4(i_resolution.z, i_resolution.w, i_resolution.x, i_resolution.y) +#define SMAA_GLSL_4 + +layout(location = 0) in vec2 vert_position; +layout(location = 1) in vec2 vert_tex_coord; +layout(location = 0) out vec2 frag_tex_coord; +layout(location = 1) out vec4 offset; + +#define SMAA_INCLUDE_PS 0 +//#include "SMAA.hlsl" \ No newline at end of file diff --git a/src/video_core/renderer_opengl/renderer_opengl.cpp b/src/video_core/renderer_opengl/renderer_opengl.cpp index f7639b8cc..44f2fd85e 100644 --- a/src/video_core/renderer_opengl/renderer_opengl.cpp +++ b/src/video_core/renderer_opengl/renderer_opengl.cpp @@ -25,21 +25,21 @@ #include "video_core/host_shaders/opengl_simple_present_frag.h" #include "video_core/host_shaders/opengl_simple_present_vert.h" -#include "video_core/host_shaders/antialiasing/opengl_fxaa_frag.h" -#include "video_core/host_shaders/antialiasing/opengl_fxaa_vert.h" -#include "video_core/host_shaders/antialiasing/opengl_smaa_pass0_pre_frag.h" -#include "video_core/host_shaders/antialiasing/opengl_smaa_pass0_pre_vert.h" -#include "video_core/host_shaders/antialiasing/opengl_smaa_pass0_post_frag.h" -#include "video_core/host_shaders/antialiasing/opengl_smaa_pass0_post_vert.h" -#include "video_core/host_shaders/antialiasing/opengl_smaa_pass1_pre_frag.h" -#include "video_core/host_shaders/antialiasing/opengl_smaa_pass1_pre_vert.h" -#include "video_core/host_shaders/antialiasing/opengl_smaa_pass1_post_frag.h" -#include "video_core/host_shaders/antialiasing/opengl_smaa_pass1_post_vert.h" -#include "video_core/host_shaders/antialiasing/opengl_smaa_pass2_pre_frag.h" -#include "video_core/host_shaders/antialiasing/opengl_smaa_pass2_pre_vert.h" -#include "video_core/host_shaders/antialiasing/opengl_smaa_pass2_post_frag.h" -#include "video_core/host_shaders/antialiasing/opengl_smaa_pass2_post_vert.h" -#include "video_core/host_shaders/antialiasing/smaa_hlsl.h" +#include "video_core/host_shaders/antialiasing/OpenGL/opengl_fxaa_frag.h" +#include "video_core/host_shaders/antialiasing/OpenGL/opengl_fxaa_vert.h" +#include "video_core/host_shaders/antialiasing/OpenGL/opengl_smaa_pass0_pre_frag.h" +#include "video_core/host_shaders/antialiasing/OpenGL/opengl_smaa_pass0_pre_vert.h" +#include "video_core/host_shaders/antialiasing/OpenGL/opengl_smaa_pass0_post_frag.h" +#include "video_core/host_shaders/antialiasing/OpenGL/opengl_smaa_pass0_post_vert.h" +#include "video_core/host_shaders/antialiasing/OpenGL/opengl_smaa_pass1_pre_frag.h" +#include "video_core/host_shaders/antialiasing/OpenGL/opengl_smaa_pass1_pre_vert.h" +#include "video_core/host_shaders/antialiasing/OpenGL/opengl_smaa_pass1_post_frag.h" +#include "video_core/host_shaders/antialiasing/OpenGL/opengl_smaa_pass1_post_vert.h" +#include "video_core/host_shaders/antialiasing/OpenGL/opengl_smaa_pass2_pre_frag.h" +#include "video_core/host_shaders/antialiasing/OpenGL/opengl_smaa_pass2_pre_vert.h" +#include "video_core/host_shaders/antialiasing/OpenGL/opengl_smaa_pass2_post_frag.h" +#include "video_core/host_shaders/antialiasing/OpenGL/opengl_smaa_pass2_post_vert.h" +#include "video_core/host_shaders/antialiasing/OpenGL/opengl_smaa_hlsl.h" #include "video_core/host_shaders/antialiasing/AreaTex.h" #include "video_core/host_shaders/antialiasing/SearchTex.h" #include "video_core/host_shaders/scaling/opengl_area_sampling_frag.h" @@ -501,31 +501,31 @@ void RendererOpenGL::ReloadShader(Settings::StereoRenderOption render_3d) { std::string SMAA_PASS_0_shader_frag_data = fragment_shader_precision_OES; SMAA_PASS_0_shader_frag_data += HostShaders::OPENGL_SMAA_PASS0_PRE_FRAG; - SMAA_PASS_0_shader_frag_data += HostShaders::SMAA_HLSL; + SMAA_PASS_0_shader_frag_data += HostShaders::OPENGL_SMAA_HLSL; SMAA_PASS_0_shader_frag_data += HostShaders::OPENGL_SMAA_PASS0_POST_FRAG; std::string SMAA_PASS_0_shader_vert_data; SMAA_PASS_0_shader_vert_data += HostShaders::OPENGL_SMAA_PASS0_PRE_VERT; - SMAA_PASS_0_shader_vert_data += HostShaders::SMAA_HLSL; + SMAA_PASS_0_shader_vert_data += HostShaders::OPENGL_SMAA_HLSL; SMAA_PASS_0_shader_vert_data += HostShaders::OPENGL_SMAA_PASS0_POST_VERT; SMAA_PASS_0_shader.Create(SMAA_PASS_0_shader_vert_data, SMAA_PASS_0_shader_frag_data); std::string SMAA_PASS_1_shader_frag_data = fragment_shader_precision_OES; SMAA_PASS_1_shader_frag_data += HostShaders::OPENGL_SMAA_PASS1_PRE_FRAG; - SMAA_PASS_1_shader_frag_data += HostShaders::SMAA_HLSL; + SMAA_PASS_1_shader_frag_data += HostShaders::OPENGL_SMAA_HLSL; SMAA_PASS_1_shader_frag_data += HostShaders::OPENGL_SMAA_PASS1_POST_FRAG; std::string SMAA_PASS_1_shader_vert_data; SMAA_PASS_1_shader_vert_data += HostShaders::OPENGL_SMAA_PASS1_PRE_VERT; - SMAA_PASS_1_shader_vert_data += HostShaders::SMAA_HLSL; + SMAA_PASS_1_shader_vert_data += HostShaders::OPENGL_SMAA_HLSL; SMAA_PASS_1_shader_vert_data += HostShaders::OPENGL_SMAA_PASS1_POST_VERT; SMAA_PASS_1_shader.Create(SMAA_PASS_1_shader_vert_data, SMAA_PASS_1_shader_frag_data); std::string SMAA_PASS_2_shader_frag_data = fragment_shader_precision_OES; SMAA_PASS_2_shader_frag_data += HostShaders::OPENGL_SMAA_PASS2_PRE_FRAG; - SMAA_PASS_2_shader_frag_data += HostShaders::SMAA_HLSL; + SMAA_PASS_2_shader_frag_data += HostShaders::OPENGL_SMAA_HLSL; SMAA_PASS_2_shader_frag_data += HostShaders::OPENGL_SMAA_PASS2_POST_FRAG; std::string SMAA_PASS_2_shader_vert_data; SMAA_PASS_2_shader_vert_data += HostShaders::OPENGL_SMAA_PASS2_PRE_VERT; - SMAA_PASS_2_shader_vert_data += HostShaders::SMAA_HLSL; + SMAA_PASS_2_shader_vert_data += HostShaders::OPENGL_SMAA_HLSL; SMAA_PASS_2_shader_vert_data += HostShaders::OPENGL_SMAA_PASS2_POST_VERT; SMAA_PASS_2_shader.Create(SMAA_PASS_2_shader_vert_data, SMAA_PASS_2_shader_frag_data); diff --git a/src/video_core/renderer_vulkan/renderer_vulkan.h b/src/video_core/renderer_vulkan/renderer_vulkan.h index 14c9bd34f..96bf3d9c3 100644 --- a/src/video_core/renderer_vulkan/renderer_vulkan.h +++ b/src/video_core/renderer_vulkan/renderer_vulkan.h @@ -62,8 +62,12 @@ struct PresentUniformData { int screen_id_r = 0; int layer = 0; int reverse_interlaced = 0; + int convert_colors; + int areatex; + int searchtex; + int smaa_input; }; -static_assert(sizeof(PresentUniformData) == 112, +static_assert(sizeof(PresentUniformData) == 128, "PresentUniformData does not structure in shader!"); class RendererVulkan : public VideoCore::RendererBase { From 756d73531ce1f37b4c6981fe562890f6ea37b5c5 Mon Sep 17 00:00:00 2001 From: KojoZero Date: Wed, 6 May 2026 17:53:27 -0700 Subject: [PATCH 21/46] setting up vulkan part 2 --- src/video_core/host_shaders/CMakeLists.txt | 19 ++++ .../antialiasing/Vulkan/vulkan_fxaa.frag | 25 ++++- .../antialiasing/Vulkan/vulkan_fxaa.vert | 25 ++++- .../Vulkan/vulkan_smaa_pass0_post.frag | 4 +- .../Vulkan/vulkan_smaa_pass0_pre.frag | 24 +++- .../Vulkan/vulkan_smaa_pass0_pre.vert | 18 ++- .../Vulkan/vulkan_smaa_pass1_post.frag | 2 +- .../Vulkan/vulkan_smaa_pass1_pre.frag | 28 ++++- .../Vulkan/vulkan_smaa_pass1_pre.vert | 18 ++- .../Vulkan/vulkan_smaa_pass2_post.frag | 2 +- .../Vulkan/vulkan_smaa_pass2_pre.frag | 27 ++++- .../Vulkan/vulkan_smaa_pass2_pre.vert | 18 ++- .../scaling/opengl_area_sampling.frag | 1 - .../scaling/vulkan_area_sampling.frag | 105 ++++++++++++++++++ .../scaling/vulkan_area_sampling.vert | 23 ++++ .../host_shaders/vulkan_present.vert | 1 - .../host_shaders/vulkan_simple_present.frag | 54 +++++++++ .../host_shaders/vulkan_simple_present.vert | 23 ++++ 18 files changed, 380 insertions(+), 37 deletions(-) create mode 100644 src/video_core/host_shaders/scaling/vulkan_area_sampling.frag create mode 100644 src/video_core/host_shaders/scaling/vulkan_area_sampling.vert create mode 100644 src/video_core/host_shaders/vulkan_simple_present.frag create mode 100644 src/video_core/host_shaders/vulkan_simple_present.vert diff --git a/src/video_core/host_shaders/CMakeLists.txt b/src/video_core/host_shaders/CMakeLists.txt index 40676999a..145dccb25 100644 --- a/src/video_core/host_shaders/CMakeLists.txt +++ b/src/video_core/host_shaders/CMakeLists.txt @@ -28,8 +28,25 @@ set(SHADER_FILES antialiasing/OpenGL/opengl_smaa_pass2_post.frag antialiasing/OpenGL/opengl_smaa_pass2_post.vert antialiasing/OpenGL/opengl_smaa.hlsl + antialiasing/Vulkan/vulkan_fxaa.frag + antialiasing/Vulkan/vulkan_fxaa.vert + antialiasing/Vulkan/vulkan_smaa_pass0_pre.frag + antialiasing/Vulkan/vulkan_smaa_pass0_pre.vert + antialiasing/Vulkan/vulkan_smaa_pass0_post.frag + antialiasing/Vulkan/vulkan_smaa_pass0_post.vert + antialiasing/Vulkan/vulkan_smaa_pass1_pre.frag + antialiasing/Vulkan/vulkan_smaa_pass1_pre.vert + antialiasing/Vulkan/vulkan_smaa_pass1_post.frag + antialiasing/Vulkan/vulkan_smaa_pass1_post.vert + antialiasing/Vulkan/vulkan_smaa_pass2_pre.frag + antialiasing/Vulkan/vulkan_smaa_pass2_pre.vert + antialiasing/Vulkan/vulkan_smaa_pass2_post.frag + antialiasing/Vulkan/vulkan_smaa_pass2_post.vert + antialiasing/Vulkan/vulkan_smaa.hlsl scaling/opengl_area_sampling.frag scaling/opengl_area_sampling.vert + scaling/vulkan_area_sampling.frag + scaling/vulkan_area_sampling.vert full_screen_triangle.vert opengl_present.frag opengl_present.vert @@ -43,6 +60,8 @@ set(SHADER_FILES vulkan_present_anaglyph.frag vulkan_present_interlaced.frag vulkan_blit_depth_stencil.frag + vulkan_simple_present.frag + vulkan_simple_present.vert vulkan_cursor.frag vulkan_cursor.vert ) diff --git a/src/video_core/host_shaders/antialiasing/Vulkan/vulkan_fxaa.frag b/src/video_core/host_shaders/antialiasing/Vulkan/vulkan_fxaa.frag index ac3d736cd..ef2898d5d 100644 --- a/src/video_core/host_shaders/antialiasing/Vulkan/vulkan_fxaa.frag +++ b/src/video_core/host_shaders/antialiasing/Vulkan/vulkan_fxaa.frag @@ -48,15 +48,30 @@ FXAA_SUBPIX_CAP - Insures fine detail is not completely removed. 7.0/8.0 - high amount of filtering 1.0 - no capping of sub-pixel aliasing removal */ -//? #version 450 +#version 450 core +#extension GL_ARB_separate_shader_objects : enable layout(location = 0) in vec2 frag_tex_coord; layout(location = 0) out vec4 color; -layout(binding = 0) uniform sampler2D color_texture; +layout (set = 0, binding = 0) uniform sampler2D screen_textures[3]; -uniform vec4 i_resolution; -uniform int convert_colors; +layout (push_constant, std140) uniform DrawInfo { + mat4 modelview_matrix; + vec4 i_resolution; + vec4 o_resolution; + int screen_id_l; + int screen_id_r; + int layer; + int reverse_interlaced; + int convert_colors; + int areatex; + int searchtex; + int smaa_input; +}; +/* +screen_textures[0] = color_texture +*/ #ifndef FXAA_PRESET #define FXAA_PRESET 5 #endif @@ -248,7 +263,7 @@ vec3 sRGBToLinear(vec3 c) { void main() { - vec4 pixel = vec4(FxaaPixelShader(frag_tex_coord, color_texture, vec2(i_resolution.z, i_resolution.w)), 1.0) * 1.0; + vec4 pixel = vec4(FxaaPixelShader(frag_tex_coord, screen_textures[0], vec2(i_resolution.z, i_resolution.w)), 1.0) * 1.0; if (convert_colors == 1){ pixel = vec4(sRGBToLinear(pixel.rgb), pixel.a); } diff --git a/src/video_core/host_shaders/antialiasing/Vulkan/vulkan_fxaa.vert b/src/video_core/host_shaders/antialiasing/Vulkan/vulkan_fxaa.vert index 793dcc580..60dac6302 100644 --- a/src/video_core/host_shaders/antialiasing/Vulkan/vulkan_fxaa.vert +++ b/src/video_core/host_shaders/antialiasing/Vulkan/vulkan_fxaa.vert @@ -1,10 +1,27 @@ -//? #version 450 +#version 450 core +#extension GL_ARB_separate_shader_objects : enable + +layout (push_constant, std140) uniform DrawInfo { + mat4 modelview_matrix; + vec4 i_resolution; + vec4 o_resolution; + int screen_id_l; + int screen_id_r; + int layer; + int reverse_interlaced; + int convert_colors; + int areatex; + int searchtex; + int smaa_input; +}; + layout(location = 0) in vec2 vert_position; layout(location = 1) in vec2 vert_tex_coord; layout(location = 0) out vec2 frag_tex_coord; - -uniform vec4 i_resolution; - +layout (set = 0, binding = 0) uniform sampler2D screen_textures[3]; +/* +screen_textures[0] = color_texture +*/ void main() { gl_Position = vec4(vert_position, 0.0, 1.0); diff --git a/src/video_core/host_shaders/antialiasing/Vulkan/vulkan_smaa_pass0_post.frag b/src/video_core/host_shaders/antialiasing/Vulkan/vulkan_smaa_pass0_post.frag index 722a27b36..b80add9d6 100644 --- a/src/video_core/host_shaders/antialiasing/Vulkan/vulkan_smaa_pass0_post.frag +++ b/src/video_core/host_shaders/antialiasing/Vulkan/vulkan_smaa_pass0_post.frag @@ -1,7 +1,7 @@ void main() { if (SMAA_EDT == 0.0) { - color = vec4(SMAALumaEdgeDetectionPS(frag_tex_coord, offset, color_texture), 0.0, 0.0); + color = vec4(SMAALumaEdgeDetectionPS(frag_tex_coord, offset, screen_textures[0]), 0.0, 0.0); } else if (SMAA_EDT <= 1.0) { - color = vec4(SMAAColorEdgeDetectionPS(frag_tex_coord, offset, color_texture), 0.0, 0.0); + color = vec4(SMAAColorEdgeDetectionPS(frag_tex_coord, offset, screen_textures[0]), 0.0, 0.0); } } diff --git a/src/video_core/host_shaders/antialiasing/Vulkan/vulkan_smaa_pass0_pre.frag b/src/video_core/host_shaders/antialiasing/Vulkan/vulkan_smaa_pass0_pre.frag index 51a1e2779..bca71c4b8 100644 --- a/src/video_core/host_shaders/antialiasing/Vulkan/vulkan_smaa_pass0_pre.frag +++ b/src/video_core/host_shaders/antialiasing/Vulkan/vulkan_smaa_pass0_pre.frag @@ -1,9 +1,23 @@ -//? #version 450 +#version 450 core +#extension GL_ARB_separate_shader_objects : enable + // SPDX-License-Identifier: Unlicense //----------------------------------------------------------------------------- // Edge Detection Shaders (First Pass) +layout (push_constant, std140) uniform DrawInfo { + mat4 modelview_matrix; + vec4 i_resolution; + vec4 o_resolution; + int screen_id_l; + int screen_id_r; + int layer; + int reverse_interlaced; + int convert_colors; + int areatex; + int searchtex; + int smaa_input; +}; -uniform vec4 i_resolution; #define SMAA_RT_METRICS vec4(i_resolution.z, i_resolution.w, i_resolution.x, i_resolution.y) #define SMAA_GLSL_4 #define SMAA_PRESET_ULTRA @@ -12,7 +26,9 @@ uniform vec4 i_resolution; layout(location = 0) in vec2 frag_tex_coord; layout(location = 1) in vec4 offset[3]; layout(location = 0) out vec4 color; -layout(binding = 0) uniform sampler2D color_texture; - +layout (set = 0, binding = 0) uniform sampler2D screen_textures[3]; +/* +screen_textures[0] = color_texture +*/ #define SMAA_INCLUDE_VS 0 //#include "SMAA.hlsl" \ No newline at end of file diff --git a/src/video_core/host_shaders/antialiasing/Vulkan/vulkan_smaa_pass0_pre.vert b/src/video_core/host_shaders/antialiasing/Vulkan/vulkan_smaa_pass0_pre.vert index 4bdce548b..1ed03a23a 100644 --- a/src/video_core/host_shaders/antialiasing/Vulkan/vulkan_smaa_pass0_pre.vert +++ b/src/video_core/host_shaders/antialiasing/Vulkan/vulkan_smaa_pass0_pre.vert @@ -1,9 +1,23 @@ -//? #version 450 +#version 450 core +#extension GL_ARB_separate_shader_objects : enable + // SPDX-License-Identifier: Unlicense //----------------------------------------------------------------------------- // Edge Detection Shaders (First Pass) +layout (push_constant, std140) uniform DrawInfo { + mat4 modelview_matrix; + vec4 i_resolution; + vec4 o_resolution; + int screen_id_l; + int screen_id_r; + int layer; + int reverse_interlaced; + int convert_colors; + int areatex; + int searchtex; + int smaa_input; +}; -uniform vec4 i_resolution; #define SMAA_RT_METRICS vec4(i_resolution.z, i_resolution.w, i_resolution.x, i_resolution.y) #define SMAA_GLSL_4 #define SMAA_PRESET_ULTRA diff --git a/src/video_core/host_shaders/antialiasing/Vulkan/vulkan_smaa_pass1_post.frag b/src/video_core/host_shaders/antialiasing/Vulkan/vulkan_smaa_pass1_post.frag index d407fa1a1..441eff0ef 100644 --- a/src/video_core/host_shaders/antialiasing/Vulkan/vulkan_smaa_pass1_post.frag +++ b/src/video_core/host_shaders/antialiasing/Vulkan/vulkan_smaa_pass1_post.frag @@ -1,4 +1,4 @@ void main() { vec4 subsampleIndices = vec4(0.0); - color = SMAABlendingWeightCalculationPS(frag_tex_coord, pixcoord, offset, color_texture, areaTex, searchTex, subsampleIndices); + color = SMAABlendingWeightCalculationPS(frag_tex_coord, pixcoord, offset, screen_textures[0], screen_textures[1], screen_textures[2], subsampleIndices); } diff --git a/src/video_core/host_shaders/antialiasing/Vulkan/vulkan_smaa_pass1_pre.frag b/src/video_core/host_shaders/antialiasing/Vulkan/vulkan_smaa_pass1_pre.frag index 279a85300..d41eae83c 100644 --- a/src/video_core/host_shaders/antialiasing/Vulkan/vulkan_smaa_pass1_pre.frag +++ b/src/video_core/host_shaders/antialiasing/Vulkan/vulkan_smaa_pass1_pre.frag @@ -1,9 +1,23 @@ -//? #version 450 +#version 450 core +#extension GL_ARB_separate_shader_objects : enable + // SPDX-License-Identifier: Unlicense //----------------------------------------------------------------------------- // Blending Weight Calculation Shader (Second Pass) +layout (push_constant, std140) uniform DrawInfo { + mat4 modelview_matrix; + vec4 i_resolution; + vec4 o_resolution; + int screen_id_l; + int screen_id_r; + int layer; + int reverse_interlaced; + int convert_colors; + int areatex; + int searchtex; + int smaa_input; +}; -uniform vec4 i_resolution; #define SMAA_RT_METRICS vec4(i_resolution.z, i_resolution.w, i_resolution.x, i_resolution.y) #define SMAA_GLSL_4 #define SMAA_PRESET_ULTRA @@ -13,9 +27,11 @@ layout(location = 0) in vec2 frag_tex_coord; layout(location = 1) in vec2 pixcoord; layout(location = 2) in vec4 offset[3]; layout(location = 0) out vec4 color; -layout(binding = 0) uniform sampler2D color_texture; -uniform sampler2D areaTex; -uniform sampler2D searchTex; - +layout (set = 0, binding = 0) uniform sampler2D screen_textures[3]; +/* +screen_textures[0] = color_texture +screen_textures[1] = areaTex; +screen_textures[2] = searchTex; +*/ #define SMAA_INCLUDE_VS 0 //#include "SMAA.hlsl" \ No newline at end of file diff --git a/src/video_core/host_shaders/antialiasing/Vulkan/vulkan_smaa_pass1_pre.vert b/src/video_core/host_shaders/antialiasing/Vulkan/vulkan_smaa_pass1_pre.vert index f75990c39..0b1a853c1 100644 --- a/src/video_core/host_shaders/antialiasing/Vulkan/vulkan_smaa_pass1_pre.vert +++ b/src/video_core/host_shaders/antialiasing/Vulkan/vulkan_smaa_pass1_pre.vert @@ -1,9 +1,23 @@ -//? #version 450 +#version 450 core +#extension GL_ARB_separate_shader_objects : enable + // SPDX-License-Identifier: Unlicense //----------------------------------------------------------------------------- // Blending Weight Calculation Shader (Second Pass) +layout (push_constant, std140) uniform DrawInfo { + mat4 modelview_matrix; + vec4 i_resolution; + vec4 o_resolution; + int screen_id_l; + int screen_id_r; + int layer; + int reverse_interlaced; + int convert_colors; + int areatex; + int searchtex; + int smaa_input; +}; -uniform vec4 i_resolution; #define SMAA_RT_METRICS vec4(i_resolution.z, i_resolution.w, i_resolution.x, i_resolution.y) #define SMAA_GLSL_4 #define SMAA_PRESET_ULTRA diff --git a/src/video_core/host_shaders/antialiasing/Vulkan/vulkan_smaa_pass2_post.frag b/src/video_core/host_shaders/antialiasing/Vulkan/vulkan_smaa_pass2_post.frag index 8341214c5..728ce4682 100644 --- a/src/video_core/host_shaders/antialiasing/Vulkan/vulkan_smaa_pass2_post.frag +++ b/src/video_core/host_shaders/antialiasing/Vulkan/vulkan_smaa_pass2_post.frag @@ -3,7 +3,7 @@ vec3 LinearTosRGB(vec3 c) { } void main() { - vec4 pixel = SMAANeighborhoodBlendingPS(frag_tex_coord, offset, SMAA_Input, color_texture); + vec4 pixel = SMAANeighborhoodBlendingPS(frag_tex_coord, offset, screen_textures[1], screen_textures[0]); if (convert_colors == 2){ pixel = vec4(LinearTosRGB(pixel.rgb), pixel.a); } diff --git a/src/video_core/host_shaders/antialiasing/Vulkan/vulkan_smaa_pass2_pre.frag b/src/video_core/host_shaders/antialiasing/Vulkan/vulkan_smaa_pass2_pre.frag index edd0d1137..37ca34c78 100644 --- a/src/video_core/host_shaders/antialiasing/Vulkan/vulkan_smaa_pass2_pre.frag +++ b/src/video_core/host_shaders/antialiasing/Vulkan/vulkan_smaa_pass2_pre.frag @@ -1,18 +1,33 @@ -//? #version 450 +#version 450 core +#extension GL_ARB_separate_shader_objects : enable + // SPDX-License-Identifier: Unlicense //----------------------------------------------------------------------------- // Neighborhood Blending Shader (Third Pass) +layout (push_constant, std140) uniform DrawInfo { + mat4 modelview_matrix; + vec4 i_resolution; + vec4 o_resolution; + int screen_id_l; + int screen_id_r; + int layer; + int reverse_interlaced; + int convert_colors; + int areatex; + int searchtex; + int smaa_input; +}; -uniform vec4 i_resolution; -uniform int convert_colors; #define SMAA_RT_METRICS vec4(i_resolution.z, i_resolution.w, i_resolution.x, i_resolution.y) #define SMAA_GLSL_4 layout(location = 0) in vec2 frag_tex_coord; layout(location = 1) in vec4 offset; layout(location = 0) out vec4 color; -layout(binding = 0) uniform sampler2D color_texture; -uniform sampler2D SMAA_Input; - +layout (set = 0, binding = 0) uniform sampler2D screen_textures[3]; +/* +screen_textures[0] = color_texture +screen_textures[1] = SMAA_Input; +*/ #define SMAA_INCLUDE_VS 0 //#include "SMAA.hlsl" \ No newline at end of file diff --git a/src/video_core/host_shaders/antialiasing/Vulkan/vulkan_smaa_pass2_pre.vert b/src/video_core/host_shaders/antialiasing/Vulkan/vulkan_smaa_pass2_pre.vert index 24baa2cc6..765a64e4d 100644 --- a/src/video_core/host_shaders/antialiasing/Vulkan/vulkan_smaa_pass2_pre.vert +++ b/src/video_core/host_shaders/antialiasing/Vulkan/vulkan_smaa_pass2_pre.vert @@ -1,9 +1,23 @@ -//? #version 450 +#version 450 core +#extension GL_ARB_separate_shader_objects : enable + // SPDX-License-Identifier: Unlicense //----------------------------------------------------------------------------- // Neighborhood Blending Shader (Third Pass) +layout (push_constant, std140) uniform DrawInfo { + mat4 modelview_matrix; + vec4 i_resolution; + vec4 o_resolution; + int screen_id_l; + int screen_id_r; + int layer; + int reverse_interlaced; + int convert_colors; + int areatex; + int searchtex; + int smaa_input; +}; -uniform vec4 i_resolution; #define SMAA_RT_METRICS vec4(i_resolution.z, i_resolution.w, i_resolution.x, i_resolution.y) #define SMAA_GLSL_4 diff --git a/src/video_core/host_shaders/scaling/opengl_area_sampling.frag b/src/video_core/host_shaders/scaling/opengl_area_sampling.frag index ccf9edd55..f1991de10 100644 --- a/src/video_core/host_shaders/scaling/opengl_area_sampling.frag +++ b/src/video_core/host_shaders/scaling/opengl_area_sampling.frag @@ -85,7 +85,6 @@ vec3 LinearTosRGB(vec3 c) { } void main() { - // vec4 pixel = texture(color_texture, frag_tex_coord); vec4 pixel = AreaSampling(color_texture, frag_tex_coord); if (convert_colors == 2){ pixel = vec4(LinearTosRGB(pixel.rgb), pixel.a); diff --git a/src/video_core/host_shaders/scaling/vulkan_area_sampling.frag b/src/video_core/host_shaders/scaling/vulkan_area_sampling.frag new file mode 100644 index 000000000..fc551ce90 --- /dev/null +++ b/src/video_core/host_shaders/scaling/vulkan_area_sampling.frag @@ -0,0 +1,105 @@ +//? #version 460 core + +layout(location = 0) in vec2 frag_tex_coord; +layout(location = 0) out vec4 color; +layout (set = 0, binding = 0) uniform sampler2D screen_textures[3]; +/* +screen_textures[0] = color_texture +*/ +layout (push_constant, std140) uniform DrawInfo { + mat4 modelview_matrix; + vec4 i_resolution; + vec4 o_resolution; + int screen_id_l; + int screen_id_r; + int layer; + int reverse_interlaced; + int convert_colors; + int areatex; + int searchtex; + int smaa_input; +}; + +/***** Area Sampling *****/ + +// By Sam Belliveau and Filippo Tarpini. Public Domain license. +// Effectively a more accurate sharp bilinear filter when upscaling, +// that also works as a mathematically perfect downscale filter. +// https://entropymine.com/imageworsener/pixelmixing/ +// https://github.com/obsproject/obs-studio/pull/1715 +// https://legacy.imagemagick.org/Usage/filter/ +vec4 AreaSampling(sampler2D textureSampler, vec2 texCoords) { + // Determine the sizes of the source and target images. + vec2 source_size = i_resolution.xy; + vec2 inverted_target_size = o_resolution.zw; + + // Determine the range of the source image that the target pixel will cover. + vec2 range = source_size * inverted_target_size; + vec2 beg = (texCoords.xy * source_size) - (range * 0.5); + vec2 end = beg + range; + + // Compute the top-left and bottom-right corners of the pixel box. + ivec2 f_beg = ivec2(floor(beg)); + ivec2 f_end = ivec2(floor(end)); + + // Compute how much of the start and end pixels are covered horizontally & vertically. + float area_w = 1.0 - fract(beg.x); + float area_n = 1.0 - fract(beg.y); + float area_e = fract(end.x); + float area_s = fract(end.y); + + // Compute the areas of the corner pixels in the pixel box. + float area_nw = area_n * area_w; + float area_ne = area_n * area_e; + float area_sw = area_s * area_w; + float area_se = area_s * area_e; + + // Initialize the color accumulator. + vec4 avg_color = vec4(0.0, 0.0, 0.0, 0.0); + + // Accumulate corner pixels. + avg_color += area_nw * texelFetch(textureSampler, ivec2(f_beg.x, f_beg.y), 0); + avg_color += area_ne * texelFetch(textureSampler, ivec2(f_end.x, f_beg.y), 0); + avg_color += area_sw * texelFetch(textureSampler, ivec2(f_beg.x, f_end.y), 0); + avg_color += area_se * texelFetch(textureSampler, ivec2(f_end.x, f_end.y), 0); + + // Determine the size of the pixel box. + int x_range = int(f_end.x - f_beg.x - 0.5); + int y_range = int(f_end.y - f_beg.y - 0.5); + + // Accumulate top and bottom edge pixels. + for (int x = f_beg.x + 1; x <= f_beg.x + x_range; ++x) { + avg_color += area_n * texelFetch(textureSampler, ivec2(x, f_beg.y), 0); + avg_color += area_s * texelFetch(textureSampler, ivec2(x, f_end.y), 0); + } + + // Accumulate left and right edge pixels and all the pixels in between. + for (int y = f_beg.y + 1; y <= f_beg.y + y_range; ++y) { + avg_color += area_w * texelFetch(textureSampler, ivec2(f_beg.x, y), 0); + avg_color += area_e * texelFetch(textureSampler, ivec2(f_end.x, y), 0); + + for (int x = f_beg.x + 1; x <= f_beg.x + x_range; ++x) { + avg_color += texelFetch(textureSampler, ivec2(x, y), 0); + } + } + + // Compute the area of the pixel box that was sampled. + float area_corners = area_nw + area_ne + area_sw + area_se; + float area_edges = float(x_range) * (area_n + area_s) + float(y_range) * (area_w + area_e); + float area_center = float(x_range) * float(y_range); + + // Return the normalized average color. + return avg_color / (area_corners + area_edges + area_center); +} + +vec3 LinearTosRGB(vec3 c) { + return mix(c * 12.92, 1.055 * pow(c, vec3(1.0/2.4)) - 0.055, step(0.0031308, c)); +} + +void main() { + vec4 pixel = AreaSampling(screen_textures[0], frag_tex_coord); + if (convert_colors == 2){ + pixel = vec4(LinearTosRGB(pixel.rgb), pixel.a); + } + color = pixel; +} \ No newline at end of file diff --git a/src/video_core/host_shaders/scaling/vulkan_area_sampling.vert b/src/video_core/host_shaders/scaling/vulkan_area_sampling.vert new file mode 100644 index 000000000..37c250acd --- /dev/null +++ b/src/video_core/host_shaders/scaling/vulkan_area_sampling.vert @@ -0,0 +1,23 @@ +//? #version 460 +layout(location = 0) in vec2 vert_position; +layout(location = 1) in vec2 vert_tex_coord; +layout(location = 0) out vec2 frag_tex_coord; +layout (push_constant, std140) uniform DrawInfo { + mat4 modelview_matrix; + vec4 i_resolution; + vec4 o_resolution; + int screen_id_l; + int screen_id_r; + int layer; + int reverse_interlaced; + int convert_colors; + int areatex; + int searchtex; + int smaa_input; +}; +void main() +{ + gl_Position = vec4(mat2(modelview_matrix) * vert_position + modelview_matrix[2], 0.0, 1.0); + frag_tex_coord = vert_tex_coord; +} + diff --git a/src/video_core/host_shaders/vulkan_present.vert b/src/video_core/host_shaders/vulkan_present.vert index 08b4d252c..30f671d4e 100644 --- a/src/video_core/host_shaders/vulkan_present.vert +++ b/src/video_core/host_shaders/vulkan_present.vert @@ -1,7 +1,6 @@ // Copyright 2022 Citra Emulator Project // Licensed under GPLv2 or any later version // Refer to the license.txt file included. - #version 450 core #extension GL_ARB_separate_shader_objects : enable diff --git a/src/video_core/host_shaders/vulkan_simple_present.frag b/src/video_core/host_shaders/vulkan_simple_present.frag new file mode 100644 index 000000000..14a3a0ad7 --- /dev/null +++ b/src/video_core/host_shaders/vulkan_simple_present.frag @@ -0,0 +1,54 @@ +// Copyright 2022 Citra Emulator Project +// Licensed under GPLv2 or any later version +// Refer to the license.txt file included. + +#version 450 core +#extension GL_ARB_separate_shader_objects : enable + +layout (location = 0) in vec2 frag_tex_coord; +layout (location = 0) out vec4 color; + +layout (push_constant, std140) uniform DrawInfo { + mat4 modelview_matrix; + vec4 i_resolution; + vec4 o_resolution; + int screen_id_l; + int screen_id_r; + int layer; + int reverse_interlaced; +}; + +layout (set = 0, binding = 0) uniform sampler2D screen_textures[3]; + +vec4 GetScreen(int screen_id) { +#ifdef ARRAY_DYNAMIC_INDEX + return texture(screen_textures[screen_id], frag_tex_coord); +#else + switch (screen_id) { + case 0: + return texture(screen_textures[0], frag_tex_coord); + case 1: + return texture(screen_textures[1], frag_tex_coord); + case 2: + return texture(screen_textures[2], frag_tex_coord); + } +#endif +} + +vec3 sRGBToLinear(vec3 c) { + return mix(c / 12.92, pow((c + 0.055) / 1.055, vec3(2.4)), step(0.04045, c)); +} + +vec3 LinearTosRGB(vec3 c) { + return mix(c * 12.92, 1.055 * pow(c, vec3(1.0/2.4)) - 0.055, step(0.0031308, c)); +} + +void main() { + vec4 pixel = GetScreen(screen_id_l); + if (convert_colors == 2){ + pixel = vec4(LinearTosRGB(pixel.rgb), pixel.a); + } else if (convert_colors == 1){ + pixel = vec4(sRGBToLinear(pixel.rgb), pixel.a); + } + color = pixel; +} diff --git a/src/video_core/host_shaders/vulkan_simple_present.vert b/src/video_core/host_shaders/vulkan_simple_present.vert new file mode 100644 index 000000000..2e41fa548 --- /dev/null +++ b/src/video_core/host_shaders/vulkan_simple_present.vert @@ -0,0 +1,23 @@ +// Copyright 2022 Citra Emulator Project +// Licensed under GPLv2 or any later version +// Refer to the license.txt file included. +#version 450 core +#extension GL_ARB_separate_shader_objects : enable + +layout (location = 0) in vec2 vert_position; +layout (location = 1) in vec2 vert_tex_coord; +layout (location = 0) out vec2 frag_tex_coord; + +layout (push_constant, std140) uniform DrawInfo { + mat4 modelview_matrix; + vec4 i_resolution; + vec4 o_resolution; + int screen_id_l; + int screen_id_r; + int layer; +}; + +void main() { + gl_Position = vec4(vert_position, 0.0, 1.0); + frag_tex_coord = vert_tex_coord; +} From 140ab7807ce63d5fced9b8cd6fadcd1b62bbcf2a Mon Sep 17 00:00:00 2001 From: KojoZero Date: Wed, 6 May 2026 18:52:40 -0700 Subject: [PATCH 22/46] setting up vulkan part 3 --- .../renderer_vulkan/renderer_vulkan.cpp | 77 +++++++++++++++++++ .../renderer_vulkan/renderer_vulkan.h | 14 ++++ 2 files changed, 91 insertions(+) diff --git a/src/video_core/renderer_vulkan/renderer_vulkan.cpp b/src/video_core/renderer_vulkan/renderer_vulkan.cpp index 0a25c2036..72c26f1cd 100644 --- a/src/video_core/renderer_vulkan/renderer_vulkan.cpp +++ b/src/video_core/renderer_vulkan/renderer_vulkan.cpp @@ -23,6 +23,29 @@ #include "video_core/host_shaders/vulkan_cursor_frag.h" #include "video_core/host_shaders/vulkan_cursor_vert.h" +#include "video_core/host_shaders/vulkan_simple_present_frag.h" +#include "video_core/host_shaders/vulkan_simple_present_vert.h" + +#include "video_core/host_shaders/antialiasing/Vulkan/vulkan_fxaa_frag.h" +#include "video_core/host_shaders/antialiasing/Vulkan/vulkan_fxaa_vert.h" +#include "video_core/host_shaders/antialiasing/Vulkan/vulkan_smaa_pass0_pre_frag.h" +#include "video_core/host_shaders/antialiasing/Vulkan/vulkan_smaa_pass0_pre_vert.h" +#include "video_core/host_shaders/antialiasing/Vulkan/vulkan_smaa_pass0_post_frag.h" +#include "video_core/host_shaders/antialiasing/Vulkan/vulkan_smaa_pass0_post_vert.h" +#include "video_core/host_shaders/antialiasing/Vulkan/vulkan_smaa_pass1_pre_frag.h" +#include "video_core/host_shaders/antialiasing/Vulkan/vulkan_smaa_pass1_pre_vert.h" +#include "video_core/host_shaders/antialiasing/Vulkan/vulkan_smaa_pass1_post_frag.h" +#include "video_core/host_shaders/antialiasing/Vulkan/vulkan_smaa_pass1_post_vert.h" +#include "video_core/host_shaders/antialiasing/Vulkan/vulkan_smaa_pass2_pre_frag.h" +#include "video_core/host_shaders/antialiasing/Vulkan/vulkan_smaa_pass2_pre_vert.h" +#include "video_core/host_shaders/antialiasing/Vulkan/vulkan_smaa_pass2_post_frag.h" +#include "video_core/host_shaders/antialiasing/Vulkan/vulkan_smaa_pass2_post_vert.h" +#include "video_core/host_shaders/antialiasing/Vulkan/vulkan_smaa_hlsl.h" +#include "video_core/host_shaders/antialiasing/AreaTex.h" +#include "video_core/host_shaders/antialiasing/SearchTex.h" +#include "video_core/host_shaders/scaling/vulkan_area_sampling_frag.h" +#include "video_core/host_shaders/scaling/vulkan_area_sampling_vert.h" + #include #if defined(__APPLE__) && !defined(HAVE_LIBRETRO) @@ -306,6 +329,60 @@ void RendererVulkan::CompileShaders() { cursor_fragment_shader = Compile(HostShaders::VULKAN_CURSOR_FRAG, vk::ShaderStageFlagBits::eFragment, device); + // Simple Present Shader + simplepresent_vertex_shader = + Compile(HostShaders::VULKAN_SIMPLE_PRESENT_VERT, vk::ShaderStageFlagBits::eVertex, device); + simplepresent_frag_shader = + Compile(HostShaders::VULKAN_SIMPLE_PRESENT_FRAG, vk::ShaderStageFlagBits::eFragment, device, preamble); + + // Area Sampling Shader + area_sampling_vertex_shader = + Compile(HostShaders::VULKAN_AREA_SAMPLING_VERT, vk::ShaderStageFlagBits::eVertex, device); + area_sampling_frag_shader = + Compile(HostShaders::VULKAN_AREA_SAMPLING_FRAG, vk::ShaderStageFlagBits::eFragment, device); + + // FXAA Shader + fxaa_vertex_shader = + Compile(HostShaders::VULKAN_FXAA_VERT, vk::ShaderStageFlagBits::eVertex, device); + fxaa_frag_shader = + Compile(HostShaders::VULKAN_FXAA_FRAG, vk::ShaderStageFlagBits::eFragment, device); + + // SMAA Pass 0 Shader + std::string smaa_pass_0_shader_vert_data = std::string(HostShaders::VULKAN_SMAA_PASS0_PRE_VERT); + smaa_pass_0_shader_vert_data += std::string(HostShaders::VULKAN_SMAA_HLSL); + smaa_pass_0_shader_vert_data += std::string(HostShaders::VULKAN_SMAA_PASS0_POST_VERT); + std::string smaa_pass_0_shader_frag_data = std::string(HostShaders::VULKAN_SMAA_PASS0_PRE_FRAG); + smaa_pass_0_shader_frag_data += std::string(HostShaders::VULKAN_SMAA_HLSL); + smaa_pass_0_shader_frag_data += std::string(HostShaders::VULKAN_SMAA_PASS0_POST_FRAG); + smaa_pass_0_vertex_shader = + Compile(smaa_pass_0_shader_vert_data, vk::ShaderStageFlagBits::eVertex, device); + smaa_pass_0_frag_shader = + Compile(smaa_pass_0_shader_frag_data, vk::ShaderStageFlagBits::eFragment, device); + + // SMAA Pass 1 Shader + std::string smaa_pass_1_shader_vert_data = std::string(HostShaders::VULKAN_SMAA_PASS1_PRE_VERT); + smaa_pass_1_shader_vert_data += std::string(HostShaders::VULKAN_SMAA_HLSL); + smaa_pass_1_shader_vert_data += std::string(HostShaders::VULKAN_SMAA_PASS1_POST_VERT); + std::string smaa_pass_1_shader_frag_data = std::string(HostShaders::VULKAN_SMAA_PASS1_PRE_FRAG); + smaa_pass_1_shader_frag_data += std::string(HostShaders::VULKAN_SMAA_HLSL); + smaa_pass_1_shader_frag_data += std::string(HostShaders::VULKAN_SMAA_PASS1_POST_FRAG); + smaa_pass_1_vertex_shader = + Compile(smaa_pass_1_shader_vert_data, vk::ShaderStageFlagBits::eVertex, device); + smaa_pass_1_frag_shader = + Compile(smaa_pass_1_shader_frag_data, vk::ShaderStageFlagBits::eFragment, device); + + // SMAA Pass 2 Shader + std::string smaa_pass_2_shader_vert_data = std::string(HostShaders::VULKAN_SMAA_PASS2_PRE_VERT); + smaa_pass_2_shader_vert_data += std::string(HostShaders::VULKAN_SMAA_HLSL); + smaa_pass_2_shader_vert_data += std::string(HostShaders::VULKAN_SMAA_PASS2_POST_VERT); + std::string smaa_pass_2_shader_frag_data = std::string(HostShaders::VULKAN_SMAA_PASS2_PRE_FRAG); + smaa_pass_2_shader_frag_data += std::string(HostShaders::VULKAN_SMAA_HLSL); + smaa_pass_2_shader_frag_data += std::string(HostShaders::VULKAN_SMAA_PASS2_POST_FRAG); + smaa_pass_2_vertex_shader = + Compile(smaa_pass_2_shader_vert_data, vk::ShaderStageFlagBits::eVertex, device); + smaa_pass_2_frag_shader = + Compile(smaa_pass_2_shader_frag_data, vk::ShaderStageFlagBits::eFragment, device); + auto properties = instance.GetPhysicalDevice().getProperties(); for (std::size_t i = 0; i < present_samplers.size(); i++) { const vk::Filter filter_mode = i == 0 ? vk::Filter::eLinear : vk::Filter::eNearest; diff --git a/src/video_core/renderer_vulkan/renderer_vulkan.h b/src/video_core/renderer_vulkan/renderer_vulkan.h index 96bf3d9c3..30ea50989 100644 --- a/src/video_core/renderer_vulkan/renderer_vulkan.h +++ b/src/video_core/renderer_vulkan/renderer_vulkan.h @@ -145,6 +145,20 @@ private: std::array present_shaders; std::array present_samplers; vk::ShaderModule present_vertex_shader; + vk::ShaderModule simplepresent_vertex_shader; + vk::ShaderModule simplepresent_frag_shader; + vk::ShaderModule area_sampling_vertex_shader; + vk::ShaderModule area_sampling_frag_shader; + vk::ShaderModule fxaa_vertex_shader; + vk::ShaderModule fxaa_frag_shader; + vk::ShaderModule smaa_pass_0_vertex_shader; + vk::ShaderModule smaa_pass_0_frag_shader; + vk::ShaderModule smaa_pass_1_vertex_shader; + vk::ShaderModule smaa_pass_1_frag_shader; + vk::ShaderModule smaa_pass_2_vertex_shader; + vk::ShaderModule smaa_pass_2_frag_shader; + + u32 current_pipeline = 0; std::array screen_infos{}; From e2c3e2819c92e307fafa45a8e0bb66578e580cce Mon Sep 17 00:00:00 2001 From: KojoZero Date: Sat, 9 May 2026 16:24:27 -0700 Subject: [PATCH 23/46] switched to @turol 2017 smaa fork, fixed opengl smaa implementation --- .../antialiasing/OpenGL/opengl_smaa.hlsl | 160 ++++++++++++++---- .../OpenGL/opengl_smaa_pass0_pre.frag | 7 + .../OpenGL/opengl_smaa_pass0_pre.vert | 1 + .../OpenGL/opengl_smaa_pass1_pre.frag | 1 + .../OpenGL/opengl_smaa_pass1_pre.vert | 1 + .../OpenGL/opengl_smaa_pass2_pre.frag | 1 + .../OpenGL/opengl_smaa_pass2_pre.vert | 1 + .../antialiasing/Vulkan/vulkan_smaa.hlsl | 160 ++++++++++++++---- .../Vulkan/vulkan_smaa_pass0_pre.frag | 1 + .../Vulkan/vulkan_smaa_pass0_pre.vert | 1 + .../Vulkan/vulkan_smaa_pass1_pre.frag | 1 + .../Vulkan/vulkan_smaa_pass1_pre.vert | 1 + .../Vulkan/vulkan_smaa_pass2_pre.frag | 1 + .../Vulkan/vulkan_smaa_pass2_pre.vert | 1 + .../renderer_opengl/renderer_opengl.cpp | 22 ++- 15 files changed, 296 insertions(+), 64 deletions(-) diff --git a/src/video_core/host_shaders/antialiasing/OpenGL/opengl_smaa.hlsl b/src/video_core/host_shaders/antialiasing/OpenGL/opengl_smaa.hlsl index 05e2b5eed..6843e6560 100644 --- a/src/video_core/host_shaders/antialiasing/OpenGL/opengl_smaa.hlsl +++ b/src/video_core/host_shaders/antialiasing/OpenGL/opengl_smaa.hlsl @@ -50,7 +50,7 @@ * * The shader has three passes, chained together as follows: * - * |input|------------------· + * |input|------------------� * v | * [ SMAA*EdgeDetection ] | * v | @@ -60,7 +60,7 @@ * v | * |blendTex| | * v | - * [ SMAANeighborhoodBlending ] <------· + * [ SMAANeighborhoodBlending ] <------� * v * |output| * @@ -105,6 +105,10 @@ * C++ headers, and also as regular DDS files. They'll be needed for the * 'SMAABlendingWeightCalculation' pass. * + * !!!!!!!!!!!!!!!!!!!!!!!!!!!!IMPORTANT!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! + * MAKE SURE TO VERTICALLY FLIP THE AREATEX AND SEARCHTEX HEADERS IF USING OPENGL + * + * * If you use the C++ headers, be sure to load them in the format specified * inside of them. * @@ -482,7 +486,7 @@ #endif /** - * On some compilers, discard cannot be used in vertex shaders. Thus, they need + * On some compilers, discard and texture cannot be used in vertex shaders. Thus, they need * to be compiled separately. */ #ifndef SMAA_INCLUDE_VS @@ -526,6 +530,9 @@ // Porting Functions #if defined(SMAA_HLSL_3) +#ifndef SMAA_FLIP_Y +#define SMAA_FLIP_Y 0 +#endif // SMAA_FLIP_Y #define SMAATexture2D(tex) sampler2D tex #define SMAATexturePass2D(tex) tex #define SMAASampleLevelZero(tex, coord) tex2Dlod(tex, float4(coord, 0.0, 0.0)) @@ -538,6 +545,9 @@ #define SMAA_BRANCH [branch] #endif #if defined(SMAA_HLSL_4) || defined(SMAA_HLSL_4_1) +#ifndef SMAA_FLIP_Y +#define SMAA_FLIP_Y 0 +#endif // SMAA_FLIP_Y SamplerState LinearSampler { Filter = MIN_MAG_LINEAR_MIP_POINT; AddressU = Clamp; AddressV = Clamp; }; SamplerState PointSampler { Filter = MIN_MAG_MIP_POINT; AddressU = Clamp; AddressV = Clamp; }; #define SMAATexture2D(tex) Texture2D tex @@ -557,6 +567,10 @@ SamplerState PointSampler { Filter = MIN_MAG_MIP_POINT; AddressU = Clamp; Addres #endif #endif #if defined(SMAA_GLSL_3) || defined(SMAA_GLSL_4) +#ifndef SMAA_FLIP_Y +#define SMAA_FLIP_Y 1 +#endif // SMAA_FLIP_Y + #define SMAATexture2D(tex) sampler2D tex #define SMAATexturePass2D(tex) tex #define SMAASampleLevelZero(tex, coord) textureLod(tex, coord, 0.0) @@ -590,9 +604,28 @@ SamplerState PointSampler { Filter = MIN_MAG_MIP_POINT; AddressU = Clamp; Addres #error you must define the shading language: SMAA_HLSL_*, SMAA_GLSL_* or SMAA_CUSTOM_SL #endif + +#if SMAA_FLIP_Y + +#define API_V_DIR(v) -(v) +#define API_V_COORD(v) (1.0 - v) +#define API_V_BELOW(v1, v2) v1 < v2 +#define API_V_ABOVE(v1, v2) v1 > v2 + +#else // VULKAN_FLIP + +#define API_V_DIR(v) v +#define API_V_COORD(v) v +#define API_V_BELOW(v1, v2) v1 > v2 +#define API_V_ABOVE(v1, v2) v1 < v2 + +#endif // VULKAN_FLIP + + //----------------------------------------------------------------------------- // Misc functions +#if SMAA_INCLUDE_PS /** * Gathers current pixel, and the top-left neighbors. */ @@ -600,8 +633,14 @@ float3 SMAAGatherNeighbours(float2 texcoord, float4 offset[3], SMAATexture2D(tex)) { #ifdef SMAAGather + + #if SMAA_FLIP_Y + return SMAAGather(tex, texcoord + SMAA_RT_METRICS.xy * float2(-0.5, 0.5)).zwy; + #else // SMAA_FLIP_Y return SMAAGather(tex, texcoord + SMAA_RT_METRICS.xy * float2(-0.5, -0.5)).grb; - #else + #endif // SMAA_FLIP_Y + + #else // SMAAGather float P = SMAASamplePoint(tex, texcoord).r; float Pleft = SMAASamplePoint(tex, offset[0].xy).r; float Ptop = SMAASamplePoint(tex, offset[0].zw).r; @@ -621,6 +660,8 @@ float2 SMAACalculatePredicatedThreshold(float2 texcoord, return SMAA_PREDICATION_SCALE * SMAA_THRESHOLD * (1.0 - SMAA_PREDICATION_STRENGTH * edges); } +#endif // SMAA_INCLUDE_PS + /** * Conditional move: */ @@ -644,9 +685,9 @@ void SMAAMovc(bool4 cond, inout float4 variable, float4 value) { */ void SMAAEdgeDetectionVS(float2 texcoord, out float4 offset[3]) { - offset[0] = mad(SMAA_RT_METRICS.xyxy, float4(-1.0, 0.0, 0.0, -1.0), texcoord.xyxy); - offset[1] = mad(SMAA_RT_METRICS.xyxy, float4( 1.0, 0.0, 0.0, 1.0), texcoord.xyxy); - offset[2] = mad(SMAA_RT_METRICS.xyxy, float4(-2.0, 0.0, 0.0, -2.0), texcoord.xyxy); + offset[0] = mad(SMAA_RT_METRICS.xyxy, float4(-1.0, 0.0, 0.0, API_V_DIR(-1.0)), texcoord.xyxy); + offset[1] = mad(SMAA_RT_METRICS.xyxy, float4( 1.0, 0.0, 0.0, API_V_DIR(1.0)), texcoord.xyxy); + offset[2] = mad(SMAA_RT_METRICS.xyxy, float4(-2.0, 0.0, 0.0, API_V_DIR(-2.0)), texcoord.xyxy); } /** @@ -658,12 +699,12 @@ void SMAABlendingWeightCalculationVS(float2 texcoord, pixcoord = texcoord * SMAA_RT_METRICS.zw; // We will use these offsets for the searches later on (see @PSEUDO_GATHER4): - offset[0] = mad(SMAA_RT_METRICS.xyxy, float4(-0.25, -0.125, 1.25, -0.125), texcoord.xyxy); - offset[1] = mad(SMAA_RT_METRICS.xyxy, float4(-0.125, -0.25, -0.125, 1.25), texcoord.xyxy); + offset[0] = mad(SMAA_RT_METRICS.xyxy, float4(-0.25, API_V_DIR(-0.125), 1.25, API_V_DIR(-0.125)), texcoord.xyxy); + offset[1] = mad(SMAA_RT_METRICS.xyxy, float4(-0.125, API_V_DIR(-0.25), -0.125, API_V_DIR(1.25)), texcoord.xyxy); // And these for the searches, they indicate the ends of the loops: offset[2] = mad(SMAA_RT_METRICS.xxyy, - float4(-2.0, 2.0, -2.0, 2.0) * float(SMAA_MAX_SEARCH_STEPS), + float4(-2.0, 2.0, API_V_DIR(-2.0), API_V_DIR(2.0)) * float(SMAA_MAX_SEARCH_STEPS), float4(offset[0].xz, offset[1].yw)); } @@ -672,7 +713,7 @@ void SMAABlendingWeightCalculationVS(float2 texcoord, */ void SMAANeighborhoodBlendingVS(float2 texcoord, out float4 offset) { - offset = mad(SMAA_RT_METRICS.xyxy, float4( 1.0, 0.0, 0.0, 1.0), texcoord.xyxy); + offset = mad(SMAA_RT_METRICS.xyxy, float4( 1.0, 0.0, 0.0, API_V_DIR(1.0)), texcoord.xyxy); } #endif // SMAA_INCLUDE_VS @@ -792,11 +833,11 @@ float2 SMAAColorEdgeDetectionPS(float2 texcoord, // Calculate left-left and top-top deltas: float3 Cleftleft = SMAASamplePoint(colorTex, offset[2].xy).rgb; - t = abs(Cleft - Cleftleft); + t = abs(C - Cleftleft); delta.z = max(max(t.r, t.g), t.b); float3 Ctoptop = SMAASamplePoint(colorTex, offset[2].zw).rgb; - t = abs(Ctop - Ctoptop); + t = abs(C - Ctoptop); delta.w = max(max(t.r, t.g), t.b); // Calculate the final maximum delta: @@ -860,6 +901,7 @@ float4 SMAADecodeDiagBilinearAccess(float4 e) { * These functions allows to perform diagonal pattern searches. */ float2 SMAASearchDiag1(SMAATexture2D(edgesTex), float2 texcoord, float2 dir, out float2 e) { + dir.y = API_V_DIR(dir.y); float4 coord = float4(texcoord, -1.0, 1.0); float3 t = float3(SMAA_RT_METRICS.xy, 1.0); while (coord.z < float(SMAA_MAX_SEARCH_STEPS_DIAG - 1) && @@ -872,6 +914,7 @@ float2 SMAASearchDiag1(SMAATexture2D(edgesTex), float2 texcoord, float2 dir, out } float2 SMAASearchDiag2(SMAATexture2D(edgesTex), float2 texcoord, float2 dir, out float2 e) { + dir.y = API_V_DIR(dir.y); float4 coord = float4(texcoord, -1.0, 1.0); coord.x += 0.25 * SMAA_RT_METRICS.x; // See @SearchDiag2Optimization float3 t = float3(SMAA_RT_METRICS.xy, 1.0); @@ -909,6 +952,8 @@ float2 SMAAAreaDiag(SMAATexture2D(areaTex), float2 dist, float2 e, float offset) // Move to proper place, according to the subpixel offset: texcoord.y += SMAA_AREATEX_SUBTEX_SIZE * offset; + texcoord.y = API_V_COORD(texcoord.y); + // Do it! return SMAA_AREATEX_SELECT(SMAASampleLevelZero(areaTex, texcoord)); } @@ -932,7 +977,7 @@ float2 SMAACalculateDiagWeights(SMAATexture2D(edgesTex), SMAATexture2D(areaTex), SMAA_BRANCH if (d.x + d.y > 2.0) { // d.x + d.y + 1 > 3 // Fetch the crossing edges: - float4 coords = mad(float4(-d.x + 0.25, d.x, d.y, -d.y - 0.25), SMAA_RT_METRICS.xyxy, texcoord.xyxy); + float4 coords = mad(float4(-d.x + 0.25, API_V_DIR(d.x), d.y, API_V_DIR(-d.y - 0.25)), SMAA_RT_METRICS.xyxy, texcoord.xyxy); float4 c; c.xy = SMAASampleLevelZeroOffset(edgesTex, coords.xy, int2(-1, 0)).rg; c.zw = SMAASampleLevelZeroOffset(edgesTex, coords.zw, int2( 1, 0)).rg; @@ -967,10 +1012,10 @@ float2 SMAACalculateDiagWeights(SMAATexture2D(edgesTex), SMAATexture2D(areaTex), SMAA_BRANCH if (d.x + d.y > 2.0) { // d.x + d.y + 1 > 3 // Fetch the crossing edges: - float4 coords = mad(float4(-d.x, -d.x, d.y, d.y), SMAA_RT_METRICS.xyxy, texcoord.xyxy); + float4 coords = mad(float4(-d.x, API_V_DIR(-d.x), d.y, API_V_DIR(d.y)), SMAA_RT_METRICS.xyxy, texcoord.xyxy); float4 c; c.x = SMAASampleLevelZeroOffset(edgesTex, coords.xy, int2(-1, 0)).g; - c.y = SMAASampleLevelZeroOffset(edgesTex, coords.xy, int2( 0, -1)).r; + c.y = SMAASampleLevelZeroOffset(edgesTex, coords.xy, int2( 0, API_V_DIR(-1))).r; c.zw = SMAASampleLevelZeroOffset(edgesTex, coords.zw, int2( 1, 0)).gr; float2 cc = mad(float2(2.0, 2.0), c.xz, c.yw); @@ -1009,8 +1054,11 @@ float SMAASearchLength(SMAATexture2D(searchTex), float2 e, float offset) { scale *= 1.0 / SMAA_SEARCHTEX_PACKED_SIZE; bias *= 1.0 / SMAA_SEARCHTEX_PACKED_SIZE; + float2 coord = mad(scale, e, bias); + coord.y = API_V_COORD(coord.y); + // Lookup the search texture: - return SMAA_SEARCHTEX_SELECT(SMAASampleLevelZero(searchTex, mad(scale, e, bias))); + return SMAA_SEARCHTEX_SELECT(SMAASampleLevelZero(searchTex, coord)); } /** @@ -1062,26 +1110,26 @@ float SMAASearchXRight(SMAATexture2D(edgesTex), SMAATexture2D(searchTex), float2 float SMAASearchYUp(SMAATexture2D(edgesTex), SMAATexture2D(searchTex), float2 texcoord, float end) { float2 e = float2(1.0, 0.0); - while (texcoord.y > end && + while (API_V_BELOW(texcoord.y, end) && e.r > 0.8281 && // Is there some edge not activated? e.g == 0.0) { // Or is there a crossing edge that breaks the line? e = SMAASampleLevelZero(edgesTex, texcoord).rg; - texcoord = mad(-float2(0.0, 2.0), SMAA_RT_METRICS.xy, texcoord); + texcoord = mad(-float2(0.0, API_V_DIR(2.0)), SMAA_RT_METRICS.xy, texcoord); } float offset = mad(-(255.0 / 127.0), SMAASearchLength(SMAATexturePass2D(searchTex), e.gr, 0.0), 3.25); - return mad(SMAA_RT_METRICS.y, offset, texcoord.y); + return mad(SMAA_RT_METRICS.y, API_V_DIR(offset), texcoord.y); } float SMAASearchYDown(SMAATexture2D(edgesTex), SMAATexture2D(searchTex), float2 texcoord, float end) { float2 e = float2(1.0, 0.0); - while (texcoord.y < end && + while (API_V_ABOVE(texcoord.y, end) && e.r > 0.8281 && // Is there some edge not activated? e.g == 0.0) { // Or is there a crossing edge that breaks the line? e = SMAASampleLevelZero(edgesTex, texcoord).rg; - texcoord = mad(float2(0.0, 2.0), SMAA_RT_METRICS.xy, texcoord); + texcoord = mad(float2(0.0, API_V_DIR(2.0)), SMAA_RT_METRICS.xy, texcoord); } float offset = mad(-(255.0 / 127.0), SMAASearchLength(SMAATexturePass2D(searchTex), e.gr, 0.5), 3.25); - return mad(-SMAA_RT_METRICS.y, offset, texcoord.y); + return mad(-SMAA_RT_METRICS.y, API_V_DIR(offset), texcoord.y); } /** @@ -1098,6 +1146,8 @@ float2 SMAAArea(SMAATexture2D(areaTex), float2 dist, float e1, float e2, float o // Move to proper place, according to the subpixel offset: texcoord.y = mad(SMAA_AREATEX_SUBTEX_SIZE, offset, texcoord.y); + texcoord.y = API_V_COORD(texcoord.y); + // Do it! return SMAA_AREATEX_SELECT(SMAASampleLevelZero(areaTex, texcoord)); } @@ -1113,10 +1163,10 @@ void SMAADetectHorizontalCornerPattern(SMAATexture2D(edgesTex), inout float2 wei rounding /= leftRight.x + leftRight.y; // Reduce blending for pixels in the center of a line. float2 factor = float2(1.0, 1.0); - factor.x -= rounding.x * SMAASampleLevelZeroOffset(edgesTex, texcoord.xy, int2(0, 1)).r; - factor.x -= rounding.y * SMAASampleLevelZeroOffset(edgesTex, texcoord.zw, int2(1, 1)).r; - factor.y -= rounding.x * SMAASampleLevelZeroOffset(edgesTex, texcoord.xy, int2(0, -2)).r; - factor.y -= rounding.y * SMAASampleLevelZeroOffset(edgesTex, texcoord.zw, int2(1, -2)).r; + factor.x -= rounding.x * SMAASampleLevelZeroOffset(edgesTex, texcoord.xy, int2(0, API_V_DIR(1))).r; + factor.x -= rounding.y * SMAASampleLevelZeroOffset(edgesTex, texcoord.zw, int2(1, API_V_DIR(1))).r; + factor.y -= rounding.x * SMAASampleLevelZeroOffset(edgesTex, texcoord.xy, int2(0, API_V_DIR(-2))).r; + factor.y -= rounding.y * SMAASampleLevelZeroOffset(edgesTex, texcoord.zw, int2(1, API_V_DIR(-2))).r; weights *= saturate(factor); #endif @@ -1131,9 +1181,9 @@ void SMAADetectVerticalCornerPattern(SMAATexture2D(edgesTex), inout float2 weigh float2 factor = float2(1.0, 1.0); factor.x -= rounding.x * SMAASampleLevelZeroOffset(edgesTex, texcoord.xy, int2( 1, 0)).g; - factor.x -= rounding.y * SMAASampleLevelZeroOffset(edgesTex, texcoord.zw, int2( 1, 1)).g; + factor.x -= rounding.y * SMAASampleLevelZeroOffset(edgesTex, texcoord.zw, int2( 1, API_V_DIR(1))).g; factor.y -= rounding.x * SMAASampleLevelZeroOffset(edgesTex, texcoord.xy, int2(-2, 0)).g; - factor.y -= rounding.y * SMAASampleLevelZeroOffset(edgesTex, texcoord.zw, int2(-2, 1)).g; + factor.y -= rounding.y * SMAASampleLevelZeroOffset(edgesTex, texcoord.zw, int2(-2, API_V_DIR(1))).g; weights *= saturate(factor); #endif @@ -1233,7 +1283,7 @@ float4 SMAABlendingWeightCalculationPS(float2 texcoord, float2 sqrt_d = sqrt(d); // Fetch the bottom crossing edges: - float e2 = SMAASampleLevelZeroOffset(edgesTex, coords.xz, int2(0, 1)).g; + float e2 = SMAASampleLevelZeroOffset(edgesTex, coords.xz, int2(0, API_V_DIR(1))).g; // Get the area for this direction: weights.ba = SMAAArea(SMAATexturePass2D(areaTex), sqrt_d, e1, e2, subsampleIndices.x); @@ -1280,7 +1330,7 @@ float4 SMAANeighborhoodBlendingPS(float2 texcoord, bool h = max(a.x, a.z) > max(a.y, a.w); // max(horizontal) > max(vertical) // Calculate the blending offsets: - float4 blendingOffset = float4(0.0, a.y, 0.0, a.w); + float4 blendingOffset = float4(0.0, API_V_DIR(a.y), 0.0, API_V_DIR(a.w)); float2 blendingWeight = a.yw; SMAAMovc(bool4(h, h, h, h), blendingOffset, float4(a.x, 0.0, a.z, 0.0)); SMAAMovc(bool2(h, h), blendingWeight, a.xz); @@ -1359,3 +1409,51 @@ void SMAASeparatePS(float4 position, //----------------------------------------------------------------------------- #endif // SMAA_INCLUDE_PS + + +// From http://www.reddit.com/r/gamedev/comments/2j17wk/a_slightly_faster_bufferless_vertex_shader_trick/ + +// NOTE: this is in direct3d texture coord space (origin upper left) +// remember to flip y coordinate + +//By CeeJay.dk +//License : CC0 - http://creativecommons.org/publicdomain/zero/1.0/ + +//Basic Buffer/Layout-less fullscreen triangle vertex shader +vec2 triangleVertex(in int vertID, out vec2 texcoord) +{ + /* + //See: https://web.archive.org/web/20140719063725/http://www.altdev.co/2011/08/08/interesting-vertex-shader-trick/ + + 1 + ( 0, 2) + [-1, 3] [ 3, 3] + . + |`. + | `. + | `. + '------` + 0 2 + ( 0, 0) ( 2, 0) + [-1,-1] [ 3,-1] + + ID=0 -> Pos=[-1,-1], Tex=(0,0) + ID=1 -> Pos=[-1, 3], Tex=(0,2) + ID=2 -> Pos=[ 3,-1], Tex=(2,0) + */ + + texcoord.x = (vertID == 2) ? 2.0 : 0.0; + texcoord.y = (vertID == 1) ? 2.0 : 0.0; + + return texcoord * vec2(2.0, -2.0) + vec2(-1.0, 1.0); +} + + +vec2 flipTexCoord(in vec2 tc) { + return tc * vec2(1.0, -1.0) + vec2(0.0, 1.0); +} + + +vec4 flipTexCoord(in vec4 tc) { + return tc * vec4(1.0, -1.0, 1.0, -1.0) + vec4(0.0, 1.0, 0.0, 1.0); +} diff --git a/src/video_core/host_shaders/antialiasing/OpenGL/opengl_smaa_pass0_pre.frag b/src/video_core/host_shaders/antialiasing/OpenGL/opengl_smaa_pass0_pre.frag index 51a1e2779..77682d5bb 100644 --- a/src/video_core/host_shaders/antialiasing/OpenGL/opengl_smaa_pass0_pre.frag +++ b/src/video_core/host_shaders/antialiasing/OpenGL/opengl_smaa_pass0_pre.frag @@ -6,6 +6,13 @@ uniform vec4 i_resolution; #define SMAA_RT_METRICS vec4(i_resolution.z, i_resolution.w, i_resolution.x, i_resolution.y) #define SMAA_GLSL_4 +#define SMAA_FLIP_Y 1 +#define SMAA_FLIP_Y 1 +#define SMAA_FLIP_Y 1 +#define SMAA_FLIP_Y 1 +#define SMAA_FLIP_Y 1 +#define SMAA_FLIP_Y 1 +#define SMAA_FLIP_Y 1 #define SMAA_PRESET_ULTRA #define SMAA_EDT 1.0 diff --git a/src/video_core/host_shaders/antialiasing/OpenGL/opengl_smaa_pass0_pre.vert b/src/video_core/host_shaders/antialiasing/OpenGL/opengl_smaa_pass0_pre.vert index 4bdce548b..0e07e5101 100644 --- a/src/video_core/host_shaders/antialiasing/OpenGL/opengl_smaa_pass0_pre.vert +++ b/src/video_core/host_shaders/antialiasing/OpenGL/opengl_smaa_pass0_pre.vert @@ -6,6 +6,7 @@ uniform vec4 i_resolution; #define SMAA_RT_METRICS vec4(i_resolution.z, i_resolution.w, i_resolution.x, i_resolution.y) #define SMAA_GLSL_4 +#define SMAA_FLIP_Y 1 #define SMAA_PRESET_ULTRA #define SMAA_EDT 1.0 diff --git a/src/video_core/host_shaders/antialiasing/OpenGL/opengl_smaa_pass1_pre.frag b/src/video_core/host_shaders/antialiasing/OpenGL/opengl_smaa_pass1_pre.frag index 279a85300..bdf37ab96 100644 --- a/src/video_core/host_shaders/antialiasing/OpenGL/opengl_smaa_pass1_pre.frag +++ b/src/video_core/host_shaders/antialiasing/OpenGL/opengl_smaa_pass1_pre.frag @@ -6,6 +6,7 @@ uniform vec4 i_resolution; #define SMAA_RT_METRICS vec4(i_resolution.z, i_resolution.w, i_resolution.x, i_resolution.y) #define SMAA_GLSL_4 +#define SMAA_FLIP_Y 1 #define SMAA_PRESET_ULTRA #define SMAA_EDT 1.0 diff --git a/src/video_core/host_shaders/antialiasing/OpenGL/opengl_smaa_pass1_pre.vert b/src/video_core/host_shaders/antialiasing/OpenGL/opengl_smaa_pass1_pre.vert index f75990c39..c7ae89b6d 100644 --- a/src/video_core/host_shaders/antialiasing/OpenGL/opengl_smaa_pass1_pre.vert +++ b/src/video_core/host_shaders/antialiasing/OpenGL/opengl_smaa_pass1_pre.vert @@ -6,6 +6,7 @@ uniform vec4 i_resolution; #define SMAA_RT_METRICS vec4(i_resolution.z, i_resolution.w, i_resolution.x, i_resolution.y) #define SMAA_GLSL_4 +#define SMAA_FLIP_Y 1 #define SMAA_PRESET_ULTRA #define SMAA_EDT 1.0 diff --git a/src/video_core/host_shaders/antialiasing/OpenGL/opengl_smaa_pass2_pre.frag b/src/video_core/host_shaders/antialiasing/OpenGL/opengl_smaa_pass2_pre.frag index edd0d1137..8a5387711 100644 --- a/src/video_core/host_shaders/antialiasing/OpenGL/opengl_smaa_pass2_pre.frag +++ b/src/video_core/host_shaders/antialiasing/OpenGL/opengl_smaa_pass2_pre.frag @@ -7,6 +7,7 @@ uniform vec4 i_resolution; uniform int convert_colors; #define SMAA_RT_METRICS vec4(i_resolution.z, i_resolution.w, i_resolution.x, i_resolution.y) #define SMAA_GLSL_4 +#define SMAA_FLIP_Y 1 layout(location = 0) in vec2 frag_tex_coord; layout(location = 1) in vec4 offset; diff --git a/src/video_core/host_shaders/antialiasing/OpenGL/opengl_smaa_pass2_pre.vert b/src/video_core/host_shaders/antialiasing/OpenGL/opengl_smaa_pass2_pre.vert index 24baa2cc6..3a265f778 100644 --- a/src/video_core/host_shaders/antialiasing/OpenGL/opengl_smaa_pass2_pre.vert +++ b/src/video_core/host_shaders/antialiasing/OpenGL/opengl_smaa_pass2_pre.vert @@ -6,6 +6,7 @@ uniform vec4 i_resolution; #define SMAA_RT_METRICS vec4(i_resolution.z, i_resolution.w, i_resolution.x, i_resolution.y) #define SMAA_GLSL_4 +#define SMAA_FLIP_Y 1 layout(location = 0) in vec2 vert_position; layout(location = 1) in vec2 vert_tex_coord; diff --git a/src/video_core/host_shaders/antialiasing/Vulkan/vulkan_smaa.hlsl b/src/video_core/host_shaders/antialiasing/Vulkan/vulkan_smaa.hlsl index 05e2b5eed..6843e6560 100644 --- a/src/video_core/host_shaders/antialiasing/Vulkan/vulkan_smaa.hlsl +++ b/src/video_core/host_shaders/antialiasing/Vulkan/vulkan_smaa.hlsl @@ -50,7 +50,7 @@ * * The shader has three passes, chained together as follows: * - * |input|------------------· + * |input|------------------� * v | * [ SMAA*EdgeDetection ] | * v | @@ -60,7 +60,7 @@ * v | * |blendTex| | * v | - * [ SMAANeighborhoodBlending ] <------· + * [ SMAANeighborhoodBlending ] <------� * v * |output| * @@ -105,6 +105,10 @@ * C++ headers, and also as regular DDS files. They'll be needed for the * 'SMAABlendingWeightCalculation' pass. * + * !!!!!!!!!!!!!!!!!!!!!!!!!!!!IMPORTANT!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! + * MAKE SURE TO VERTICALLY FLIP THE AREATEX AND SEARCHTEX HEADERS IF USING OPENGL + * + * * If you use the C++ headers, be sure to load them in the format specified * inside of them. * @@ -482,7 +486,7 @@ #endif /** - * On some compilers, discard cannot be used in vertex shaders. Thus, they need + * On some compilers, discard and texture cannot be used in vertex shaders. Thus, they need * to be compiled separately. */ #ifndef SMAA_INCLUDE_VS @@ -526,6 +530,9 @@ // Porting Functions #if defined(SMAA_HLSL_3) +#ifndef SMAA_FLIP_Y +#define SMAA_FLIP_Y 0 +#endif // SMAA_FLIP_Y #define SMAATexture2D(tex) sampler2D tex #define SMAATexturePass2D(tex) tex #define SMAASampleLevelZero(tex, coord) tex2Dlod(tex, float4(coord, 0.0, 0.0)) @@ -538,6 +545,9 @@ #define SMAA_BRANCH [branch] #endif #if defined(SMAA_HLSL_4) || defined(SMAA_HLSL_4_1) +#ifndef SMAA_FLIP_Y +#define SMAA_FLIP_Y 0 +#endif // SMAA_FLIP_Y SamplerState LinearSampler { Filter = MIN_MAG_LINEAR_MIP_POINT; AddressU = Clamp; AddressV = Clamp; }; SamplerState PointSampler { Filter = MIN_MAG_MIP_POINT; AddressU = Clamp; AddressV = Clamp; }; #define SMAATexture2D(tex) Texture2D tex @@ -557,6 +567,10 @@ SamplerState PointSampler { Filter = MIN_MAG_MIP_POINT; AddressU = Clamp; Addres #endif #endif #if defined(SMAA_GLSL_3) || defined(SMAA_GLSL_4) +#ifndef SMAA_FLIP_Y +#define SMAA_FLIP_Y 1 +#endif // SMAA_FLIP_Y + #define SMAATexture2D(tex) sampler2D tex #define SMAATexturePass2D(tex) tex #define SMAASampleLevelZero(tex, coord) textureLod(tex, coord, 0.0) @@ -590,9 +604,28 @@ SamplerState PointSampler { Filter = MIN_MAG_MIP_POINT; AddressU = Clamp; Addres #error you must define the shading language: SMAA_HLSL_*, SMAA_GLSL_* or SMAA_CUSTOM_SL #endif + +#if SMAA_FLIP_Y + +#define API_V_DIR(v) -(v) +#define API_V_COORD(v) (1.0 - v) +#define API_V_BELOW(v1, v2) v1 < v2 +#define API_V_ABOVE(v1, v2) v1 > v2 + +#else // VULKAN_FLIP + +#define API_V_DIR(v) v +#define API_V_COORD(v) v +#define API_V_BELOW(v1, v2) v1 > v2 +#define API_V_ABOVE(v1, v2) v1 < v2 + +#endif // VULKAN_FLIP + + //----------------------------------------------------------------------------- // Misc functions +#if SMAA_INCLUDE_PS /** * Gathers current pixel, and the top-left neighbors. */ @@ -600,8 +633,14 @@ float3 SMAAGatherNeighbours(float2 texcoord, float4 offset[3], SMAATexture2D(tex)) { #ifdef SMAAGather + + #if SMAA_FLIP_Y + return SMAAGather(tex, texcoord + SMAA_RT_METRICS.xy * float2(-0.5, 0.5)).zwy; + #else // SMAA_FLIP_Y return SMAAGather(tex, texcoord + SMAA_RT_METRICS.xy * float2(-0.5, -0.5)).grb; - #else + #endif // SMAA_FLIP_Y + + #else // SMAAGather float P = SMAASamplePoint(tex, texcoord).r; float Pleft = SMAASamplePoint(tex, offset[0].xy).r; float Ptop = SMAASamplePoint(tex, offset[0].zw).r; @@ -621,6 +660,8 @@ float2 SMAACalculatePredicatedThreshold(float2 texcoord, return SMAA_PREDICATION_SCALE * SMAA_THRESHOLD * (1.0 - SMAA_PREDICATION_STRENGTH * edges); } +#endif // SMAA_INCLUDE_PS + /** * Conditional move: */ @@ -644,9 +685,9 @@ void SMAAMovc(bool4 cond, inout float4 variable, float4 value) { */ void SMAAEdgeDetectionVS(float2 texcoord, out float4 offset[3]) { - offset[0] = mad(SMAA_RT_METRICS.xyxy, float4(-1.0, 0.0, 0.0, -1.0), texcoord.xyxy); - offset[1] = mad(SMAA_RT_METRICS.xyxy, float4( 1.0, 0.0, 0.0, 1.0), texcoord.xyxy); - offset[2] = mad(SMAA_RT_METRICS.xyxy, float4(-2.0, 0.0, 0.0, -2.0), texcoord.xyxy); + offset[0] = mad(SMAA_RT_METRICS.xyxy, float4(-1.0, 0.0, 0.0, API_V_DIR(-1.0)), texcoord.xyxy); + offset[1] = mad(SMAA_RT_METRICS.xyxy, float4( 1.0, 0.0, 0.0, API_V_DIR(1.0)), texcoord.xyxy); + offset[2] = mad(SMAA_RT_METRICS.xyxy, float4(-2.0, 0.0, 0.0, API_V_DIR(-2.0)), texcoord.xyxy); } /** @@ -658,12 +699,12 @@ void SMAABlendingWeightCalculationVS(float2 texcoord, pixcoord = texcoord * SMAA_RT_METRICS.zw; // We will use these offsets for the searches later on (see @PSEUDO_GATHER4): - offset[0] = mad(SMAA_RT_METRICS.xyxy, float4(-0.25, -0.125, 1.25, -0.125), texcoord.xyxy); - offset[1] = mad(SMAA_RT_METRICS.xyxy, float4(-0.125, -0.25, -0.125, 1.25), texcoord.xyxy); + offset[0] = mad(SMAA_RT_METRICS.xyxy, float4(-0.25, API_V_DIR(-0.125), 1.25, API_V_DIR(-0.125)), texcoord.xyxy); + offset[1] = mad(SMAA_RT_METRICS.xyxy, float4(-0.125, API_V_DIR(-0.25), -0.125, API_V_DIR(1.25)), texcoord.xyxy); // And these for the searches, they indicate the ends of the loops: offset[2] = mad(SMAA_RT_METRICS.xxyy, - float4(-2.0, 2.0, -2.0, 2.0) * float(SMAA_MAX_SEARCH_STEPS), + float4(-2.0, 2.0, API_V_DIR(-2.0), API_V_DIR(2.0)) * float(SMAA_MAX_SEARCH_STEPS), float4(offset[0].xz, offset[1].yw)); } @@ -672,7 +713,7 @@ void SMAABlendingWeightCalculationVS(float2 texcoord, */ void SMAANeighborhoodBlendingVS(float2 texcoord, out float4 offset) { - offset = mad(SMAA_RT_METRICS.xyxy, float4( 1.0, 0.0, 0.0, 1.0), texcoord.xyxy); + offset = mad(SMAA_RT_METRICS.xyxy, float4( 1.0, 0.0, 0.0, API_V_DIR(1.0)), texcoord.xyxy); } #endif // SMAA_INCLUDE_VS @@ -792,11 +833,11 @@ float2 SMAAColorEdgeDetectionPS(float2 texcoord, // Calculate left-left and top-top deltas: float3 Cleftleft = SMAASamplePoint(colorTex, offset[2].xy).rgb; - t = abs(Cleft - Cleftleft); + t = abs(C - Cleftleft); delta.z = max(max(t.r, t.g), t.b); float3 Ctoptop = SMAASamplePoint(colorTex, offset[2].zw).rgb; - t = abs(Ctop - Ctoptop); + t = abs(C - Ctoptop); delta.w = max(max(t.r, t.g), t.b); // Calculate the final maximum delta: @@ -860,6 +901,7 @@ float4 SMAADecodeDiagBilinearAccess(float4 e) { * These functions allows to perform diagonal pattern searches. */ float2 SMAASearchDiag1(SMAATexture2D(edgesTex), float2 texcoord, float2 dir, out float2 e) { + dir.y = API_V_DIR(dir.y); float4 coord = float4(texcoord, -1.0, 1.0); float3 t = float3(SMAA_RT_METRICS.xy, 1.0); while (coord.z < float(SMAA_MAX_SEARCH_STEPS_DIAG - 1) && @@ -872,6 +914,7 @@ float2 SMAASearchDiag1(SMAATexture2D(edgesTex), float2 texcoord, float2 dir, out } float2 SMAASearchDiag2(SMAATexture2D(edgesTex), float2 texcoord, float2 dir, out float2 e) { + dir.y = API_V_DIR(dir.y); float4 coord = float4(texcoord, -1.0, 1.0); coord.x += 0.25 * SMAA_RT_METRICS.x; // See @SearchDiag2Optimization float3 t = float3(SMAA_RT_METRICS.xy, 1.0); @@ -909,6 +952,8 @@ float2 SMAAAreaDiag(SMAATexture2D(areaTex), float2 dist, float2 e, float offset) // Move to proper place, according to the subpixel offset: texcoord.y += SMAA_AREATEX_SUBTEX_SIZE * offset; + texcoord.y = API_V_COORD(texcoord.y); + // Do it! return SMAA_AREATEX_SELECT(SMAASampleLevelZero(areaTex, texcoord)); } @@ -932,7 +977,7 @@ float2 SMAACalculateDiagWeights(SMAATexture2D(edgesTex), SMAATexture2D(areaTex), SMAA_BRANCH if (d.x + d.y > 2.0) { // d.x + d.y + 1 > 3 // Fetch the crossing edges: - float4 coords = mad(float4(-d.x + 0.25, d.x, d.y, -d.y - 0.25), SMAA_RT_METRICS.xyxy, texcoord.xyxy); + float4 coords = mad(float4(-d.x + 0.25, API_V_DIR(d.x), d.y, API_V_DIR(-d.y - 0.25)), SMAA_RT_METRICS.xyxy, texcoord.xyxy); float4 c; c.xy = SMAASampleLevelZeroOffset(edgesTex, coords.xy, int2(-1, 0)).rg; c.zw = SMAASampleLevelZeroOffset(edgesTex, coords.zw, int2( 1, 0)).rg; @@ -967,10 +1012,10 @@ float2 SMAACalculateDiagWeights(SMAATexture2D(edgesTex), SMAATexture2D(areaTex), SMAA_BRANCH if (d.x + d.y > 2.0) { // d.x + d.y + 1 > 3 // Fetch the crossing edges: - float4 coords = mad(float4(-d.x, -d.x, d.y, d.y), SMAA_RT_METRICS.xyxy, texcoord.xyxy); + float4 coords = mad(float4(-d.x, API_V_DIR(-d.x), d.y, API_V_DIR(d.y)), SMAA_RT_METRICS.xyxy, texcoord.xyxy); float4 c; c.x = SMAASampleLevelZeroOffset(edgesTex, coords.xy, int2(-1, 0)).g; - c.y = SMAASampleLevelZeroOffset(edgesTex, coords.xy, int2( 0, -1)).r; + c.y = SMAASampleLevelZeroOffset(edgesTex, coords.xy, int2( 0, API_V_DIR(-1))).r; c.zw = SMAASampleLevelZeroOffset(edgesTex, coords.zw, int2( 1, 0)).gr; float2 cc = mad(float2(2.0, 2.0), c.xz, c.yw); @@ -1009,8 +1054,11 @@ float SMAASearchLength(SMAATexture2D(searchTex), float2 e, float offset) { scale *= 1.0 / SMAA_SEARCHTEX_PACKED_SIZE; bias *= 1.0 / SMAA_SEARCHTEX_PACKED_SIZE; + float2 coord = mad(scale, e, bias); + coord.y = API_V_COORD(coord.y); + // Lookup the search texture: - return SMAA_SEARCHTEX_SELECT(SMAASampleLevelZero(searchTex, mad(scale, e, bias))); + return SMAA_SEARCHTEX_SELECT(SMAASampleLevelZero(searchTex, coord)); } /** @@ -1062,26 +1110,26 @@ float SMAASearchXRight(SMAATexture2D(edgesTex), SMAATexture2D(searchTex), float2 float SMAASearchYUp(SMAATexture2D(edgesTex), SMAATexture2D(searchTex), float2 texcoord, float end) { float2 e = float2(1.0, 0.0); - while (texcoord.y > end && + while (API_V_BELOW(texcoord.y, end) && e.r > 0.8281 && // Is there some edge not activated? e.g == 0.0) { // Or is there a crossing edge that breaks the line? e = SMAASampleLevelZero(edgesTex, texcoord).rg; - texcoord = mad(-float2(0.0, 2.0), SMAA_RT_METRICS.xy, texcoord); + texcoord = mad(-float2(0.0, API_V_DIR(2.0)), SMAA_RT_METRICS.xy, texcoord); } float offset = mad(-(255.0 / 127.0), SMAASearchLength(SMAATexturePass2D(searchTex), e.gr, 0.0), 3.25); - return mad(SMAA_RT_METRICS.y, offset, texcoord.y); + return mad(SMAA_RT_METRICS.y, API_V_DIR(offset), texcoord.y); } float SMAASearchYDown(SMAATexture2D(edgesTex), SMAATexture2D(searchTex), float2 texcoord, float end) { float2 e = float2(1.0, 0.0); - while (texcoord.y < end && + while (API_V_ABOVE(texcoord.y, end) && e.r > 0.8281 && // Is there some edge not activated? e.g == 0.0) { // Or is there a crossing edge that breaks the line? e = SMAASampleLevelZero(edgesTex, texcoord).rg; - texcoord = mad(float2(0.0, 2.0), SMAA_RT_METRICS.xy, texcoord); + texcoord = mad(float2(0.0, API_V_DIR(2.0)), SMAA_RT_METRICS.xy, texcoord); } float offset = mad(-(255.0 / 127.0), SMAASearchLength(SMAATexturePass2D(searchTex), e.gr, 0.5), 3.25); - return mad(-SMAA_RT_METRICS.y, offset, texcoord.y); + return mad(-SMAA_RT_METRICS.y, API_V_DIR(offset), texcoord.y); } /** @@ -1098,6 +1146,8 @@ float2 SMAAArea(SMAATexture2D(areaTex), float2 dist, float e1, float e2, float o // Move to proper place, according to the subpixel offset: texcoord.y = mad(SMAA_AREATEX_SUBTEX_SIZE, offset, texcoord.y); + texcoord.y = API_V_COORD(texcoord.y); + // Do it! return SMAA_AREATEX_SELECT(SMAASampleLevelZero(areaTex, texcoord)); } @@ -1113,10 +1163,10 @@ void SMAADetectHorizontalCornerPattern(SMAATexture2D(edgesTex), inout float2 wei rounding /= leftRight.x + leftRight.y; // Reduce blending for pixels in the center of a line. float2 factor = float2(1.0, 1.0); - factor.x -= rounding.x * SMAASampleLevelZeroOffset(edgesTex, texcoord.xy, int2(0, 1)).r; - factor.x -= rounding.y * SMAASampleLevelZeroOffset(edgesTex, texcoord.zw, int2(1, 1)).r; - factor.y -= rounding.x * SMAASampleLevelZeroOffset(edgesTex, texcoord.xy, int2(0, -2)).r; - factor.y -= rounding.y * SMAASampleLevelZeroOffset(edgesTex, texcoord.zw, int2(1, -2)).r; + factor.x -= rounding.x * SMAASampleLevelZeroOffset(edgesTex, texcoord.xy, int2(0, API_V_DIR(1))).r; + factor.x -= rounding.y * SMAASampleLevelZeroOffset(edgesTex, texcoord.zw, int2(1, API_V_DIR(1))).r; + factor.y -= rounding.x * SMAASampleLevelZeroOffset(edgesTex, texcoord.xy, int2(0, API_V_DIR(-2))).r; + factor.y -= rounding.y * SMAASampleLevelZeroOffset(edgesTex, texcoord.zw, int2(1, API_V_DIR(-2))).r; weights *= saturate(factor); #endif @@ -1131,9 +1181,9 @@ void SMAADetectVerticalCornerPattern(SMAATexture2D(edgesTex), inout float2 weigh float2 factor = float2(1.0, 1.0); factor.x -= rounding.x * SMAASampleLevelZeroOffset(edgesTex, texcoord.xy, int2( 1, 0)).g; - factor.x -= rounding.y * SMAASampleLevelZeroOffset(edgesTex, texcoord.zw, int2( 1, 1)).g; + factor.x -= rounding.y * SMAASampleLevelZeroOffset(edgesTex, texcoord.zw, int2( 1, API_V_DIR(1))).g; factor.y -= rounding.x * SMAASampleLevelZeroOffset(edgesTex, texcoord.xy, int2(-2, 0)).g; - factor.y -= rounding.y * SMAASampleLevelZeroOffset(edgesTex, texcoord.zw, int2(-2, 1)).g; + factor.y -= rounding.y * SMAASampleLevelZeroOffset(edgesTex, texcoord.zw, int2(-2, API_V_DIR(1))).g; weights *= saturate(factor); #endif @@ -1233,7 +1283,7 @@ float4 SMAABlendingWeightCalculationPS(float2 texcoord, float2 sqrt_d = sqrt(d); // Fetch the bottom crossing edges: - float e2 = SMAASampleLevelZeroOffset(edgesTex, coords.xz, int2(0, 1)).g; + float e2 = SMAASampleLevelZeroOffset(edgesTex, coords.xz, int2(0, API_V_DIR(1))).g; // Get the area for this direction: weights.ba = SMAAArea(SMAATexturePass2D(areaTex), sqrt_d, e1, e2, subsampleIndices.x); @@ -1280,7 +1330,7 @@ float4 SMAANeighborhoodBlendingPS(float2 texcoord, bool h = max(a.x, a.z) > max(a.y, a.w); // max(horizontal) > max(vertical) // Calculate the blending offsets: - float4 blendingOffset = float4(0.0, a.y, 0.0, a.w); + float4 blendingOffset = float4(0.0, API_V_DIR(a.y), 0.0, API_V_DIR(a.w)); float2 blendingWeight = a.yw; SMAAMovc(bool4(h, h, h, h), blendingOffset, float4(a.x, 0.0, a.z, 0.0)); SMAAMovc(bool2(h, h), blendingWeight, a.xz); @@ -1359,3 +1409,51 @@ void SMAASeparatePS(float4 position, //----------------------------------------------------------------------------- #endif // SMAA_INCLUDE_PS + + +// From http://www.reddit.com/r/gamedev/comments/2j17wk/a_slightly_faster_bufferless_vertex_shader_trick/ + +// NOTE: this is in direct3d texture coord space (origin upper left) +// remember to flip y coordinate + +//By CeeJay.dk +//License : CC0 - http://creativecommons.org/publicdomain/zero/1.0/ + +//Basic Buffer/Layout-less fullscreen triangle vertex shader +vec2 triangleVertex(in int vertID, out vec2 texcoord) +{ + /* + //See: https://web.archive.org/web/20140719063725/http://www.altdev.co/2011/08/08/interesting-vertex-shader-trick/ + + 1 + ( 0, 2) + [-1, 3] [ 3, 3] + . + |`. + | `. + | `. + '------` + 0 2 + ( 0, 0) ( 2, 0) + [-1,-1] [ 3,-1] + + ID=0 -> Pos=[-1,-1], Tex=(0,0) + ID=1 -> Pos=[-1, 3], Tex=(0,2) + ID=2 -> Pos=[ 3,-1], Tex=(2,0) + */ + + texcoord.x = (vertID == 2) ? 2.0 : 0.0; + texcoord.y = (vertID == 1) ? 2.0 : 0.0; + + return texcoord * vec2(2.0, -2.0) + vec2(-1.0, 1.0); +} + + +vec2 flipTexCoord(in vec2 tc) { + return tc * vec2(1.0, -1.0) + vec2(0.0, 1.0); +} + + +vec4 flipTexCoord(in vec4 tc) { + return tc * vec4(1.0, -1.0, 1.0, -1.0) + vec4(0.0, 1.0, 0.0, 1.0); +} diff --git a/src/video_core/host_shaders/antialiasing/Vulkan/vulkan_smaa_pass0_pre.frag b/src/video_core/host_shaders/antialiasing/Vulkan/vulkan_smaa_pass0_pre.frag index bca71c4b8..c239c1322 100644 --- a/src/video_core/host_shaders/antialiasing/Vulkan/vulkan_smaa_pass0_pre.frag +++ b/src/video_core/host_shaders/antialiasing/Vulkan/vulkan_smaa_pass0_pre.frag @@ -20,6 +20,7 @@ layout (push_constant, std140) uniform DrawInfo { #define SMAA_RT_METRICS vec4(i_resolution.z, i_resolution.w, i_resolution.x, i_resolution.y) #define SMAA_GLSL_4 +#define SMAA_FLIP_Y 0 #define SMAA_PRESET_ULTRA #define SMAA_EDT 1.0 diff --git a/src/video_core/host_shaders/antialiasing/Vulkan/vulkan_smaa_pass0_pre.vert b/src/video_core/host_shaders/antialiasing/Vulkan/vulkan_smaa_pass0_pre.vert index 1ed03a23a..698c0e8b0 100644 --- a/src/video_core/host_shaders/antialiasing/Vulkan/vulkan_smaa_pass0_pre.vert +++ b/src/video_core/host_shaders/antialiasing/Vulkan/vulkan_smaa_pass0_pre.vert @@ -20,6 +20,7 @@ layout (push_constant, std140) uniform DrawInfo { #define SMAA_RT_METRICS vec4(i_resolution.z, i_resolution.w, i_resolution.x, i_resolution.y) #define SMAA_GLSL_4 +#define SMAA_FLIP_Y 0 #define SMAA_PRESET_ULTRA #define SMAA_EDT 1.0 diff --git a/src/video_core/host_shaders/antialiasing/Vulkan/vulkan_smaa_pass1_pre.frag b/src/video_core/host_shaders/antialiasing/Vulkan/vulkan_smaa_pass1_pre.frag index d41eae83c..a0ad791cf 100644 --- a/src/video_core/host_shaders/antialiasing/Vulkan/vulkan_smaa_pass1_pre.frag +++ b/src/video_core/host_shaders/antialiasing/Vulkan/vulkan_smaa_pass1_pre.frag @@ -20,6 +20,7 @@ layout (push_constant, std140) uniform DrawInfo { #define SMAA_RT_METRICS vec4(i_resolution.z, i_resolution.w, i_resolution.x, i_resolution.y) #define SMAA_GLSL_4 +#define SMAA_FLIP_Y 0 #define SMAA_PRESET_ULTRA #define SMAA_EDT 1.0 diff --git a/src/video_core/host_shaders/antialiasing/Vulkan/vulkan_smaa_pass1_pre.vert b/src/video_core/host_shaders/antialiasing/Vulkan/vulkan_smaa_pass1_pre.vert index 0b1a853c1..f07f7e373 100644 --- a/src/video_core/host_shaders/antialiasing/Vulkan/vulkan_smaa_pass1_pre.vert +++ b/src/video_core/host_shaders/antialiasing/Vulkan/vulkan_smaa_pass1_pre.vert @@ -20,6 +20,7 @@ layout (push_constant, std140) uniform DrawInfo { #define SMAA_RT_METRICS vec4(i_resolution.z, i_resolution.w, i_resolution.x, i_resolution.y) #define SMAA_GLSL_4 +#define SMAA_FLIP_Y 0 #define SMAA_PRESET_ULTRA #define SMAA_EDT 1.0 diff --git a/src/video_core/host_shaders/antialiasing/Vulkan/vulkan_smaa_pass2_pre.frag b/src/video_core/host_shaders/antialiasing/Vulkan/vulkan_smaa_pass2_pre.frag index 37ca34c78..bf9374d39 100644 --- a/src/video_core/host_shaders/antialiasing/Vulkan/vulkan_smaa_pass2_pre.frag +++ b/src/video_core/host_shaders/antialiasing/Vulkan/vulkan_smaa_pass2_pre.frag @@ -20,6 +20,7 @@ layout (push_constant, std140) uniform DrawInfo { #define SMAA_RT_METRICS vec4(i_resolution.z, i_resolution.w, i_resolution.x, i_resolution.y) #define SMAA_GLSL_4 +#define SMAA_FLIP_Y 0 layout(location = 0) in vec2 frag_tex_coord; layout(location = 1) in vec4 offset; diff --git a/src/video_core/host_shaders/antialiasing/Vulkan/vulkan_smaa_pass2_pre.vert b/src/video_core/host_shaders/antialiasing/Vulkan/vulkan_smaa_pass2_pre.vert index 765a64e4d..2e9f89b47 100644 --- a/src/video_core/host_shaders/antialiasing/Vulkan/vulkan_smaa_pass2_pre.vert +++ b/src/video_core/host_shaders/antialiasing/Vulkan/vulkan_smaa_pass2_pre.vert @@ -20,6 +20,7 @@ layout (push_constant, std140) uniform DrawInfo { #define SMAA_RT_METRICS vec4(i_resolution.z, i_resolution.w, i_resolution.x, i_resolution.y) #define SMAA_GLSL_4 +#define SMAA_FLIP_Y 0 layout(location = 0) in vec2 vert_position; layout(location = 1) in vec2 vert_tex_coord; diff --git a/src/video_core/renderer_opengl/renderer_opengl.cpp b/src/video_core/renderer_opengl/renderer_opengl.cpp index 44f2fd85e..1c919491b 100644 --- a/src/video_core/renderer_opengl/renderer_opengl.cpp +++ b/src/video_core/renderer_opengl/renderer_opengl.cpp @@ -339,10 +339,28 @@ void RendererOpenGL::LoadFBToScreenInfo(const Pica::FramebufferConfig& framebuff } } +std::vector flipVertically(const unsigned char* data, int width, int height, int channels) +{ + int rowSize = width * channels; + std::vector flipped(width * height * channels); + + for (int y = 0; y < height; y++) + { + const unsigned char* src = data + (height - 1 - y) * rowSize; + unsigned char* dst = flipped.data() + y * rowSize; + memcpy(dst, src, rowSize); + } + + return flipped; +} + + void RendererOpenGL::AllocateSMAATextures(){ //Load AreaTex and SearchTex to OGLTexture Objects areatex.Create(); searchtex.Create(); + std::vector areaTexBytes_Flipped = flipVertically(areaTexBytes, AREATEX_WIDTH, AREATEX_HEIGHT, 2); + std::vector searchTexBytes_Flipped = flipVertically(searchTexBytes, SEARCHTEX_WIDTH, SEARCHTEX_HEIGHT, 1); GLuint old_tex = OpenGLState::GetCurState().texture_units[0].texture_2d; glBindTexture(GL_TEXTURE_2D, areatex.handle); @@ -350,14 +368,14 @@ void RendererOpenGL::AllocateSMAATextures(){ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); - glTexImage2D(GL_TEXTURE_2D, 0, GL_RG8, AREATEX_WIDTH, AREATEX_HEIGHT, 0, GL_RG, GL_UNSIGNED_BYTE, areaTexBytes); + glTexImage2D(GL_TEXTURE_2D, 0, GL_RG8, AREATEX_WIDTH, AREATEX_HEIGHT, 0, GL_RG, GL_UNSIGNED_BYTE, areaTexBytes_Flipped.data()); glBindTexture(GL_TEXTURE_2D, searchtex.handle); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); - glTexImage2D(GL_TEXTURE_2D, 0, GL_R8, SEARCHTEX_WIDTH, SEARCHTEX_HEIGHT, 0, GL_RED, GL_UNSIGNED_BYTE, searchTexBytes); + glTexImage2D(GL_TEXTURE_2D, 0, GL_R8, SEARCHTEX_WIDTH, SEARCHTEX_HEIGHT, 0, GL_RED, GL_UNSIGNED_BYTE, searchTexBytes_Flipped.data()); glBindTexture(GL_TEXTURE_2D, old_tex); } From 3308763c7d308a3d00ad173658e05b61f244c0f2 Mon Sep 17 00:00:00 2001 From: KojoZero Date: Tue, 12 May 2026 03:01:21 -0700 Subject: [PATCH 24/46] setting up vulkan part 4 --- .../renderer_vulkan/renderer_vulkan.cpp | 166 +++++++++++++----- .../renderer_vulkan/renderer_vulkan.h | 6 +- 2 files changed, 129 insertions(+), 43 deletions(-) diff --git a/src/video_core/renderer_vulkan/renderer_vulkan.cpp b/src/video_core/renderer_vulkan/renderer_vulkan.cpp index 72c26f1cd..44a2fe380 100644 --- a/src/video_core/renderer_vulkan/renderer_vulkan.cpp +++ b/src/video_core/renderer_vulkan/renderer_vulkan.cpp @@ -171,6 +171,12 @@ RendererVulkan::~RendererVulkan() { device.destroyShaderModule(present_shaders[i]); } + for (u32 i = 0; i < POST_PIPELINES; i++) { + device.destroyPipeline(post_pipelines[i]); + device.destroyShaderModule(post_vert_shaders[i]); + device.destroyShaderModule(post_frag_shaders[i]); + } + for (auto& sampler : present_samplers) { device.destroySampler(sampler); } @@ -330,21 +336,21 @@ void RendererVulkan::CompileShaders() { Compile(HostShaders::VULKAN_CURSOR_FRAG, vk::ShaderStageFlagBits::eFragment, device); // Simple Present Shader - simplepresent_vertex_shader = + post_vert_shaders[0] = Compile(HostShaders::VULKAN_SIMPLE_PRESENT_VERT, vk::ShaderStageFlagBits::eVertex, device); - simplepresent_frag_shader = + post_frag_shaders[0] = Compile(HostShaders::VULKAN_SIMPLE_PRESENT_FRAG, vk::ShaderStageFlagBits::eFragment, device, preamble); // Area Sampling Shader - area_sampling_vertex_shader = + post_vert_shaders[1] = Compile(HostShaders::VULKAN_AREA_SAMPLING_VERT, vk::ShaderStageFlagBits::eVertex, device); - area_sampling_frag_shader = + post_frag_shaders[1] = Compile(HostShaders::VULKAN_AREA_SAMPLING_FRAG, vk::ShaderStageFlagBits::eFragment, device); // FXAA Shader - fxaa_vertex_shader = + post_vert_shaders[2] = Compile(HostShaders::VULKAN_FXAA_VERT, vk::ShaderStageFlagBits::eVertex, device); - fxaa_frag_shader = + post_frag_shaders[2] = Compile(HostShaders::VULKAN_FXAA_FRAG, vk::ShaderStageFlagBits::eFragment, device); // SMAA Pass 0 Shader @@ -354,9 +360,9 @@ void RendererVulkan::CompileShaders() { std::string smaa_pass_0_shader_frag_data = std::string(HostShaders::VULKAN_SMAA_PASS0_PRE_FRAG); smaa_pass_0_shader_frag_data += std::string(HostShaders::VULKAN_SMAA_HLSL); smaa_pass_0_shader_frag_data += std::string(HostShaders::VULKAN_SMAA_PASS0_POST_FRAG); - smaa_pass_0_vertex_shader = + post_vert_shaders[3] = Compile(smaa_pass_0_shader_vert_data, vk::ShaderStageFlagBits::eVertex, device); - smaa_pass_0_frag_shader = + post_frag_shaders[3] = Compile(smaa_pass_0_shader_frag_data, vk::ShaderStageFlagBits::eFragment, device); // SMAA Pass 1 Shader @@ -366,9 +372,9 @@ void RendererVulkan::CompileShaders() { std::string smaa_pass_1_shader_frag_data = std::string(HostShaders::VULKAN_SMAA_PASS1_PRE_FRAG); smaa_pass_1_shader_frag_data += std::string(HostShaders::VULKAN_SMAA_HLSL); smaa_pass_1_shader_frag_data += std::string(HostShaders::VULKAN_SMAA_PASS1_POST_FRAG); - smaa_pass_1_vertex_shader = + post_vert_shaders[4] = Compile(smaa_pass_1_shader_vert_data, vk::ShaderStageFlagBits::eVertex, device); - smaa_pass_1_frag_shader = + post_frag_shaders[4] = Compile(smaa_pass_1_shader_frag_data, vk::ShaderStageFlagBits::eFragment, device); // SMAA Pass 2 Shader @@ -378,11 +384,12 @@ void RendererVulkan::CompileShaders() { std::string smaa_pass_2_shader_frag_data = std::string(HostShaders::VULKAN_SMAA_PASS2_PRE_FRAG); smaa_pass_2_shader_frag_data += std::string(HostShaders::VULKAN_SMAA_HLSL); smaa_pass_2_shader_frag_data += std::string(HostShaders::VULKAN_SMAA_PASS2_POST_FRAG); - smaa_pass_2_vertex_shader = + post_vert_shaders[5] = Compile(smaa_pass_2_shader_vert_data, vk::ShaderStageFlagBits::eVertex, device); - smaa_pass_2_frag_shader = + post_frag_shaders[5] = Compile(smaa_pass_2_shader_frag_data, vk::ShaderStageFlagBits::eFragment, device); + auto properties = instance.GetPhysicalDevice().getProperties(); for (std::size_t i = 0; i < present_samplers.size(); i++) { const vk::Filter filter_mode = i == 0 ? vk::Filter::eLinear : vk::Filter::eNearest; @@ -553,6 +560,42 @@ void RendererVulkan::BuildPipelines() { present_pipelines[i] = pipeline; } + // Build Post Proccessing Pipelines + for (u32 i = 0; i < POST_PIPELINES; i++) { + const std::array shader_stages = { + vk::PipelineShaderStageCreateInfo{ + .stage = vk::ShaderStageFlagBits::eVertex, + .module = post_vert_shaders[i], + .pName = "main", + }, + vk::PipelineShaderStageCreateInfo{ + .stage = vk::ShaderStageFlagBits::eFragment, + .module = post_frag_shaders[i], + .pName = "main", + }, + }; + + const vk::GraphicsPipelineCreateInfo pipeline_info = { + .stageCount = static_cast(shader_stages.size()), + .pStages = shader_stages.data(), + .pVertexInputState = &vertex_input_info, + .pInputAssemblyState = &input_assembly, + .pViewportState = &viewport_info, + .pRasterizationState = &raster_state, + .pMultisampleState = &multisampling, + .pDepthStencilState = &depth_info, + .pColorBlendState = &color_blending, + .pDynamicState = &dynamic_info, + .layout = *present_pipeline_layout, + .renderPass = main_present_window.Renderpass(), + }; + + const auto [result, pipeline] = + instance.GetDevice().createGraphicsPipeline({}, pipeline_info); + ASSERT_MSG(result == vk::Result::eSuccess, "Unable to build present pipelines"); + post_pipelines[i] = pipeline; + } + // Build cursor pipeline (simple position-only, inverted color blending) { const vk::VertexInputBindingDescription cursor_binding = { @@ -807,64 +850,103 @@ void RendererVulkan::ReloadPipeline(Settings::StereoRenderOption render_3d) { } } -void RendererVulkan::DrawSingleScreen(u32 screen_id, float x, float y, float w, float h, +void RendererVulkan::DrawSingleScreen(u32 screen_id, float screenLeft, float screenTop, float screenWidth, float screenHeight, Layout::DisplayOrientation orientation) { const ScreenInfo& screen_info = screen_infos[screen_id]; const auto& texcoords = screen_info.texcoords; - std::array vertices; + const u32 scale_factor = GetResolutionScaleFactor(); + float textureWidth = static_cast(screen_info.texture.height * scale_factor); + float textureHeight = static_cast(screen_info.texture.width * scale_factor); + + // Texture Width and Height when correctly rotated to landscape + bool isDownsampling = false; + int scalingMode; //0 is Nearest Neighbor, 1 is Gamma Corrected Bilinear, 2 is High Quality Scaling (Upsampling via Gamma Corrected Bilinear, Downsampling is Gamma Corrected Area Sampling) + if (Settings::values.filter_mode.GetValue()){ + scalingMode = 2; + } else { + scalingMode = 0; + } + int antialiasingMode = static_cast(Settings::values.antialiasing_filter.GetValue()); //0 is none, 1 is FXAA, 2 is SMAA + if (orientation == Layout::DisplayOrientation::Landscape || orientation == Layout::DisplayOrientation::LandscapeFlipped) { + if (textureWidth > screenWidth){ + isDownsampling = true; + } + } else { + if (textureWidth > screenHeight){ + isDownsampling = true; + } + } + // Rotate Internal Texture to Landscape (The 3DS stores images rotated 90° internally) + std::array rotate_vertices; + rotate_vertices = {{ + ScreenRectVertex(-1.f, 1.f, texcoords.bottom, texcoords.left), //Left, Top + ScreenRectVertex(1.f, 1.f, texcoords.bottom, texcoords.right), //Right, Top + ScreenRectVertex(-1.f, -1.f, texcoords.top, texcoords.left), //Left, Bottom + ScreenRectVertex(1.f, -1.f, texcoords.top, texcoords.right), //Right, Bottom + }}; + + // Vertices for 1:1 Texture Mapping. + std::array pass_through_vertices; + pass_through_vertices = {{ + ScreenRectVertex(-1.f, 1.f, 0.f, 1.f), //Left, Top + ScreenRectVertex(1.f, 1.f, 1.f, 1.f), //Right, Top + ScreenRectVertex(-1.f, -1.f, 0.f, 0.f), //Left, Bottom + ScreenRectVertex(1.f, -1.f, 1.f, 0.f), //Right, Bottom + }}; + + // Vertices for Azahar's Output Layout + std::array output_vertices; switch (orientation) { case Layout::DisplayOrientation::Landscape: - vertices = {{ - ScreenRectVertex(x, y, texcoords.bottom, texcoords.left), - ScreenRectVertex(x + w, y, texcoords.bottom, texcoords.right), - ScreenRectVertex(x, y + h, texcoords.top, texcoords.left), - ScreenRectVertex(x + w, y + h, texcoords.top, texcoords.right), + output_vertices = {{ + ScreenRectVertex(screenLeft, screenTop, 0.f, 1.f), //Left, Top + ScreenRectVertex(screenLeft + screenWidth, screenTop, 1.f, 1.f), //Right, Top + ScreenRectVertex(screenLeft, screenTop + screenHeight, 0.f, 0.f), //Left, Bottom + ScreenRectVertex(screenLeft + screenWidth, screenTop + screenHeight, 1.f, 0.f), //Right, Bottom }}; break; case Layout::DisplayOrientation::Portrait: - vertices = {{ - ScreenRectVertex(x, y, texcoords.bottom, texcoords.right), - ScreenRectVertex(x + w, y, texcoords.top, texcoords.right), - ScreenRectVertex(x, y + h, texcoords.bottom, texcoords.left), - ScreenRectVertex(x + w, y + h, texcoords.top, texcoords.left), + output_vertices = {{ + ScreenRectVertex(screenLeft, screenTop, 1.f, 1.f), //Left, Top + ScreenRectVertex(screenLeft + screenWidth, screenTop, 1.f, 0.f), //Right, Top + ScreenRectVertex(screenLeft, screenTop + screenHeight, 0.f, 1.f), //Left, Bottom + ScreenRectVertex(screenLeft + screenWidth, screenTop + screenHeight, 0.f, 0.f), //Right, Bottom }}; - std::swap(h, w); + std::swap(screenHeight, screenWidth); break; case Layout::DisplayOrientation::LandscapeFlipped: - vertices = {{ - ScreenRectVertex(x, y, texcoords.top, texcoords.right), - ScreenRectVertex(x + w, y, texcoords.top, texcoords.left), - ScreenRectVertex(x, y + h, texcoords.bottom, texcoords.right), - ScreenRectVertex(x + w, y + h, texcoords.bottom, texcoords.left), + output_vertices = {{ + ScreenRectVertex(screenLeft, screenTop, 0.f, 0.f), //Left, Top + ScreenRectVertex(screenLeft + screenWidth, screenTop, 1.f, 0.f), //Right, Top + ScreenRectVertex(screenLeft, screenTop + screenHeight, 0.f, 1.f), //Left, Bottom + ScreenRectVertex(screenLeft + screenWidth, screenTop + screenHeight, 1.f, 1.f), //Right, Bottom }}; break; case Layout::DisplayOrientation::PortraitFlipped: - vertices = {{ - ScreenRectVertex(x, y, texcoords.top, texcoords.left), - ScreenRectVertex(x + w, y, texcoords.bottom, texcoords.left), - ScreenRectVertex(x, y + h, texcoords.top, texcoords.right), - ScreenRectVertex(x + w, y + h, texcoords.bottom, texcoords.right), + output_vertices = {{ + ScreenRectVertex(screenLeft, screenTop, 0.f, 0.f), //Left, Top + ScreenRectVertex(screenLeft + screenWidth, screenTop, 0.f, 1.f), //Right, Top + ScreenRectVertex(screenLeft, screenTop + screenHeight, 1.f, 0.f), //Left, Bottom + ScreenRectVertex(screenLeft + screenWidth, screenTop + screenHeight, 1.f, 1.f), //Right, Bottom }}; - std::swap(h, w); + std::swap(screenHeight, screenWidth); break; default: - LOG_ERROR(Render_Vulkan, "Unknown DisplayOrientation: {}", orientation); + LOG_ERROR(Render_OpenGL, "Unknown DisplayOrientation: {}", orientation); break; } - - const u64 size = sizeof(ScreenRectVertex) * vertices.size(); + const u64 size = sizeof(ScreenRectVertex) * output_vertices.size(); auto [data, offset, invalidate] = vertex_buffer.Map(size, 16); - std::memcpy(data, vertices.data(), size); + std::memcpy(data, output_vertices.data(), size); vertex_buffer.Commit(size); - const u32 scale_factor = GetResolutionScaleFactor(); draw_info.i_resolution = Common::MakeVec(static_cast(screen_info.texture.width * scale_factor), static_cast(screen_info.texture.height * scale_factor), 1.0f / static_cast(screen_info.texture.width * scale_factor), 1.0f / static_cast(screen_info.texture.height * scale_factor)); - draw_info.o_resolution = Common::MakeVec(h, w, 1.0f / h, 1.0f / w); + draw_info.o_resolution = Common::MakeVec(screenWidth, screenHeight, 1.0f / screenWidth, 1.0f / screenHeight); draw_info.screen_id_l = screen_id; scheduler.Record([this, offset = offset, info = draw_info](vk::CommandBuffer cmdbuf) { diff --git a/src/video_core/renderer_vulkan/renderer_vulkan.h b/src/video_core/renderer_vulkan/renderer_vulkan.h index 30ea50989..bfa459b26 100644 --- a/src/video_core/renderer_vulkan/renderer_vulkan.h +++ b/src/video_core/renderer_vulkan/renderer_vulkan.h @@ -72,7 +72,7 @@ static_assert(sizeof(PresentUniformData) == 128, class RendererVulkan : public VideoCore::RendererBase { static constexpr std::size_t PRESENT_PIPELINES = 3; - + static constexpr std::size_t POST_PIPELINES = 6; public: explicit RendererVulkan(Core::System& system, Pica::PicaCore& pica, Frontend::EmuWindow& window, Frontend::EmuWindow* secondary_window); @@ -100,6 +100,7 @@ private: void RenderScreenshotWithStagingCopy(); bool TryRenderScreenshotWithHostMemory(); void PrepareDraw(Frame* frame, const Layout::FramebufferLayout& layout); + void PrepareTextureDraw(Frame* frame, const Layout::FramebufferLayout& layout); void RenderToWindow(PresentWindow& window, const Layout::FramebufferLayout& layout, bool flipped); @@ -142,7 +143,10 @@ private: DescriptorHeap present_heap; vk::UniquePipelineLayout present_pipeline_layout; std::array present_pipelines; + std::array post_pipelines; std::array present_shaders; + std::array post_vert_shaders; + std::array post_frag_shaders; std::array present_samplers; vk::ShaderModule present_vertex_shader; vk::ShaderModule simplepresent_vertex_shader; From bffb027310504a9494e257a62d52bed91c39229a Mon Sep 17 00:00:00 2001 From: KojoZero Date: Fri, 22 May 2026 01:25:13 -0700 Subject: [PATCH 25/46] opengl fixed edge detection texture --- .../renderer_opengl/renderer_opengl.cpp | 31 +++++++++++++++---- 1 file changed, 25 insertions(+), 6 deletions(-) diff --git a/src/video_core/renderer_opengl/renderer_opengl.cpp b/src/video_core/renderer_opengl/renderer_opengl.cpp index 1c919491b..b21f75691 100644 --- a/src/video_core/renderer_opengl/renderer_opengl.cpp +++ b/src/video_core/renderer_opengl/renderer_opengl.cpp @@ -786,7 +786,7 @@ void RendererOpenGL::DrawSingleScreen(const ScreenInfo& screen_info, float scree glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); } else if (antialiasingMode == 2){ - //Pass 1 + // Landscape Gamma Space Texture state.draw.read_framebuffer = textureFBO.handle; state.draw.draw_framebuffer = textureFBO.handle; state.Apply(); @@ -803,12 +803,31 @@ void RendererOpenGL::DrawSingleScreen(const ScreenInfo& screen_info, float scree state.texture_units[0].texture_2d = screen_info.display_texture; state.texture_units[0].sampler = samplers[1].handle; glUniform1i(uniform_color_texture, 0); - glUniform1i(uniform_convert_colors, 1); + glUniform1i(uniform_convert_colors, 0); state.Apply(); glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(rotate_vertices), rotate_vertices.data()); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); - //Pass 2 + // Landscape Linear Space Texture + state.viewport.x = 0; + state.viewport.y = 0; + state.viewport.width = textureWidth; + state.viewport.height = textureHeight; + state.Apply(); + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, (*currIntermediateTexture)[3].handle, 0); + glClear(GL_COLOR_BUFFER_BIT); + state.draw.shader_program = SimplePresent_shader.handle; + state.Apply(); + AttachUniforms(); + state.texture_units[0].texture_2d = (*currIntermediateTexture)[0].handle; + state.texture_units[0].sampler = samplers[1].handle; + glUniform1i(uniform_color_texture, 0); + glUniform1i(uniform_convert_colors, 1); + state.Apply(); + glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(pass_through_vertices), pass_through_vertices.data()); + glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); + + // Edge Detection state.viewport.x = 0; state.viewport.y = 0; state.viewport.width = textureWidth; @@ -827,7 +846,7 @@ void RendererOpenGL::DrawSingleScreen(const ScreenInfo& screen_info, float scree glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(pass_through_vertices), pass_through_vertices.data()); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); - //Pass 3 + // Blending Weight Calculation state.viewport.x = 0; state.viewport.y = 0; state.viewport.width = textureWidth; @@ -854,7 +873,7 @@ void RendererOpenGL::DrawSingleScreen(const ScreenInfo& screen_info, float scree glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(pass_through_vertices), pass_through_vertices.data()); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); - //Pass 4 + // Neighborhood Blending state.viewport.x = 0; state.viewport.y = 0; state.viewport.width = textureWidth; @@ -867,7 +886,7 @@ void RendererOpenGL::DrawSingleScreen(const ScreenInfo& screen_info, float scree AttachUniforms(); state.texture_units[0].texture_2d = (*currIntermediateTexture)[2].handle; state.texture_units[0].sampler = samplers[1].handle; - state.texture_units[1].texture_2d = (*currIntermediateTexture)[0].handle; + state.texture_units[1].texture_2d = (*currIntermediateTexture)[3].handle; state.texture_units[1].sampler = samplers[1].handle; GLuint uniform_smaa_input = glGetUniformLocation(state.draw.shader_program, "SMAA_Input"); glUniform1i(uniform_color_texture, 0); From 9d0befa198152c9e38af29c51176a760f0e6689b Mon Sep 17 00:00:00 2001 From: KojoZero Date: Fri, 22 May 2026 05:14:11 -0700 Subject: [PATCH 26/46] vulkan fixed some shaders --- src/video_core/host_shaders/scaling/vulkan_area_sampling.vert | 3 ++- src/video_core/host_shaders/vulkan_simple_present.frag | 1 + 2 files changed, 3 insertions(+), 1 deletion(-) diff --git a/src/video_core/host_shaders/scaling/vulkan_area_sampling.vert b/src/video_core/host_shaders/scaling/vulkan_area_sampling.vert index 37c250acd..cfaadad1e 100644 --- a/src/video_core/host_shaders/scaling/vulkan_area_sampling.vert +++ b/src/video_core/host_shaders/scaling/vulkan_area_sampling.vert @@ -17,7 +17,8 @@ layout (push_constant, std140) uniform DrawInfo { }; void main() { - gl_Position = vec4(mat2(modelview_matrix) * vert_position + modelview_matrix[2], 0.0, 1.0); + vec4 position = vec4(vert_position, 0.0, 1.0) * modelview_matrix; + gl_Position = vec4(position.x, position.y, 0.0, 1.0); frag_tex_coord = vert_tex_coord; } diff --git a/src/video_core/host_shaders/vulkan_simple_present.frag b/src/video_core/host_shaders/vulkan_simple_present.frag index 14a3a0ad7..04ab1d8bc 100644 --- a/src/video_core/host_shaders/vulkan_simple_present.frag +++ b/src/video_core/host_shaders/vulkan_simple_present.frag @@ -16,6 +16,7 @@ layout (push_constant, std140) uniform DrawInfo { int screen_id_r; int layer; int reverse_interlaced; + int convert_colors; }; layout (set = 0, binding = 0) uniform sampler2D screen_textures[3]; From b18f8d8b35899c1da82de7e6c8a532798b21b272 Mon Sep 17 00:00:00 2001 From: KojoZero Date: Sun, 24 May 2026 08:35:54 -0700 Subject: [PATCH 27/46] setting up vulkan part 5 --- .../renderer_vulkan/renderer_vulkan.cpp | 230 ++++++++++++++++-- .../renderer_vulkan/renderer_vulkan.h | 45 +++- 2 files changed, 244 insertions(+), 31 deletions(-) diff --git a/src/video_core/renderer_vulkan/renderer_vulkan.cpp b/src/video_core/renderer_vulkan/renderer_vulkan.cpp index 44a2fe380..3b8d39dfa 100644 --- a/src/video_core/renderer_vulkan/renderer_vulkan.cpp +++ b/src/video_core/renderer_vulkan/renderer_vulkan.cpp @@ -152,6 +152,7 @@ RendererVulkan::RendererVulkan(Core::System& system, Pica::PicaCore& pica_, present_heap{instance, scheduler.GetMasterSemaphore(), PRESENT_BINDINGS, 32} { CompileShaders(); BuildLayouts(); + CreateTextureRenderPass(); BuildPipelines(); if (secondary_window) { secondary_present_window_ptr = std::make_unique( @@ -171,10 +172,22 @@ RendererVulkan::~RendererVulkan() { device.destroyShaderModule(present_shaders[i]); } - for (u32 i = 0; i < POST_PIPELINES; i++) { - device.destroyPipeline(post_pipelines[i]); - device.destroyShaderModule(post_vert_shaders[i]); - device.destroyShaderModule(post_frag_shaders[i]); + for (u32 i = 0; i < POST_PIPELINES_SCREEN; i++) { + device.destroyPipeline(post_pipelines_screen[i]); + } + + for (u32 i = 0; i < POST_PIPELINES_TEXTURE; i++) { + device.destroyPipeline(post_pipelines_texture[i]); + } + + for (u32 i = 0; i < POST_PIPELINES_SCREEN; i++) { + device.destroyShaderModule(post_vert_shaders_screen[i]); + device.destroyShaderModule(post_frag_shaders_screen[i]); + } + + for (u32 i = 0; i < POST_PIPELINES_TEXTURE; i++) { + device.destroyShaderModule(post_vert_shaders_texture[i]); + device.destroyShaderModule(post_frag_shaders_texture[i]); } for (auto& sampler : present_samplers) { @@ -215,8 +228,140 @@ void RendererVulkan::PrepareRendertarget() { } } +void RendererVulkan::CreateTextureRenderPass(){ + const vk::AttachmentReference color_ref = { + .attachment = 0, + .layout = vk::ImageLayout::eGeneral, + }; + + const vk::SubpassDescription subpass = { + .pipelineBindPoint = vk::PipelineBindPoint::eGraphics, + .inputAttachmentCount = 0, + .pInputAttachments = nullptr, + .colorAttachmentCount = 1u, + .pColorAttachments = &color_ref, + .pResolveAttachments = 0, + .pDepthStencilAttachment = nullptr, + }; + + const vk::AttachmentDescription color_attachment = { + .format = vk::Format::eR16G16B16A16Sfloat, + .loadOp = vk::AttachmentLoadOp::eClear, + .storeOp = vk::AttachmentStoreOp::eStore, + .stencilLoadOp = vk::AttachmentLoadOp::eDontCare, + .stencilStoreOp = vk::AttachmentStoreOp::eDontCare, + .initialLayout = vk::ImageLayout::eUndefined, + .finalLayout = vk::ImageLayout::eTransferSrcOptimal, + }; + + const vk::RenderPassCreateInfo renderpass_info = { + .attachmentCount = 1, + .pAttachments = &color_attachment, + .subpassCount = 1, + .pSubpasses = &subpass, + .dependencyCount = 0, + .pDependencies = nullptr, + }; + textureRenderpass = instance.GetDevice().createRenderPass(renderpass_info); +} + +void RendererVulkan::AllocateTexture(TextureInfo& texture, int width, int height, vk::Format colorFormat){ + vk::Device device = instance.GetDevice(); + if (texture.image_view) { + device.destroyImageView(texture.image_view); + } + if (texture.image) { + vmaDestroyImage(instance.GetAllocator(), texture.image, texture.allocation); + } + + texture.width = width; + texture.height = height; + + const vk::Format format = colorFormat; + const vk::ImageCreateInfo image_info = { + .imageType = vk::ImageType::e2D, + .format = format, + .extent = {texture.width, texture.height, 1}, + .mipLevels = 1, + .arrayLayers = 1, + .samples = vk::SampleCountFlagBits::e1, + .usage = vk::ImageUsageFlagBits::eSampled, + }; + + const VmaAllocationCreateInfo alloc_info = { + .flags = VMA_ALLOCATION_CREATE_WITHIN_BUDGET_BIT, + .usage = VMA_MEMORY_USAGE_AUTO_PREFER_DEVICE, + .requiredFlags = 0, + .preferredFlags = 0, + .pool = VK_NULL_HANDLE, + .pUserData = nullptr, + }; + + VkImage unsafe_image{}; + VkImageCreateInfo unsafe_image_info = static_cast(image_info); + + VkResult result = vmaCreateImage(instance.GetAllocator(), &unsafe_image_info, &alloc_info, + &unsafe_image, &texture.allocation, nullptr); + if (result != VK_SUCCESS) [[unlikely]] { + LOG_CRITICAL(Render_Vulkan, "Failed allocating texture with error {}", result); + UNREACHABLE(); + } + texture.image = vk::Image{unsafe_image}; + + const vk::ImageViewCreateInfo view_info = { + .image = texture.image, + .viewType = vk::ImageViewType::e2D, + .format = format, + .subresourceRange{ + .aspectMask = vk::ImageAspectFlagBits::eColor, + .baseMipLevel = 0, + .levelCount = 1, + .baseArrayLayer = 0, + .layerCount = 1, + }, + }; + texture.image_view = device.createImageView(view_info); +} + + + + +void RendererVulkan::AllocatePPTextures(){ + for (int i = 0; i < intermediateTextures[0].size(); i++){ + AllocateTexture(intermediateTextures[0][i], currTopTextureWidth, currTopTextureHeight, vk::Format::eR16G16B16A16Sfloat); + } + for (int i = 0; i < intermediateTextures[1].size(); i++){ + AllocateTexture(intermediateTextures[1][i], currBottomTextureWidth, currBottomTextureHeight, vk::Format::eR16G16B16A16Sfloat); + } + AllocateTexture(antialiasTextures[0], currTopTextureWidth, currTopTextureHeight, vk::Format::eR16G16B16A16Sfloat); + AllocateTexture(antialiasTextures[1], currBottomTextureWidth, currBottomTextureHeight, vk::Format::eR16G16B16A16Sfloat); +}; + +void RendererVulkan::CreateTextureFramebuffer(TextureInfo& texture, vk::Framebuffer& framebuffer) { + const vk::FramebufferCreateInfo framebuffer_info = { + .renderPass = textureRenderpass, + .attachmentCount = 1, + .pAttachments = &texture.image_view, + .width = texture.width, + .height = texture.height, + .layers = 1, + }; + framebuffer = instance.GetDevice().createFramebuffer(framebuffer_info); +} + +void RendererVulkan::CreatePPTextureFramebuffers(){ + for (int i = 0; i < intermediateTextures.size(); i++){ + for (int j = 0; j < intermediateTextures[0].size(); j++){ + CreateTextureFramebuffer(intermediateTextures[i][j], intermediateTextureFBOs[i][j]); + } + } + for (int i = 0; i < antialiasTextures.size(); i++){ + CreateTextureFramebuffer(antialiasTextures[i], antialiasTextureFBOs[i]); + } +}; + void RendererVulkan::PrepareDraw(Frame* frame, const Layout::FramebufferLayout& layout) { - const auto sampler = present_samplers[!Settings::values.filter_mode.GetValue()]; + const auto sampler = present_samplers[Settings::values.filter_mode.GetValue()]; const auto present_set = present_heap.Commit(); for (u32 index = 0; index < screen_infos.size(); index++) { update_queue.AddImageSampler(present_set, 0, index, screen_infos[index].image_view, @@ -257,7 +402,6 @@ void RendererVulkan::PrepareDraw(Frame* frame, const Layout::FramebufferLayout& .clearValueCount = 1, .pClearValues = &clear, }; - cmdbuf.beginRenderPass(renderpass_begin_info, vk::SubpassContents::eInline); cmdbuf.bindPipeline(vk::PipelineBindPoint::eGraphics, present_pipelines[index]); cmdbuf.bindDescriptorSets(vk::PipelineBindPoint::eGraphics, layout, 0, present_set, {}); @@ -336,21 +480,21 @@ void RendererVulkan::CompileShaders() { Compile(HostShaders::VULKAN_CURSOR_FRAG, vk::ShaderStageFlagBits::eFragment, device); // Simple Present Shader - post_vert_shaders[0] = + post_vert_shaders_texture[0] = Compile(HostShaders::VULKAN_SIMPLE_PRESENT_VERT, vk::ShaderStageFlagBits::eVertex, device); - post_frag_shaders[0] = + post_frag_shaders_texture[0] = Compile(HostShaders::VULKAN_SIMPLE_PRESENT_FRAG, vk::ShaderStageFlagBits::eFragment, device, preamble); // Area Sampling Shader - post_vert_shaders[1] = + post_vert_shaders_screen[0] = Compile(HostShaders::VULKAN_AREA_SAMPLING_VERT, vk::ShaderStageFlagBits::eVertex, device); - post_frag_shaders[1] = + post_frag_shaders_screen[0] = Compile(HostShaders::VULKAN_AREA_SAMPLING_FRAG, vk::ShaderStageFlagBits::eFragment, device); // FXAA Shader - post_vert_shaders[2] = + post_vert_shaders_texture[1] = Compile(HostShaders::VULKAN_FXAA_VERT, vk::ShaderStageFlagBits::eVertex, device); - post_frag_shaders[2] = + post_frag_shaders_texture[1] = Compile(HostShaders::VULKAN_FXAA_FRAG, vk::ShaderStageFlagBits::eFragment, device); // SMAA Pass 0 Shader @@ -360,9 +504,9 @@ void RendererVulkan::CompileShaders() { std::string smaa_pass_0_shader_frag_data = std::string(HostShaders::VULKAN_SMAA_PASS0_PRE_FRAG); smaa_pass_0_shader_frag_data += std::string(HostShaders::VULKAN_SMAA_HLSL); smaa_pass_0_shader_frag_data += std::string(HostShaders::VULKAN_SMAA_PASS0_POST_FRAG); - post_vert_shaders[3] = + post_vert_shaders_texture[2] = Compile(smaa_pass_0_shader_vert_data, vk::ShaderStageFlagBits::eVertex, device); - post_frag_shaders[3] = + post_frag_shaders_texture[2] = Compile(smaa_pass_0_shader_frag_data, vk::ShaderStageFlagBits::eFragment, device); // SMAA Pass 1 Shader @@ -372,9 +516,9 @@ void RendererVulkan::CompileShaders() { std::string smaa_pass_1_shader_frag_data = std::string(HostShaders::VULKAN_SMAA_PASS1_PRE_FRAG); smaa_pass_1_shader_frag_data += std::string(HostShaders::VULKAN_SMAA_HLSL); smaa_pass_1_shader_frag_data += std::string(HostShaders::VULKAN_SMAA_PASS1_POST_FRAG); - post_vert_shaders[4] = + post_vert_shaders_texture[3] = Compile(smaa_pass_1_shader_vert_data, vk::ShaderStageFlagBits::eVertex, device); - post_frag_shaders[4] = + post_frag_shaders_texture[3] = Compile(smaa_pass_1_shader_frag_data, vk::ShaderStageFlagBits::eFragment, device); // SMAA Pass 2 Shader @@ -384,15 +528,15 @@ void RendererVulkan::CompileShaders() { std::string smaa_pass_2_shader_frag_data = std::string(HostShaders::VULKAN_SMAA_PASS2_PRE_FRAG); smaa_pass_2_shader_frag_data += std::string(HostShaders::VULKAN_SMAA_HLSL); smaa_pass_2_shader_frag_data += std::string(HostShaders::VULKAN_SMAA_PASS2_POST_FRAG); - post_vert_shaders[5] = + post_vert_shaders_texture[4] = Compile(smaa_pass_2_shader_vert_data, vk::ShaderStageFlagBits::eVertex, device); - post_frag_shaders[5] = + post_frag_shaders_texture[4] = Compile(smaa_pass_2_shader_frag_data, vk::ShaderStageFlagBits::eFragment, device); auto properties = instance.GetPhysicalDevice().getProperties(); for (std::size_t i = 0; i < present_samplers.size(); i++) { - const vk::Filter filter_mode = i == 0 ? vk::Filter::eLinear : vk::Filter::eNearest; + const vk::Filter filter_mode = i == 0 ? vk::Filter::eNearest : vk::Filter::eLinear; const vk::SamplerCreateInfo sampler_info = { .magFilter = filter_mode, .minFilter = filter_mode, @@ -560,17 +704,53 @@ void RendererVulkan::BuildPipelines() { present_pipelines[i] = pipeline; } - // Build Post Proccessing Pipelines - for (u32 i = 0; i < POST_PIPELINES; i++) { + // Build Post Processing Pipelines for RGBA16F textures + for (u32 i = 0; i < POST_PIPELINES_TEXTURE; i++) { const std::array shader_stages = { vk::PipelineShaderStageCreateInfo{ .stage = vk::ShaderStageFlagBits::eVertex, - .module = post_vert_shaders[i], + .module = post_vert_shaders_texture[i], .pName = "main", }, vk::PipelineShaderStageCreateInfo{ .stage = vk::ShaderStageFlagBits::eFragment, - .module = post_frag_shaders[i], + .module = post_frag_shaders_texture[i], + .pName = "main", + }, + }; + + const vk::GraphicsPipelineCreateInfo pipeline_info = { + .stageCount = static_cast(shader_stages.size()), + .pStages = shader_stages.data(), + .pVertexInputState = &vertex_input_info, + .pInputAssemblyState = &input_assembly, + .pViewportState = &viewport_info, + .pRasterizationState = &raster_state, + .pMultisampleState = &multisampling, + .pDepthStencilState = &depth_info, + .pColorBlendState = &color_blending, + .pDynamicState = &dynamic_info, + .layout = *present_pipeline_layout, + .renderPass = textureRenderpass, + }; + + const auto [result, pipeline] = + instance.GetDevice().createGraphicsPipeline({}, pipeline_info); + ASSERT_MSG(result == vk::Result::eSuccess, "Unable to build post processing pipelines"); + post_pipelines_texture[i] = pipeline; + } + + // Build Post Processing Pipelines for presenting + for (u32 i = 0; i < POST_PIPELINES_SCREEN; i++) { + const std::array shader_stages = { + vk::PipelineShaderStageCreateInfo{ + .stage = vk::ShaderStageFlagBits::eVertex, + .module = post_vert_shaders_screen[i], + .pName = "main", + }, + vk::PipelineShaderStageCreateInfo{ + .stage = vk::ShaderStageFlagBits::eFragment, + .module = post_frag_shaders_screen[i], .pName = "main", }, }; @@ -592,8 +772,8 @@ void RendererVulkan::BuildPipelines() { const auto [result, pipeline] = instance.GetDevice().createGraphicsPipeline({}, pipeline_info); - ASSERT_MSG(result == vk::Result::eSuccess, "Unable to build present pipelines"); - post_pipelines[i] = pipeline; + ASSERT_MSG(result == vk::Result::eSuccess, "Unable to build post processing pipelines"); + post_pipelines_screen[i] = pipeline; } // Build cursor pipeline (simple position-only, inverted color blending) diff --git a/src/video_core/renderer_vulkan/renderer_vulkan.h b/src/video_core/renderer_vulkan/renderer_vulkan.h index bfa459b26..122e8c7f3 100644 --- a/src/video_core/renderer_vulkan/renderer_vulkan.h +++ b/src/video_core/renderer_vulkan/renderer_vulkan.h @@ -72,7 +72,9 @@ static_assert(sizeof(PresentUniformData) == 128, class RendererVulkan : public VideoCore::RendererBase { static constexpr std::size_t PRESENT_PIPELINES = 3; - static constexpr std::size_t POST_PIPELINES = 6; + static constexpr std::size_t POST_PIPELINES_SCREEN = 1; + static constexpr std::size_t POST_PIPELINES_TEXTURE = 5; + static constexpr std::size_t POST_SHADERS = 6; public: explicit RendererVulkan(Core::System& system, Pica::PicaCore& pica, Frontend::EmuWindow& window, Frontend::EmuWindow* secondary_window); @@ -100,7 +102,7 @@ private: void RenderScreenshotWithStagingCopy(); bool TryRenderScreenshotWithHostMemory(); void PrepareDraw(Frame* frame, const Layout::FramebufferLayout& layout); - void PrepareTextureDraw(Frame* frame, const Layout::FramebufferLayout& layout); + void PrepareTextureDraw(TextureInfo& textureInfo, vk::Pipeline& pipeline, int filterMode, std::vector imageViews); void RenderToWindow(PresentWindow& window, const Layout::FramebufferLayout& layout, bool flipped); @@ -123,6 +125,17 @@ private: bool right_eye); void FillScreen(Common::Vec3 color, const TextureInfo& texture); + void AllocateTexture(TextureInfo& texture, int width, int height, vk::Format colorFormat); + void CreateTextureFramebuffer(TextureInfo& texture, vk::Framebuffer& framebuffer); + + // Create Renderpass used for Textures + void CreateTextureRenderPass(); + // Allocate Post Processing Textures + void AllocatePPTextures(); + // Create Framebuffers that are attached to the Post Processing Textures + void CreatePPTextureFramebuffers(); + void AllocateSMAATextures(); + private: Memory::MemorySystem& memory; Pica::PicaCore& pica; @@ -143,10 +156,18 @@ private: DescriptorHeap present_heap; vk::UniquePipelineLayout present_pipeline_layout; std::array present_pipelines; - std::array post_pipelines; + // Post Processing Pipelines for use with RGBA16F Textures. Contains: Simple Present, FXAA, SMAA Pass 0, SMAA Pass 1, SMAA Pass 2 + std::array post_pipelines_texture; + // Post Processing Pipelines for presenting to screen. Contains: Area + std::array post_pipelines_screen; std::array present_shaders; - std::array post_vert_shaders; - std::array post_frag_shaders; + // Post Processing Shaders for use with RGBA16F Textures. Contains: Simple Present, FXAA, SMAA Pass 0, SMAA Pass 1, SMAA Pass 2 + std::array post_vert_shaders_texture; + std::array post_frag_shaders_texture; + // Post Processing Shaders for presenting to screen. Contains: Area + std::array post_vert_shaders_screen; + std::array post_frag_shaders_screen; + // Linear and Nearest Sampler Respectively std::array present_samplers; vk::ShaderModule present_vertex_shader; vk::ShaderModule simplepresent_vertex_shader; @@ -162,13 +183,25 @@ private: vk::ShaderModule smaa_pass_2_vertex_shader; vk::ShaderModule smaa_pass_2_frag_shader; + // Renderpass for RGBA16F Textures + vk::RenderPass textureRenderpass; + // Array of textures. 0 is top screen, 1 is bottom screen. + std::array, 2> intermediateTextures; + std::array antialiasTextures; + + // Array of framebuffer objects. 0 is top screen, 1 is bottom screen. + std::array, 2> intermediateTextureFBOs; + std::array antialiasTextureFBOs; + int currTopTextureWidth; + int currTopTextureHeight; + int currBottomTextureWidth; + int currBottomTextureHeight; u32 current_pipeline = 0; std::array screen_infos{}; PresentUniformData draw_info{}; vk::ClearColorValue clear_color{}; - vk::ShaderModule cursor_vertex_shader{}; vk::ShaderModule cursor_fragment_shader{}; vk::Pipeline cursor_pipeline{}; From cb0d14258bddee2ccddf5c49bb3661d002214ff6 Mon Sep 17 00:00:00 2001 From: KojoZero Date: Mon, 25 May 2026 08:40:34 -0700 Subject: [PATCH 28/46] refactored vulkan shaders --- .../antialiasing/Vulkan/vulkan_fxaa.frag | 10 ++------- .../antialiasing/Vulkan/vulkan_fxaa.vert | 8 +------ .../Vulkan/vulkan_smaa_pass0_post.frag | 4 ++-- .../Vulkan/vulkan_smaa_pass0_pre.frag | 9 ++------ .../Vulkan/vulkan_smaa_pass0_pre.vert | 3 --- .../Vulkan/vulkan_smaa_pass1_post.frag | 2 +- .../Vulkan/vulkan_smaa_pass1_pre.frag | 13 ++++------- .../Vulkan/vulkan_smaa_pass1_pre.vert | 3 --- .../Vulkan/vulkan_smaa_pass2_post.frag | 2 +- .../Vulkan/vulkan_smaa_pass2_pre.frag | 11 +++------- .../Vulkan/vulkan_smaa_pass2_pre.vert | 3 --- .../scaling/vulkan_area_sampling.frag | 11 +++------- .../scaling/vulkan_area_sampling.vert | 3 --- .../host_shaders/vulkan_present.frag | 19 ++-------------- .../host_shaders/vulkan_present_anaglyph.frag | 22 ++++--------------- .../vulkan_present_interlaced.frag | 22 ++++--------------- .../host_shaders/vulkan_simple_present.frag | 18 ++------------- .../renderer_vulkan/renderer_vulkan.h | 5 +---- 18 files changed, 32 insertions(+), 136 deletions(-) diff --git a/src/video_core/host_shaders/antialiasing/Vulkan/vulkan_fxaa.frag b/src/video_core/host_shaders/antialiasing/Vulkan/vulkan_fxaa.frag index ef2898d5d..cbc3b4eda 100644 --- a/src/video_core/host_shaders/antialiasing/Vulkan/vulkan_fxaa.frag +++ b/src/video_core/host_shaders/antialiasing/Vulkan/vulkan_fxaa.frag @@ -53,7 +53,7 @@ FXAA_SUBPIX_CAP - Insures fine detail is not completely removed. layout(location = 0) in vec2 frag_tex_coord; layout(location = 0) out vec4 color; -layout (set = 0, binding = 0) uniform sampler2D screen_textures[3]; +layout (set = 0, binding = 0) uniform sampler2D color_texture; layout (push_constant, std140) uniform DrawInfo { mat4 modelview_matrix; @@ -64,14 +64,8 @@ layout (push_constant, std140) uniform DrawInfo { int layer; int reverse_interlaced; int convert_colors; - int areatex; - int searchtex; - int smaa_input; }; -/* -screen_textures[0] = color_texture -*/ #ifndef FXAA_PRESET #define FXAA_PRESET 5 #endif @@ -263,7 +257,7 @@ vec3 sRGBToLinear(vec3 c) { void main() { - vec4 pixel = vec4(FxaaPixelShader(frag_tex_coord, screen_textures[0], vec2(i_resolution.z, i_resolution.w)), 1.0) * 1.0; + vec4 pixel = vec4(FxaaPixelShader(frag_tex_coord, color_texture, vec2(i_resolution.z, i_resolution.w)), 1.0) * 1.0; if (convert_colors == 1){ pixel = vec4(sRGBToLinear(pixel.rgb), pixel.a); } diff --git a/src/video_core/host_shaders/antialiasing/Vulkan/vulkan_fxaa.vert b/src/video_core/host_shaders/antialiasing/Vulkan/vulkan_fxaa.vert index 60dac6302..66591424e 100644 --- a/src/video_core/host_shaders/antialiasing/Vulkan/vulkan_fxaa.vert +++ b/src/video_core/host_shaders/antialiasing/Vulkan/vulkan_fxaa.vert @@ -10,18 +10,12 @@ layout (push_constant, std140) uniform DrawInfo { int layer; int reverse_interlaced; int convert_colors; - int areatex; - int searchtex; - int smaa_input; }; layout(location = 0) in vec2 vert_position; layout(location = 1) in vec2 vert_tex_coord; layout(location = 0) out vec2 frag_tex_coord; -layout (set = 0, binding = 0) uniform sampler2D screen_textures[3]; -/* -screen_textures[0] = color_texture -*/ + void main() { gl_Position = vec4(vert_position, 0.0, 1.0); diff --git a/src/video_core/host_shaders/antialiasing/Vulkan/vulkan_smaa_pass0_post.frag b/src/video_core/host_shaders/antialiasing/Vulkan/vulkan_smaa_pass0_post.frag index b80add9d6..722a27b36 100644 --- a/src/video_core/host_shaders/antialiasing/Vulkan/vulkan_smaa_pass0_post.frag +++ b/src/video_core/host_shaders/antialiasing/Vulkan/vulkan_smaa_pass0_post.frag @@ -1,7 +1,7 @@ void main() { if (SMAA_EDT == 0.0) { - color = vec4(SMAALumaEdgeDetectionPS(frag_tex_coord, offset, screen_textures[0]), 0.0, 0.0); + color = vec4(SMAALumaEdgeDetectionPS(frag_tex_coord, offset, color_texture), 0.0, 0.0); } else if (SMAA_EDT <= 1.0) { - color = vec4(SMAAColorEdgeDetectionPS(frag_tex_coord, offset, screen_textures[0]), 0.0, 0.0); + color = vec4(SMAAColorEdgeDetectionPS(frag_tex_coord, offset, color_texture), 0.0, 0.0); } } diff --git a/src/video_core/host_shaders/antialiasing/Vulkan/vulkan_smaa_pass0_pre.frag b/src/video_core/host_shaders/antialiasing/Vulkan/vulkan_smaa_pass0_pre.frag index c239c1322..8953a0169 100644 --- a/src/video_core/host_shaders/antialiasing/Vulkan/vulkan_smaa_pass0_pre.frag +++ b/src/video_core/host_shaders/antialiasing/Vulkan/vulkan_smaa_pass0_pre.frag @@ -13,9 +13,6 @@ layout (push_constant, std140) uniform DrawInfo { int layer; int reverse_interlaced; int convert_colors; - int areatex; - int searchtex; - int smaa_input; }; #define SMAA_RT_METRICS vec4(i_resolution.z, i_resolution.w, i_resolution.x, i_resolution.y) @@ -27,9 +24,7 @@ layout (push_constant, std140) uniform DrawInfo { layout(location = 0) in vec2 frag_tex_coord; layout(location = 1) in vec4 offset[3]; layout(location = 0) out vec4 color; -layout (set = 0, binding = 0) uniform sampler2D screen_textures[3]; -/* -screen_textures[0] = color_texture -*/ +layout (set = 0, binding = 0) uniform sampler2D color_texture; + #define SMAA_INCLUDE_VS 0 //#include "SMAA.hlsl" \ No newline at end of file diff --git a/src/video_core/host_shaders/antialiasing/Vulkan/vulkan_smaa_pass0_pre.vert b/src/video_core/host_shaders/antialiasing/Vulkan/vulkan_smaa_pass0_pre.vert index 698c0e8b0..8244c35b4 100644 --- a/src/video_core/host_shaders/antialiasing/Vulkan/vulkan_smaa_pass0_pre.vert +++ b/src/video_core/host_shaders/antialiasing/Vulkan/vulkan_smaa_pass0_pre.vert @@ -13,9 +13,6 @@ layout (push_constant, std140) uniform DrawInfo { int layer; int reverse_interlaced; int convert_colors; - int areatex; - int searchtex; - int smaa_input; }; #define SMAA_RT_METRICS vec4(i_resolution.z, i_resolution.w, i_resolution.x, i_resolution.y) diff --git a/src/video_core/host_shaders/antialiasing/Vulkan/vulkan_smaa_pass1_post.frag b/src/video_core/host_shaders/antialiasing/Vulkan/vulkan_smaa_pass1_post.frag index 441eff0ef..d407fa1a1 100644 --- a/src/video_core/host_shaders/antialiasing/Vulkan/vulkan_smaa_pass1_post.frag +++ b/src/video_core/host_shaders/antialiasing/Vulkan/vulkan_smaa_pass1_post.frag @@ -1,4 +1,4 @@ void main() { vec4 subsampleIndices = vec4(0.0); - color = SMAABlendingWeightCalculationPS(frag_tex_coord, pixcoord, offset, screen_textures[0], screen_textures[1], screen_textures[2], subsampleIndices); + color = SMAABlendingWeightCalculationPS(frag_tex_coord, pixcoord, offset, color_texture, areaTex, searchTex, subsampleIndices); } diff --git a/src/video_core/host_shaders/antialiasing/Vulkan/vulkan_smaa_pass1_pre.frag b/src/video_core/host_shaders/antialiasing/Vulkan/vulkan_smaa_pass1_pre.frag index a0ad791cf..225a7382f 100644 --- a/src/video_core/host_shaders/antialiasing/Vulkan/vulkan_smaa_pass1_pre.frag +++ b/src/video_core/host_shaders/antialiasing/Vulkan/vulkan_smaa_pass1_pre.frag @@ -13,9 +13,6 @@ layout (push_constant, std140) uniform DrawInfo { int layer; int reverse_interlaced; int convert_colors; - int areatex; - int searchtex; - int smaa_input; }; #define SMAA_RT_METRICS vec4(i_resolution.z, i_resolution.w, i_resolution.x, i_resolution.y) @@ -28,11 +25,9 @@ layout(location = 0) in vec2 frag_tex_coord; layout(location = 1) in vec2 pixcoord; layout(location = 2) in vec4 offset[3]; layout(location = 0) out vec4 color; -layout (set = 0, binding = 0) uniform sampler2D screen_textures[3]; -/* -screen_textures[0] = color_texture -screen_textures[1] = areaTex; -screen_textures[2] = searchTex; -*/ +layout (set = 0, binding = 0) uniform sampler2D color_texture; +layout (set = 0, binding = 1) uniform sampler2D areaTex; +layout (set = 0, binding = 2) uniform sampler2D searchTex; + #define SMAA_INCLUDE_VS 0 //#include "SMAA.hlsl" \ No newline at end of file diff --git a/src/video_core/host_shaders/antialiasing/Vulkan/vulkan_smaa_pass1_pre.vert b/src/video_core/host_shaders/antialiasing/Vulkan/vulkan_smaa_pass1_pre.vert index f07f7e373..7e752e755 100644 --- a/src/video_core/host_shaders/antialiasing/Vulkan/vulkan_smaa_pass1_pre.vert +++ b/src/video_core/host_shaders/antialiasing/Vulkan/vulkan_smaa_pass1_pre.vert @@ -13,9 +13,6 @@ layout (push_constant, std140) uniform DrawInfo { int layer; int reverse_interlaced; int convert_colors; - int areatex; - int searchtex; - int smaa_input; }; #define SMAA_RT_METRICS vec4(i_resolution.z, i_resolution.w, i_resolution.x, i_resolution.y) diff --git a/src/video_core/host_shaders/antialiasing/Vulkan/vulkan_smaa_pass2_post.frag b/src/video_core/host_shaders/antialiasing/Vulkan/vulkan_smaa_pass2_post.frag index 728ce4682..8341214c5 100644 --- a/src/video_core/host_shaders/antialiasing/Vulkan/vulkan_smaa_pass2_post.frag +++ b/src/video_core/host_shaders/antialiasing/Vulkan/vulkan_smaa_pass2_post.frag @@ -3,7 +3,7 @@ vec3 LinearTosRGB(vec3 c) { } void main() { - vec4 pixel = SMAANeighborhoodBlendingPS(frag_tex_coord, offset, screen_textures[1], screen_textures[0]); + vec4 pixel = SMAANeighborhoodBlendingPS(frag_tex_coord, offset, SMAA_Input, color_texture); if (convert_colors == 2){ pixel = vec4(LinearTosRGB(pixel.rgb), pixel.a); } diff --git a/src/video_core/host_shaders/antialiasing/Vulkan/vulkan_smaa_pass2_pre.frag b/src/video_core/host_shaders/antialiasing/Vulkan/vulkan_smaa_pass2_pre.frag index bf9374d39..017eca16e 100644 --- a/src/video_core/host_shaders/antialiasing/Vulkan/vulkan_smaa_pass2_pre.frag +++ b/src/video_core/host_shaders/antialiasing/Vulkan/vulkan_smaa_pass2_pre.frag @@ -13,9 +13,6 @@ layout (push_constant, std140) uniform DrawInfo { int layer; int reverse_interlaced; int convert_colors; - int areatex; - int searchtex; - int smaa_input; }; #define SMAA_RT_METRICS vec4(i_resolution.z, i_resolution.w, i_resolution.x, i_resolution.y) @@ -25,10 +22,8 @@ layout (push_constant, std140) uniform DrawInfo { layout(location = 0) in vec2 frag_tex_coord; layout(location = 1) in vec4 offset; layout(location = 0) out vec4 color; -layout (set = 0, binding = 0) uniform sampler2D screen_textures[3]; -/* -screen_textures[0] = color_texture -screen_textures[1] = SMAA_Input; -*/ +layout (set = 0, binding = 0) uniform sampler2D color_texture; +layout (set = 0, binding = 1) uniform sampler2D SMAA_Input; + #define SMAA_INCLUDE_VS 0 //#include "SMAA.hlsl" \ No newline at end of file diff --git a/src/video_core/host_shaders/antialiasing/Vulkan/vulkan_smaa_pass2_pre.vert b/src/video_core/host_shaders/antialiasing/Vulkan/vulkan_smaa_pass2_pre.vert index 2e9f89b47..7c0ea802e 100644 --- a/src/video_core/host_shaders/antialiasing/Vulkan/vulkan_smaa_pass2_pre.vert +++ b/src/video_core/host_shaders/antialiasing/Vulkan/vulkan_smaa_pass2_pre.vert @@ -13,9 +13,6 @@ layout (push_constant, std140) uniform DrawInfo { int layer; int reverse_interlaced; int convert_colors; - int areatex; - int searchtex; - int smaa_input; }; #define SMAA_RT_METRICS vec4(i_resolution.z, i_resolution.w, i_resolution.x, i_resolution.y) diff --git a/src/video_core/host_shaders/scaling/vulkan_area_sampling.frag b/src/video_core/host_shaders/scaling/vulkan_area_sampling.frag index fc551ce90..347bc8af0 100644 --- a/src/video_core/host_shaders/scaling/vulkan_area_sampling.frag +++ b/src/video_core/host_shaders/scaling/vulkan_area_sampling.frag @@ -2,10 +2,8 @@ layout(location = 0) in vec2 frag_tex_coord; layout(location = 0) out vec4 color; -layout (set = 0, binding = 0) uniform sampler2D screen_textures[3]; -/* -screen_textures[0] = color_texture -*/ +layout (set = 0, binding = 0) uniform sampler2D color_texture; + layout (push_constant, std140) uniform DrawInfo { mat4 modelview_matrix; vec4 i_resolution; @@ -15,9 +13,6 @@ layout (push_constant, std140) uniform DrawInfo { int layer; int reverse_interlaced; int convert_colors; - int areatex; - int searchtex; - int smaa_input; }; /***** Area Sampling *****/ @@ -97,7 +92,7 @@ vec3 LinearTosRGB(vec3 c) { } void main() { - vec4 pixel = AreaSampling(screen_textures[0], frag_tex_coord); + vec4 pixel = AreaSampling(color_texture, frag_tex_coord); if (convert_colors == 2){ pixel = vec4(LinearTosRGB(pixel.rgb), pixel.a); } diff --git a/src/video_core/host_shaders/scaling/vulkan_area_sampling.vert b/src/video_core/host_shaders/scaling/vulkan_area_sampling.vert index cfaadad1e..2117c62fc 100644 --- a/src/video_core/host_shaders/scaling/vulkan_area_sampling.vert +++ b/src/video_core/host_shaders/scaling/vulkan_area_sampling.vert @@ -11,9 +11,6 @@ layout (push_constant, std140) uniform DrawInfo { int layer; int reverse_interlaced; int convert_colors; - int areatex; - int searchtex; - int smaa_input; }; void main() { diff --git a/src/video_core/host_shaders/vulkan_present.frag b/src/video_core/host_shaders/vulkan_present.frag index 41c0916bd..dfb75b9ef 100644 --- a/src/video_core/host_shaders/vulkan_present.frag +++ b/src/video_core/host_shaders/vulkan_present.frag @@ -18,23 +18,8 @@ layout (push_constant, std140) uniform DrawInfo { int reverse_interlaced; }; -layout (set = 0, binding = 0) uniform sampler2D screen_textures[3]; - -vec4 GetScreen(int screen_id) { -#ifdef ARRAY_DYNAMIC_INDEX - return texture(screen_textures[screen_id], frag_tex_coord); -#else - switch (screen_id) { - case 0: - return texture(screen_textures[0], frag_tex_coord); - case 1: - return texture(screen_textures[1], frag_tex_coord); - case 2: - return texture(screen_textures[2], frag_tex_coord); - } -#endif -} +layout (set = 0, binding = 0) uniform sampler2D color_texture; void main() { - color = GetScreen(screen_id_l); + color = texture(color_texture, frag_tex_coord); } diff --git a/src/video_core/host_shaders/vulkan_present_anaglyph.frag b/src/video_core/host_shaders/vulkan_present_anaglyph.frag index a01ce63f6..20d64605e 100644 --- a/src/video_core/host_shaders/vulkan_present_anaglyph.frag +++ b/src/video_core/host_shaders/vulkan_present_anaglyph.frag @@ -30,25 +30,11 @@ layout (push_constant, std140) uniform DrawInfo { int reverse_interlaced; }; -layout (set = 0, binding = 0) uniform sampler2D screen_textures[3]; - -vec4 GetScreen(int screen_id) { -#ifdef ARRAY_DYNAMIC_INDEX - return texture(screen_textures[screen_id], frag_tex_coord); -#else - switch (screen_id) { - case 0: - return texture(screen_textures[0], frag_tex_coord); - case 1: - return texture(screen_textures[1], frag_tex_coord); - case 2: - return texture(screen_textures[2], frag_tex_coord); - } -#endif -} +layout (set = 0, binding = 0) uniform sampler2D color_texture_l; +layout (set = 0, binding = 1) uniform sampler2D color_texture_r; void main() { - vec4 color_tex_l = GetScreen(screen_id_l); - vec4 color_tex_r = GetScreen(screen_id_r); + vec4 color_tex_l = texture(color_texture_l, frag_tex_coord); + vec4 color_tex_r = texture(color_texture_r, frag_tex_coord); color = vec4(color_tex_l.rgb*l+color_tex_r.rgb*r, color_tex_l.a); } diff --git a/src/video_core/host_shaders/vulkan_present_interlaced.frag b/src/video_core/host_shaders/vulkan_present_interlaced.frag index b033a9dec..cf9af8477 100644 --- a/src/video_core/host_shaders/vulkan_present_interlaced.frag +++ b/src/video_core/host_shaders/vulkan_present_interlaced.frag @@ -18,27 +18,13 @@ layout (push_constant, std140) uniform DrawInfo { int reverse_interlaced; }; -layout (set = 0, binding = 0) uniform sampler2D screen_textures[3]; - -vec4 GetScreen(int screen_id) { -#ifdef ARRAY_DYNAMIC_INDEX - return texture(screen_textures[screen_id], frag_tex_coord); -#else - switch (screen_id) { - case 0: - return texture(screen_textures[0], frag_tex_coord); - case 1: - return texture(screen_textures[1], frag_tex_coord); - case 2: - return texture(screen_textures[2], frag_tex_coord); - } -#endif -} +layout (set = 0, binding = 0) uniform sampler2D color_texture_l; +layout (set = 0, binding = 1) uniform sampler2D color_texture_r; void main() { float screen_row = o_resolution.x * frag_tex_coord.x; if (int(screen_row) % 2 == reverse_interlaced) - color = GetScreen(screen_id_l); + color = texture(color_texture_l, frag_tex_coord); else - color = GetScreen(screen_id_r); + color = texture(color_texture_r, frag_tex_coord); } diff --git a/src/video_core/host_shaders/vulkan_simple_present.frag b/src/video_core/host_shaders/vulkan_simple_present.frag index 04ab1d8bc..c9f86c37f 100644 --- a/src/video_core/host_shaders/vulkan_simple_present.frag +++ b/src/video_core/host_shaders/vulkan_simple_present.frag @@ -19,22 +19,8 @@ layout (push_constant, std140) uniform DrawInfo { int convert_colors; }; -layout (set = 0, binding = 0) uniform sampler2D screen_textures[3]; +layout (set = 0, binding = 0) uniform sampler2D color_texture; -vec4 GetScreen(int screen_id) { -#ifdef ARRAY_DYNAMIC_INDEX - return texture(screen_textures[screen_id], frag_tex_coord); -#else - switch (screen_id) { - case 0: - return texture(screen_textures[0], frag_tex_coord); - case 1: - return texture(screen_textures[1], frag_tex_coord); - case 2: - return texture(screen_textures[2], frag_tex_coord); - } -#endif -} vec3 sRGBToLinear(vec3 c) { return mix(c / 12.92, pow((c + 0.055) / 1.055, vec3(2.4)), step(0.04045, c)); @@ -45,7 +31,7 @@ vec3 LinearTosRGB(vec3 c) { } void main() { - vec4 pixel = GetScreen(screen_id_l); + vec4 pixel = texture(color_texture, frag_tex_coord); if (convert_colors == 2){ pixel = vec4(LinearTosRGB(pixel.rgb), pixel.a); } else if (convert_colors == 1){ diff --git a/src/video_core/renderer_vulkan/renderer_vulkan.h b/src/video_core/renderer_vulkan/renderer_vulkan.h index 122e8c7f3..6e0a07906 100644 --- a/src/video_core/renderer_vulkan/renderer_vulkan.h +++ b/src/video_core/renderer_vulkan/renderer_vulkan.h @@ -63,11 +63,8 @@ struct PresentUniformData { int layer = 0; int reverse_interlaced = 0; int convert_colors; - int areatex; - int searchtex; - int smaa_input; }; -static_assert(sizeof(PresentUniformData) == 128, +static_assert(sizeof(PresentUniformData) == 116, "PresentUniformData does not structure in shader!"); class RendererVulkan : public VideoCore::RendererBase { From 1f8c5418ac7133e100778e3e24c0b4fe16d89f86 Mon Sep 17 00:00:00 2001 From: KojoZero Date: Tue, 26 May 2026 03:17:26 -0700 Subject: [PATCH 29/46] separated renderpasses, and more vulkan setting up --- .../renderer_vulkan/renderer_vulkan.cpp | 202 +++++++++++++++--- .../renderer_vulkan/renderer_vulkan.h | 12 +- .../renderer_vulkan/vk_present_window.cpp | 40 +++- .../renderer_vulkan/vk_present_window.h | 7 +- 4 files changed, 231 insertions(+), 30 deletions(-) diff --git a/src/video_core/renderer_vulkan/renderer_vulkan.cpp b/src/video_core/renderer_vulkan/renderer_vulkan.cpp index 3b8d39dfa..4fe029938 100644 --- a/src/video_core/renderer_vulkan/renderer_vulkan.cpp +++ b/src/video_core/renderer_vulkan/renderer_vulkan.cpp @@ -80,8 +80,10 @@ constexpr std::array MakeOrthographicMatrix(u32 width, u32 height) { // clang-format on } -constexpr static std::array PRESENT_BINDINGS = {{ - {0, vk::DescriptorType::eCombinedImageSampler, 3, vk::ShaderStageFlagBits::eFragment}, +constexpr static std::array PRESENT_BINDINGS = {{ + {0, vk::DescriptorType::eCombinedImageSampler, 1, vk::ShaderStageFlagBits::eFragment}, + {1, vk::DescriptorType::eCombinedImageSampler, 1, vk::ShaderStageFlagBits::eFragment}, + {2, vk::DescriptorType::eCombinedImageSampler, 1, vk::ShaderStageFlagBits::eFragment}, }}; namespace { @@ -360,17 +362,79 @@ void RendererVulkan::CreatePPTextureFramebuffers(){ } }; -void RendererVulkan::PrepareDraw(Frame* frame, const Layout::FramebufferLayout& layout) { +//Helper Functions +void RendererVulkan::PrepareTextureDraw(TextureInfo framebufferTexture, vk::Framebuffer framebuffer, vk::Pipeline shaderPipeline, std::vector texturesToSample, int filterMode){ + const auto sampler = present_samplers[filterMode]; + const auto present_set = present_heap.Commit(); + for (u32 i = 0; i < texturesToSample.size(); i++) { + update_queue.AddImageSampler(present_set, i, 0, texturesToSample[i].image_view, sampler); + } + + renderpass_cache.EndRendering(); + scheduler.Record([this, framebufferTexture, framebuffer, shaderPipeline, present_set](vk::CommandBuffer cmdbuf) { + const vk::Viewport viewport = { + .x = 0.0f, + .y = 0.0f, + .width = static_cast(framebufferTexture.width), + .height = static_cast(framebufferTexture.height), + .minDepth = 0.0f, + .maxDepth = 1.0f, + }; + + const vk::Rect2D scissor = { + .offset = {0, 0}, + .extent = {framebufferTexture.width, framebufferTexture.height}, + }; + + const vk::ClearColorValue clear_color = { + .float32 = + std::array{ + 0.0f, + 0.0f, + 0.0f, + 0.0f, + }, + }; + cmdbuf.setViewport(0, viewport); + cmdbuf.setScissor(0, scissor); + + const vk::ClearValue clear{.color = clear_color}; + const vk::PipelineLayout layout{*present_pipeline_layout}; + const vk::RenderPassBeginInfo renderpass_begin_info = { + .renderPass = textureRenderpass, + .framebuffer = framebuffer, + .renderArea = + vk::Rect2D{ + .offset = {0, 0}, + .extent = {framebufferTexture.width, framebufferTexture.height}, + }, + .clearValueCount = 1, + .pClearValues = &clear, + }; + cmdbuf.beginRenderPass(renderpass_begin_info, vk::SubpassContents::eInline); + cmdbuf.bindPipeline(vk::PipelineBindPoint::eGraphics, shaderPipeline); + cmdbuf.bindDescriptorSets(vk::PipelineBindPoint::eGraphics, layout, 0, present_set, {}); + }); +} + + +void RendererVulkan::PrepareDraw(Frame* frame, const Layout::FramebufferLayout& layout, std::vector screenids) { const auto sampler = present_samplers[Settings::values.filter_mode.GetValue()]; const auto present_set = present_heap.Commit(); - for (u32 index = 0; index < screen_infos.size(); index++) { - update_queue.AddImageSampler(present_set, 0, index, screen_infos[index].image_view, + for (u32 i = 0; i < screenids.size(); i++) { + update_queue.AddImageSampler(present_set, i, 0, screen_infos[screenids[i]].image_view, sampler); } renderpass_cache.EndRendering(); + vk::RenderPass currentRenderPass; + if (clearingColorAttachment){ + currentRenderPass = main_present_window.Renderpass(); + } else { + currentRenderPass = main_present_window.LoadRenderpass(); + } scheduler.Record([this, layout, frame, present_set, - renderpass = main_present_window.Renderpass(), + currentRenderPass, index = current_pipeline](vk::CommandBuffer cmdbuf) { const vk::Viewport viewport = { .x = 0.0f, @@ -392,7 +456,7 @@ void RendererVulkan::PrepareDraw(Frame* frame, const Layout::FramebufferLayout& const vk::ClearValue clear{.color = clear_color}; const vk::PipelineLayout layout{*present_pipeline_layout}; const vk::RenderPassBeginInfo renderpass_begin_info = { - .renderPass = renderpass, + .renderPass = currentRenderPass, .framebuffer = frame->framebuffer, .renderArea = vk::Rect2D{ @@ -1034,6 +1098,26 @@ void RendererVulkan::DrawSingleScreen(u32 screen_id, float screenLeft, float scr Layout::DisplayOrientation orientation) { const ScreenInfo& screen_info = screen_infos[screen_id]; const auto& texcoords = screen_info.texcoords; + std::vector screenids = {screen_id}; + PrepareDraw(currentFrame, currentFramebufferLayout, screenids); + + // Apply the initial default opacity value; Needed to avoid flickering + if (applyingOpacity){ + if (drawingPrimaryScreen){ + ApplySecondLayerOpacity(1.0f); + } else { + if (usingTopOpacity){ + if (currentFramebufferLayout.top_opacity < 1) { + ApplySecondLayerOpacity(currentFramebufferLayout.top_opacity); + } + } else { + if (currentFramebufferLayout.bottom_opacity < 1) { + ApplySecondLayerOpacity(currentFramebufferLayout.bottom_opacity); + } + } + } + } + const u32 scale_factor = GetResolutionScaleFactor(); float textureWidth = static_cast(screen_info.texture.height * scale_factor); @@ -1074,6 +1158,52 @@ void RendererVulkan::DrawSingleScreen(u32 screen_id, float screenLeft, float scr ScreenRectVertex(-1.f, -1.f, 0.f, 0.f), //Left, Bottom ScreenRectVertex(1.f, -1.f, 1.f, 0.f), //Right, Bottom }}; + + // Legacy Vertices. Will be deleted when converted to multipass + std::array legacy_vertices; + float x = screenLeft; + float y = screenTop; + float w = screenWidth; + float h = screenHeight; + switch (orientation) { + case Layout::DisplayOrientation::Landscape: + legacy_vertices = {{ + ScreenRectVertex(x, y, texcoords.bottom, texcoords.left), + ScreenRectVertex(x + w, y, texcoords.bottom, texcoords.right), + ScreenRectVertex(x, y + h, texcoords.top, texcoords.left), + ScreenRectVertex(x + w, y + h, texcoords.top, texcoords.right), + }}; + break; + case Layout::DisplayOrientation::Portrait: + legacy_vertices = {{ + ScreenRectVertex(x, y, texcoords.bottom, texcoords.right), + ScreenRectVertex(x + w, y, texcoords.top, texcoords.right), + ScreenRectVertex(x, y + h, texcoords.bottom, texcoords.left), + ScreenRectVertex(x + w, y + h, texcoords.top, texcoords.left), + }}; + std::swap(h, w); + break; + case Layout::DisplayOrientation::LandscapeFlipped: + legacy_vertices = {{ + ScreenRectVertex(x, y, texcoords.top, texcoords.right), + ScreenRectVertex(x + w, y, texcoords.top, texcoords.left), + ScreenRectVertex(x, y + h, texcoords.bottom, texcoords.right), + ScreenRectVertex(x + w, y + h, texcoords.bottom, texcoords.left), + }}; + break; + case Layout::DisplayOrientation::PortraitFlipped: + legacy_vertices = {{ + ScreenRectVertex(x, y, texcoords.top, texcoords.left), + ScreenRectVertex(x + w, y, texcoords.bottom, texcoords.left), + ScreenRectVertex(x, y + h, texcoords.top, texcoords.right), + ScreenRectVertex(x + w, y + h, texcoords.bottom, texcoords.right), + }}; + std::swap(h, w); + break; + default: + LOG_ERROR(Render_Vulkan, "Unknown DisplayOrientation: {}", orientation); + break; + } // Vertices for Azahar's Output Layout std::array output_vertices; @@ -1116,9 +1246,10 @@ void RendererVulkan::DrawSingleScreen(u32 screen_id, float screenLeft, float scr LOG_ERROR(Render_OpenGL, "Unknown DisplayOrientation: {}", orientation); break; } - const u64 size = sizeof(ScreenRectVertex) * output_vertices.size(); + + const u64 size = sizeof(ScreenRectVertex) * legacy_vertices.size(); auto [data, offset, invalidate] = vertex_buffer.Map(size, 16); - std::memcpy(data, output_vertices.data(), size); + std::memcpy(data, legacy_vertices.data(), size); vertex_buffer.Commit(size); draw_info.i_resolution = @@ -1137,6 +1268,7 @@ void RendererVulkan::DrawSingleScreen(u32 screen_id, float screenLeft, float scr cmdbuf.bindVertexBuffers(0, vertex_buffer.Handle(), {0}); cmdbuf.draw(4, 1, first_vertex, 0); + cmdbuf.endRenderPass(); }); } @@ -1145,7 +1277,25 @@ void RendererVulkan::DrawSingleScreenStereo(u32 screen_id_l, u32 screen_id_r, fl Layout::DisplayOrientation orientation) { const ScreenInfo& screen_info_l = screen_infos[screen_id_l]; const auto& texcoords = screen_info_l.texcoords; + std::vector screenids = {screen_id_l, screen_id_r}; + PrepareDraw(currentFrame, currentFramebufferLayout, screenids); + // Apply the initial default opacity value; Needed to avoid flickering + if (applyingOpacity){ + if (drawingPrimaryScreen){ + ApplySecondLayerOpacity(1.0f); + } else { + if (usingTopOpacity){ + if (currentFramebufferLayout.top_opacity < 1) { + ApplySecondLayerOpacity(currentFramebufferLayout.top_opacity); + } + } else { + if (currentFramebufferLayout.bottom_opacity < 1) { + ApplySecondLayerOpacity(currentFramebufferLayout.bottom_opacity); + } + } + } + } std::array vertices; switch (orientation) { case Layout::DisplayOrientation::Landscape: @@ -1210,6 +1360,7 @@ void RendererVulkan::DrawSingleScreenStereo(u32 screen_id_l, u32 screen_id_r, fl cmdbuf.bindVertexBuffers(0, vertex_buffer.Handle(), {0}); cmdbuf.draw(4, 1, first_vertex, 0); + cmdbuf.endRenderPass(); }); } @@ -1246,6 +1397,7 @@ void RendererVulkan::DrawTopScreen(const Layout::FramebufferLayout& layout, DrawSingleScreen(leftside, top_screen_left / 2, top_screen_top, top_screen_width / 2, top_screen_height, orientation); draw_info.layer = 1; + clearingColorAttachment = false; DrawSingleScreen(rightside, static_cast((top_screen_left / 2) + (layout.width / 2)), top_screen_top, top_screen_width / 2, top_screen_height, orientation); break; @@ -1254,6 +1406,7 @@ void RendererVulkan::DrawTopScreen(const Layout::FramebufferLayout& layout, DrawSingleScreen(leftside, top_screen_left, top_screen_top, top_screen_width, top_screen_height, orientation); draw_info.layer = 1; + clearingColorAttachment = false; DrawSingleScreen(rightside, top_screen_left + layout.width / 2, top_screen_top, top_screen_width, top_screen_height, orientation); break; @@ -1262,6 +1415,7 @@ void RendererVulkan::DrawTopScreen(const Layout::FramebufferLayout& layout, DrawSingleScreen(leftside, top_screen_left, top_screen_top, top_screen_width, top_screen_height, orientation); draw_info.layer = 1; + clearingColorAttachment = false; DrawSingleScreen( rightside, static_cast(layout.cardboard.top_screen_right_eye + (layout.width / 2)), @@ -1347,33 +1501,34 @@ void RendererVulkan::DrawScreens(Frame* frame, const Layout::FramebufferLayout& ReloadPipeline(layout.render_3d_mode); } - PrepareDraw(frame, layout); - + currentFrame = frame; + currentFramebufferLayout = layout; const auto& top_screen = layout.top_screen; const auto& bottom_screen = layout.bottom_screen; draw_info.modelview = MakeOrthographicMatrix(layout.width, layout.height); - draw_info.layer = 0; - // Apply the initial default opacity value; Needed to avoid flickering - ApplySecondLayerOpacity(1.0f); - + clearingColorAttachment = true; + applyingOpacity = true; if (!Settings::values.swap_screen.GetValue()) { + drawingPrimaryScreen = true; DrawTopScreen(layout, top_screen); draw_info.layer = 0; - if (layout.bottom_opacity < 1) { - ApplySecondLayerOpacity(layout.bottom_opacity); - } + drawingPrimaryScreen = false; + usingTopOpacity = false; + clearingColorAttachment = false; DrawBottomScreen(layout, bottom_screen); } else { + drawingPrimaryScreen = true; DrawBottomScreen(layout, bottom_screen); draw_info.layer = 0; - if (layout.top_opacity < 1) { - ApplySecondLayerOpacity(layout.top_opacity); - } + drawingPrimaryScreen = false; + usingTopOpacity = true; + clearingColorAttachment = false; DrawTopScreen(layout, top_screen); } + applyingOpacity = false; if (layout.additional_screen_enabled) { const auto& additional_screen = layout.additional_screen; if (!Settings::values.swap_screen.GetValue()) { @@ -1383,9 +1538,8 @@ void RendererVulkan::DrawScreens(Frame* frame, const Layout::FramebufferLayout& } } - DrawCursor(layout); - - scheduler.Record([](vk::CommandBuffer cmdbuf) { cmdbuf.endRenderPass(); }); + // Needs to be fixed + // DrawCursor(layout); } void RendererVulkan::DrawCursor(const Layout::FramebufferLayout& layout) { diff --git a/src/video_core/renderer_vulkan/renderer_vulkan.h b/src/video_core/renderer_vulkan/renderer_vulkan.h index 6e0a07906..111bdfa04 100644 --- a/src/video_core/renderer_vulkan/renderer_vulkan.h +++ b/src/video_core/renderer_vulkan/renderer_vulkan.h @@ -98,8 +98,8 @@ private: void RenderScreenshot(); void RenderScreenshotWithStagingCopy(); bool TryRenderScreenshotWithHostMemory(); - void PrepareDraw(Frame* frame, const Layout::FramebufferLayout& layout); - void PrepareTextureDraw(TextureInfo& textureInfo, vk::Pipeline& pipeline, int filterMode, std::vector imageViews); + void PrepareDraw(Frame* frame, const Layout::FramebufferLayout& layout, std::vector screenids); + void PrepareTextureDraw(TextureInfo framebufferTexture, vk::Framebuffer framebuffer, vk::Pipeline shaderPipeline, std::vector texturesToSample, int filterMode); void RenderToWindow(PresentWindow& window, const Layout::FramebufferLayout& layout, bool flipped); @@ -132,7 +132,6 @@ private: // Create Framebuffers that are attached to the Post Processing Textures void CreatePPTextureFramebuffers(); void AllocateSMAATextures(); - private: Memory::MemorySystem& memory; Pica::PicaCore& pica; @@ -195,7 +194,12 @@ private: int currBottomTextureWidth; int currBottomTextureHeight; u32 current_pipeline = 0; - + Frame* currentFrame; + Layout::FramebufferLayout currentFramebufferLayout; + bool clearingColorAttachment = true; + bool applyingOpacity = true; + bool drawingPrimaryScreen = false; + bool usingTopOpacity = false; std::array screen_infos{}; PresentUniformData draw_info{}; vk::ClearColorValue clear_color{}; diff --git a/src/video_core/renderer_vulkan/vk_present_window.cpp b/src/video_core/renderer_vulkan/vk_present_window.cpp index 4d049d97d..712fc91a0 100644 --- a/src/video_core/renderer_vulkan/vk_present_window.cpp +++ b/src/video_core/renderer_vulkan/vk_present_window.cpp @@ -104,7 +104,7 @@ PresentWindow::PresentWindow(Frontend::EmuWindow& emu_window_, const Instance& i surface{CreateSurface(instance.GetInstance(), emu_window)}, next_surface{surface}, swapchain{instance, emu_window.GetFramebufferLayout().width, emu_window.GetFramebufferLayout().height, surface, low_refresh_rate_}, - graphics_queue{instance.GetGraphicsQueue()}, present_renderpass{CreateRenderpass()}, + graphics_queue{instance.GetGraphicsQueue()}, present_renderpass{CreateRenderpass()}, present_load_renderpass{CreateLoadRenderpass()}, vsync_enabled{Settings::values.use_vsync.GetValue()}, blit_supported{ CanBlitToSwapchain(instance.GetPhysicalDevice(), swapchain.GetSurfaceFormat().format)}, @@ -157,6 +157,7 @@ PresentWindow::~PresentWindow() { const vk::Device device = instance.GetDevice(); device.destroyCommandPool(command_pool); device.destroyRenderPass(present_renderpass); + device.destroyRenderPass(present_load_renderpass); for (auto& frame : swap_chain) { device.destroyImageView(frame.image_view); device.destroyFramebuffer(frame.framebuffer); @@ -524,4 +525,41 @@ vk::RenderPass PresentWindow::CreateRenderpass() { return instance.GetDevice().createRenderPass(renderpass_info); } +vk::RenderPass PresentWindow::CreateLoadRenderpass() { + const vk::AttachmentReference color_ref = { + .attachment = 0, + .layout = vk::ImageLayout::eGeneral, + }; + + const vk::SubpassDescription subpass = { + .pipelineBindPoint = vk::PipelineBindPoint::eGraphics, + .inputAttachmentCount = 0, + .pInputAttachments = nullptr, + .colorAttachmentCount = 1u, + .pColorAttachments = &color_ref, + .pResolveAttachments = 0, + .pDepthStencilAttachment = nullptr, + }; + + const vk::AttachmentDescription color_attachment = { + .format = swapchain.GetSurfaceFormat().format, + .loadOp = vk::AttachmentLoadOp::eLoad, + .storeOp = vk::AttachmentStoreOp::eStore, + .stencilLoadOp = vk::AttachmentLoadOp::eDontCare, + .stencilStoreOp = vk::AttachmentStoreOp::eDontCare, + .initialLayout = vk::ImageLayout::eUndefined, + .finalLayout = vk::ImageLayout::eTransferSrcOptimal, + }; + + const vk::RenderPassCreateInfo renderpass_info = { + .attachmentCount = 1, + .pAttachments = &color_attachment, + .subpassCount = 1, + .pSubpasses = &subpass, + .dependencyCount = 0, + .pDependencies = nullptr, + }; + + return instance.GetDevice().createRenderPass(renderpass_info); +} } // namespace Vulkan diff --git a/src/video_core/renderer_vulkan/vk_present_window.h b/src/video_core/renderer_vulkan/vk_present_window.h index 012dbf81b..facc77783 100644 --- a/src/video_core/renderer_vulkan/vk_present_window.h +++ b/src/video_core/renderer_vulkan/vk_present_window.h @@ -58,6 +58,10 @@ public: [[nodiscard]] vk::RenderPass Renderpass() const noexcept { return present_renderpass; } + // Returns Renderpass that doesn't clear the image + [[nodiscard]] vk::RenderPass LoadRenderpass() const noexcept { + return present_load_renderpass; + } u32 ImageCount() const noexcept { return swapchain.GetImageCount(); @@ -69,7 +73,7 @@ private: void CopyToSwapchain(Frame* frame); vk::RenderPass CreateRenderpass(); - + vk::RenderPass CreateLoadRenderpass(); private: Frontend::EmuWindow& emu_window; const Instance& instance; @@ -81,6 +85,7 @@ private: vk::CommandPool command_pool; vk::Queue graphics_queue; vk::RenderPass present_renderpass; + vk::RenderPass present_load_renderpass; std::vector swap_chain; std::queue free_queue; std::queue present_queue; From 7bf5442a1ce17261f659e11b87ea9574bdde9fda Mon Sep 17 00:00:00 2001 From: KojoZero Date: Tue, 26 May 2026 20:57:51 -0700 Subject: [PATCH 30/46] updated gui with output scaling and fsr sharpness options --- CMakeModules/GenerateSettingKeys.cmake | 2 + src/citra_qt/configuration/config.cpp | 4 + .../configuration/configure_enhancements.cpp | 36 +++- .../configuration/configure_enhancements.h | 3 +- .../configuration/configure_enhancements.ui | 181 +++++++++++++++++- src/common/settings.cpp | 20 ++ src/common/settings.h | 10 + .../renderer_opengl/renderer_opengl.cpp | 13 +- .../renderer_vulkan/renderer_vulkan.cpp | 16 +- .../renderer_vulkan/renderer_vulkan.h | 2 +- 10 files changed, 256 insertions(+), 31 deletions(-) diff --git a/CMakeModules/GenerateSettingKeys.cmake b/CMakeModules/GenerateSettingKeys.cmake index fa353f12c..439e3802e 100644 --- a/CMakeModules/GenerateSettingKeys.cmake +++ b/CMakeModules/GenerateSettingKeys.cmake @@ -47,6 +47,8 @@ foreach(KEY IN ITEMS "turbo_limit" "texture_filter" "antialiasing_filter" + "output_scaling" + "fsr_sharpness" "texture_sampling" "delay_game_render_thread_us" "layout_option" diff --git a/src/citra_qt/configuration/config.cpp b/src/citra_qt/configuration/config.cpp index 74c4b75f6..9996c6d16 100644 --- a/src/citra_qt/configuration/config.cpp +++ b/src/citra_qt/configuration/config.cpp @@ -718,6 +718,8 @@ void QtConfig::ReadRendererValues() { ReadGlobalSetting(Settings::values.texture_filter); ReadGlobalSetting(Settings::values.antialiasing_filter); + ReadGlobalSetting(Settings::values.output_scaling); + ReadGlobalSetting(Settings::values.fsr_sharpness); ReadGlobalSetting(Settings::values.texture_sampling); ReadGlobalSetting(Settings::values.delay_game_render_thread_us); @@ -1263,6 +1265,8 @@ void QtConfig::SaveRendererValues() { WriteGlobalSetting(Settings::values.texture_filter); WriteGlobalSetting(Settings::values.antialiasing_filter); + WriteGlobalSetting(Settings::values.output_scaling); + WriteGlobalSetting(Settings::values.fsr_sharpness); WriteGlobalSetting(Settings::values.texture_sampling); WriteGlobalSetting(Settings::values.delay_game_render_thread_us); diff --git a/src/citra_qt/configuration/configure_enhancements.cpp b/src/citra_qt/configuration/configure_enhancements.cpp index bd7961736..9cfb6476f 100644 --- a/src/citra_qt/configuration/configure_enhancements.cpp +++ b/src/citra_qt/configuration/configure_enhancements.cpp @@ -27,6 +27,8 @@ ConfigureEnhancements::ConfigureEnhancements(QWidget* parent) updateShaders(static_cast(currentIndex)); }); + connect(ui->fsr_sharpness_slider, &QSlider::valueChanged, this, + &ConfigureEnhancements::SetFSRSharpnessIndicatorText); ui->toggle_preload_textures->setEnabled(ui->toggle_custom_textures->isChecked()); ui->toggle_async_custom_loading->setEnabled(ui->toggle_custom_textures->isChecked()); connect(ui->toggle_custom_textures, &QCheckBox::toggled, this, [this] { @@ -35,12 +37,18 @@ ConfigureEnhancements::ConfigureEnhancements(QWidget* parent) if (!ui->toggle_preload_textures->isEnabled()) ui->toggle_preload_textures->setChecked(false); }); + connect(ui->output_scaling_combobox, &QComboBox::currentIndexChanged, this, &ConfigureEnhancements::SetFSRSharpnessEnabled); } ConfigureEnhancements::~ConfigureEnhancements() = default; void ConfigureEnhancements::SetConfiguration() { + const s32 volume = + static_cast(Settings::values.fsr_sharpness.GetValue() * 100); + ui->fsr_sharpness_slider->setValue(volume); + SetFSRSharpnessIndicatorText(ui->fsr_sharpness_slider->sliderPosition()); + if (!Settings::IsConfiguringGlobal()) { ConfigurationShared::SetPerGameSetting(ui->resolution_factor_combobox, &Settings::values.resolution_factor); @@ -52,6 +60,10 @@ void ConfigureEnhancements::SetConfiguration() { &Settings::values.antialiasing_filter); ConfigurationShared::SetHighlight(ui->widget_antialiasing_filter, !Settings::values.antialiasing_filter.UsingGlobal()); + ConfigurationShared::SetPerGameSetting(ui->output_scaling_combobox, + &Settings::values.output_scaling); + ConfigurationShared::SetHighlight(ui->widget_output_scaling, + !Settings::values.output_scaling.UsingGlobal()); } else { ui->resolution_factor_combobox->setCurrentIndex( Settings::values.resolution_factor.GetValue()); @@ -59,8 +71,10 @@ void ConfigureEnhancements::SetConfiguration() { static_cast(Settings::values.texture_filter.GetValue())); ui->antialiasing_filter_combobox->setCurrentIndex( static_cast(Settings::values.antialiasing_filter.GetValue())); + ui->output_scaling_combobox->setCurrentIndex( + static_cast(Settings::values.output_scaling.GetValue())); } - + ui->fsr_sharpness_slider->setEnabled(ui->output_scaling_combobox->currentIndex() == 3); ui->render_3d_combobox->setCurrentIndex( static_cast(Settings::values.render_3d.GetValue())); ui->swap_eyes_3d->setChecked(Settings::values.swap_eyes_3d.GetValue()); @@ -68,7 +82,6 @@ void ConfigureEnhancements::SetConfiguration() { ui->mono_rendering_eye->setCurrentIndex( static_cast(Settings::values.mono_render_option.GetValue())); updateShaders(Settings::values.render_3d.GetValue()); - ui->toggle_linear_filter->setChecked(Settings::values.filter_mode.GetValue()); ui->use_integer_scaling->setChecked(Settings::values.use_integer_scaling.GetValue()); ui->toggle_dump_textures->setChecked(Settings::values.dump_textures.GetValue()); ui->toggle_custom_textures->setChecked(Settings::values.custom_textures.GetValue()); @@ -77,6 +90,13 @@ void ConfigureEnhancements::SetConfiguration() { ui->disable_right_eye_render->setChecked(Settings::values.disable_right_eye_render.GetValue()); } +void ConfigureEnhancements::SetFSRSharpnessIndicatorText(int percentage) { + ui->fsr_sharpness_indicator->setText(tr("%1%", "FSR Sharpness (e.g. 50%)").arg(percentage)); +} + +void ConfigureEnhancements::SetFSRSharpnessEnabled(int output) { + ui->fsr_sharpness_slider->setEnabled(output == 3); +} void ConfigureEnhancements::updateShaders(Settings::StereoRenderOption stereo_option) { ui->shader_combobox->clear(); ui->shader_combobox->setEnabled(true); @@ -132,14 +152,14 @@ void ConfigureEnhancements::ApplyConfiguration() { } Settings::values.disable_right_eye_render = ui->disable_right_eye_render->isChecked(); - ConfigurationShared::ApplyPerGameSetting(&Settings::values.filter_mode, - ui->toggle_linear_filter, linear_filter); ConfigurationShared::ApplyPerGameSetting(&Settings::values.use_integer_scaling, ui->use_integer_scaling, use_integer_scaling); ConfigurationShared::ApplyPerGameSetting(&Settings::values.texture_filter, ui->texture_filter_combobox); ConfigurationShared::ApplyPerGameSetting(&Settings::values.antialiasing_filter, ui->antialiasing_filter_combobox); + ConfigurationShared::ApplyPerGameSetting(&Settings::values.output_scaling, + ui->output_scaling_combobox); ConfigurationShared::ApplyPerGameSetting(&Settings::values.dump_textures, ui->toggle_dump_textures, dump_textures); ConfigurationShared::ApplyPerGameSetting(&Settings::values.custom_textures, @@ -159,7 +179,7 @@ void ConfigureEnhancements::SetupPerGameUI() { ui->widget_resolution->setEnabled(Settings::values.resolution_factor.UsingGlobal()); ui->widget_texture_filter->setEnabled(Settings::values.texture_filter.UsingGlobal()); ui->widget_antialiasing_filter->setEnabled(Settings::values.antialiasing_filter.UsingGlobal()); - ui->toggle_linear_filter->setEnabled(Settings::values.filter_mode.UsingGlobal()); + ui->widget_output_scaling->setEnabled(Settings::values.output_scaling.UsingGlobal()); ui->use_integer_scaling->setEnabled(Settings::values.use_integer_scaling.UsingGlobal()); ui->toggle_dump_textures->setEnabled(Settings::values.dump_textures.UsingGlobal()); ui->toggle_custom_textures->setEnabled(Settings::values.custom_textures.UsingGlobal()); @@ -177,8 +197,6 @@ void ConfigureEnhancements::SetupPerGameUI() { ui->widget_shader->setVisible(false); - ConfigurationShared::SetColoredTristate(ui->toggle_linear_filter, Settings::values.filter_mode, - linear_filter); ConfigurationShared::SetColoredTristate( ui->use_integer_scaling, Settings::values.use_integer_scaling, use_integer_scaling); ConfigurationShared::SetColoredTristate(ui->toggle_dump_textures, @@ -205,4 +223,8 @@ void ConfigureEnhancements::SetupPerGameUI() { ConfigurationShared::SetColoredComboBox( ui->antialiasing_filter_combobox, ui->widget_antialiasing_filter, static_cast(Settings::values.antialiasing_filter.GetValue(true))); + + ConfigurationShared::SetColoredComboBox( + ui->output_scaling_combobox, ui->widget_output_scaling, + static_cast(Settings::values.output_scaling.GetValue(true))); } diff --git a/src/citra_qt/configuration/configure_enhancements.h b/src/citra_qt/configuration/configure_enhancements.h index 70d6a6673..4cb8b2a0f 100644 --- a/src/citra_qt/configuration/configure_enhancements.h +++ b/src/citra_qt/configuration/configure_enhancements.h @@ -36,7 +36,8 @@ public: private: void updateShaders(Settings::StereoRenderOption stereo_option); void updateTextureFilter(int index); - + void SetFSRSharpnessIndicatorText(int percentage); + void SetFSRSharpnessEnabled(int output); std::unique_ptr ui; ConfigurationShared::CheckState linear_filter; ConfigurationShared::CheckState use_integer_scaling; diff --git a/src/citra_qt/configuration/configure_enhancements.ui b/src/citra_qt/configuration/configure_enhancements.ui index 09470fd96..d13a020ea 100644 --- a/src/citra_qt/configuration/configure_enhancements.ui +++ b/src/citra_qt/configuration/configure_enhancements.ui @@ -121,10 +121,184 @@ - - - Enable Linear Filtering + + + true + + + 0 + + + 0 + + + 0 + + + 0 + + + + + Output Scaling + + + + + + + + Nearest + + + + + Bilinear + + + + + Adaptive + + + + + AMD FidelityFX Super Resolution 1 + + + + + Sharp Bilinear + + + + + + + + + + + + 0 + + + 0 + + + 0 + + + 0 + + + + + + 0 + + + 0 + + + 0 + + + 0 + + + + + FSR Sharpness + + + + + + + Qt::Orientation::Horizontal + + + QSizePolicy::Policy::Preferred + + + + 30 + 20 + + + + + + + + + + + + 0 + + + 0 + + + 0 + + + 0 + + + + + + 0 + 0 + + + + + 0 + 0 + + + + 100 + + + 5 + + + Qt::Orientation::Horizontal + + + + + + + + 0 + 0 + + + + + 32 + 0 + + + + 0 % + + + Qt::AlignmentFlag::AlignCenter + + + + + + + @@ -457,7 +631,6 @@ resolution_factor_combobox - toggle_linear_filter shader_combobox texture_filter_combobox antialiasing_filter_combobox diff --git a/src/common/settings.cpp b/src/common/settings.cpp index 8ceed00fa..bfce92801 100644 --- a/src/common/settings.cpp +++ b/src/common/settings.cpp @@ -69,6 +69,23 @@ std::string_view GetAntialiasingFilterName(AntiAliasingFilter filter) { return "Invalid"; } } + +std::string_view GetOutputScalingName(OutputScaling scaling) { + switch (scaling) { + case OutputScaling::Nearest: + return "Nearest"; + case OutputScaling::Bilinear: + return "Bilinear"; + case OutputScaling::Adaptive: + return "Adaptive"; + case OutputScaling::FSR: + return "AMD FidelityFX Super Resolution 1"; + case OutputScaling::SharpBilinear: + return "Sharp Bilinear"; + default: + return "Invalid"; + } +} std::string_view GetTextureSamplingName(TextureSampling sampling) { switch (sampling) { case TextureSampling::GameControlled: @@ -116,6 +133,7 @@ void LogSettings() { log_setting("Renderer_FilterMode", values.filter_mode.GetValue()); log_setting("Renderer_TextureFilter", GetTextureFilterName(values.texture_filter.GetValue())); log_setting("Renderer_AntialiasingFilter", GetAntialiasingFilterName(values.antialiasing_filter.GetValue())); + log_setting("Renderer_OutputScaling", GetOutputScalingName(values.output_scaling.GetValue())); log_setting("Renderer_TextureSampling", GetTextureSamplingName(values.texture_sampling.GetValue())); log_setting("Renderer_DelayGameRenderThreasUs", values.delay_game_render_thread_us.GetValue()); @@ -227,6 +245,8 @@ void RestoreGlobalState(bool is_powered_on) { values.frame_limit.SetGlobal(true); values.texture_filter.SetGlobal(true); values.antialiasing_filter.SetGlobal(true); + values.output_scaling.SetGlobal(true); + values.fsr_sharpness.SetGlobal(true); values.texture_sampling.SetGlobal(true); values.delay_game_render_thread_us.SetGlobal(true); values.layout_option.SetGlobal(true); diff --git a/src/common/settings.h b/src/common/settings.h index 915719e38..0e9c91e96 100644 --- a/src/common/settings.h +++ b/src/common/settings.h @@ -118,6 +118,14 @@ enum class AntiAliasingFilter : u32 { SMAA = 2, }; +enum class OutputScaling : u32 { + Nearest = 0, + Bilinear = 1, + Adaptive = 2, + FSR = 3, + SharpBilinear = 4, +}; + enum class TextureSampling : u32 { GameControlled = 0, NearestNeighbor = 1, @@ -545,6 +553,8 @@ struct Values { SwitchableSetting turbo_limit{200, 0, 1000, Keys::turbo_limit}; SwitchableSetting texture_filter{TextureFilter::NoFilter, Keys::texture_filter}; SwitchableSetting antialiasing_filter{AntiAliasingFilter::None, Keys::antialiasing_filter}; + SwitchableSetting output_scaling{OutputScaling::Adaptive, Keys::output_scaling}; + SwitchableSetting fsr_sharpness{0.8f, 0.f, 1.f, Keys::fsr_sharpness}; SwitchableSetting texture_sampling{TextureSampling::GameControlled, Keys::texture_sampling}; SwitchableSetting delay_game_render_thread_us{0, 0, 16000, diff --git a/src/video_core/renderer_opengl/renderer_opengl.cpp b/src/video_core/renderer_opengl/renderer_opengl.cpp index b21f75691..7461d144a 100644 --- a/src/video_core/renderer_opengl/renderer_opengl.cpp +++ b/src/video_core/renderer_opengl/renderer_opengl.cpp @@ -664,12 +664,8 @@ void RendererOpenGL::DrawSingleScreen(const ScreenInfo& screen_info, float scree // Texture Width and Height when correctly rotated to landscape bool isDownsampling = false; - int scalingMode; //0 is Nearest Neighbor, 1 is Gamma Corrected Bilinear, 2 is High Quality Scaling (Upsampling via Gamma Corrected Bilinear, Downsampling is Gamma Corrected Area Sampling) - if (Settings::values.filter_mode.GetValue()){ - scalingMode = 2; - } else { - scalingMode = 0; - } + int scalingMode; //0 is Nearest Neighbor, 1 is Gamma Corrected Bilinear, 2 is Adaptive (Bilinear/Area), 3 is FSR, 4 is Sharp Bilinear + scalingMode = static_cast(Settings::values.output_scaling.GetValue()); int antialiasingMode = static_cast(Settings::values.antialiasing_filter.GetValue()); //0 is none, 1 is FXAA, 2 is SMAA if (orientation == Layout::DisplayOrientation::Landscape || orientation == Layout::DisplayOrientation::LandscapeFlipped) { if (textureWidth > screenWidth){ @@ -918,7 +914,7 @@ void RendererOpenGL::DrawSingleScreen(const ScreenInfo& screen_info, float scree glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(rotate_vertices), rotate_vertices.data()); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); } - if (scalingMode == 2){ + if (scalingMode >= 2){ if (isDownsampling){ //Output state.draw.read_framebuffer = originalReadFramebuffer; @@ -1047,7 +1043,8 @@ void RendererOpenGL::DrawSingleScreenStereo(const ScreenInfo& screen_info_l, } const u32 scale_factor = GetResolutionScaleFactor(); - const GLuint sampler = samplers[Settings::values.filter_mode.GetValue()].handle; + int scalingMode = static_cast(Settings::values.output_scaling.GetValue()); + const GLuint sampler = samplers[scalingMode > 0 ? 1 : 0].handle; glUniform4f(uniform_i_resolution, static_cast(screen_info_l.texture.width * scale_factor), static_cast(screen_info_l.texture.height * scale_factor), diff --git a/src/video_core/renderer_vulkan/renderer_vulkan.cpp b/src/video_core/renderer_vulkan/renderer_vulkan.cpp index 4fe029938..6d53e4612 100644 --- a/src/video_core/renderer_vulkan/renderer_vulkan.cpp +++ b/src/video_core/renderer_vulkan/renderer_vulkan.cpp @@ -418,8 +418,8 @@ void RendererVulkan::PrepareTextureDraw(TextureInfo framebufferTexture, vk::Fram } -void RendererVulkan::PrepareDraw(Frame* frame, const Layout::FramebufferLayout& layout, std::vector screenids) { - const auto sampler = present_samplers[Settings::values.filter_mode.GetValue()]; +void RendererVulkan::PrepareDraw(Frame* frame, const Layout::FramebufferLayout& layout, std::vector screenids, int filterMode) { + const auto sampler = present_samplers[filterMode]; const auto present_set = present_heap.Commit(); for (u32 i = 0; i < screenids.size(); i++) { update_queue.AddImageSampler(present_set, i, 0, screen_infos[screenids[i]].image_view, @@ -1099,7 +1099,7 @@ void RendererVulkan::DrawSingleScreen(u32 screen_id, float screenLeft, float scr const ScreenInfo& screen_info = screen_infos[screen_id]; const auto& texcoords = screen_info.texcoords; std::vector screenids = {screen_id}; - PrepareDraw(currentFrame, currentFramebufferLayout, screenids); + PrepareDraw(currentFrame, currentFramebufferLayout, screenids, 1); // Apply the initial default opacity value; Needed to avoid flickering if (applyingOpacity){ @@ -1125,12 +1125,8 @@ void RendererVulkan::DrawSingleScreen(u32 screen_id, float screenLeft, float scr // Texture Width and Height when correctly rotated to landscape bool isDownsampling = false; - int scalingMode; //0 is Nearest Neighbor, 1 is Gamma Corrected Bilinear, 2 is High Quality Scaling (Upsampling via Gamma Corrected Bilinear, Downsampling is Gamma Corrected Area Sampling) - if (Settings::values.filter_mode.GetValue()){ - scalingMode = 2; - } else { - scalingMode = 0; - } + int scalingMode; //0 is Nearest Neighbor, 1 is Gamma Corrected Bilinear, 2 is Adaptive (Bilinear/Area), 3 is FSR, 4 is Sharp Bilinear + scalingMode = static_cast(Settings::values.output_scaling.GetValue()); int antialiasingMode = static_cast(Settings::values.antialiasing_filter.GetValue()); //0 is none, 1 is FXAA, 2 is SMAA if (orientation == Layout::DisplayOrientation::Landscape || orientation == Layout::DisplayOrientation::LandscapeFlipped) { if (textureWidth > screenWidth){ @@ -1278,7 +1274,7 @@ void RendererVulkan::DrawSingleScreenStereo(u32 screen_id_l, u32 screen_id_r, fl const ScreenInfo& screen_info_l = screen_infos[screen_id_l]; const auto& texcoords = screen_info_l.texcoords; std::vector screenids = {screen_id_l, screen_id_r}; - PrepareDraw(currentFrame, currentFramebufferLayout, screenids); + PrepareDraw(currentFrame, currentFramebufferLayout, screenids, 1); // Apply the initial default opacity value; Needed to avoid flickering if (applyingOpacity){ diff --git a/src/video_core/renderer_vulkan/renderer_vulkan.h b/src/video_core/renderer_vulkan/renderer_vulkan.h index 111bdfa04..66e3578e3 100644 --- a/src/video_core/renderer_vulkan/renderer_vulkan.h +++ b/src/video_core/renderer_vulkan/renderer_vulkan.h @@ -98,7 +98,7 @@ private: void RenderScreenshot(); void RenderScreenshotWithStagingCopy(); bool TryRenderScreenshotWithHostMemory(); - void PrepareDraw(Frame* frame, const Layout::FramebufferLayout& layout, std::vector screenids); + void PrepareDraw(Frame* frame, const Layout::FramebufferLayout& layout, std::vector screenids, int filterMode); void PrepareTextureDraw(TextureInfo framebufferTexture, vk::Framebuffer framebuffer, vk::Pipeline shaderPipeline, std::vector texturesToSample, int filterMode); void RenderToWindow(PresentWindow& window, const Layout::FramebufferLayout& layout, bool flipped); From cfdac4d3b9362a6b179a0e2aab0b78f2d4f3a8f7 Mon Sep 17 00:00:00 2001 From: KojoZero Date: Wed, 27 May 2026 01:23:57 -0700 Subject: [PATCH 31/46] refactoring and adding helper functions --- .../renderer_vulkan/renderer_vulkan.cpp | 197 ++++++++++-------- .../renderer_vulkan/renderer_vulkan.h | 19 +- 2 files changed, 125 insertions(+), 91 deletions(-) diff --git a/src/video_core/renderer_vulkan/renderer_vulkan.cpp b/src/video_core/renderer_vulkan/renderer_vulkan.cpp index 6d53e4612..d56b4c9f6 100644 --- a/src/video_core/renderer_vulkan/renderer_vulkan.cpp +++ b/src/video_core/renderer_vulkan/renderer_vulkan.cpp @@ -60,14 +60,6 @@ MICROPROFILE_DEFINE(Vulkan_RenderFrame, "Vulkan", "Render Frame", MP_RGB(128, 12 namespace Vulkan { -struct ScreenRectVertex { - ScreenRectVertex() = default; - ScreenRectVertex(float x, float y, float u, float v) - : position{Common::MakeVec(x, y)}, tex_coord{Common::MakeVec(u, v)} {} - - Common::Vec2f position; - Common::Vec2f tex_coord; -}; constexpr u32 VERTEX_BUFFER_SIZE = sizeof(ScreenRectVertex) * 8192; @@ -362,7 +354,6 @@ void RendererVulkan::CreatePPTextureFramebuffers(){ } }; -//Helper Functions void RendererVulkan::PrepareTextureDraw(TextureInfo framebufferTexture, vk::Framebuffer framebuffer, vk::Pipeline shaderPipeline, std::vector texturesToSample, int filterMode){ const auto sampler = present_samplers[filterMode]; const auto present_set = present_heap.Commit(); @@ -418,7 +409,7 @@ void RendererVulkan::PrepareTextureDraw(TextureInfo framebufferTexture, vk::Fram } -void RendererVulkan::PrepareDraw(Frame* frame, const Layout::FramebufferLayout& layout, std::vector screenids, int filterMode) { +void RendererVulkan::PrepareDrawFromScreenInfo(Frame* frame, const Layout::FramebufferLayout& layout, vk::Pipeline shaderPipeline, std::vector screenids, int filterMode) { const auto sampler = present_samplers[filterMode]; const auto present_set = present_heap.Commit(); for (u32 i = 0; i < screenids.size(); i++) { @@ -435,7 +426,7 @@ void RendererVulkan::PrepareDraw(Frame* frame, const Layout::FramebufferLayout& } scheduler.Record([this, layout, frame, present_set, currentRenderPass, - index = current_pipeline](vk::CommandBuffer cmdbuf) { + shaderPipeline](vk::CommandBuffer cmdbuf) { const vk::Viewport viewport = { .x = 0.0f, .y = 0.0f, @@ -467,11 +458,63 @@ void RendererVulkan::PrepareDraw(Frame* frame, const Layout::FramebufferLayout& .pClearValues = &clear, }; cmdbuf.beginRenderPass(renderpass_begin_info, vk::SubpassContents::eInline); - cmdbuf.bindPipeline(vk::PipelineBindPoint::eGraphics, present_pipelines[index]); + cmdbuf.bindPipeline(vk::PipelineBindPoint::eGraphics, shaderPipeline); cmdbuf.bindDescriptorSets(vk::PipelineBindPoint::eGraphics, layout, 0, present_set, {}); }); } +void RendererVulkan::PrepareDrawFromTextureInfo(Frame* frame, const Layout::FramebufferLayout& layout, vk::Pipeline shaderPipeline, std::vector texturesToSample, int filterMode) { + const auto sampler = present_samplers[filterMode]; + const auto present_set = present_heap.Commit(); + for (u32 i = 0; i < texturesToSample.size(); i++) { + update_queue.AddImageSampler(present_set, i, 0, texturesToSample[i].image_view, sampler); + } + + renderpass_cache.EndRendering(); + vk::RenderPass currentRenderPass; + if (clearingColorAttachment){ + currentRenderPass = main_present_window.Renderpass(); + } else { + currentRenderPass = main_present_window.LoadRenderpass(); + } + scheduler.Record([this, layout, frame, present_set, + currentRenderPass, + shaderPipeline](vk::CommandBuffer cmdbuf) { + const vk::Viewport viewport = { + .x = 0.0f, + .y = 0.0f, + .width = static_cast(layout.width), + .height = static_cast(layout.height), + .minDepth = 0.0f, + .maxDepth = 1.0f, + }; + + const vk::Rect2D scissor = { + .offset = {0, 0}, + .extent = {layout.width, layout.height}, + }; + + cmdbuf.setViewport(0, viewport); + cmdbuf.setScissor(0, scissor); + + const vk::ClearValue clear{.color = clear_color}; + const vk::PipelineLayout layout{*present_pipeline_layout}; + const vk::RenderPassBeginInfo renderpass_begin_info = { + .renderPass = currentRenderPass, + .framebuffer = frame->framebuffer, + .renderArea = + vk::Rect2D{ + .offset = {0, 0}, + .extent = {frame->width, frame->height}, + }, + .clearValueCount = 1, + .pClearValues = &clear, + }; + cmdbuf.beginRenderPass(renderpass_begin_info, vk::SubpassContents::eInline); + cmdbuf.bindPipeline(vk::PipelineBindPoint::eGraphics, shaderPipeline); + cmdbuf.bindDescriptorSets(vk::PipelineBindPoint::eGraphics, layout, 0, present_set, {}); + }); +} void RendererVulkan::RenderToWindow(PresentWindow& window, const Layout::FramebufferLayout& layout, bool flipped) { Frame* frame = window.GetRenderFrame(); @@ -1098,27 +1141,6 @@ void RendererVulkan::DrawSingleScreen(u32 screen_id, float screenLeft, float scr Layout::DisplayOrientation orientation) { const ScreenInfo& screen_info = screen_infos[screen_id]; const auto& texcoords = screen_info.texcoords; - std::vector screenids = {screen_id}; - PrepareDraw(currentFrame, currentFramebufferLayout, screenids, 1); - - // Apply the initial default opacity value; Needed to avoid flickering - if (applyingOpacity){ - if (drawingPrimaryScreen){ - ApplySecondLayerOpacity(1.0f); - } else { - if (usingTopOpacity){ - if (currentFramebufferLayout.top_opacity < 1) { - ApplySecondLayerOpacity(currentFramebufferLayout.top_opacity); - } - } else { - if (currentFramebufferLayout.bottom_opacity < 1) { - ApplySecondLayerOpacity(currentFramebufferLayout.bottom_opacity); - } - } - } - } - - const u32 scale_factor = GetResolutionScaleFactor(); float textureWidth = static_cast(screen_info.texture.height * scale_factor); float textureHeight = static_cast(screen_info.texture.width * scale_factor); @@ -1242,30 +1264,17 @@ void RendererVulkan::DrawSingleScreen(u32 screen_id, float screenLeft, float scr LOG_ERROR(Render_OpenGL, "Unknown DisplayOrientation: {}", orientation); break; } - - const u64 size = sizeof(ScreenRectVertex) * legacy_vertices.size(); + const u64 size = sizeof(ScreenRectVertex) * output_vertices.size(); auto [data, offset, invalidate] = vertex_buffer.Map(size, 16); - std::memcpy(data, legacy_vertices.data(), size); - vertex_buffer.Commit(size); - draw_info.i_resolution = - Common::MakeVec(static_cast(screen_info.texture.width * scale_factor), - static_cast(screen_info.texture.height * scale_factor), - 1.0f / static_cast(screen_info.texture.width * scale_factor), - 1.0f / static_cast(screen_info.texture.height * scale_factor)); + std::vector screenids = {screen_id}; + PrepareDrawFromScreenInfo(currentFrame, currentFramebufferLayout, present_pipelines[current_pipeline], screenids, 1); + ApplySecondLayerOpacity(); // Apply the initial default opacity value; Needed to avoid flickering + UpdateVertexBuffer(legacy_vertices, data); + // Set Push Constants + draw_info.i_resolution = Common::MakeVec(static_cast(textureWidth), static_cast(textureHeight), 1.0f / static_cast(textureWidth), 1.0f / static_cast(textureHeight)); draw_info.o_resolution = Common::MakeVec(screenWidth, screenHeight, 1.0f / screenWidth, 1.0f / screenHeight); - draw_info.screen_id_l = screen_id; - - scheduler.Record([this, offset = offset, info = draw_info](vk::CommandBuffer cmdbuf) { - const u32 first_vertex = static_cast(offset) / sizeof(ScreenRectVertex); - cmdbuf.pushConstants(*present_pipeline_layout, - vk::ShaderStageFlagBits::eFragment | vk::ShaderStageFlagBits::eVertex, - 0, sizeof(info), &info); - - cmdbuf.bindVertexBuffers(0, vertex_buffer.Handle(), {0}); - cmdbuf.draw(4, 1, first_vertex, 0); - cmdbuf.endRenderPass(); - }); + Draw(offset); } void RendererVulkan::DrawSingleScreenStereo(u32 screen_id_l, u32 screen_id_r, float x, float y, @@ -1273,25 +1282,10 @@ void RendererVulkan::DrawSingleScreenStereo(u32 screen_id_l, u32 screen_id_r, fl Layout::DisplayOrientation orientation) { const ScreenInfo& screen_info_l = screen_infos[screen_id_l]; const auto& texcoords = screen_info_l.texcoords; - std::vector screenids = {screen_id_l, screen_id_r}; - PrepareDraw(currentFrame, currentFramebufferLayout, screenids, 1); + const u32 scale_factor = GetResolutionScaleFactor(); + float textureWidth = static_cast(screen_info_l.texture.height * scale_factor); + float textureHeight = static_cast(screen_info_l.texture.width * scale_factor); - // Apply the initial default opacity value; Needed to avoid flickering - if (applyingOpacity){ - if (drawingPrimaryScreen){ - ApplySecondLayerOpacity(1.0f); - } else { - if (usingTopOpacity){ - if (currentFramebufferLayout.top_opacity < 1) { - ApplySecondLayerOpacity(currentFramebufferLayout.top_opacity); - } - } else { - if (currentFramebufferLayout.bottom_opacity < 1) { - ApplySecondLayerOpacity(currentFramebufferLayout.bottom_opacity); - } - } - } - } std::array vertices; switch (orientation) { case Layout::DisplayOrientation::Landscape: @@ -1332,27 +1326,32 @@ void RendererVulkan::DrawSingleScreenStereo(u32 screen_id_l, u32 screen_id_r, fl LOG_ERROR(Render_Vulkan, "Unknown DisplayOrientation: {}", orientation); break; } - const u64 size = sizeof(ScreenRectVertex) * vertices.size(); auto [data, offset, invalidate] = vertex_buffer.Map(size, 16); - std::memcpy(data, vertices.data(), size); - vertex_buffer.Commit(size); - const u32 scale_factor = GetResolutionScaleFactor(); - draw_info.i_resolution = - Common::MakeVec(static_cast(screen_info_l.texture.width * scale_factor), - static_cast(screen_info_l.texture.height * scale_factor), - 1.0f / static_cast(screen_info_l.texture.width * scale_factor), - 1.0f / static_cast(screen_info_l.texture.height * scale_factor)); - draw_info.o_resolution = Common::MakeVec(h, w, 1.0f / h, 1.0f / w); + std::vector screenids = {screen_id_l, screen_id_r}; + PrepareDrawFromScreenInfo(currentFrame, currentFramebufferLayout, present_pipelines[current_pipeline], screenids, 1); + ApplySecondLayerOpacity(); // Apply the initial default opacity value; Needed to avoid flickering + UpdateVertexBuffer(vertices, data); + draw_info.i_resolution = Common::MakeVec(static_cast(textureWidth), static_cast(textureHeight), 1.0f / static_cast(textureWidth), 1.0f / static_cast(textureHeight)); + draw_info.o_resolution = Common::MakeVec(w, h, 1.0f / w, 1.0f / h); draw_info.screen_id_l = screen_id_l; draw_info.screen_id_r = screen_id_r; + Draw(offset); +} - scheduler.Record([this, offset = offset, info = draw_info](vk::CommandBuffer cmdbuf) { +void RendererVulkan::UpdateVertexBuffer(std::array vertices, unsigned char* data){ + const u64 size = sizeof(ScreenRectVertex) * vertices.size(); + std::memcpy(data, vertices.data(), size); + vertex_buffer.Commit(size); +} + +void RendererVulkan::Draw(unsigned int offset){ + scheduler.Record([this, offset](vk::CommandBuffer cmdbuf) { const u32 first_vertex = static_cast(offset) / sizeof(ScreenRectVertex); cmdbuf.pushConstants(*present_pipeline_layout, vk::ShaderStageFlagBits::eFragment | vk::ShaderStageFlagBits::eVertex, - 0, sizeof(info), &info); + 0, sizeof(draw_info), &draw_info); cmdbuf.bindVertexBuffers(0, vertex_buffer.Handle(), {0}); cmdbuf.draw(4, 1, first_vertex, 0); @@ -1360,11 +1359,31 @@ void RendererVulkan::DrawSingleScreenStereo(u32 screen_id_l, u32 screen_id_r, fl }); } -void RendererVulkan::ApplySecondLayerOpacity(float alpha) { - scheduler.Record([alpha](vk::CommandBuffer cmdbuf) { - const std::array blend_constants = {0.0f, 0.0f, 0.0f, alpha}; - cmdbuf.setBlendConstants(blend_constants.data()); - }); +void RendererVulkan::ApplySecondLayerOpacity() { + float alpha; + if (applyingOpacity){ + if (drawingPrimaryScreen){ + alpha = 1.0; + } else { + if (usingTopOpacity){ + if (currentFramebufferLayout.top_opacity < 1) { + alpha = currentFramebufferLayout.top_opacity; + } else { + return; + } + } else { + if (currentFramebufferLayout.bottom_opacity < 1) { + alpha = currentFramebufferLayout.bottom_opacity; + } else { + return; + } + } + } + scheduler.Record([alpha](vk::CommandBuffer cmdbuf) { + const std::array blend_constants = {0.0f, 0.0f, 0.0f, alpha}; + cmdbuf.setBlendConstants(blend_constants.data()); + }); + } } void RendererVulkan::DrawTopScreen(const Layout::FramebufferLayout& layout, diff --git a/src/video_core/renderer_vulkan/renderer_vulkan.h b/src/video_core/renderer_vulkan/renderer_vulkan.h index 66e3578e3..764f6d62d 100644 --- a/src/video_core/renderer_vulkan/renderer_vulkan.h +++ b/src/video_core/renderer_vulkan/renderer_vulkan.h @@ -48,6 +48,15 @@ struct TextureInfo { VmaAllocation allocation; }; +struct ScreenRectVertex { + ScreenRectVertex() = default; + ScreenRectVertex(float x, float y, float u, float v) + : position{Common::MakeVec(x, y)}, tex_coord{Common::MakeVec(u, v)} {} + + Common::Vec2f position; + Common::Vec2f tex_coord; +}; + struct ScreenInfo { TextureInfo texture; Common::Rectangle texcoords; @@ -98,8 +107,14 @@ private: void RenderScreenshot(); void RenderScreenshotWithStagingCopy(); bool TryRenderScreenshotWithHostMemory(); - void PrepareDraw(Frame* frame, const Layout::FramebufferLayout& layout, std::vector screenids, int filterMode); + // Sets up command buffer for sampling from a screen_info to the screen framebuffer + void PrepareDrawFromScreenInfo(Frame* frame, const Layout::FramebufferLayout& layout, vk::Pipeline shaderPipeline, std::vector screenids, int filterMode); + // Sets up command buffer for sampling from a texture to the screen framebuffer + void PrepareDrawFromTextureInfo(Frame* frame, const Layout::FramebufferLayout& layout, vk::Pipeline shaderPipeline, std::vector texturesToSample, int filterMode); + // Sets up command buffer for sampling from a texture to an intermediate texture framebuffer void PrepareTextureDraw(TextureInfo framebufferTexture, vk::Framebuffer framebuffer, vk::Pipeline shaderPipeline, std::vector texturesToSample, int filterMode); + void UpdateVertexBuffer(std::array vertices, unsigned char* data); + void Draw(unsigned int offset); void RenderToWindow(PresentWindow& window, const Layout::FramebufferLayout& layout, bool flipped); @@ -114,7 +129,7 @@ private: void DrawSingleScreenStereo(u32 screen_id_l, u32 screen_id_r, float x, float y, float w, float h, Layout::DisplayOrientation orientation); - void ApplySecondLayerOpacity(float alpha); + void ApplySecondLayerOpacity(); void DrawCursor(const Layout::FramebufferLayout& layout); From 32cf07017437219a8cac249d480ed821e37e0241 Mon Sep 17 00:00:00 2001 From: KojoZero Date: Wed, 27 May 2026 09:53:14 -0700 Subject: [PATCH 32/46] fixed some bugs with image layouts and textures --- .../host_shaders/vulkan_present.frag | 19 +- .../renderer_vulkan/renderer_vulkan.cpp | 174 ++++++++++++++++-- .../renderer_vulkan/renderer_vulkan.h | 16 +- .../renderer_vulkan/vk_platform.cpp | 1 - .../renderer_vulkan/vk_present_window.cpp | 29 ++- 5 files changed, 208 insertions(+), 31 deletions(-) diff --git a/src/video_core/host_shaders/vulkan_present.frag b/src/video_core/host_shaders/vulkan_present.frag index dfb75b9ef..ddc1e55ed 100644 --- a/src/video_core/host_shaders/vulkan_present.frag +++ b/src/video_core/host_shaders/vulkan_present.frag @@ -16,10 +16,25 @@ layout (push_constant, std140) uniform DrawInfo { int screen_id_r; int layer; int reverse_interlaced; + int convert_colors; }; layout (set = 0, binding = 0) uniform sampler2D color_texture; -void main() { - color = texture(color_texture, frag_tex_coord); +vec3 sRGBToLinear(vec3 c) { + return mix(c / 12.92, pow((c + 0.055) / 1.055, vec3(2.4)), step(0.04045, c)); +} + +vec3 LinearTosRGB(vec3 c) { + return mix(c * 12.92, 1.055 * pow(c, vec3(1.0/2.4)) - 0.055, step(0.0031308, c)); +} + +void main() { + vec4 pixel = texture(color_texture, frag_tex_coord); + if (convert_colors == 2){ + pixel = vec4(LinearTosRGB(pixel.rgb), pixel.a); + } else if (convert_colors == 1){ + pixel = vec4(sRGBToLinear(pixel.rgb), pixel.a); + } + color = pixel; } diff --git a/src/video_core/renderer_vulkan/renderer_vulkan.cpp b/src/video_core/renderer_vulkan/renderer_vulkan.cpp index d56b4c9f6..5d0d3b2ff 100644 --- a/src/video_core/renderer_vulkan/renderer_vulkan.cpp +++ b/src/video_core/renderer_vulkan/renderer_vulkan.cpp @@ -147,6 +147,8 @@ RendererVulkan::RendererVulkan(Core::System& system, Pica::PicaCore& pica_, CompileShaders(); BuildLayouts(); CreateTextureRenderPass(); + AllocatePPTextures(); + CreatePPTextureFramebuffers(); BuildPipelines(); if (secondary_window) { secondary_present_window_ptr = std::make_unique( @@ -193,6 +195,18 @@ RendererVulkan::~RendererVulkan() { vmaDestroyImage(instance.GetAllocator(), info.texture.image, info.texture.allocation); } + for (int j = 0; j < intermediateTextures.size(); j++) { + for (int i = 0; i < intermediateTextures[0].size(); i++){ + device.destroyFramebuffer(intermediateTextureFBOs[j][i]); + device.destroyImageView(intermediateTextures[j][i].image_view); + vmaDestroyImage(instance.GetAllocator(), intermediateTextures[j][i].image, intermediateTextures[j][i].allocation); + + } + device.destroyFramebuffer(antialiasTextureFBOs[j]); + device.destroyImageView(antialiasTextures[j].image_view); + vmaDestroyImage(instance.GetAllocator(), antialiasTextures[j].image, antialiasTextures[j].allocation); + } + device.destroyRenderPass(textureRenderpass); device.destroyPipeline(cursor_pipeline); device.destroyShaderModule(cursor_vertex_shader); device.destroyShaderModule(cursor_fragment_shader); @@ -225,7 +239,7 @@ void RendererVulkan::PrepareRendertarget() { void RendererVulkan::CreateTextureRenderPass(){ const vk::AttachmentReference color_ref = { .attachment = 0, - .layout = vk::ImageLayout::eGeneral, + .layout = vk::ImageLayout::eColorAttachmentOptimal, }; const vk::SubpassDescription subpass = { @@ -240,12 +254,22 @@ void RendererVulkan::CreateTextureRenderPass(){ const vk::AttachmentDescription color_attachment = { .format = vk::Format::eR16G16B16A16Sfloat, + .samples = vk::SampleCountFlagBits::e1, .loadOp = vk::AttachmentLoadOp::eClear, .storeOp = vk::AttachmentStoreOp::eStore, .stencilLoadOp = vk::AttachmentLoadOp::eDontCare, .stencilStoreOp = vk::AttachmentStoreOp::eDontCare, .initialLayout = vk::ImageLayout::eUndefined, - .finalLayout = vk::ImageLayout::eTransferSrcOptimal, + .finalLayout = vk::ImageLayout::eShaderReadOnlyOptimal, + }; + + vk::SubpassDependency dependency = { + .srcSubpass = VK_SUBPASS_EXTERNAL, + .dstSubpass = 0, + .srcStageMask = vk::PipelineStageFlagBits::eColorAttachmentOutput, + .dstStageMask = vk::PipelineStageFlagBits::eFragmentShader, + .srcAccessMask = vk::AccessFlagBits::eColorAttachmentWrite, + .dstAccessMask = vk::AccessFlagBits::eShaderRead, }; const vk::RenderPassCreateInfo renderpass_info = { @@ -253,8 +277,8 @@ void RendererVulkan::CreateTextureRenderPass(){ .pAttachments = &color_attachment, .subpassCount = 1, .pSubpasses = &subpass, - .dependencyCount = 0, - .pDependencies = nullptr, + .dependencyCount = 1, + .pDependencies = &dependency, }; textureRenderpass = instance.GetDevice().createRenderPass(renderpass_info); } @@ -279,7 +303,7 @@ void RendererVulkan::AllocateTexture(TextureInfo& texture, int width, int height .mipLevels = 1, .arrayLayers = 1, .samples = vk::SampleCountFlagBits::e1, - .usage = vk::ImageUsageFlagBits::eSampled, + .usage = vk::ImageUsageFlagBits::eSampled | vk::ImageUsageFlagBits::eColorAttachment, }; const VmaAllocationCreateInfo alloc_info = { @@ -297,8 +321,10 @@ void RendererVulkan::AllocateTexture(TextureInfo& texture, int width, int height VkResult result = vmaCreateImage(instance.GetAllocator(), &unsafe_image_info, &alloc_info, &unsafe_image, &texture.allocation, nullptr); if (result != VK_SUCCESS) [[unlikely]] { - LOG_CRITICAL(Render_Vulkan, "Failed allocating texture with error {}", result); + LOG_CRITICAL(Render_Vulkan, "Failed allocating regular texture ({}x{}) with error {}", texture.width, texture.height, result); UNREACHABLE(); + } else { + LOG_INFO(Render_Vulkan, "Successfully allocated regular texture"); } texture.image = vk::Image{unsafe_image}; @@ -321,14 +347,25 @@ void RendererVulkan::AllocateTexture(TextureInfo& texture, int width, int height void RendererVulkan::AllocatePPTextures(){ + int TopWidth = 400; + int TopHeight = 240; + int BottomWidth = 320; + int BottomHeight = 240; + + if (currTopTextureWidth != 0 && currBottomTextureWidth != 0 && currTopTextureHeight != 0 && currBottomTextureHeight != 0){ + TopWidth = currTopTextureWidth; + TopHeight = currTopTextureHeight; + BottomWidth = currBottomTextureWidth; + BottomHeight = currBottomTextureHeight; + } for (int i = 0; i < intermediateTextures[0].size(); i++){ - AllocateTexture(intermediateTextures[0][i], currTopTextureWidth, currTopTextureHeight, vk::Format::eR16G16B16A16Sfloat); + AllocateTexture(intermediateTextures[0][i], TopWidth, TopHeight, vk::Format::eR16G16B16A16Sfloat); } for (int i = 0; i < intermediateTextures[1].size(); i++){ - AllocateTexture(intermediateTextures[1][i], currBottomTextureWidth, currBottomTextureHeight, vk::Format::eR16G16B16A16Sfloat); + AllocateTexture(intermediateTextures[1][i], BottomWidth, BottomHeight, vk::Format::eR16G16B16A16Sfloat); } - AllocateTexture(antialiasTextures[0], currTopTextureWidth, currTopTextureHeight, vk::Format::eR16G16B16A16Sfloat); - AllocateTexture(antialiasTextures[1], currBottomTextureWidth, currBottomTextureHeight, vk::Format::eR16G16B16A16Sfloat); + AllocateTexture(antialiasTextures[0], TopWidth, TopHeight, vk::Format::eR16G16B16A16Sfloat); + AllocateTexture(antialiasTextures[1], BottomWidth, BottomHeight, vk::Format::eR16G16B16A16Sfloat); }; void RendererVulkan::CreateTextureFramebuffer(TextureInfo& texture, vk::Framebuffer& framebuffer) { @@ -358,7 +395,7 @@ void RendererVulkan::PrepareTextureDraw(TextureInfo framebufferTexture, vk::Fram const auto sampler = present_samplers[filterMode]; const auto present_set = present_heap.Commit(); for (u32 i = 0; i < texturesToSample.size(); i++) { - update_queue.AddImageSampler(present_set, i, 0, texturesToSample[i].image_view, sampler); + update_queue.AddImageSampler(present_set, i, 0, texturesToSample[i].image_view, sampler, vk::ImageLayout::eShaderReadOnlyOptimal); } renderpass_cache.EndRendering(); @@ -402,19 +439,77 @@ void RendererVulkan::PrepareTextureDraw(TextureInfo framebufferTexture, vk::Fram .clearValueCount = 1, .pClearValues = &clear, }; + const std::array blendConstants = { 0.0f, 0.0f, 0.0f, 1.0f }; + cmdbuf.setBlendConstants(blendConstants.data()); cmdbuf.beginRenderPass(renderpass_begin_info, vk::SubpassContents::eInline); cmdbuf.bindPipeline(vk::PipelineBindPoint::eGraphics, shaderPipeline); cmdbuf.bindDescriptorSets(vk::PipelineBindPoint::eGraphics, layout, 0, present_set, {}); }); } +void RendererVulkan::PrepareTextureDrawFromScreenInfo(TextureInfo framebufferTexture, vk::Framebuffer framebuffer, vk::Pipeline shaderPipeline, std::vector screenids, int filterMode){ + const auto sampler = present_samplers[filterMode]; + const auto present_set = present_heap.Commit(); + for (u32 i = 0; i < screenids.size(); i++) { + update_queue.AddImageSampler(present_set, i, 0, screen_infos[screenids[i]].image_view, + sampler, vk::ImageLayout::eGeneral); + } + + renderpass_cache.EndRendering(); + scheduler.Record([this, framebufferTexture, framebuffer, shaderPipeline, present_set](vk::CommandBuffer cmdbuf) { + const vk::Viewport viewport = { + .x = 0.0f, + .y = 0.0f, + .width = static_cast(framebufferTexture.width), + .height = static_cast(framebufferTexture.height), + .minDepth = 0.0f, + .maxDepth = 1.0f, + }; + + const vk::Rect2D scissor = { + .offset = {0, 0}, + .extent = {framebufferTexture.width, framebufferTexture.height}, + }; + + const vk::ClearColorValue clear_color = { + .float32 = + std::array{ + 0.0f, + 0.0f, + 0.0f, + 0.0f, + }, + }; + cmdbuf.setViewport(0, viewport); + cmdbuf.setScissor(0, scissor); + + const vk::ClearValue clear{.color = clear_color}; + const vk::PipelineLayout layout{*present_pipeline_layout}; + const vk::RenderPassBeginInfo renderpass_begin_info = { + .renderPass = textureRenderpass, + .framebuffer = framebuffer, + .renderArea = + vk::Rect2D{ + .offset = {0, 0}, + .extent = {framebufferTexture.width, framebufferTexture.height}, + }, + .clearValueCount = 1, + .pClearValues = &clear, + }; + const std::array blendConstants = { 0.0f, 0.0f, 0.0f, 1.0f }; + cmdbuf.setBlendConstants(blendConstants.data()); + cmdbuf.beginRenderPass(renderpass_begin_info, vk::SubpassContents::eInline); + cmdbuf.bindPipeline(vk::PipelineBindPoint::eGraphics, shaderPipeline); + cmdbuf.bindDescriptorSets(vk::PipelineBindPoint::eGraphics, layout, 0, present_set, {}); + }); +} void RendererVulkan::PrepareDrawFromScreenInfo(Frame* frame, const Layout::FramebufferLayout& layout, vk::Pipeline shaderPipeline, std::vector screenids, int filterMode) { const auto sampler = present_samplers[filterMode]; const auto present_set = present_heap.Commit(); for (u32 i = 0; i < screenids.size(); i++) { update_queue.AddImageSampler(present_set, i, 0, screen_infos[screenids[i]].image_view, - sampler); + sampler, vk::ImageLayout::eGeneral); } renderpass_cache.EndRendering(); @@ -457,6 +552,8 @@ void RendererVulkan::PrepareDrawFromScreenInfo(Frame* frame, const Layout::Frame .clearValueCount = 1, .pClearValues = &clear, }; + const std::array blendConstants = { 0.0f, 0.0f, 0.0f, 1.0f }; + cmdbuf.setBlendConstants(blendConstants.data()); cmdbuf.beginRenderPass(renderpass_begin_info, vk::SubpassContents::eInline); cmdbuf.bindPipeline(vk::PipelineBindPoint::eGraphics, shaderPipeline); cmdbuf.bindDescriptorSets(vk::PipelineBindPoint::eGraphics, layout, 0, present_set, {}); @@ -467,7 +564,7 @@ void RendererVulkan::PrepareDrawFromTextureInfo(Frame* frame, const Layout::Fram const auto sampler = present_samplers[filterMode]; const auto present_set = present_heap.Commit(); for (u32 i = 0; i < texturesToSample.size(); i++) { - update_queue.AddImageSampler(present_set, i, 0, texturesToSample[i].image_view, sampler); + update_queue.AddImageSampler(present_set, i, 0, texturesToSample[i].image_view, sampler, vk::ImageLayout::eShaderReadOnlyOptimal); } renderpass_cache.EndRendering(); @@ -510,6 +607,8 @@ void RendererVulkan::PrepareDrawFromTextureInfo(Frame* frame, const Layout::Fram .clearValueCount = 1, .pClearValues = &clear, }; + const std::array blendConstants = { 0.0f, 0.0f, 0.0f, 1.0f }; + cmdbuf.setBlendConstants(blendConstants.data()); cmdbuf.beginRenderPass(renderpass_begin_info, vk::SubpassContents::eInline); cmdbuf.bindPipeline(vk::PipelineBindPoint::eGraphics, shaderPipeline); cmdbuf.bindDescriptorSets(vk::PipelineBindPoint::eGraphics, layout, 0, present_set, {}); @@ -1042,7 +1141,7 @@ void RendererVulkan::ConfigureFramebufferTexture(TextureInfo& texture, VkResult result = vmaCreateImage(instance.GetAllocator(), &unsafe_image_info, &alloc_info, &unsafe_image, &texture.allocation, nullptr); if (result != VK_SUCCESS) [[unlikely]] { - LOG_CRITICAL(Render_Vulkan, "Failed allocating texture with error {}", result); + LOG_CRITICAL(Render_Vulkan, "Failed allocating framebuffer texture with error {}", result); UNREACHABLE(); } texture.image = vk::Image{unsafe_image}; @@ -1090,7 +1189,7 @@ void RendererVulkan::FillScreen(Common::Vec3 color, const TextureInfo& textu const vk::ImageMemoryBarrier pre_barrier = { .srcAccessMask = vk::AccessFlagBits::eShaderRead | vk::AccessFlagBits::eTransferRead, .dstAccessMask = vk::AccessFlagBits::eTransferWrite, - .oldLayout = vk::ImageLayout::eGeneral, + .oldLayout = vk::ImageLayout::eShaderReadOnlyOptimal, .newLayout = vk::ImageLayout::eTransferDstOptimal, .srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED, .dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED, @@ -1102,7 +1201,7 @@ void RendererVulkan::FillScreen(Common::Vec3 color, const TextureInfo& textu .srcAccessMask = vk::AccessFlagBits::eTransferWrite, .dstAccessMask = vk::AccessFlagBits::eShaderRead | vk::AccessFlagBits::eTransferRead, .oldLayout = vk::ImageLayout::eTransferDstOptimal, - .newLayout = vk::ImageLayout::eGeneral, + .newLayout = vk::ImageLayout::eShaderReadOnlyOptimal, .srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED, .dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED, .image = image, @@ -1142,10 +1241,15 @@ void RendererVulkan::DrawSingleScreen(u32 screen_id, float screenLeft, float scr const ScreenInfo& screen_info = screen_infos[screen_id]; const auto& texcoords = screen_info.texcoords; const u32 scale_factor = GetResolutionScaleFactor(); + // Texture Width and Height when correctly rotated to landscape float textureWidth = static_cast(screen_info.texture.height * scale_factor); float textureHeight = static_cast(screen_info.texture.width * scale_factor); - - // Texture Width and Height when correctly rotated to landscape + int currentScreen; + if (textureWidth == currTopTextureWidth && textureHeight == currTopTextureHeight){ + currentScreen = 0; + } else { + currentScreen = 1; + } bool isDownsampling = false; int scalingMode; //0 is Nearest Neighbor, 1 is Gamma Corrected Bilinear, 2 is Adaptive (Bilinear/Area), 3 is FSR, 4 is Sharp Bilinear scalingMode = static_cast(Settings::values.output_scaling.GetValue()); @@ -1267,6 +1371,24 @@ void RendererVulkan::DrawSingleScreen(u32 screen_id, float screenLeft, float scr const u64 size = sizeof(ScreenRectVertex) * output_vertices.size(); auto [data, offset, invalidate] = vertex_buffer.Map(size, 16); + + // std::vector screen_ids; + // // Attempted Multipass + // screen_ids.assign({screen_id}); + // PrepareTextureDrawFromScreenInfo(intermediateTextures[currentScreen][0], intermediateTextureFBOs[currentScreen][0], post_pipelines_texture[0], screen_ids, 1); + // UpdateVertexBuffer(rotate_vertices, data); + // draw_info.convert_colors = 1; + // Draw(offset); + + // std::vector texturesToSample; + // texturesToSample.assign({intermediateTextures[currentScreen][0]}); + // PrepareDrawFromTextureInfo(currentFrame, currentFramebufferLayout, present_pipelines[current_pipeline], texturesToSample, 1); + // ApplySecondLayerOpacity(); + // UpdateVertexBuffer(output_vertices, data); + // draw_info.convert_colors = 2; + // Draw(offset); + + // // Legacy Singlepass std::vector screenids = {screen_id}; PrepareDrawFromScreenInfo(currentFrame, currentFramebufferLayout, present_pipelines[current_pipeline], screenids, 1); ApplySecondLayerOpacity(); // Apply the initial default opacity value; Needed to avoid flickering @@ -1328,7 +1450,6 @@ void RendererVulkan::DrawSingleScreenStereo(u32 screen_id_l, u32 screen_id_r, fl } const u64 size = sizeof(ScreenRectVertex) * vertices.size(); auto [data, offset, invalidate] = vertex_buffer.Map(size, 16); - std::vector screenids = {screen_id_l, screen_id_r}; PrepareDrawFromScreenInfo(currentFrame, currentFramebufferLayout, present_pipelines[current_pipeline], screenids, 1); ApplySecondLayerOpacity(); // Apply the initial default opacity value; Needed to avoid flickering @@ -1516,6 +1637,21 @@ void RendererVulkan::DrawScreens(Frame* frame, const Layout::FramebufferLayout& ReloadPipeline(layout.render_3d_mode); } + // Track Texture Changes + currTopTextureWidth = static_cast(screen_infos[0].texture.height * GetResolutionScaleFactor()); + currTopTextureHeight = static_cast(screen_infos[0].texture.width * GetResolutionScaleFactor()); + currBottomTextureWidth = static_cast(screen_infos[2].texture.height * GetResolutionScaleFactor()); + currBottomTextureHeight = static_cast(screen_infos[2].texture.width * GetResolutionScaleFactor()); + if (currTopTextureWidth != prevTopTextureWidth || currTopTextureHeight != prevTopTextureHeight || currBottomTextureWidth != prevBottomTextureWidth || currBottomTextureHeight != prevBottomTextureHeight){ + AllocatePPTextures(); + CreatePPTextureFramebuffers(); + LOG_INFO(Render_Vulkan, "PrevTopTexture Res: {}x{}, CurrTopTexture Res: {}x{}, PrevBottomTexture Res: {}x{}, CurrBottomTexture Res: {}x{}", prevTopTextureWidth, prevTopTextureHeight, currTopTextureWidth, currTopTextureHeight, prevBottomTextureWidth, prevBottomTextureHeight, currBottomTextureWidth, currBottomTextureHeight); + } + prevTopTextureWidth = currTopTextureWidth; + prevTopTextureHeight = currTopTextureHeight; + prevBottomTextureWidth = currBottomTextureWidth; + prevBottomTextureHeight = currBottomTextureHeight; + currentFrame = frame; currentFramebufferLayout = layout; const auto& top_screen = layout.top_screen; diff --git a/src/video_core/renderer_vulkan/renderer_vulkan.h b/src/video_core/renderer_vulkan/renderer_vulkan.h index 764f6d62d..989c75ea3 100644 --- a/src/video_core/renderer_vulkan/renderer_vulkan.h +++ b/src/video_core/renderer_vulkan/renderer_vulkan.h @@ -113,6 +113,10 @@ private: void PrepareDrawFromTextureInfo(Frame* frame, const Layout::FramebufferLayout& layout, vk::Pipeline shaderPipeline, std::vector texturesToSample, int filterMode); // Sets up command buffer for sampling from a texture to an intermediate texture framebuffer void PrepareTextureDraw(TextureInfo framebufferTexture, vk::Framebuffer framebuffer, vk::Pipeline shaderPipeline, std::vector texturesToSample, int filterMode); + // Sets up command buffer for sampling from a screen_info to an intermediate texture framebuffer + void PrepareTextureDrawFromScreenInfo(TextureInfo framebufferTexture, vk::Framebuffer framebuffer, vk::Pipeline shaderPipeline, std::vector screenids, int filterMode); + + void UpdateVertexBuffer(std::array vertices, unsigned char* data); void Draw(unsigned int offset); void RenderToWindow(PresentWindow& window, const Layout::FramebufferLayout& layout, @@ -204,10 +208,14 @@ private: // Array of framebuffer objects. 0 is top screen, 1 is bottom screen. std::array, 2> intermediateTextureFBOs; std::array antialiasTextureFBOs; - int currTopTextureWidth; - int currTopTextureHeight; - int currBottomTextureWidth; - int currBottomTextureHeight; + float currTopTextureWidth; + float currTopTextureHeight; + float currBottomTextureWidth; + float currBottomTextureHeight; + float prevTopTextureWidth; + float prevTopTextureHeight; + float prevBottomTextureWidth; + float prevBottomTextureHeight; u32 current_pipeline = 0; Frame* currentFrame; Layout::FramebufferLayout currentFramebufferLayout; diff --git a/src/video_core/renderer_vulkan/vk_platform.cpp b/src/video_core/renderer_vulkan/vk_platform.cpp index cbec2612e..e0b2c1049 100644 --- a/src/video_core/renderer_vulkan/vk_platform.cpp +++ b/src/video_core/renderer_vulkan/vk_platform.cpp @@ -318,7 +318,6 @@ vk::UniqueInstance CreateInstance(const Common::DynamicLibrary& library, .engineVersion = VK_MAKE_VERSION(1, 0, 0), .apiVersion = TargetVulkanApiVersion, }; - boost::container::static_vector layers; if (enable_validation) { layers.push_back("VK_LAYER_KHRONOS_validation"); diff --git a/src/video_core/renderer_vulkan/vk_present_window.cpp b/src/video_core/renderer_vulkan/vk_present_window.cpp index 712fc91a0..68b65aadf 100644 --- a/src/video_core/renderer_vulkan/vk_present_window.cpp +++ b/src/video_core/renderer_vulkan/vk_present_window.cpp @@ -513,13 +513,22 @@ vk::RenderPass PresentWindow::CreateRenderpass() { .finalLayout = vk::ImageLayout::eTransferSrcOptimal, }; + const vk::SubpassDependency dependency = { + .srcSubpass = VK_SUBPASS_EXTERNAL, + .dstSubpass = 0, + .srcStageMask = vk::PipelineStageFlagBits::eColorAttachmentOutput, + .dstStageMask = vk::PipelineStageFlagBits::eFragmentShader, + .srcAccessMask = vk::AccessFlagBits::eColorAttachmentWrite, + .dstAccessMask = vk::AccessFlagBits::eShaderRead, + }; + const vk::RenderPassCreateInfo renderpass_info = { .attachmentCount = 1, .pAttachments = &color_attachment, .subpassCount = 1, .pSubpasses = &subpass, - .dependencyCount = 0, - .pDependencies = nullptr, + .dependencyCount = 1, + .pDependencies = &dependency, }; return instance.GetDevice().createRenderPass(renderpass_info); @@ -543,21 +552,31 @@ vk::RenderPass PresentWindow::CreateLoadRenderpass() { const vk::AttachmentDescription color_attachment = { .format = swapchain.GetSurfaceFormat().format, + .samples = vk::SampleCountFlagBits::e1, .loadOp = vk::AttachmentLoadOp::eLoad, .storeOp = vk::AttachmentStoreOp::eStore, .stencilLoadOp = vk::AttachmentLoadOp::eDontCare, .stencilStoreOp = vk::AttachmentStoreOp::eDontCare, - .initialLayout = vk::ImageLayout::eUndefined, + .initialLayout = vk::ImageLayout::eTransferSrcOptimal, .finalLayout = vk::ImageLayout::eTransferSrcOptimal, }; + const vk::SubpassDependency dependency = { + .srcSubpass = VK_SUBPASS_EXTERNAL, + .dstSubpass = 0, + .srcStageMask = vk::PipelineStageFlagBits::eColorAttachmentOutput, + .dstStageMask = vk::PipelineStageFlagBits::eFragmentShader, + .srcAccessMask = vk::AccessFlagBits::eColorAttachmentWrite, + .dstAccessMask = vk::AccessFlagBits::eShaderRead, + }; + const vk::RenderPassCreateInfo renderpass_info = { .attachmentCount = 1, .pAttachments = &color_attachment, .subpassCount = 1, .pSubpasses = &subpass, - .dependencyCount = 0, - .pDependencies = nullptr, + .dependencyCount = 1, + .pDependencies = &dependency, }; return instance.GetDevice().createRenderPass(renderpass_info); From 300b68e18d48fc77cfbe264eed66936668191d07 Mon Sep 17 00:00:00 2001 From: KojoZero Date: Thu, 28 May 2026 05:03:31 -0700 Subject: [PATCH 33/46] fixed vertices, push constants and vbo. basic multipass working --- .../host_shaders/vulkan_simple_present.frag | 1 - .../renderer_vulkan/renderer_vulkan.cpp | 246 +++++++----------- .../renderer_vulkan/renderer_vulkan.h | 10 +- 3 files changed, 107 insertions(+), 150 deletions(-) diff --git a/src/video_core/host_shaders/vulkan_simple_present.frag b/src/video_core/host_shaders/vulkan_simple_present.frag index c9f86c37f..ddc1e55ed 100644 --- a/src/video_core/host_shaders/vulkan_simple_present.frag +++ b/src/video_core/host_shaders/vulkan_simple_present.frag @@ -21,7 +21,6 @@ layout (push_constant, std140) uniform DrawInfo { layout (set = 0, binding = 0) uniform sampler2D color_texture; - vec3 sRGBToLinear(vec3 c) { return mix(c / 12.92, pow((c + 0.055) / 1.055, vec3(2.4)), step(0.04045, c)); } diff --git a/src/video_core/renderer_vulkan/renderer_vulkan.cpp b/src/video_core/renderer_vulkan/renderer_vulkan.cpp index 5d0d3b2ff..5c27ab164 100644 --- a/src/video_core/renderer_vulkan/renderer_vulkan.cpp +++ b/src/video_core/renderer_vulkan/renderer_vulkan.cpp @@ -1266,137 +1266,129 @@ void RendererVulkan::DrawSingleScreen(u32 screen_id, float screenLeft, float scr // Rotate Internal Texture to Landscape (The 3DS stores images rotated 90° internally) std::array rotate_vertices; rotate_vertices = {{ - ScreenRectVertex(-1.f, 1.f, texcoords.bottom, texcoords.left), //Left, Top - ScreenRectVertex(1.f, 1.f, texcoords.bottom, texcoords.right), //Right, Top - ScreenRectVertex(-1.f, -1.f, texcoords.top, texcoords.left), //Left, Bottom - ScreenRectVertex(1.f, -1.f, texcoords.top, texcoords.right), //Right, Bottom + ScreenRectVertex(-1.f, 1.f, texcoords.top, texcoords.left), //Left, Top + ScreenRectVertex(1.f, 1.f, texcoords.top, texcoords.right), //Right, Top + ScreenRectVertex(-1.f, -1.f, texcoords.bottom, texcoords.left), //Left, Bottom + ScreenRectVertex(1.f, -1.f, texcoords.bottom, texcoords.right), //Right, Bottom }}; - // Vertices for 1:1 Texture Mapping. std::array pass_through_vertices; pass_through_vertices = {{ - ScreenRectVertex(-1.f, 1.f, 0.f, 1.f), //Left, Top - ScreenRectVertex(1.f, 1.f, 1.f, 1.f), //Right, Top - ScreenRectVertex(-1.f, -1.f, 0.f, 0.f), //Left, Bottom - ScreenRectVertex(1.f, -1.f, 1.f, 0.f), //Right, Bottom + ScreenRectVertex(-1.f, 1.f, 0.f, 0.f), //Left, Top + ScreenRectVertex(1.f, 1.f, 1.f, 0.f), //Right, Top + ScreenRectVertex(-1.f, -1.f, 0.f, 1.f), //Left, Bottom + ScreenRectVertex(1.f, -1.f, 1.f, 1.f), //Right, Bottom }}; - - // Legacy Vertices. Will be deleted when converted to multipass - std::array legacy_vertices; - float x = screenLeft; - float y = screenTop; - float w = screenWidth; - float h = screenHeight; - switch (orientation) { - case Layout::DisplayOrientation::Landscape: - legacy_vertices = {{ - ScreenRectVertex(x, y, texcoords.bottom, texcoords.left), - ScreenRectVertex(x + w, y, texcoords.bottom, texcoords.right), - ScreenRectVertex(x, y + h, texcoords.top, texcoords.left), - ScreenRectVertex(x + w, y + h, texcoords.top, texcoords.right), - }}; - break; - case Layout::DisplayOrientation::Portrait: - legacy_vertices = {{ - ScreenRectVertex(x, y, texcoords.bottom, texcoords.right), - ScreenRectVertex(x + w, y, texcoords.top, texcoords.right), - ScreenRectVertex(x, y + h, texcoords.bottom, texcoords.left), - ScreenRectVertex(x + w, y + h, texcoords.top, texcoords.left), - }}; - std::swap(h, w); - break; - case Layout::DisplayOrientation::LandscapeFlipped: - legacy_vertices = {{ - ScreenRectVertex(x, y, texcoords.top, texcoords.right), - ScreenRectVertex(x + w, y, texcoords.top, texcoords.left), - ScreenRectVertex(x, y + h, texcoords.bottom, texcoords.right), - ScreenRectVertex(x + w, y + h, texcoords.bottom, texcoords.left), - }}; - break; - case Layout::DisplayOrientation::PortraitFlipped: - legacy_vertices = {{ - ScreenRectVertex(x, y, texcoords.top, texcoords.left), - ScreenRectVertex(x + w, y, texcoords.bottom, texcoords.left), - ScreenRectVertex(x, y + h, texcoords.top, texcoords.right), - ScreenRectVertex(x + w, y + h, texcoords.bottom, texcoords.right), - }}; - std::swap(h, w); - break; - default: - LOG_ERROR(Render_Vulkan, "Unknown DisplayOrientation: {}", orientation); - break; - } // Vertices for Azahar's Output Layout std::array output_vertices; switch (orientation) { case Layout::DisplayOrientation::Landscape: output_vertices = {{ - ScreenRectVertex(screenLeft, screenTop, 0.f, 1.f), //Left, Top - ScreenRectVertex(screenLeft + screenWidth, screenTop, 1.f, 1.f), //Right, Top - ScreenRectVertex(screenLeft, screenTop + screenHeight, 0.f, 0.f), //Left, Bottom - ScreenRectVertex(screenLeft + screenWidth, screenTop + screenHeight, 1.f, 0.f), //Right, Bottom + ScreenRectVertex(screenLeft, screenTop, 0.f, 0.f), + ScreenRectVertex(screenLeft + screenWidth, screenTop, 1.f, 0.f), + ScreenRectVertex(screenLeft, screenTop + screenHeight, 0.f, 1.f), + ScreenRectVertex(screenLeft + screenWidth, screenTop + screenHeight, 1.f, 1.f), }}; break; case Layout::DisplayOrientation::Portrait: output_vertices = {{ - ScreenRectVertex(screenLeft, screenTop, 1.f, 1.f), //Left, Top - ScreenRectVertex(screenLeft + screenWidth, screenTop, 1.f, 0.f), //Right, Top - ScreenRectVertex(screenLeft, screenTop + screenHeight, 0.f, 1.f), //Left, Bottom - ScreenRectVertex(screenLeft + screenWidth, screenTop + screenHeight, 0.f, 0.f), //Right, Bottom + ScreenRectVertex(screenLeft, screenTop, 1.f, 0.f), + ScreenRectVertex(screenLeft + screenWidth, screenTop, 1.f, 1.f), + ScreenRectVertex(screenLeft, screenTop + screenHeight, 0.f, 0.f), + ScreenRectVertex(screenLeft + screenWidth, screenTop + screenHeight, 0.f, 1.f), }}; std::swap(screenHeight, screenWidth); break; case Layout::DisplayOrientation::LandscapeFlipped: output_vertices = {{ - ScreenRectVertex(screenLeft, screenTop, 0.f, 0.f), //Left, Top - ScreenRectVertex(screenLeft + screenWidth, screenTop, 1.f, 0.f), //Right, Top - ScreenRectVertex(screenLeft, screenTop + screenHeight, 0.f, 1.f), //Left, Bottom - ScreenRectVertex(screenLeft + screenWidth, screenTop + screenHeight, 1.f, 1.f), //Right, Bottom + ScreenRectVertex(screenLeft, screenTop, 0.f, 1.f), + ScreenRectVertex(screenLeft + screenWidth, screenTop, 1.f, 1.f), + ScreenRectVertex(screenLeft, screenTop + screenHeight, 0.f, 0.f), + ScreenRectVertex(screenLeft + screenWidth, screenTop + screenHeight, 1.f, 0.f), }}; break; case Layout::DisplayOrientation::PortraitFlipped: output_vertices = {{ - ScreenRectVertex(screenLeft, screenTop, 0.f, 0.f), //Left, Top - ScreenRectVertex(screenLeft + screenWidth, screenTop, 0.f, 1.f), //Right, Top - ScreenRectVertex(screenLeft, screenTop + screenHeight, 1.f, 0.f), //Left, Bottom - ScreenRectVertex(screenLeft + screenWidth, screenTop + screenHeight, 1.f, 1.f), //Right, Bottom + ScreenRectVertex(screenLeft, screenTop, 0.f, 1.f), + ScreenRectVertex(screenLeft + screenWidth, screenTop, 0.f, 0.f), + ScreenRectVertex(screenLeft, screenTop + screenHeight, 1.f, 1.f), + ScreenRectVertex(screenLeft + screenWidth, screenTop + screenHeight, 1.f, 0.f), }}; std::swap(screenHeight, screenWidth); break; - default: - LOG_ERROR(Render_OpenGL, "Unknown DisplayOrientation: {}", orientation); - break; } const u64 size = sizeof(ScreenRectVertex) * output_vertices.size(); - auto [data, offset, invalidate] = vertex_buffer.Map(size, 16); + int passes = 5; + std::vector vertexBufferPointers(passes); + for (auto& vbp : vertexBufferPointers){ + std::tie(vbp.data, vbp.offset, vbp.invalidate) = vertex_buffer.Map(size, 16); + vertex_buffer.Commit(size); + } + std::vector drawInfos(passes); + for (auto& info : drawInfos){ + info = draw_info; + } - // std::vector screen_ids; - // // Attempted Multipass - // screen_ids.assign({screen_id}); - // PrepareTextureDrawFromScreenInfo(intermediateTextures[currentScreen][0], intermediateTextureFBOs[currentScreen][0], post_pipelines_texture[0], screen_ids, 1); - // UpdateVertexBuffer(rotate_vertices, data); - // draw_info.convert_colors = 1; - // Draw(offset); + // Attempted Multipass + std::vector screen_ids = {screen_id}; + PrepareTextureDrawFromScreenInfo(intermediateTextures[currentScreen][0], intermediateTextureFBOs[currentScreen][0], post_pipelines_texture[0], screen_ids, 1); + UpdateVertexBuffer(rotate_vertices, vertexBufferPointers[0]); + drawInfos[0].convert_colors = 1; + Draw(vertexBufferPointers[0], drawInfos[0]); - // std::vector texturesToSample; - // texturesToSample.assign({intermediateTextures[currentScreen][0]}); - // PrepareDrawFromTextureInfo(currentFrame, currentFramebufferLayout, present_pipelines[current_pipeline], texturesToSample, 1); - // ApplySecondLayerOpacity(); - // UpdateVertexBuffer(output_vertices, data); - // draw_info.convert_colors = 2; - // Draw(offset); + std::vector texturesToSample = {intermediateTextures[currentScreen][0]}; + PrepareDrawFromTextureInfo(currentFrame, currentFramebufferLayout, present_pipelines[current_pipeline], texturesToSample, 1); + ApplySecondLayerOpacity(); + UpdateVertexBuffer(output_vertices, vertexBufferPointers[1]); + drawInfos[1].convert_colors = 2; + Draw(vertexBufferPointers[1], drawInfos[1]); +} - // // Legacy Singlepass - std::vector screenids = {screen_id}; - PrepareDrawFromScreenInfo(currentFrame, currentFramebufferLayout, present_pipelines[current_pipeline], screenids, 1); - ApplySecondLayerOpacity(); // Apply the initial default opacity value; Needed to avoid flickering - UpdateVertexBuffer(legacy_vertices, data); - // Set Push Constants - draw_info.i_resolution = Common::MakeVec(static_cast(textureWidth), static_cast(textureHeight), 1.0f / static_cast(textureWidth), 1.0f / static_cast(textureHeight)); - draw_info.o_resolution = Common::MakeVec(screenWidth, screenHeight, 1.0f / screenWidth, 1.0f / screenHeight); - Draw(offset); + +void RendererVulkan::UpdateVertexBuffer(std::array vertices, VertexBufferPointer vbp){ + const u64 size = sizeof(ScreenRectVertex) * vertices.size(); + std::memcpy(vbp.data, vertices.data(), size); +} + +void RendererVulkan::Draw(VertexBufferPointer vbp, PresentUniformData pushconstant){ + scheduler.Record([this, vbp, pushconstant](vk::CommandBuffer cmdbuf) { + const u32 first_vertex = static_cast(vbp.offset) / sizeof(ScreenRectVertex); + cmdbuf.pushConstants(*present_pipeline_layout, + vk::ShaderStageFlagBits::eFragment | vk::ShaderStageFlagBits::eVertex, + 0, sizeof(pushconstant), &pushconstant); + cmdbuf.bindVertexBuffers(0, vertex_buffer.Handle(), {0}); + cmdbuf.draw(4, 1, first_vertex, 0); + cmdbuf.endRenderPass(); + }); +} + +void RendererVulkan::ApplySecondLayerOpacity() { + float alpha; + if (applyingOpacity){ + if (drawingPrimaryScreen){ + alpha = 1.0; + } else { + if (usingTopOpacity){ + if (currentFramebufferLayout.top_opacity < 1) { + alpha = currentFramebufferLayout.top_opacity; + } else { + return; + } + } else { + if (currentFramebufferLayout.bottom_opacity < 1) { + alpha = currentFramebufferLayout.bottom_opacity; + } else { + return; + } + } + } + scheduler.Record([alpha](vk::CommandBuffer cmdbuf) { + const std::array blend_constants = {0.0f, 0.0f, 0.0f, alpha}; + cmdbuf.setBlendConstants(blend_constants.data()); + }); + } } void RendererVulkan::DrawSingleScreenStereo(u32 screen_id_l, u32 screen_id_r, float x, float y, @@ -1449,62 +1441,22 @@ void RendererVulkan::DrawSingleScreenStereo(u32 screen_id_l, u32 screen_id_r, fl break; } const u64 size = sizeof(ScreenRectVertex) * vertices.size(); - auto [data, offset, invalidate] = vertex_buffer.Map(size, 16); + int passes = 1; + std::vector vertexBufferPointers(passes); + for (auto& vbp : vertexBufferPointers){ + std::tie(vbp.data, vbp.offset, vbp.invalidate) = vertex_buffer.Map(size, 16); + vertex_buffer.Commit(size); + } + std::vector screenids = {screen_id_l, screen_id_r}; PrepareDrawFromScreenInfo(currentFrame, currentFramebufferLayout, present_pipelines[current_pipeline], screenids, 1); ApplySecondLayerOpacity(); // Apply the initial default opacity value; Needed to avoid flickering - UpdateVertexBuffer(vertices, data); + UpdateVertexBuffer(vertices, vertexBufferPointers[0]); draw_info.i_resolution = Common::MakeVec(static_cast(textureWidth), static_cast(textureHeight), 1.0f / static_cast(textureWidth), 1.0f / static_cast(textureHeight)); draw_info.o_resolution = Common::MakeVec(w, h, 1.0f / w, 1.0f / h); draw_info.screen_id_l = screen_id_l; draw_info.screen_id_r = screen_id_r; - Draw(offset); -} - -void RendererVulkan::UpdateVertexBuffer(std::array vertices, unsigned char* data){ - const u64 size = sizeof(ScreenRectVertex) * vertices.size(); - std::memcpy(data, vertices.data(), size); - vertex_buffer.Commit(size); -} - -void RendererVulkan::Draw(unsigned int offset){ - scheduler.Record([this, offset](vk::CommandBuffer cmdbuf) { - const u32 first_vertex = static_cast(offset) / sizeof(ScreenRectVertex); - cmdbuf.pushConstants(*present_pipeline_layout, - vk::ShaderStageFlagBits::eFragment | vk::ShaderStageFlagBits::eVertex, - 0, sizeof(draw_info), &draw_info); - - cmdbuf.bindVertexBuffers(0, vertex_buffer.Handle(), {0}); - cmdbuf.draw(4, 1, first_vertex, 0); - cmdbuf.endRenderPass(); - }); -} - -void RendererVulkan::ApplySecondLayerOpacity() { - float alpha; - if (applyingOpacity){ - if (drawingPrimaryScreen){ - alpha = 1.0; - } else { - if (usingTopOpacity){ - if (currentFramebufferLayout.top_opacity < 1) { - alpha = currentFramebufferLayout.top_opacity; - } else { - return; - } - } else { - if (currentFramebufferLayout.bottom_opacity < 1) { - alpha = currentFramebufferLayout.bottom_opacity; - } else { - return; - } - } - } - scheduler.Record([alpha](vk::CommandBuffer cmdbuf) { - const std::array blend_constants = {0.0f, 0.0f, 0.0f, alpha}; - cmdbuf.setBlendConstants(blend_constants.data()); - }); - } + Draw(vertexBufferPointers[0], draw_info); } void RendererVulkan::DrawTopScreen(const Layout::FramebufferLayout& layout, diff --git a/src/video_core/renderer_vulkan/renderer_vulkan.h b/src/video_core/renderer_vulkan/renderer_vulkan.h index 989c75ea3..c697fc4c2 100644 --- a/src/video_core/renderer_vulkan/renderer_vulkan.h +++ b/src/video_core/renderer_vulkan/renderer_vulkan.h @@ -57,6 +57,12 @@ struct ScreenRectVertex { Common::Vec2f tex_coord; }; +struct VertexBufferPointer { + unsigned char* data; + unsigned int offset; + bool invalidate; +}; + struct ScreenInfo { TextureInfo texture; Common::Rectangle texcoords; @@ -117,8 +123,8 @@ private: void PrepareTextureDrawFromScreenInfo(TextureInfo framebufferTexture, vk::Framebuffer framebuffer, vk::Pipeline shaderPipeline, std::vector screenids, int filterMode); - void UpdateVertexBuffer(std::array vertices, unsigned char* data); - void Draw(unsigned int offset); + void UpdateVertexBuffer(std::array vertices, VertexBufferPointer vbp); + void Draw(VertexBufferPointer vbp, PresentUniformData pushconstant); void RenderToWindow(PresentWindow& window, const Layout::FramebufferLayout& layout, bool flipped); From 10352384737074f09e561f9d3564b947683973f5 Mon Sep 17 00:00:00 2001 From: KojoZero Date: Fri, 29 May 2026 04:44:17 -0700 Subject: [PATCH 34/46] added fsr/sharpbilinear shaders, and readied opengl for integration --- .../configuration/configure_enhancements.cpp | 6 +- src/common/settings.h | 2 +- src/video_core/host_shaders/CMakeLists.txt | 11 + .../scaling/FSR/OpenGL/opengl_fsr_pass0.vert | 12 + .../FSR/OpenGL/opengl_fsr_pass0_part1.frag | 20 + .../FSR/OpenGL/opengl_fsr_pass0_part2.frag | 193 ++ .../scaling/FSR/OpenGL/opengl_fsr_pass1.vert | 12 + .../FSR/OpenGL/opengl_fsr_pass1_part1.frag | 10 + .../FSR/OpenGL/opengl_fsr_pass1_part2.frag | 7 + .../FSR/OpenGL/opengl_fsr_pass1_part3.frag | 9 + .../host_shaders/scaling/FSR/ffx_a.h | 2656 +++++++++++++++++ .../host_shaders/scaling/FSR/ffx_fsr1.h | 1199 ++++++++ .../OpenGL/opengl_sharpbilinear.frag | 52 + .../OpenGL/opengl_sharpbilinear.vert | 16 + .../renderer_opengl/renderer_opengl.cpp | 129 +- .../renderer_opengl/renderer_opengl.h | 18 +- 16 files changed, 4303 insertions(+), 49 deletions(-) create mode 100644 src/video_core/host_shaders/scaling/FSR/OpenGL/opengl_fsr_pass0.vert create mode 100644 src/video_core/host_shaders/scaling/FSR/OpenGL/opengl_fsr_pass0_part1.frag create mode 100644 src/video_core/host_shaders/scaling/FSR/OpenGL/opengl_fsr_pass0_part2.frag create mode 100644 src/video_core/host_shaders/scaling/FSR/OpenGL/opengl_fsr_pass1.vert create mode 100644 src/video_core/host_shaders/scaling/FSR/OpenGL/opengl_fsr_pass1_part1.frag create mode 100644 src/video_core/host_shaders/scaling/FSR/OpenGL/opengl_fsr_pass1_part2.frag create mode 100644 src/video_core/host_shaders/scaling/FSR/OpenGL/opengl_fsr_pass1_part3.frag create mode 100644 src/video_core/host_shaders/scaling/FSR/ffx_a.h create mode 100644 src/video_core/host_shaders/scaling/FSR/ffx_fsr1.h create mode 100644 src/video_core/host_shaders/scaling/SharpBilinear/OpenGL/opengl_sharpbilinear.frag create mode 100644 src/video_core/host_shaders/scaling/SharpBilinear/OpenGL/opengl_sharpbilinear.vert diff --git a/src/citra_qt/configuration/configure_enhancements.cpp b/src/citra_qt/configuration/configure_enhancements.cpp index 9cfb6476f..cbfe7d910 100644 --- a/src/citra_qt/configuration/configure_enhancements.cpp +++ b/src/citra_qt/configuration/configure_enhancements.cpp @@ -44,9 +44,9 @@ ConfigureEnhancements::~ConfigureEnhancements() = default; void ConfigureEnhancements::SetConfiguration() { - const s32 volume = - static_cast(Settings::values.fsr_sharpness.GetValue() * 100); - ui->fsr_sharpness_slider->setValue(volume); + const s32 sharpness = + static_cast(Settings::values.fsr_sharpness.GetValue()); + ui->fsr_sharpness_slider->setValue(sharpness); SetFSRSharpnessIndicatorText(ui->fsr_sharpness_slider->sliderPosition()); if (!Settings::IsConfiguringGlobal()) { diff --git a/src/common/settings.h b/src/common/settings.h index 0e9c91e96..246d90dbd 100644 --- a/src/common/settings.h +++ b/src/common/settings.h @@ -554,7 +554,7 @@ struct Values { SwitchableSetting texture_filter{TextureFilter::NoFilter, Keys::texture_filter}; SwitchableSetting antialiasing_filter{AntiAliasingFilter::None, Keys::antialiasing_filter}; SwitchableSetting output_scaling{OutputScaling::Adaptive, Keys::output_scaling}; - SwitchableSetting fsr_sharpness{0.8f, 0.f, 1.f, Keys::fsr_sharpness}; + SwitchableSetting fsr_sharpness{80, 0, 100, Keys::fsr_sharpness}; SwitchableSetting texture_sampling{TextureSampling::GameControlled, Keys::texture_sampling}; SwitchableSetting delay_game_render_thread_us{0, 0, 16000, diff --git a/src/video_core/host_shaders/CMakeLists.txt b/src/video_core/host_shaders/CMakeLists.txt index 145dccb25..275364f27 100644 --- a/src/video_core/host_shaders/CMakeLists.txt +++ b/src/video_core/host_shaders/CMakeLists.txt @@ -47,6 +47,17 @@ set(SHADER_FILES scaling/opengl_area_sampling.vert scaling/vulkan_area_sampling.frag scaling/vulkan_area_sampling.vert + scaling/FSR/OpenGL/opengl_fsr_pass0.vert + scaling/FSR/OpenGL/opengl_fsr_pass0_part1.frag + scaling/FSR/OpenGL/opengl_fsr_pass0_part2.frag + scaling/FSR/OpenGL/opengl_fsr_pass1.vert + scaling/FSR/OpenGL/opengl_fsr_pass1_part1.frag + scaling/FSR/OpenGL/opengl_fsr_pass1_part2.frag + scaling/FSR/OpenGL/opengl_fsr_pass1_part3.frag + scaling/FSR/ffx_a.h + scaling/FSR/ffx_fsr1.h + scaling/SharpBilinear/OpenGL/opengl_sharpbilinear.vert + scaling/SharpBilinear/OpenGL/opengl_sharpbilinear.frag full_screen_triangle.vert opengl_present.frag opengl_present.vert diff --git a/src/video_core/host_shaders/scaling/FSR/OpenGL/opengl_fsr_pass0.vert b/src/video_core/host_shaders/scaling/FSR/OpenGL/opengl_fsr_pass0.vert new file mode 100644 index 000000000..118bdb733 --- /dev/null +++ b/src/video_core/host_shaders/scaling/FSR/OpenGL/opengl_fsr_pass0.vert @@ -0,0 +1,12 @@ +// FSR - [EASU] EDGE ADAPTIVE SPATIAL UPSAMPLING +// SM 4.0 compatible: no textureGather, direct texelFetch of 12 unique texels. +layout(location = 0) in vec2 vert_position; +layout(location = 1) in vec2 vert_tex_coord; +layout(location = 0) out vec2 frag_tex_coord; + +void main() +{ + gl_Position = vec4(vert_position, 0.0, 1.0); + frag_tex_coord = vert_tex_coord; +} + diff --git a/src/video_core/host_shaders/scaling/FSR/OpenGL/opengl_fsr_pass0_part1.frag b/src/video_core/host_shaders/scaling/FSR/OpenGL/opengl_fsr_pass0_part1.frag new file mode 100644 index 000000000..b1e257c1c --- /dev/null +++ b/src/video_core/host_shaders/scaling/FSR/OpenGL/opengl_fsr_pass0_part1.frag @@ -0,0 +1,20 @@ +// FSR - [EASU] EDGE ADAPTIVE SPATIAL UPSAMPLING +// SM 4.0 compatible: no textureGather, direct texelFetch of 12 unique texels. +layout(location = 0) in vec2 frag_tex_coord; +layout(location = 0) out vec4 color; +layout(binding = 0) uniform sampler2D color_texture; +uniform vec4 i_resolution; +uniform vec4 o_resolution; + +#define A_GPU 1 +#define A_GLSL 1 +// #include "ffx_a.h" + +// // We intentionally do NOT define FSR_EASU_F here. +// // We only need FsrEasuCon (which compiles under A_GPU alone), +// // and we inline the EASU filter logic below to avoid the +// // textureGather-based callback system entirely. +// // This yields 12 texelFetch calls instead of the original +// // 12 textureGather calls (4 gathers x 3 channels), and is +// // faster than emulating gathers with 48 individual fetches. +// #include "ffx_fsr1.h" diff --git a/src/video_core/host_shaders/scaling/FSR/OpenGL/opengl_fsr_pass0_part2.frag b/src/video_core/host_shaders/scaling/FSR/OpenGL/opengl_fsr_pass0_part2.frag new file mode 100644 index 000000000..faae0c453 --- /dev/null +++ b/src/video_core/host_shaders/scaling/FSR/OpenGL/opengl_fsr_pass0_part2.frag @@ -0,0 +1,193 @@ +void main() { + // --- Setup constants (same as original) --- + AU4 con0, con1, con2, con3; + FsrEasuCon(con0, con1, con2, con3, + i_resolution.x, i_resolution.y, + i_resolution.x, i_resolution.y, + o_resolution.x, o_resolution.y); + + AU2 gxy = AU2(frag_tex_coord.xy * o_resolution.xy); + + // --- Get position of 'f' (the center texel of the kernel) --- + AF2 pp = AF2(gxy) * AF2_AU2(con0.xy) + AF2_AU2(con0.zw); + AF2 fp = floor(pp); + pp -= fp; + + // --- Fetch all 12 unique texels directly as RGB --- + // The 12-tap kernel layout relative to 'fp': + // b c (0,-1) (1,-1) + // e f g h (-1,0) (0,0) (1,0) (2,0) + // i j k l (-1,1) (0,1) (1,1) (2,1) + // n o (0, 2) (1, 2) + ivec2 sp = ivec2(fp); + AF3 b = texelFetch(color_texture, sp + ivec2( 0,-1), 0).rgb; + AF3 c = texelFetch(color_texture, sp + ivec2( 1,-1), 0).rgb; + AF3 e = texelFetch(color_texture, sp + ivec2(-1, 0), 0).rgb; + AF3 f = texelFetch(color_texture, sp + ivec2( 0, 0), 0).rgb; + AF3 g = texelFetch(color_texture, sp + ivec2( 1, 0), 0).rgb; + AF3 h = texelFetch(color_texture, sp + ivec2( 2, 0), 0).rgb; + AF3 i = texelFetch(color_texture, sp + ivec2(-1, 1), 0).rgb; + AF3 j = texelFetch(color_texture, sp + ivec2( 0, 1), 0).rgb; + AF3 k = texelFetch(color_texture, sp + ivec2( 1, 1), 0).rgb; + AF3 l = texelFetch(color_texture, sp + ivec2( 2, 1), 0).rgb; + AF3 n = texelFetch(color_texture, sp + ivec2( 0, 2), 0).rgb; + AF3 o = texelFetch(color_texture, sp + ivec2( 1, 2), 0).rgb; + + // --- Approximate luma (luma times 2, in 2 FMA/MAD) --- + AF1 bL = b.b * AF1_(0.5) + (b.r * AF1_(0.5) + b.g); + AF1 cL = c.b * AF1_(0.5) + (c.r * AF1_(0.5) + c.g); + AF1 eL = e.b * AF1_(0.5) + (e.r * AF1_(0.5) + e.g); + AF1 fL = f.b * AF1_(0.5) + (f.r * AF1_(0.5) + f.g); + AF1 gL = g.b * AF1_(0.5) + (g.r * AF1_(0.5) + g.g); + AF1 hL = h.b * AF1_(0.5) + (h.r * AF1_(0.5) + h.g); + AF1 iL = i.b * AF1_(0.5) + (i.r * AF1_(0.5) + i.g); + AF1 jL = j.b * AF1_(0.5) + (j.r * AF1_(0.5) + j.g); + AF1 kL = k.b * AF1_(0.5) + (k.r * AF1_(0.5) + k.g); + AF1 lL = l.b * AF1_(0.5) + (l.r * AF1_(0.5) + l.g); + AF1 nL = n.b * AF1_(0.5) + (n.r * AF1_(0.5) + n.g); + AF1 oL = o.b * AF1_(0.5) + (o.r * AF1_(0.5) + o.g); + + // --- Accumulate direction and length --- + // Inlined FsrEasuSetF for each of the 4 bilinear quadrants. + // Each quadrant computes gradient direction and edge length + // from its 5-tap cross pattern centered on the quadrant's + // nearest texel. + // + // Quadrant layout (bilinear weights): + // s=(1-x)(1-y) t=x(1-y) + // u=(1-x)y v=xy + // + // Cross pattern for each quadrant: + // s: center=f, left=e, right=g, up=b, down=j + // t: center=g, left=f, right=h, up=c, down=k + // u: center=j, left=i, right=k, up=f, down=n + // v: center=k, left=j, right=l, up=g, down=o + + AF2 dir = AF2_(0.0); + AF1 len = AF1_(0.0); + + // Quadrant s + { + AF1 w = (AF1_(1.0) - pp.x) * (AF1_(1.0) - pp.y); + AF1 dc = gL - fL; AF1 cb = fL - eL; + AF1 lenX = max(abs(dc), abs(cb)); + lenX = APrxLoRcpF1(lenX); + AF1 dirX = gL - eL; + dir.x += dirX * w; + lenX = ASatF1(abs(dirX) * lenX); lenX *= lenX; len += lenX * w; + AF1 ec = jL - fL; AF1 ca = fL - bL; + AF1 lenY = max(abs(ec), abs(ca)); + lenY = APrxLoRcpF1(lenY); + AF1 dirY = jL - bL; + dir.y += dirY * w; + lenY = ASatF1(abs(dirY) * lenY); lenY *= lenY; len += lenY * w; + } + // Quadrant t + { + AF1 w = pp.x * (AF1_(1.0) - pp.y); + AF1 dc = hL - gL; AF1 cb = gL - fL; + AF1 lenX = max(abs(dc), abs(cb)); + lenX = APrxLoRcpF1(lenX); + AF1 dirX = hL - fL; + dir.x += dirX * w; + lenX = ASatF1(abs(dirX) * lenX); lenX *= lenX; len += lenX * w; + AF1 ec = kL - gL; AF1 ca = gL - cL; + AF1 lenY = max(abs(ec), abs(ca)); + lenY = APrxLoRcpF1(lenY); + AF1 dirY = kL - cL; + dir.y += dirY * w; + lenY = ASatF1(abs(dirY) * lenY); lenY *= lenY; len += lenY * w; + } + // Quadrant u + { + AF1 w = (AF1_(1.0) - pp.x) * pp.y; + AF1 dc = kL - jL; AF1 cb = jL - iL; + AF1 lenX = max(abs(dc), abs(cb)); + lenX = APrxLoRcpF1(lenX); + AF1 dirX = kL - iL; + dir.x += dirX * w; + lenX = ASatF1(abs(dirX) * lenX); lenX *= lenX; len += lenX * w; + AF1 ec = nL - jL; AF1 ca = jL - fL; + AF1 lenY = max(abs(ec), abs(ca)); + lenY = APrxLoRcpF1(lenY); + AF1 dirY = nL - fL; + dir.y += dirY * w; + lenY = ASatF1(abs(dirY) * lenY); lenY *= lenY; len += lenY * w; + } + // Quadrant v + { + AF1 w = pp.x * pp.y; + AF1 dc = lL - kL; AF1 cb = kL - jL; + AF1 lenX = max(abs(dc), abs(cb)); + lenX = APrxLoRcpF1(lenX); + AF1 dirX = lL - jL; + dir.x += dirX * w; + lenX = ASatF1(abs(dirX) * lenX); lenX *= lenX; len += lenX * w; + AF1 ec = oL - kL; AF1 ca = kL - gL; + AF1 lenY = max(abs(ec), abs(ca)); + lenY = APrxLoRcpF1(lenY); + AF1 dirY = oL - gL; + dir.y += dirY * w; + lenY = ASatF1(abs(dirY) * lenY); lenY *= lenY; len += lenY * w; + } + + // --- Normalize direction --- + AF2 dir2 = dir * dir; + AF1 dirR = dir2.x + dir2.y; + AP1 zro = dirR < AF1_(1.0 / 32768.0); + dirR = APrxLoRsqF1(dirR); + dirR = zro ? AF1_(1.0) : dirR; + dir.x = zro ? AF1_(1.0) : dir.x; + dir *= AF2_(dirR); + + // --- Shape length --- + len = len * AF1_(0.5); + len *= len; + AF1 stretch = (dir.x * dir.x + dir.y * dir.y) * APrxLoRcpF1(max(abs(dir.x), abs(dir.y))); + AF2 len2 = AF2(AF1_(1.0) + (stretch - AF1_(1.0)) * len, AF1_(1.0) + AF1_(-0.5) * len); + AF1 lob = AF1_(0.5) + AF1_((1.0 / 4.0 - 0.04) - 0.5) * len; + AF1 clp = APrxLoRcpF1(lob); + + // --- Min/max of 4 nearest (f, g, j, k) for de-ringing --- + AF3 min4 = min(min(f, g), min(j, k)); + AF3 max4 = max(max(f, g), max(j, k)); + + // --- Accumulate 12 taps (inlined FsrEasuTapF) --- + AF3 aC = AF3_(0.0); + AF1 aW = AF1_(0.0); + + // Macro for the Lanczos-like kernel evaluation per tap. + // Rotates offset by direction, applies anisotropic scaling, + // evaluates the approximated windowed Lanczos kernel, accumulates. + #define FSR_EASU_TAP(OFF_X, OFF_Y, COLOR) { \ + AF2 v; \ + v.x = ((OFF_X) - pp.x) * dir.x + ((OFF_Y) - pp.y) * dir.y; \ + v.y = ((OFF_X) - pp.x) * (-dir.y) + ((OFF_Y) - pp.y) * dir.x; \ + v *= len2; \ + AF1 d2 = min(v.x * v.x + v.y * v.y, clp); \ + AF1 wB = AF1_(2.0 / 5.0) * d2 + AF1_(-1.0); \ + AF1 wA = lob * d2 + AF1_(-1.0); \ + wB *= wB; wA *= wA; \ + wB = AF1_(25.0 / 16.0) * wB + AF1_(-(25.0 / 16.0 - 1.0)); \ + AF1 w = wB * wA; \ + aC += (COLOR) * w; aW += w; } + + FSR_EASU_TAP( 0.0, -1.0, b) // b + FSR_EASU_TAP( 1.0, -1.0, c) // c + FSR_EASU_TAP(-1.0, 1.0, i) // i + FSR_EASU_TAP( 0.0, 1.0, j) // j + FSR_EASU_TAP( 0.0, 0.0, f) // f + FSR_EASU_TAP(-1.0, 0.0, e) // e + FSR_EASU_TAP( 1.0, 1.0, k) // k + FSR_EASU_TAP( 2.0, 1.0, l) // l + FSR_EASU_TAP( 2.0, 0.0, h) // h + FSR_EASU_TAP( 1.0, 0.0, g) // g + FSR_EASU_TAP( 1.0, 2.0, o) // o + FSR_EASU_TAP( 0.0, 2.0, n) // n + + #undef FSR_EASU_TAP + + // --- Normalize and de-ring --- + AF3 pix = min(max4, max(min4, aC * AF3_(ARcpF1(aW)))); + color = vec4(pix, 1.0); +} diff --git a/src/video_core/host_shaders/scaling/FSR/OpenGL/opengl_fsr_pass1.vert b/src/video_core/host_shaders/scaling/FSR/OpenGL/opengl_fsr_pass1.vert new file mode 100644 index 000000000..37db9dc55 --- /dev/null +++ b/src/video_core/host_shaders/scaling/FSR/OpenGL/opengl_fsr_pass1.vert @@ -0,0 +1,12 @@ +// FSR - [RCAS] ROBUST CONTRAST ADAPTIVE SHARPENING +//? #version 450 +layout(location = 0) in vec2 vert_position; +layout(location = 1) in vec2 vert_tex_coord; +layout(location = 0) out vec2 frag_tex_coord; + +void main() +{ + gl_Position = vec4(vert_position, 0.0, 1.0); + frag_tex_coord = vert_tex_coord; +} + diff --git a/src/video_core/host_shaders/scaling/FSR/OpenGL/opengl_fsr_pass1_part1.frag b/src/video_core/host_shaders/scaling/FSR/OpenGL/opengl_fsr_pass1_part1.frag new file mode 100644 index 000000000..acc30a77d --- /dev/null +++ b/src/video_core/host_shaders/scaling/FSR/OpenGL/opengl_fsr_pass1_part1.frag @@ -0,0 +1,10 @@ +// FSR - [RCAS] ROBUST CONTRAST ADAPTIVE SHARPENING +layout(location = 0) in vec2 frag_tex_coord; +layout(location = 0) out vec4 color; +layout(binding = 0) uniform sampler2D color_texture; +uniform float FSR_SHARPENING; +uniform vec4 o_resolution; + +#define A_GPU 1 +#define A_GLSL 1 +// #include "ffx_a.h" \ No newline at end of file diff --git a/src/video_core/host_shaders/scaling/FSR/OpenGL/opengl_fsr_pass1_part2.frag b/src/video_core/host_shaders/scaling/FSR/OpenGL/opengl_fsr_pass1_part2.frag new file mode 100644 index 000000000..47e4739cb --- /dev/null +++ b/src/video_core/host_shaders/scaling/FSR/OpenGL/opengl_fsr_pass1_part2.frag @@ -0,0 +1,7 @@ +#define FSR_RCAS_F 1 +AU4 con0; + +AF4 FsrRcasLoadF(ASU2 p) { return AF4(texelFetch(color_texture, p, 0)); } +void FsrRcasInputF(inout AF1 r, inout AF1 g, inout AF1 b) {} + +// #include "ffx_fsr1.h" \ No newline at end of file diff --git a/src/video_core/host_shaders/scaling/FSR/OpenGL/opengl_fsr_pass1_part3.frag b/src/video_core/host_shaders/scaling/FSR/OpenGL/opengl_fsr_pass1_part3.frag new file mode 100644 index 000000000..23d1b5fdf --- /dev/null +++ b/src/video_core/host_shaders/scaling/FSR/OpenGL/opengl_fsr_pass1_part3.frag @@ -0,0 +1,9 @@ +void main() { + FsrRcasCon(con0, params.FSR_SHARPENING); + + AU2 gxy = AU2(frag_tex_coord.xy * o_resolution.xy); // Integer pixel position in output. + AF3 Gamma2Color = AF3(0, 0, 0); + FsrRcasF(Gamma2Color.r, Gamma2Color.g, Gamma2Color.b, gxy, con0); + + color = vec4(Gamma2Color, 1.0); +} diff --git a/src/video_core/host_shaders/scaling/FSR/ffx_a.h b/src/video_core/host_shaders/scaling/FSR/ffx_a.h new file mode 100644 index 000000000..d04bff55c --- /dev/null +++ b/src/video_core/host_shaders/scaling/FSR/ffx_a.h @@ -0,0 +1,2656 @@ +//============================================================================================================================== +// +// [A] SHADER PORTABILITY 1.20210629 +// +//============================================================================================================================== +// FidelityFX Super Resolution Sample +// +// Copyright (c) 2021 Advanced Micro Devices, Inc. All rights reserved. +// Permission is hereby granted, free of charge, to any person obtaining a copy +// of this software and associated documentation files(the "Software"), to deal +// in the Software without restriction, including without limitation the rights +// to use, copy, modify, merge, publish, distribute, sublicense, and / or sell +// copies of the Software, and to permit persons to whom the Software is +// furnished to do so, subject to the following conditions : +// The above copyright notice and this permission notice shall be included in +// all copies or substantial portions of the Software. +// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.IN NO EVENT SHALL THE +// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN +// THE SOFTWARE. +//------------------------------------------------------------------------------------------------------------------------------ +// MIT LICENSE +// =========== +// Copyright (c) 2014 Michal Drobot (for concepts used in "FLOAT APPROXIMATIONS"). +// ----------- +// Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation +// files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, +// modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the +// Software is furnished to do so, subject to the following conditions: +// ----------- +// The above copyright notice and this permission notice shall be included in all copies or substantial portions of the +// Software. +// ----------- +// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE +// WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR +// COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, +// ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. +//------------------------------------------------------------------------------------------------------------------------------ +// ABOUT +// ===== +// Common central point for high-level shading language and C portability for various shader headers. +//------------------------------------------------------------------------------------------------------------------------------ +// DEFINES +// ======= +// A_CPU ..... Include the CPU related code. +// A_GPU ..... Include the GPU related code. +// A_GLSL .... Using GLSL. +// A_HLSL .... Using HLSL. +// A_HLSL_6_2 Using HLSL 6.2 with new 'uint16_t' and related types (requires '-enable-16bit-types'). +// A_NO_16_BIT_CAST Don't use instructions that are not availabe in SPIR-V (needed for running A_HLSL_6_2 on Vulkan) +// A_GCC ..... Using a GCC compatible compiler (else assume MSVC compatible compiler by default). +// ======= +// A_BYTE .... Support 8-bit integer. +// A_HALF .... Support 16-bit integer and floating point. +// A_LONG .... Support 64-bit integer. +// A_DUBL .... Support 64-bit floating point. +// ======= +// A_WAVE .... Support wave-wide operations. +//------------------------------------------------------------------------------------------------------------------------------ +// To get #include "ffx_a.h" working in GLSL use '#extension GL_GOOGLE_include_directive:require'. +//------------------------------------------------------------------------------------------------------------------------------ +// SIMPLIFIED TYPE SYSTEM +// ====================== +// - All ints will be unsigned with exception of when signed is required. +// - Type naming simplified and shortened "A<#components>", +// - H = 16-bit float (half) +// - F = 32-bit float (float) +// - D = 64-bit float (double) +// - P = 1-bit integer (predicate, not using bool because 'B' is used for byte) +// - B = 8-bit integer (byte) +// - W = 16-bit integer (word) +// - U = 32-bit integer (unsigned) +// - L = 64-bit integer (long) +// - Using "AS<#components>" for signed when required. +//------------------------------------------------------------------------------------------------------------------------------ +// TODO +// ==== +// - Make sure 'ALerp*(a,b,m)' does 'b*m+(-a*m+a)' (2 ops). +//------------------------------------------------------------------------------------------------------------------------------ +// CHANGE LOG +// ========== +// 20200914 - Expanded wave ops and prx code. +// 20200713 - Added [ZOL] section, fixed serious bugs in sRGB and Rec.709 color conversion code, etc. +//============================================================================================================================== +//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +//_____________________________________________________________/\_______________________________________________________________ +//============================================================================================================================== +// COMMON +//============================================================================================================================== +#define A_2PI 6.28318530718 +//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +//_____________________________________________________________/\_______________________________________________________________ +//============================================================================================================================== +// +// +// CPU +// +// +//============================================================================================================================== +#ifdef A_CPU + // Supporting user defined overrides. + #ifndef A_RESTRICT + #define A_RESTRICT __restrict + #endif +//------------------------------------------------------------------------------------------------------------------------------ + #ifndef A_STATIC + #define A_STATIC static + #endif +//------------------------------------------------------------------------------------------------------------------------------ + // Same types across CPU and GPU. + // Predicate uses 32-bit integer (C friendly bool). + typedef uint32_t AP1; + typedef float AF1; + typedef double AD1; + typedef uint8_t AB1; + typedef uint16_t AW1; + typedef uint32_t AU1; + typedef uint64_t AL1; + typedef int8_t ASB1; + typedef int16_t ASW1; + typedef int32_t ASU1; + typedef int64_t ASL1; +//------------------------------------------------------------------------------------------------------------------------------ + #define AD1_(a) ((AD1)(a)) + #define AF1_(a) ((AF1)(a)) + #define AL1_(a) ((AL1)(a)) + #define AU1_(a) ((AU1)(a)) +//------------------------------------------------------------------------------------------------------------------------------ + #define ASL1_(a) ((ASL1)(a)) + #define ASU1_(a) ((ASU1)(a)) +//------------------------------------------------------------------------------------------------------------------------------ + A_STATIC AU1 AU1_AF1(AF1 a){union{AF1 f;AU1 u;}bits;bits.f=a;return bits.u;} +//------------------------------------------------------------------------------------------------------------------------------ + #define A_TRUE 1 + #define A_FALSE 0 +//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +//_____________________________________________________________/\_______________________________________________________________ +//============================================================================================================================== +// +// CPU/GPU PORTING +// +//------------------------------------------------------------------------------------------------------------------------------ +// Get CPU and GPU to share all setup code, without duplicate code paths. +// This uses a lower-case prefix for special vector constructs. +// - In C restrict pointers are used. +// - In the shading language, in/inout/out arguments are used. +// This depends on the ability to access a vector value in both languages via array syntax (aka color[2]). +//============================================================================================================================== +//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +//_____________________________________________________________/\_______________________________________________________________ +//============================================================================================================================== +// VECTOR ARGUMENT/RETURN/INITIALIZATION PORTABILITY +//============================================================================================================================== + #define retAD2 AD1 *A_RESTRICT + #define retAD3 AD1 *A_RESTRICT + #define retAD4 AD1 *A_RESTRICT + #define retAF2 AF1 *A_RESTRICT + #define retAF3 AF1 *A_RESTRICT + #define retAF4 AF1 *A_RESTRICT + #define retAL2 AL1 *A_RESTRICT + #define retAL3 AL1 *A_RESTRICT + #define retAL4 AL1 *A_RESTRICT + #define retAU2 AU1 *A_RESTRICT + #define retAU3 AU1 *A_RESTRICT + #define retAU4 AU1 *A_RESTRICT +//------------------------------------------------------------------------------------------------------------------------------ + #define inAD2 AD1 *A_RESTRICT + #define inAD3 AD1 *A_RESTRICT + #define inAD4 AD1 *A_RESTRICT + #define inAF2 AF1 *A_RESTRICT + #define inAF3 AF1 *A_RESTRICT + #define inAF4 AF1 *A_RESTRICT + #define inAL2 AL1 *A_RESTRICT + #define inAL3 AL1 *A_RESTRICT + #define inAL4 AL1 *A_RESTRICT + #define inAU2 AU1 *A_RESTRICT + #define inAU3 AU1 *A_RESTRICT + #define inAU4 AU1 *A_RESTRICT +//------------------------------------------------------------------------------------------------------------------------------ + #define inoutAD2 AD1 *A_RESTRICT + #define inoutAD3 AD1 *A_RESTRICT + #define inoutAD4 AD1 *A_RESTRICT + #define inoutAF2 AF1 *A_RESTRICT + #define inoutAF3 AF1 *A_RESTRICT + #define inoutAF4 AF1 *A_RESTRICT + #define inoutAL2 AL1 *A_RESTRICT + #define inoutAL3 AL1 *A_RESTRICT + #define inoutAL4 AL1 *A_RESTRICT + #define inoutAU2 AU1 *A_RESTRICT + #define inoutAU3 AU1 *A_RESTRICT + #define inoutAU4 AU1 *A_RESTRICT +//------------------------------------------------------------------------------------------------------------------------------ + #define outAD2 AD1 *A_RESTRICT + #define outAD3 AD1 *A_RESTRICT + #define outAD4 AD1 *A_RESTRICT + #define outAF2 AF1 *A_RESTRICT + #define outAF3 AF1 *A_RESTRICT + #define outAF4 AF1 *A_RESTRICT + #define outAL2 AL1 *A_RESTRICT + #define outAL3 AL1 *A_RESTRICT + #define outAL4 AL1 *A_RESTRICT + #define outAU2 AU1 *A_RESTRICT + #define outAU3 AU1 *A_RESTRICT + #define outAU4 AU1 *A_RESTRICT +//------------------------------------------------------------------------------------------------------------------------------ + #define varAD2(x) AD1 x[2] + #define varAD3(x) AD1 x[3] + #define varAD4(x) AD1 x[4] + #define varAF2(x) AF1 x[2] + #define varAF3(x) AF1 x[3] + #define varAF4(x) AF1 x[4] + #define varAL2(x) AL1 x[2] + #define varAL3(x) AL1 x[3] + #define varAL4(x) AL1 x[4] + #define varAU2(x) AU1 x[2] + #define varAU3(x) AU1 x[3] + #define varAU4(x) AU1 x[4] +//------------------------------------------------------------------------------------------------------------------------------ + #define initAD2(x,y) {x,y} + #define initAD3(x,y,z) {x,y,z} + #define initAD4(x,y,z,w) {x,y,z,w} + #define initAF2(x,y) {x,y} + #define initAF3(x,y,z) {x,y,z} + #define initAF4(x,y,z,w) {x,y,z,w} + #define initAL2(x,y) {x,y} + #define initAL3(x,y,z) {x,y,z} + #define initAL4(x,y,z,w) {x,y,z,w} + #define initAU2(x,y) {x,y} + #define initAU3(x,y,z) {x,y,z} + #define initAU4(x,y,z,w) {x,y,z,w} +//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +//_____________________________________________________________/\_______________________________________________________________ +//============================================================================================================================== +// SCALAR RETURN OPS +//------------------------------------------------------------------------------------------------------------------------------ +// TODO +// ==== +// - Replace transcendentals with manual versions. +//============================================================================================================================== + #ifdef A_GCC + A_STATIC AD1 AAbsD1(AD1 a){return __builtin_fabs(a);} + A_STATIC AF1 AAbsF1(AF1 a){return __builtin_fabsf(a);} + A_STATIC AU1 AAbsSU1(AU1 a){return AU1_(__builtin_abs(ASU1_(a)));} + A_STATIC AL1 AAbsSL1(AL1 a){return AL1_(__builtin_llabs(ASL1_(a)));} + #else + A_STATIC AD1 AAbsD1(AD1 a){return fabs(a);} + A_STATIC AF1 AAbsF1(AF1 a){return fabsf(a);} + A_STATIC AU1 AAbsSU1(AU1 a){return AU1_(abs(ASU1_(a)));} + A_STATIC AL1 AAbsSL1(AL1 a){return AL1_(labs((long)ASL1_(a)));} + #endif +//------------------------------------------------------------------------------------------------------------------------------ + #ifdef A_GCC + A_STATIC AD1 ACosD1(AD1 a){return __builtin_cos(a);} + A_STATIC AF1 ACosF1(AF1 a){return __builtin_cosf(a);} + #else + A_STATIC AD1 ACosD1(AD1 a){return cos(a);} + A_STATIC AF1 ACosF1(AF1 a){return cosf(a);} + #endif +//------------------------------------------------------------------------------------------------------------------------------ + A_STATIC AD1 ADotD2(inAD2 a,inAD2 b){return a[0]*b[0]+a[1]*b[1];} + A_STATIC AD1 ADotD3(inAD3 a,inAD3 b){return a[0]*b[0]+a[1]*b[1]+a[2]*b[2];} + A_STATIC AD1 ADotD4(inAD4 a,inAD4 b){return a[0]*b[0]+a[1]*b[1]+a[2]*b[2]+a[3]*b[3];} + A_STATIC AF1 ADotF2(inAF2 a,inAF2 b){return a[0]*b[0]+a[1]*b[1];} + A_STATIC AF1 ADotF3(inAF3 a,inAF3 b){return a[0]*b[0]+a[1]*b[1]+a[2]*b[2];} + A_STATIC AF1 ADotF4(inAF4 a,inAF4 b){return a[0]*b[0]+a[1]*b[1]+a[2]*b[2]+a[3]*b[3];} +//------------------------------------------------------------------------------------------------------------------------------ + #ifdef A_GCC + A_STATIC AD1 AExp2D1(AD1 a){return __builtin_exp2(a);} + A_STATIC AF1 AExp2F1(AF1 a){return __builtin_exp2f(a);} + #else + A_STATIC AD1 AExp2D1(AD1 a){return exp2(a);} + A_STATIC AF1 AExp2F1(AF1 a){return exp2f(a);} + #endif +//------------------------------------------------------------------------------------------------------------------------------ + #ifdef A_GCC + A_STATIC AD1 AFloorD1(AD1 a){return __builtin_floor(a);} + A_STATIC AF1 AFloorF1(AF1 a){return __builtin_floorf(a);} + #else + A_STATIC AD1 AFloorD1(AD1 a){return floor(a);} + A_STATIC AF1 AFloorF1(AF1 a){return floorf(a);} + #endif +//------------------------------------------------------------------------------------------------------------------------------ + A_STATIC AD1 ALerpD1(AD1 a,AD1 b,AD1 c){return b*c+(-a*c+a);} + A_STATIC AF1 ALerpF1(AF1 a,AF1 b,AF1 c){return b*c+(-a*c+a);} +//------------------------------------------------------------------------------------------------------------------------------ + #ifdef A_GCC + A_STATIC AD1 ALog2D1(AD1 a){return __builtin_log2(a);} + A_STATIC AF1 ALog2F1(AF1 a){return __builtin_log2f(a);} + #else + A_STATIC AD1 ALog2D1(AD1 a){return log2(a);} + A_STATIC AF1 ALog2F1(AF1 a){return log2f(a);} + #endif +//------------------------------------------------------------------------------------------------------------------------------ + A_STATIC AD1 AMaxD1(AD1 a,AD1 b){return a>b?a:b;} + A_STATIC AF1 AMaxF1(AF1 a,AF1 b){return a>b?a:b;} + A_STATIC AL1 AMaxL1(AL1 a,AL1 b){return a>b?a:b;} + A_STATIC AU1 AMaxU1(AU1 a,AU1 b){return a>b?a:b;} +//------------------------------------------------------------------------------------------------------------------------------ + // These follow the convention that A integer types don't have signage, until they are operated on. + A_STATIC AL1 AMaxSL1(AL1 a,AL1 b){return (ASL1_(a)>ASL1_(b))?a:b;} + A_STATIC AU1 AMaxSU1(AU1 a,AU1 b){return (ASU1_(a)>ASU1_(b))?a:b;} +//------------------------------------------------------------------------------------------------------------------------------ + A_STATIC AD1 AMinD1(AD1 a,AD1 b){return a>ASL1_(b));} + A_STATIC AU1 AShrSU1(AU1 a,AU1 b){return AU1_(ASU1_(a)>>ASU1_(b));} +//------------------------------------------------------------------------------------------------------------------------------ + #ifdef A_GCC + A_STATIC AD1 ASinD1(AD1 a){return __builtin_sin(a);} + A_STATIC AF1 ASinF1(AF1 a){return __builtin_sinf(a);} + #else + A_STATIC AD1 ASinD1(AD1 a){return sin(a);} + A_STATIC AF1 ASinF1(AF1 a){return sinf(a);} + #endif +//------------------------------------------------------------------------------------------------------------------------------ + #ifdef A_GCC + A_STATIC AD1 ASqrtD1(AD1 a){return __builtin_sqrt(a);} + A_STATIC AF1 ASqrtF1(AF1 a){return __builtin_sqrtf(a);} + #else + A_STATIC AD1 ASqrtD1(AD1 a){return sqrt(a);} + A_STATIC AF1 ASqrtF1(AF1 a){return sqrtf(a);} + #endif +//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +//_____________________________________________________________/\_______________________________________________________________ +//============================================================================================================================== +// SCALAR RETURN OPS - DEPENDENT +//============================================================================================================================== + A_STATIC AD1 AClampD1(AD1 x,AD1 n,AD1 m){return AMaxD1(n,AMinD1(x,m));} + A_STATIC AF1 AClampF1(AF1 x,AF1 n,AF1 m){return AMaxF1(n,AMinF1(x,m));} +//------------------------------------------------------------------------------------------------------------------------------ + A_STATIC AD1 AFractD1(AD1 a){return a-AFloorD1(a);} + A_STATIC AF1 AFractF1(AF1 a){return a-AFloorF1(a);} +//------------------------------------------------------------------------------------------------------------------------------ + A_STATIC AD1 APowD1(AD1 a,AD1 b){return AExp2D1(b*ALog2D1(a));} + A_STATIC AF1 APowF1(AF1 a,AF1 b){return AExp2F1(b*ALog2F1(a));} +//------------------------------------------------------------------------------------------------------------------------------ + A_STATIC AD1 ARsqD1(AD1 a){return ARcpD1(ASqrtD1(a));} + A_STATIC AF1 ARsqF1(AF1 a){return ARcpF1(ASqrtF1(a));} +//------------------------------------------------------------------------------------------------------------------------------ + A_STATIC AD1 ASatD1(AD1 a){return AMinD1(1.0,AMaxD1(0.0,a));} + A_STATIC AF1 ASatF1(AF1 a){return AMinF1(1.0f,AMaxF1(0.0f,a));} +//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +//_____________________________________________________________/\_______________________________________________________________ +//============================================================================================================================== +// VECTOR OPS +//------------------------------------------------------------------------------------------------------------------------------ +// These are added as needed for production or prototyping, so not necessarily a complete set. +// They follow a convention of taking in a destination and also returning the destination value to increase utility. +//============================================================================================================================== + A_STATIC retAD2 opAAbsD2(outAD2 d,inAD2 a){d[0]=AAbsD1(a[0]);d[1]=AAbsD1(a[1]);return d;} + A_STATIC retAD3 opAAbsD3(outAD3 d,inAD3 a){d[0]=AAbsD1(a[0]);d[1]=AAbsD1(a[1]);d[2]=AAbsD1(a[2]);return d;} + A_STATIC retAD4 opAAbsD4(outAD4 d,inAD4 a){d[0]=AAbsD1(a[0]);d[1]=AAbsD1(a[1]);d[2]=AAbsD1(a[2]);d[3]=AAbsD1(a[3]);return d;} +//------------------------------------------------------------------------------------------------------------------------------ + A_STATIC retAF2 opAAbsF2(outAF2 d,inAF2 a){d[0]=AAbsF1(a[0]);d[1]=AAbsF1(a[1]);return d;} + A_STATIC retAF3 opAAbsF3(outAF3 d,inAF3 a){d[0]=AAbsF1(a[0]);d[1]=AAbsF1(a[1]);d[2]=AAbsF1(a[2]);return d;} + A_STATIC retAF4 opAAbsF4(outAF4 d,inAF4 a){d[0]=AAbsF1(a[0]);d[1]=AAbsF1(a[1]);d[2]=AAbsF1(a[2]);d[3]=AAbsF1(a[3]);return d;} +//============================================================================================================================== + A_STATIC retAD2 opAAddD2(outAD2 d,inAD2 a,inAD2 b){d[0]=a[0]+b[0];d[1]=a[1]+b[1];return d;} + A_STATIC retAD3 opAAddD3(outAD3 d,inAD3 a,inAD3 b){d[0]=a[0]+b[0];d[1]=a[1]+b[1];d[2]=a[2]+b[2];return d;} + A_STATIC retAD4 opAAddD4(outAD4 d,inAD4 a,inAD4 b){d[0]=a[0]+b[0];d[1]=a[1]+b[1];d[2]=a[2]+b[2];d[3]=a[3]+b[3];return d;} +//------------------------------------------------------------------------------------------------------------------------------ + A_STATIC retAF2 opAAddF2(outAF2 d,inAF2 a,inAF2 b){d[0]=a[0]+b[0];d[1]=a[1]+b[1];return d;} + A_STATIC retAF3 opAAddF3(outAF3 d,inAF3 a,inAF3 b){d[0]=a[0]+b[0];d[1]=a[1]+b[1];d[2]=a[2]+b[2];return d;} + A_STATIC retAF4 opAAddF4(outAF4 d,inAF4 a,inAF4 b){d[0]=a[0]+b[0];d[1]=a[1]+b[1];d[2]=a[2]+b[2];d[3]=a[3]+b[3];return d;} +//============================================================================================================================== + A_STATIC retAD2 opAAddOneD2(outAD2 d,inAD2 a,AD1 b){d[0]=a[0]+b;d[1]=a[1]+b;return d;} + A_STATIC retAD3 opAAddOneD3(outAD3 d,inAD3 a,AD1 b){d[0]=a[0]+b;d[1]=a[1]+b;d[2]=a[2]+b;return d;} + A_STATIC retAD4 opAAddOneD4(outAD4 d,inAD4 a,AD1 b){d[0]=a[0]+b;d[1]=a[1]+b;d[2]=a[2]+b;d[3]=a[3]+b;return d;} +//------------------------------------------------------------------------------------------------------------------------------ + A_STATIC retAF2 opAAddOneF2(outAF2 d,inAF2 a,AF1 b){d[0]=a[0]+b;d[1]=a[1]+b;return d;} + A_STATIC retAF3 opAAddOneF3(outAF3 d,inAF3 a,AF1 b){d[0]=a[0]+b;d[1]=a[1]+b;d[2]=a[2]+b;return d;} + A_STATIC retAF4 opAAddOneF4(outAF4 d,inAF4 a,AF1 b){d[0]=a[0]+b;d[1]=a[1]+b;d[2]=a[2]+b;d[3]=a[3]+b;return d;} +//============================================================================================================================== + A_STATIC retAD2 opACpyD2(outAD2 d,inAD2 a){d[0]=a[0];d[1]=a[1];return d;} + A_STATIC retAD3 opACpyD3(outAD3 d,inAD3 a){d[0]=a[0];d[1]=a[1];d[2]=a[2];return d;} + A_STATIC retAD4 opACpyD4(outAD4 d,inAD4 a){d[0]=a[0];d[1]=a[1];d[2]=a[2];d[3]=a[3];return d;} +//------------------------------------------------------------------------------------------------------------------------------ + A_STATIC retAF2 opACpyF2(outAF2 d,inAF2 a){d[0]=a[0];d[1]=a[1];return d;} + A_STATIC retAF3 opACpyF3(outAF3 d,inAF3 a){d[0]=a[0];d[1]=a[1];d[2]=a[2];return d;} + A_STATIC retAF4 opACpyF4(outAF4 d,inAF4 a){d[0]=a[0];d[1]=a[1];d[2]=a[2];d[3]=a[3];return d;} +//============================================================================================================================== + A_STATIC retAD2 opALerpD2(outAD2 d,inAD2 a,inAD2 b,inAD2 c){d[0]=ALerpD1(a[0],b[0],c[0]);d[1]=ALerpD1(a[1],b[1],c[1]);return d;} + A_STATIC retAD3 opALerpD3(outAD3 d,inAD3 a,inAD3 b,inAD3 c){d[0]=ALerpD1(a[0],b[0],c[0]);d[1]=ALerpD1(a[1],b[1],c[1]);d[2]=ALerpD1(a[2],b[2],c[2]);return d;} + A_STATIC retAD4 opALerpD4(outAD4 d,inAD4 a,inAD4 b,inAD4 c){d[0]=ALerpD1(a[0],b[0],c[0]);d[1]=ALerpD1(a[1],b[1],c[1]);d[2]=ALerpD1(a[2],b[2],c[2]);d[3]=ALerpD1(a[3],b[3],c[3]);return d;} +//------------------------------------------------------------------------------------------------------------------------------ + A_STATIC retAF2 opALerpF2(outAF2 d,inAF2 a,inAF2 b,inAF2 c){d[0]=ALerpF1(a[0],b[0],c[0]);d[1]=ALerpF1(a[1],b[1],c[1]);return d;} + A_STATIC retAF3 opALerpF3(outAF3 d,inAF3 a,inAF3 b,inAF3 c){d[0]=ALerpF1(a[0],b[0],c[0]);d[1]=ALerpF1(a[1],b[1],c[1]);d[2]=ALerpF1(a[2],b[2],c[2]);return d;} + A_STATIC retAF4 opALerpF4(outAF4 d,inAF4 a,inAF4 b,inAF4 c){d[0]=ALerpF1(a[0],b[0],c[0]);d[1]=ALerpF1(a[1],b[1],c[1]);d[2]=ALerpF1(a[2],b[2],c[2]);d[3]=ALerpF1(a[3],b[3],c[3]);return d;} +//============================================================================================================================== + A_STATIC retAD2 opALerpOneD2(outAD2 d,inAD2 a,inAD2 b,AD1 c){d[0]=ALerpD1(a[0],b[0],c);d[1]=ALerpD1(a[1],b[1],c);return d;} + A_STATIC retAD3 opALerpOneD3(outAD3 d,inAD3 a,inAD3 b,AD1 c){d[0]=ALerpD1(a[0],b[0],c);d[1]=ALerpD1(a[1],b[1],c);d[2]=ALerpD1(a[2],b[2],c);return d;} + A_STATIC retAD4 opALerpOneD4(outAD4 d,inAD4 a,inAD4 b,AD1 c){d[0]=ALerpD1(a[0],b[0],c);d[1]=ALerpD1(a[1],b[1],c);d[2]=ALerpD1(a[2],b[2],c);d[3]=ALerpD1(a[3],b[3],c);return d;} +//------------------------------------------------------------------------------------------------------------------------------ + A_STATIC retAF2 opALerpOneF2(outAF2 d,inAF2 a,inAF2 b,AF1 c){d[0]=ALerpF1(a[0],b[0],c);d[1]=ALerpF1(a[1],b[1],c);return d;} + A_STATIC retAF3 opALerpOneF3(outAF3 d,inAF3 a,inAF3 b,AF1 c){d[0]=ALerpF1(a[0],b[0],c);d[1]=ALerpF1(a[1],b[1],c);d[2]=ALerpF1(a[2],b[2],c);return d;} + A_STATIC retAF4 opALerpOneF4(outAF4 d,inAF4 a,inAF4 b,AF1 c){d[0]=ALerpF1(a[0],b[0],c);d[1]=ALerpF1(a[1],b[1],c);d[2]=ALerpF1(a[2],b[2],c);d[3]=ALerpF1(a[3],b[3],c);return d;} +//============================================================================================================================== + A_STATIC retAD2 opAMaxD2(outAD2 d,inAD2 a,inAD2 b){d[0]=AMaxD1(a[0],b[0]);d[1]=AMaxD1(a[1],b[1]);return d;} + A_STATIC retAD3 opAMaxD3(outAD3 d,inAD3 a,inAD3 b){d[0]=AMaxD1(a[0],b[0]);d[1]=AMaxD1(a[1],b[1]);d[2]=AMaxD1(a[2],b[2]);return d;} + A_STATIC retAD4 opAMaxD4(outAD4 d,inAD4 a,inAD4 b){d[0]=AMaxD1(a[0],b[0]);d[1]=AMaxD1(a[1],b[1]);d[2]=AMaxD1(a[2],b[2]);d[3]=AMaxD1(a[3],b[3]);return d;} +//------------------------------------------------------------------------------------------------------------------------------ + A_STATIC retAF2 opAMaxF2(outAF2 d,inAF2 a,inAF2 b){d[0]=AMaxF1(a[0],b[0]);d[1]=AMaxF1(a[1],b[1]);return d;} + A_STATIC retAF3 opAMaxF3(outAF3 d,inAF3 a,inAF3 b){d[0]=AMaxF1(a[0],b[0]);d[1]=AMaxF1(a[1],b[1]);d[2]=AMaxF1(a[2],b[2]);return d;} + A_STATIC retAF4 opAMaxF4(outAF4 d,inAF4 a,inAF4 b){d[0]=AMaxF1(a[0],b[0]);d[1]=AMaxF1(a[1],b[1]);d[2]=AMaxF1(a[2],b[2]);d[3]=AMaxF1(a[3],b[3]);return d;} +//============================================================================================================================== + A_STATIC retAD2 opAMinD2(outAD2 d,inAD2 a,inAD2 b){d[0]=AMinD1(a[0],b[0]);d[1]=AMinD1(a[1],b[1]);return d;} + A_STATIC retAD3 opAMinD3(outAD3 d,inAD3 a,inAD3 b){d[0]=AMinD1(a[0],b[0]);d[1]=AMinD1(a[1],b[1]);d[2]=AMinD1(a[2],b[2]);return d;} + A_STATIC retAD4 opAMinD4(outAD4 d,inAD4 a,inAD4 b){d[0]=AMinD1(a[0],b[0]);d[1]=AMinD1(a[1],b[1]);d[2]=AMinD1(a[2],b[2]);d[3]=AMinD1(a[3],b[3]);return d;} +//------------------------------------------------------------------------------------------------------------------------------ + A_STATIC retAF2 opAMinF2(outAF2 d,inAF2 a,inAF2 b){d[0]=AMinF1(a[0],b[0]);d[1]=AMinF1(a[1],b[1]);return d;} + A_STATIC retAF3 opAMinF3(outAF3 d,inAF3 a,inAF3 b){d[0]=AMinF1(a[0],b[0]);d[1]=AMinF1(a[1],b[1]);d[2]=AMinF1(a[2],b[2]);return d;} + A_STATIC retAF4 opAMinF4(outAF4 d,inAF4 a,inAF4 b){d[0]=AMinF1(a[0],b[0]);d[1]=AMinF1(a[1],b[1]);d[2]=AMinF1(a[2],b[2]);d[3]=AMinF1(a[3],b[3]);return d;} +//============================================================================================================================== + A_STATIC retAD2 opAMulD2(outAD2 d,inAD2 a,inAD2 b){d[0]=a[0]*b[0];d[1]=a[1]*b[1];return d;} + A_STATIC retAD3 opAMulD3(outAD3 d,inAD3 a,inAD3 b){d[0]=a[0]*b[0];d[1]=a[1]*b[1];d[2]=a[2]*b[2];return d;} + A_STATIC retAD4 opAMulD4(outAD4 d,inAD4 a,inAD4 b){d[0]=a[0]*b[0];d[1]=a[1]*b[1];d[2]=a[2]*b[2];d[3]=a[3]*b[3];return d;} +//------------------------------------------------------------------------------------------------------------------------------ + A_STATIC retAF2 opAMulF2(outAF2 d,inAF2 a,inAF2 b){d[0]=a[0]*b[0];d[1]=a[1]*b[1];return d;} + A_STATIC retAF3 opAMulF3(outAF3 d,inAF3 a,inAF3 b){d[0]=a[0]*b[0];d[1]=a[1]*b[1];d[2]=a[2]*b[2];return d;} + A_STATIC retAF4 opAMulF4(outAF4 d,inAF4 a,inAF4 b){d[0]=a[0]*b[0];d[1]=a[1]*b[1];d[2]=a[2]*b[2];d[3]=a[3]*b[3];return d;} +//============================================================================================================================== + A_STATIC retAD2 opAMulOneD2(outAD2 d,inAD2 a,AD1 b){d[0]=a[0]*b;d[1]=a[1]*b;return d;} + A_STATIC retAD3 opAMulOneD3(outAD3 d,inAD3 a,AD1 b){d[0]=a[0]*b;d[1]=a[1]*b;d[2]=a[2]*b;return d;} + A_STATIC retAD4 opAMulOneD4(outAD4 d,inAD4 a,AD1 b){d[0]=a[0]*b;d[1]=a[1]*b;d[2]=a[2]*b;d[3]=a[3]*b;return d;} +//------------------------------------------------------------------------------------------------------------------------------ + A_STATIC retAF2 opAMulOneF2(outAF2 d,inAF2 a,AF1 b){d[0]=a[0]*b;d[1]=a[1]*b;return d;} + A_STATIC retAF3 opAMulOneF3(outAF3 d,inAF3 a,AF1 b){d[0]=a[0]*b;d[1]=a[1]*b;d[2]=a[2]*b;return d;} + A_STATIC retAF4 opAMulOneF4(outAF4 d,inAF4 a,AF1 b){d[0]=a[0]*b;d[1]=a[1]*b;d[2]=a[2]*b;d[3]=a[3]*b;return d;} +//============================================================================================================================== + A_STATIC retAD2 opANegD2(outAD2 d,inAD2 a){d[0]=-a[0];d[1]=-a[1];return d;} + A_STATIC retAD3 opANegD3(outAD3 d,inAD3 a){d[0]=-a[0];d[1]=-a[1];d[2]=-a[2];return d;} + A_STATIC retAD4 opANegD4(outAD4 d,inAD4 a){d[0]=-a[0];d[1]=-a[1];d[2]=-a[2];d[3]=-a[3];return d;} +//------------------------------------------------------------------------------------------------------------------------------ + A_STATIC retAF2 opANegF2(outAF2 d,inAF2 a){d[0]=-a[0];d[1]=-a[1];return d;} + A_STATIC retAF3 opANegF3(outAF3 d,inAF3 a){d[0]=-a[0];d[1]=-a[1];d[2]=-a[2];return d;} + A_STATIC retAF4 opANegF4(outAF4 d,inAF4 a){d[0]=-a[0];d[1]=-a[1];d[2]=-a[2];d[3]=-a[3];return d;} +//============================================================================================================================== + A_STATIC retAD2 opARcpD2(outAD2 d,inAD2 a){d[0]=ARcpD1(a[0]);d[1]=ARcpD1(a[1]);return d;} + A_STATIC retAD3 opARcpD3(outAD3 d,inAD3 a){d[0]=ARcpD1(a[0]);d[1]=ARcpD1(a[1]);d[2]=ARcpD1(a[2]);return d;} + A_STATIC retAD4 opARcpD4(outAD4 d,inAD4 a){d[0]=ARcpD1(a[0]);d[1]=ARcpD1(a[1]);d[2]=ARcpD1(a[2]);d[3]=ARcpD1(a[3]);return d;} +//------------------------------------------------------------------------------------------------------------------------------ + A_STATIC retAF2 opARcpF2(outAF2 d,inAF2 a){d[0]=ARcpF1(a[0]);d[1]=ARcpF1(a[1]);return d;} + A_STATIC retAF3 opARcpF3(outAF3 d,inAF3 a){d[0]=ARcpF1(a[0]);d[1]=ARcpF1(a[1]);d[2]=ARcpF1(a[2]);return d;} + A_STATIC retAF4 opARcpF4(outAF4 d,inAF4 a){d[0]=ARcpF1(a[0]);d[1]=ARcpF1(a[1]);d[2]=ARcpF1(a[2]);d[3]=ARcpF1(a[3]);return d;} +//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +//_____________________________________________________________/\_______________________________________________________________ +//============================================================================================================================== +// HALF FLOAT PACKING +//============================================================================================================================== + // Convert float to half (in lower 16-bits of output). + // Same fast technique as documented here: ftp://ftp.fox-toolkit.org/pub/fasthalffloatconversion.pdf + // Supports denormals. + // Conversion rules are to make computations possibly "safer" on the GPU, + // -INF & -NaN -> -65504 + // +INF & +NaN -> +65504 + A_STATIC AU1 AU1_AH1_AF1(AF1 f){ + static AW1 base[512]={ + 0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000, + 0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000, + 0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000, + 0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000, + 0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000, + 0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000, + 0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0001,0x0002,0x0004,0x0008,0x0010,0x0020,0x0040,0x0080,0x0100, + 0x0200,0x0400,0x0800,0x0c00,0x1000,0x1400,0x1800,0x1c00,0x2000,0x2400,0x2800,0x2c00,0x3000,0x3400,0x3800,0x3c00, + 0x4000,0x4400,0x4800,0x4c00,0x5000,0x5400,0x5800,0x5c00,0x6000,0x6400,0x6800,0x6c00,0x7000,0x7400,0x7800,0x7bff, + 0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff, + 0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff, + 0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff, + 0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff, + 0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff, + 0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff, + 0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff, + 0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000, + 0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000, + 0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000, + 0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000, + 0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000, + 0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000, + 0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8001,0x8002,0x8004,0x8008,0x8010,0x8020,0x8040,0x8080,0x8100, + 0x8200,0x8400,0x8800,0x8c00,0x9000,0x9400,0x9800,0x9c00,0xa000,0xa400,0xa800,0xac00,0xb000,0xb400,0xb800,0xbc00, + 0xc000,0xc400,0xc800,0xcc00,0xd000,0xd400,0xd800,0xdc00,0xe000,0xe400,0xe800,0xec00,0xf000,0xf400,0xf800,0xfbff, + 0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff, + 0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff, + 0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff, + 0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff, + 0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff, + 0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff, + 0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff}; + static AB1 shift[512]={ + 0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18, + 0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18, + 0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18, + 0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18, + 0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18, + 0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18, + 0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x17,0x16,0x15,0x14,0x13,0x12,0x11,0x10,0x0f, + 0x0e,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d, + 0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x18, + 0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18, + 0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18, + 0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18, + 0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18, + 0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18, + 0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18, + 0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18, + 0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18, + 0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18, + 0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18, + 0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18, + 0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18, + 0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18, + 0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x17,0x16,0x15,0x14,0x13,0x12,0x11,0x10,0x0f, + 0x0e,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d, + 0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x18, + 0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18, + 0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18, + 0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18, + 0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18, + 0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18, + 0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18, + 0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18}; + union{AF1 f;AU1 u;}bits;bits.f=f;AU1 u=bits.u;AU1 i=u>>23;return (AU1)(base[i])+((u&0x7fffff)>>shift[i]);} +//------------------------------------------------------------------------------------------------------------------------------ + // Used to output packed constant. + A_STATIC AU1 AU1_AH2_AF2(inAF2 a){return AU1_AH1_AF1(a[0])+(AU1_AH1_AF1(a[1])<<16);} +#endif +//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +//_____________________________________________________________/\_______________________________________________________________ +//============================================================================================================================== +// +// +// GLSL +// +// +//============================================================================================================================== +#if defined(A_GLSL) && defined(A_GPU) + #ifndef A_SKIP_EXT + #ifdef A_HALF + #extension GL_EXT_shader_16bit_storage:require + #extension GL_EXT_shader_explicit_arithmetic_types:require + #endif +//------------------------------------------------------------------------------------------------------------------------------ + #ifdef A_LONG + #extension GL_ARB_gpu_shader_int64:require + #extension GL_NV_shader_atomic_int64:require + #endif +//------------------------------------------------------------------------------------------------------------------------------ + #ifdef A_WAVE + #extension GL_KHR_shader_subgroup_arithmetic:require + #extension GL_KHR_shader_subgroup_ballot:require + #extension GL_KHR_shader_subgroup_quad:require + #extension GL_KHR_shader_subgroup_shuffle:require + #endif + #endif +//============================================================================================================================== + #define AP1 bool + #define AP2 bvec2 + #define AP3 bvec3 + #define AP4 bvec4 +//------------------------------------------------------------------------------------------------------------------------------ + #define AF1 float + #define AF2 vec2 + #define AF3 vec3 + #define AF4 vec4 +//------------------------------------------------------------------------------------------------------------------------------ + #define AU1 uint + #define AU2 uvec2 + #define AU3 uvec3 + #define AU4 uvec4 +//------------------------------------------------------------------------------------------------------------------------------ + #define ASU1 int + #define ASU2 ivec2 + #define ASU3 ivec3 + #define ASU4 ivec4 +//============================================================================================================================== + #define AF1_AU1(x) uintBitsToFloat(AU1(x)) + #define AF2_AU2(x) uintBitsToFloat(AU2(x)) + #define AF3_AU3(x) uintBitsToFloat(AU3(x)) + #define AF4_AU4(x) uintBitsToFloat(AU4(x)) +//------------------------------------------------------------------------------------------------------------------------------ + #define AU1_AF1(x) floatBitsToUint(AF1(x)) + #define AU2_AF2(x) floatBitsToUint(AF2(x)) + #define AU3_AF3(x) floatBitsToUint(AF3(x)) + #define AU4_AF4(x) floatBitsToUint(AF4(x)) +//------------------------------------------------------------------------------------------------------------------------------ + AU1 AU1_AH1_AF1_x(AF1 a){return packHalf2x16(AF2(a,0.0));} + #define AU1_AH1_AF1(a) AU1_AH1_AF1_x(AF1(a)) +//------------------------------------------------------------------------------------------------------------------------------ + #define AU1_AH2_AF2 packHalf2x16 + #define AU1_AW2Unorm_AF2 packUnorm2x16 + #define AU1_AB4Unorm_AF4 packUnorm4x8 +//------------------------------------------------------------------------------------------------------------------------------ + #define AF2_AH2_AU1 unpackHalf2x16 + #define AF2_AW2Unorm_AU1 unpackUnorm2x16 + #define AF4_AB4Unorm_AU1 unpackUnorm4x8 +//============================================================================================================================== + AF1 AF1_x(AF1 a){return AF1(a);} + AF2 AF2_x(AF1 a){return AF2(a,a);} + AF3 AF3_x(AF1 a){return AF3(a,a,a);} + AF4 AF4_x(AF1 a){return AF4(a,a,a,a);} + #define AF1_(a) AF1_x(AF1(a)) + #define AF2_(a) AF2_x(AF1(a)) + #define AF3_(a) AF3_x(AF1(a)) + #define AF4_(a) AF4_x(AF1(a)) +//------------------------------------------------------------------------------------------------------------------------------ + AU1 AU1_x(AU1 a){return AU1(a);} + AU2 AU2_x(AU1 a){return AU2(a,a);} + AU3 AU3_x(AU1 a){return AU3(a,a,a);} + AU4 AU4_x(AU1 a){return AU4(a,a,a,a);} + #define AU1_(a) AU1_x(AU1(a)) + #define AU2_(a) AU2_x(AU1(a)) + #define AU3_(a) AU3_x(AU1(a)) + #define AU4_(a) AU4_x(AU1(a)) +//============================================================================================================================== + AU1 AAbsSU1(AU1 a){return AU1(abs(ASU1(a)));} + AU2 AAbsSU2(AU2 a){return AU2(abs(ASU2(a)));} + AU3 AAbsSU3(AU3 a){return AU3(abs(ASU3(a)));} + AU4 AAbsSU4(AU4 a){return AU4(abs(ASU4(a)));} +//------------------------------------------------------------------------------------------------------------------------------ + AU1 ABfe(AU1 src,AU1 off,AU1 bits){return bitfieldExtract(src,ASU1(off),ASU1(bits));} + AU1 ABfi(AU1 src,AU1 ins,AU1 mask){return (ins&mask)|(src&(~mask));} + // Proxy for V_BFI_B32 where the 'mask' is set as 'bits', 'mask=(1<>ASU1(b));} + AU2 AShrSU2(AU2 a,AU2 b){return AU2(ASU2(a)>>ASU2(b));} + AU3 AShrSU3(AU3 a,AU3 b){return AU3(ASU3(a)>>ASU3(b));} + AU4 AShrSU4(AU4 a,AU4 b){return AU4(ASU4(a)>>ASU4(b));} +//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +//_____________________________________________________________/\_______________________________________________________________ +//============================================================================================================================== +// GLSL BYTE +//============================================================================================================================== + #ifdef A_BYTE + #define AB1 uint8_t + #define AB2 u8vec2 + #define AB3 u8vec3 + #define AB4 u8vec4 +//------------------------------------------------------------------------------------------------------------------------------ + #define ASB1 int8_t + #define ASB2 i8vec2 + #define ASB3 i8vec3 + #define ASB4 i8vec4 +//------------------------------------------------------------------------------------------------------------------------------ + AB1 AB1_x(AB1 a){return AB1(a);} + AB2 AB2_x(AB1 a){return AB2(a,a);} + AB3 AB3_x(AB1 a){return AB3(a,a,a);} + AB4 AB4_x(AB1 a){return AB4(a,a,a,a);} + #define AB1_(a) AB1_x(AB1(a)) + #define AB2_(a) AB2_x(AB1(a)) + #define AB3_(a) AB3_x(AB1(a)) + #define AB4_(a) AB4_x(AB1(a)) + #endif +//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +//_____________________________________________________________/\_______________________________________________________________ +//============================================================================================================================== +// GLSL HALF +//============================================================================================================================== + #ifdef A_HALF + #define AH1 float16_t + #define AH2 f16vec2 + #define AH3 f16vec3 + #define AH4 f16vec4 +//------------------------------------------------------------------------------------------------------------------------------ + #define AW1 uint16_t + #define AW2 u16vec2 + #define AW3 u16vec3 + #define AW4 u16vec4 +//------------------------------------------------------------------------------------------------------------------------------ + #define ASW1 int16_t + #define ASW2 i16vec2 + #define ASW3 i16vec3 + #define ASW4 i16vec4 +//============================================================================================================================== + #define AH2_AU1(x) unpackFloat2x16(AU1(x)) + AH4 AH4_AU2_x(AU2 x){return AH4(unpackFloat2x16(x.x),unpackFloat2x16(x.y));} + #define AH4_AU2(x) AH4_AU2_x(AU2(x)) + #define AW2_AU1(x) unpackUint2x16(AU1(x)) + #define AW4_AU2(x) unpackUint4x16(pack64(AU2(x))) +//------------------------------------------------------------------------------------------------------------------------------ + #define AU1_AH2(x) packFloat2x16(AH2(x)) + AU2 AU2_AH4_x(AH4 x){return AU2(packFloat2x16(x.xy),packFloat2x16(x.zw));} + #define AU2_AH4(x) AU2_AH4_x(AH4(x)) + #define AU1_AW2(x) packUint2x16(AW2(x)) + #define AU2_AW4(x) unpack32(packUint4x16(AW4(x))) +//============================================================================================================================== + #define AW1_AH1(x) halfBitsToUint16(AH1(x)) + #define AW2_AH2(x) halfBitsToUint16(AH2(x)) + #define AW3_AH3(x) halfBitsToUint16(AH3(x)) + #define AW4_AH4(x) halfBitsToUint16(AH4(x)) +//------------------------------------------------------------------------------------------------------------------------------ + #define AH1_AW1(x) uint16BitsToHalf(AW1(x)) + #define AH2_AW2(x) uint16BitsToHalf(AW2(x)) + #define AH3_AW3(x) uint16BitsToHalf(AW3(x)) + #define AH4_AW4(x) uint16BitsToHalf(AW4(x)) +//============================================================================================================================== + AH1 AH1_x(AH1 a){return AH1(a);} + AH2 AH2_x(AH1 a){return AH2(a,a);} + AH3 AH3_x(AH1 a){return AH3(a,a,a);} + AH4 AH4_x(AH1 a){return AH4(a,a,a,a);} + #define AH1_(a) AH1_x(AH1(a)) + #define AH2_(a) AH2_x(AH1(a)) + #define AH3_(a) AH3_x(AH1(a)) + #define AH4_(a) AH4_x(AH1(a)) +//------------------------------------------------------------------------------------------------------------------------------ + AW1 AW1_x(AW1 a){return AW1(a);} + AW2 AW2_x(AW1 a){return AW2(a,a);} + AW3 AW3_x(AW1 a){return AW3(a,a,a);} + AW4 AW4_x(AW1 a){return AW4(a,a,a,a);} + #define AW1_(a) AW1_x(AW1(a)) + #define AW2_(a) AW2_x(AW1(a)) + #define AW3_(a) AW3_x(AW1(a)) + #define AW4_(a) AW4_x(AW1(a)) +//============================================================================================================================== + AW1 AAbsSW1(AW1 a){return AW1(abs(ASW1(a)));} + AW2 AAbsSW2(AW2 a){return AW2(abs(ASW2(a)));} + AW3 AAbsSW3(AW3 a){return AW3(abs(ASW3(a)));} + AW4 AAbsSW4(AW4 a){return AW4(abs(ASW4(a)));} +//------------------------------------------------------------------------------------------------------------------------------ + AH1 AClampH1(AH1 x,AH1 n,AH1 m){return clamp(x,n,m);} + AH2 AClampH2(AH2 x,AH2 n,AH2 m){return clamp(x,n,m);} + AH3 AClampH3(AH3 x,AH3 n,AH3 m){return clamp(x,n,m);} + AH4 AClampH4(AH4 x,AH4 n,AH4 m){return clamp(x,n,m);} +//------------------------------------------------------------------------------------------------------------------------------ + AH1 AFractH1(AH1 x){return fract(x);} + AH2 AFractH2(AH2 x){return fract(x);} + AH3 AFractH3(AH3 x){return fract(x);} + AH4 AFractH4(AH4 x){return fract(x);} +//------------------------------------------------------------------------------------------------------------------------------ + AH1 ALerpH1(AH1 x,AH1 y,AH1 a){return mix(x,y,a);} + AH2 ALerpH2(AH2 x,AH2 y,AH2 a){return mix(x,y,a);} + AH3 ALerpH3(AH3 x,AH3 y,AH3 a){return mix(x,y,a);} + AH4 ALerpH4(AH4 x,AH4 y,AH4 a){return mix(x,y,a);} +//------------------------------------------------------------------------------------------------------------------------------ + // No packed version of max3. + AH1 AMax3H1(AH1 x,AH1 y,AH1 z){return max(x,max(y,z));} + AH2 AMax3H2(AH2 x,AH2 y,AH2 z){return max(x,max(y,z));} + AH3 AMax3H3(AH3 x,AH3 y,AH3 z){return max(x,max(y,z));} + AH4 AMax3H4(AH4 x,AH4 y,AH4 z){return max(x,max(y,z));} +//------------------------------------------------------------------------------------------------------------------------------ + AW1 AMaxSW1(AW1 a,AW1 b){return AW1(max(ASU1(a),ASU1(b)));} + AW2 AMaxSW2(AW2 a,AW2 b){return AW2(max(ASU2(a),ASU2(b)));} + AW3 AMaxSW3(AW3 a,AW3 b){return AW3(max(ASU3(a),ASU3(b)));} + AW4 AMaxSW4(AW4 a,AW4 b){return AW4(max(ASU4(a),ASU4(b)));} +//------------------------------------------------------------------------------------------------------------------------------ + // No packed version of min3. + AH1 AMin3H1(AH1 x,AH1 y,AH1 z){return min(x,min(y,z));} + AH2 AMin3H2(AH2 x,AH2 y,AH2 z){return min(x,min(y,z));} + AH3 AMin3H3(AH3 x,AH3 y,AH3 z){return min(x,min(y,z));} + AH4 AMin3H4(AH4 x,AH4 y,AH4 z){return min(x,min(y,z));} +//------------------------------------------------------------------------------------------------------------------------------ + AW1 AMinSW1(AW1 a,AW1 b){return AW1(min(ASU1(a),ASU1(b)));} + AW2 AMinSW2(AW2 a,AW2 b){return AW2(min(ASU2(a),ASU2(b)));} + AW3 AMinSW3(AW3 a,AW3 b){return AW3(min(ASU3(a),ASU3(b)));} + AW4 AMinSW4(AW4 a,AW4 b){return AW4(min(ASU4(a),ASU4(b)));} +//------------------------------------------------------------------------------------------------------------------------------ + AH1 ARcpH1(AH1 x){return AH1_(1.0)/x;} + AH2 ARcpH2(AH2 x){return AH2_(1.0)/x;} + AH3 ARcpH3(AH3 x){return AH3_(1.0)/x;} + AH4 ARcpH4(AH4 x){return AH4_(1.0)/x;} +//------------------------------------------------------------------------------------------------------------------------------ + AH1 ARsqH1(AH1 x){return AH1_(1.0)/sqrt(x);} + AH2 ARsqH2(AH2 x){return AH2_(1.0)/sqrt(x);} + AH3 ARsqH3(AH3 x){return AH3_(1.0)/sqrt(x);} + AH4 ARsqH4(AH4 x){return AH4_(1.0)/sqrt(x);} +//------------------------------------------------------------------------------------------------------------------------------ + AH1 ASatH1(AH1 x){return clamp(x,AH1_(0.0),AH1_(1.0));} + AH2 ASatH2(AH2 x){return clamp(x,AH2_(0.0),AH2_(1.0));} + AH3 ASatH3(AH3 x){return clamp(x,AH3_(0.0),AH3_(1.0));} + AH4 ASatH4(AH4 x){return clamp(x,AH4_(0.0),AH4_(1.0));} +//------------------------------------------------------------------------------------------------------------------------------ + AW1 AShrSW1(AW1 a,AW1 b){return AW1(ASW1(a)>>ASW1(b));} + AW2 AShrSW2(AW2 a,AW2 b){return AW2(ASW2(a)>>ASW2(b));} + AW3 AShrSW3(AW3 a,AW3 b){return AW3(ASW3(a)>>ASW3(b));} + AW4 AShrSW4(AW4 a,AW4 b){return AW4(ASW4(a)>>ASW4(b));} + #endif +//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +//_____________________________________________________________/\_______________________________________________________________ +//============================================================================================================================== +// GLSL DOUBLE +//============================================================================================================================== + #ifdef A_DUBL + #define AD1 double + #define AD2 dvec2 + #define AD3 dvec3 + #define AD4 dvec4 +//------------------------------------------------------------------------------------------------------------------------------ + AD1 AD1_x(AD1 a){return AD1(a);} + AD2 AD2_x(AD1 a){return AD2(a,a);} + AD3 AD3_x(AD1 a){return AD3(a,a,a);} + AD4 AD4_x(AD1 a){return AD4(a,a,a,a);} + #define AD1_(a) AD1_x(AD1(a)) + #define AD2_(a) AD2_x(AD1(a)) + #define AD3_(a) AD3_x(AD1(a)) + #define AD4_(a) AD4_x(AD1(a)) +//============================================================================================================================== + AD1 AFractD1(AD1 x){return fract(x);} + AD2 AFractD2(AD2 x){return fract(x);} + AD3 AFractD3(AD3 x){return fract(x);} + AD4 AFractD4(AD4 x){return fract(x);} +//------------------------------------------------------------------------------------------------------------------------------ + AD1 ALerpD1(AD1 x,AD1 y,AD1 a){return mix(x,y,a);} + AD2 ALerpD2(AD2 x,AD2 y,AD2 a){return mix(x,y,a);} + AD3 ALerpD3(AD3 x,AD3 y,AD3 a){return mix(x,y,a);} + AD4 ALerpD4(AD4 x,AD4 y,AD4 a){return mix(x,y,a);} +//------------------------------------------------------------------------------------------------------------------------------ + AD1 ARcpD1(AD1 x){return AD1_(1.0)/x;} + AD2 ARcpD2(AD2 x){return AD2_(1.0)/x;} + AD3 ARcpD3(AD3 x){return AD3_(1.0)/x;} + AD4 ARcpD4(AD4 x){return AD4_(1.0)/x;} +//------------------------------------------------------------------------------------------------------------------------------ + AD1 ARsqD1(AD1 x){return AD1_(1.0)/sqrt(x);} + AD2 ARsqD2(AD2 x){return AD2_(1.0)/sqrt(x);} + AD3 ARsqD3(AD3 x){return AD3_(1.0)/sqrt(x);} + AD4 ARsqD4(AD4 x){return AD4_(1.0)/sqrt(x);} +//------------------------------------------------------------------------------------------------------------------------------ + AD1 ASatD1(AD1 x){return clamp(x,AD1_(0.0),AD1_(1.0));} + AD2 ASatD2(AD2 x){return clamp(x,AD2_(0.0),AD2_(1.0));} + AD3 ASatD3(AD3 x){return clamp(x,AD3_(0.0),AD3_(1.0));} + AD4 ASatD4(AD4 x){return clamp(x,AD4_(0.0),AD4_(1.0));} + #endif +//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +//_____________________________________________________________/\_______________________________________________________________ +//============================================================================================================================== +// GLSL LONG +//============================================================================================================================== + #ifdef A_LONG + #define AL1 uint64_t + #define AL2 u64vec2 + #define AL3 u64vec3 + #define AL4 u64vec4 +//------------------------------------------------------------------------------------------------------------------------------ + #define ASL1 int64_t + #define ASL2 i64vec2 + #define ASL3 i64vec3 + #define ASL4 i64vec4 +//------------------------------------------------------------------------------------------------------------------------------ + #define AL1_AU2(x) packUint2x32(AU2(x)) + #define AU2_AL1(x) unpackUint2x32(AL1(x)) +//------------------------------------------------------------------------------------------------------------------------------ + AL1 AL1_x(AL1 a){return AL1(a);} + AL2 AL2_x(AL1 a){return AL2(a,a);} + AL3 AL3_x(AL1 a){return AL3(a,a,a);} + AL4 AL4_x(AL1 a){return AL4(a,a,a,a);} + #define AL1_(a) AL1_x(AL1(a)) + #define AL2_(a) AL2_x(AL1(a)) + #define AL3_(a) AL3_x(AL1(a)) + #define AL4_(a) AL4_x(AL1(a)) +//============================================================================================================================== + AL1 AAbsSL1(AL1 a){return AL1(abs(ASL1(a)));} + AL2 AAbsSL2(AL2 a){return AL2(abs(ASL2(a)));} + AL3 AAbsSL3(AL3 a){return AL3(abs(ASL3(a)));} + AL4 AAbsSL4(AL4 a){return AL4(abs(ASL4(a)));} +//------------------------------------------------------------------------------------------------------------------------------ + AL1 AMaxSL1(AL1 a,AL1 b){return AL1(max(ASU1(a),ASU1(b)));} + AL2 AMaxSL2(AL2 a,AL2 b){return AL2(max(ASU2(a),ASU2(b)));} + AL3 AMaxSL3(AL3 a,AL3 b){return AL3(max(ASU3(a),ASU3(b)));} + AL4 AMaxSL4(AL4 a,AL4 b){return AL4(max(ASU4(a),ASU4(b)));} +//------------------------------------------------------------------------------------------------------------------------------ + AL1 AMinSL1(AL1 a,AL1 b){return AL1(min(ASU1(a),ASU1(b)));} + AL2 AMinSL2(AL2 a,AL2 b){return AL2(min(ASU2(a),ASU2(b)));} + AL3 AMinSL3(AL3 a,AL3 b){return AL3(min(ASU3(a),ASU3(b)));} + AL4 AMinSL4(AL4 a,AL4 b){return AL4(min(ASU4(a),ASU4(b)));} + #endif +//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +//_____________________________________________________________/\_______________________________________________________________ +//============================================================================================================================== +// WAVE OPERATIONS +//============================================================================================================================== + #ifdef A_WAVE + // Where 'x' must be a compile time literal. + AF1 AWaveXorF1(AF1 v,AU1 x){return subgroupShuffleXor(v,x);} + AF2 AWaveXorF2(AF2 v,AU1 x){return subgroupShuffleXor(v,x);} + AF3 AWaveXorF3(AF3 v,AU1 x){return subgroupShuffleXor(v,x);} + AF4 AWaveXorF4(AF4 v,AU1 x){return subgroupShuffleXor(v,x);} + AU1 AWaveXorU1(AU1 v,AU1 x){return subgroupShuffleXor(v,x);} + AU2 AWaveXorU2(AU2 v,AU1 x){return subgroupShuffleXor(v,x);} + AU3 AWaveXorU3(AU3 v,AU1 x){return subgroupShuffleXor(v,x);} + AU4 AWaveXorU4(AU4 v,AU1 x){return subgroupShuffleXor(v,x);} +//------------------------------------------------------------------------------------------------------------------------------ + #ifdef A_HALF + AH2 AWaveXorH2(AH2 v,AU1 x){return AH2_AU1(subgroupShuffleXor(AU1_AH2(v),x));} + AH4 AWaveXorH4(AH4 v,AU1 x){return AH4_AU2(subgroupShuffleXor(AU2_AH4(v),x));} + AW2 AWaveXorW2(AW2 v,AU1 x){return AW2_AU1(subgroupShuffleXor(AU1_AW2(v),x));} + AW4 AWaveXorW4(AW4 v,AU1 x){return AW4_AU2(subgroupShuffleXor(AU2_AW4(v),x));} + #endif + #endif +//============================================================================================================================== +#endif +//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +//_____________________________________________________________/\_______________________________________________________________ +//============================================================================================================================== +// +// +// HLSL +// +// +//============================================================================================================================== +#if defined(A_HLSL) && defined(A_GPU) + #ifdef A_HLSL_6_2 + #define AP1 bool + #define AP2 bool2 + #define AP3 bool3 + #define AP4 bool4 +//------------------------------------------------------------------------------------------------------------------------------ + #define AF1 float32_t + #define AF2 float32_t2 + #define AF3 float32_t3 + #define AF4 float32_t4 +//------------------------------------------------------------------------------------------------------------------------------ + #define AU1 uint32_t + #define AU2 uint32_t2 + #define AU3 uint32_t3 + #define AU4 uint32_t4 +//------------------------------------------------------------------------------------------------------------------------------ + #define ASU1 int32_t + #define ASU2 int32_t2 + #define ASU3 int32_t3 + #define ASU4 int32_t4 + #else + #define AP1 bool + #define AP2 bool2 + #define AP3 bool3 + #define AP4 bool4 +//------------------------------------------------------------------------------------------------------------------------------ + #define AF1 float + #define AF2 float2 + #define AF3 float3 + #define AF4 float4 +//------------------------------------------------------------------------------------------------------------------------------ + #define AU1 uint + #define AU2 uint2 + #define AU3 uint3 + #define AU4 uint4 +//------------------------------------------------------------------------------------------------------------------------------ + #define ASU1 int + #define ASU2 int2 + #define ASU3 int3 + #define ASU4 int4 + #endif +//============================================================================================================================== + #define AF1_AU1(x) asfloat(AU1(x)) + #define AF2_AU2(x) asfloat(AU2(x)) + #define AF3_AU3(x) asfloat(AU3(x)) + #define AF4_AU4(x) asfloat(AU4(x)) +//------------------------------------------------------------------------------------------------------------------------------ + #define AU1_AF1(x) asuint(AF1(x)) + #define AU2_AF2(x) asuint(AF2(x)) + #define AU3_AF3(x) asuint(AF3(x)) + #define AU4_AF4(x) asuint(AF4(x)) +//------------------------------------------------------------------------------------------------------------------------------ + AU1 AU1_AH1_AF1_x(AF1 a){return f32tof16(a);} + #define AU1_AH1_AF1(a) AU1_AH1_AF1_x(AF1(a)) +//------------------------------------------------------------------------------------------------------------------------------ + AU1 AU1_AH2_AF2_x(AF2 a){return f32tof16(a.x)|(f32tof16(a.y)<<16);} + #define AU1_AH2_AF2(a) AU1_AH2_AF2_x(AF2(a)) + #define AU1_AB4Unorm_AF4(x) D3DCOLORtoUBYTE4(AF4(x)) +//------------------------------------------------------------------------------------------------------------------------------ + AF2 AF2_AH2_AU1_x(AU1 x){return AF2(f16tof32(x&0xFFFF),f16tof32(x>>16));} + #define AF2_AH2_AU1(x) AF2_AH2_AU1_x(AU1(x)) +//============================================================================================================================== + AF1 AF1_x(AF1 a){return AF1(a);} + AF2 AF2_x(AF1 a){return AF2(a,a);} + AF3 AF3_x(AF1 a){return AF3(a,a,a);} + AF4 AF4_x(AF1 a){return AF4(a,a,a,a);} + #define AF1_(a) AF1_x(AF1(a)) + #define AF2_(a) AF2_x(AF1(a)) + #define AF3_(a) AF3_x(AF1(a)) + #define AF4_(a) AF4_x(AF1(a)) +//------------------------------------------------------------------------------------------------------------------------------ + AU1 AU1_x(AU1 a){return AU1(a);} + AU2 AU2_x(AU1 a){return AU2(a,a);} + AU3 AU3_x(AU1 a){return AU3(a,a,a);} + AU4 AU4_x(AU1 a){return AU4(a,a,a,a);} + #define AU1_(a) AU1_x(AU1(a)) + #define AU2_(a) AU2_x(AU1(a)) + #define AU3_(a) AU3_x(AU1(a)) + #define AU4_(a) AU4_x(AU1(a)) +//============================================================================================================================== + AU1 AAbsSU1(AU1 a){return AU1(abs(ASU1(a)));} + AU2 AAbsSU2(AU2 a){return AU2(abs(ASU2(a)));} + AU3 AAbsSU3(AU3 a){return AU3(abs(ASU3(a)));} + AU4 AAbsSU4(AU4 a){return AU4(abs(ASU4(a)));} +//------------------------------------------------------------------------------------------------------------------------------ + AU1 ABfe(AU1 src,AU1 off,AU1 bits){AU1 mask=(1u<>off)&mask;} + AU1 ABfi(AU1 src,AU1 ins,AU1 mask){return (ins&mask)|(src&(~mask));} + AU1 ABfiM(AU1 src,AU1 ins,AU1 bits){AU1 mask=(1u<>ASU1(b));} + AU2 AShrSU2(AU2 a,AU2 b){return AU2(ASU2(a)>>ASU2(b));} + AU3 AShrSU3(AU3 a,AU3 b){return AU3(ASU3(a)>>ASU3(b));} + AU4 AShrSU4(AU4 a,AU4 b){return AU4(ASU4(a)>>ASU4(b));} +//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +//_____________________________________________________________/\_______________________________________________________________ +//============================================================================================================================== +// HLSL BYTE +//============================================================================================================================== + #ifdef A_BYTE + #endif +//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +//_____________________________________________________________/\_______________________________________________________________ +//============================================================================================================================== +// HLSL HALF +//============================================================================================================================== + #ifdef A_HALF + #ifdef A_HLSL_6_2 + #define AH1 float16_t + #define AH2 float16_t2 + #define AH3 float16_t3 + #define AH4 float16_t4 +//------------------------------------------------------------------------------------------------------------------------------ + #define AW1 uint16_t + #define AW2 uint16_t2 + #define AW3 uint16_t3 + #define AW4 uint16_t4 +//------------------------------------------------------------------------------------------------------------------------------ + #define ASW1 int16_t + #define ASW2 int16_t2 + #define ASW3 int16_t3 + #define ASW4 int16_t4 + #else + #define AH1 min16float + #define AH2 min16float2 + #define AH3 min16float3 + #define AH4 min16float4 +//------------------------------------------------------------------------------------------------------------------------------ + #define AW1 min16uint + #define AW2 min16uint2 + #define AW3 min16uint3 + #define AW4 min16uint4 +//------------------------------------------------------------------------------------------------------------------------------ + #define ASW1 min16int + #define ASW2 min16int2 + #define ASW3 min16int3 + #define ASW4 min16int4 + #endif +//============================================================================================================================== + // Need to use manual unpack to get optimal execution (don't use packed types in buffers directly). + // Unpack requires this pattern: https://gpuopen.com/first-steps-implementing-fp16/ + AH2 AH2_AU1_x(AU1 x){AF2 t=f16tof32(AU2(x&0xFFFF,x>>16));return AH2(t);} + AH4 AH4_AU2_x(AU2 x){return AH4(AH2_AU1_x(x.x),AH2_AU1_x(x.y));} + AW2 AW2_AU1_x(AU1 x){AU2 t=AU2(x&0xFFFF,x>>16);return AW2(t);} + AW4 AW4_AU2_x(AU2 x){return AW4(AW2_AU1_x(x.x),AW2_AU1_x(x.y));} + #define AH2_AU1(x) AH2_AU1_x(AU1(x)) + #define AH4_AU2(x) AH4_AU2_x(AU2(x)) + #define AW2_AU1(x) AW2_AU1_x(AU1(x)) + #define AW4_AU2(x) AW4_AU2_x(AU2(x)) +//------------------------------------------------------------------------------------------------------------------------------ + AU1 AU1_AH2_x(AH2 x){return f32tof16(x.x)+(f32tof16(x.y)<<16);} + AU2 AU2_AH4_x(AH4 x){return AU2(AU1_AH2_x(x.xy),AU1_AH2_x(x.zw));} + AU1 AU1_AW2_x(AW2 x){return AU1(x.x)+(AU1(x.y)<<16);} + AU2 AU2_AW4_x(AW4 x){return AU2(AU1_AW2_x(x.xy),AU1_AW2_x(x.zw));} + #define AU1_AH2(x) AU1_AH2_x(AH2(x)) + #define AU2_AH4(x) AU2_AH4_x(AH4(x)) + #define AU1_AW2(x) AU1_AW2_x(AW2(x)) + #define AU2_AW4(x) AU2_AW4_x(AW4(x)) +//============================================================================================================================== + #if defined(A_HLSL_6_2) && !defined(A_NO_16_BIT_CAST) + #define AW1_AH1(x) asuint16(x) + #define AW2_AH2(x) asuint16(x) + #define AW3_AH3(x) asuint16(x) + #define AW4_AH4(x) asuint16(x) + #else + #define AW1_AH1(a) AW1(f32tof16(AF1(a))) + #define AW2_AH2(a) AW2(AW1_AH1((a).x),AW1_AH1((a).y)) + #define AW3_AH3(a) AW3(AW1_AH1((a).x),AW1_AH1((a).y),AW1_AH1((a).z)) + #define AW4_AH4(a) AW4(AW1_AH1((a).x),AW1_AH1((a).y),AW1_AH1((a).z),AW1_AH1((a).w)) + #endif +//------------------------------------------------------------------------------------------------------------------------------ + #if defined(A_HLSL_6_2) && !defined(A_NO_16_BIT_CAST) + #define AH1_AW1(x) asfloat16(x) + #define AH2_AW2(x) asfloat16(x) + #define AH3_AW3(x) asfloat16(x) + #define AH4_AW4(x) asfloat16(x) + #else + #define AH1_AW1(a) AH1(f16tof32(AU1(a))) + #define AH2_AW2(a) AH2(AH1_AW1((a).x),AH1_AW1((a).y)) + #define AH3_AW3(a) AH3(AH1_AW1((a).x),AH1_AW1((a).y),AH1_AW1((a).z)) + #define AH4_AW4(a) AH4(AH1_AW1((a).x),AH1_AW1((a).y),AH1_AW1((a).z),AH1_AW1((a).w)) + #endif +//============================================================================================================================== + AH1 AH1_x(AH1 a){return AH1(a);} + AH2 AH2_x(AH1 a){return AH2(a,a);} + AH3 AH3_x(AH1 a){return AH3(a,a,a);} + AH4 AH4_x(AH1 a){return AH4(a,a,a,a);} + #define AH1_(a) AH1_x(AH1(a)) + #define AH2_(a) AH2_x(AH1(a)) + #define AH3_(a) AH3_x(AH1(a)) + #define AH4_(a) AH4_x(AH1(a)) +//------------------------------------------------------------------------------------------------------------------------------ + AW1 AW1_x(AW1 a){return AW1(a);} + AW2 AW2_x(AW1 a){return AW2(a,a);} + AW3 AW3_x(AW1 a){return AW3(a,a,a);} + AW4 AW4_x(AW1 a){return AW4(a,a,a,a);} + #define AW1_(a) AW1_x(AW1(a)) + #define AW2_(a) AW2_x(AW1(a)) + #define AW3_(a) AW3_x(AW1(a)) + #define AW4_(a) AW4_x(AW1(a)) +//============================================================================================================================== + AW1 AAbsSW1(AW1 a){return AW1(abs(ASW1(a)));} + AW2 AAbsSW2(AW2 a){return AW2(abs(ASW2(a)));} + AW3 AAbsSW3(AW3 a){return AW3(abs(ASW3(a)));} + AW4 AAbsSW4(AW4 a){return AW4(abs(ASW4(a)));} +//------------------------------------------------------------------------------------------------------------------------------ + AH1 AClampH1(AH1 x,AH1 n,AH1 m){return max(n,min(x,m));} + AH2 AClampH2(AH2 x,AH2 n,AH2 m){return max(n,min(x,m));} + AH3 AClampH3(AH3 x,AH3 n,AH3 m){return max(n,min(x,m));} + AH4 AClampH4(AH4 x,AH4 n,AH4 m){return max(n,min(x,m));} +//------------------------------------------------------------------------------------------------------------------------------ + // V_FRACT_F16 (note DX frac() is different). + AH1 AFractH1(AH1 x){return x-floor(x);} + AH2 AFractH2(AH2 x){return x-floor(x);} + AH3 AFractH3(AH3 x){return x-floor(x);} + AH4 AFractH4(AH4 x){return x-floor(x);} +//------------------------------------------------------------------------------------------------------------------------------ + AH1 ALerpH1(AH1 x,AH1 y,AH1 a){return lerp(x,y,a);} + AH2 ALerpH2(AH2 x,AH2 y,AH2 a){return lerp(x,y,a);} + AH3 ALerpH3(AH3 x,AH3 y,AH3 a){return lerp(x,y,a);} + AH4 ALerpH4(AH4 x,AH4 y,AH4 a){return lerp(x,y,a);} +//------------------------------------------------------------------------------------------------------------------------------ + AH1 AMax3H1(AH1 x,AH1 y,AH1 z){return max(x,max(y,z));} + AH2 AMax3H2(AH2 x,AH2 y,AH2 z){return max(x,max(y,z));} + AH3 AMax3H3(AH3 x,AH3 y,AH3 z){return max(x,max(y,z));} + AH4 AMax3H4(AH4 x,AH4 y,AH4 z){return max(x,max(y,z));} +//------------------------------------------------------------------------------------------------------------------------------ + AW1 AMaxSW1(AW1 a,AW1 b){return AW1(max(ASU1(a),ASU1(b)));} + AW2 AMaxSW2(AW2 a,AW2 b){return AW2(max(ASU2(a),ASU2(b)));} + AW3 AMaxSW3(AW3 a,AW3 b){return AW3(max(ASU3(a),ASU3(b)));} + AW4 AMaxSW4(AW4 a,AW4 b){return AW4(max(ASU4(a),ASU4(b)));} +//------------------------------------------------------------------------------------------------------------------------------ + AH1 AMin3H1(AH1 x,AH1 y,AH1 z){return min(x,min(y,z));} + AH2 AMin3H2(AH2 x,AH2 y,AH2 z){return min(x,min(y,z));} + AH3 AMin3H3(AH3 x,AH3 y,AH3 z){return min(x,min(y,z));} + AH4 AMin3H4(AH4 x,AH4 y,AH4 z){return min(x,min(y,z));} +//------------------------------------------------------------------------------------------------------------------------------ + AW1 AMinSW1(AW1 a,AW1 b){return AW1(min(ASU1(a),ASU1(b)));} + AW2 AMinSW2(AW2 a,AW2 b){return AW2(min(ASU2(a),ASU2(b)));} + AW3 AMinSW3(AW3 a,AW3 b){return AW3(min(ASU3(a),ASU3(b)));} + AW4 AMinSW4(AW4 a,AW4 b){return AW4(min(ASU4(a),ASU4(b)));} +//------------------------------------------------------------------------------------------------------------------------------ + AH1 ARcpH1(AH1 x){return rcp(x);} + AH2 ARcpH2(AH2 x){return rcp(x);} + AH3 ARcpH3(AH3 x){return rcp(x);} + AH4 ARcpH4(AH4 x){return rcp(x);} +//------------------------------------------------------------------------------------------------------------------------------ + AH1 ARsqH1(AH1 x){return rsqrt(x);} + AH2 ARsqH2(AH2 x){return rsqrt(x);} + AH3 ARsqH3(AH3 x){return rsqrt(x);} + AH4 ARsqH4(AH4 x){return rsqrt(x);} +//------------------------------------------------------------------------------------------------------------------------------ + AH1 ASatH1(AH1 x){return saturate(x);} + AH2 ASatH2(AH2 x){return saturate(x);} + AH3 ASatH3(AH3 x){return saturate(x);} + AH4 ASatH4(AH4 x){return saturate(x);} +//------------------------------------------------------------------------------------------------------------------------------ + AW1 AShrSW1(AW1 a,AW1 b){return AW1(ASW1(a)>>ASW1(b));} + AW2 AShrSW2(AW2 a,AW2 b){return AW2(ASW2(a)>>ASW2(b));} + AW3 AShrSW3(AW3 a,AW3 b){return AW3(ASW3(a)>>ASW3(b));} + AW4 AShrSW4(AW4 a,AW4 b){return AW4(ASW4(a)>>ASW4(b));} + #endif +//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +//_____________________________________________________________/\_______________________________________________________________ +//============================================================================================================================== +// HLSL DOUBLE +//============================================================================================================================== + #ifdef A_DUBL + #ifdef A_HLSL_6_2 + #define AD1 float64_t + #define AD2 float64_t2 + #define AD3 float64_t3 + #define AD4 float64_t4 + #else + #define AD1 double + #define AD2 double2 + #define AD3 double3 + #define AD4 double4 + #endif +//------------------------------------------------------------------------------------------------------------------------------ + AD1 AD1_x(AD1 a){return AD1(a);} + AD2 AD2_x(AD1 a){return AD2(a,a);} + AD3 AD3_x(AD1 a){return AD3(a,a,a);} + AD4 AD4_x(AD1 a){return AD4(a,a,a,a);} + #define AD1_(a) AD1_x(AD1(a)) + #define AD2_(a) AD2_x(AD1(a)) + #define AD3_(a) AD3_x(AD1(a)) + #define AD4_(a) AD4_x(AD1(a)) +//============================================================================================================================== + AD1 AFractD1(AD1 a){return a-floor(a);} + AD2 AFractD2(AD2 a){return a-floor(a);} + AD3 AFractD3(AD3 a){return a-floor(a);} + AD4 AFractD4(AD4 a){return a-floor(a);} +//------------------------------------------------------------------------------------------------------------------------------ + AD1 ALerpD1(AD1 x,AD1 y,AD1 a){return lerp(x,y,a);} + AD2 ALerpD2(AD2 x,AD2 y,AD2 a){return lerp(x,y,a);} + AD3 ALerpD3(AD3 x,AD3 y,AD3 a){return lerp(x,y,a);} + AD4 ALerpD4(AD4 x,AD4 y,AD4 a){return lerp(x,y,a);} +//------------------------------------------------------------------------------------------------------------------------------ + AD1 ARcpD1(AD1 x){return rcp(x);} + AD2 ARcpD2(AD2 x){return rcp(x);} + AD3 ARcpD3(AD3 x){return rcp(x);} + AD4 ARcpD4(AD4 x){return rcp(x);} +//------------------------------------------------------------------------------------------------------------------------------ + AD1 ARsqD1(AD1 x){return rsqrt(x);} + AD2 ARsqD2(AD2 x){return rsqrt(x);} + AD3 ARsqD3(AD3 x){return rsqrt(x);} + AD4 ARsqD4(AD4 x){return rsqrt(x);} +//------------------------------------------------------------------------------------------------------------------------------ + AD1 ASatD1(AD1 x){return saturate(x);} + AD2 ASatD2(AD2 x){return saturate(x);} + AD3 ASatD3(AD3 x){return saturate(x);} + AD4 ASatD4(AD4 x){return saturate(x);} + #endif +//============================================================================================================================== +// HLSL WAVE +//============================================================================================================================== + #ifdef A_WAVE + // Where 'x' must be a compile time literal. + AF1 AWaveXorF1(AF1 v,AU1 x){return WaveReadLaneAt(v,WaveGetLaneIndex()^x);} + AF2 AWaveXorF2(AF2 v,AU1 x){return WaveReadLaneAt(v,WaveGetLaneIndex()^x);} + AF3 AWaveXorF3(AF3 v,AU1 x){return WaveReadLaneAt(v,WaveGetLaneIndex()^x);} + AF4 AWaveXorF4(AF4 v,AU1 x){return WaveReadLaneAt(v,WaveGetLaneIndex()^x);} + AU1 AWaveXorU1(AU1 v,AU1 x){return WaveReadLaneAt(v,WaveGetLaneIndex()^x);} + AU2 AWaveXorU1(AU2 v,AU1 x){return WaveReadLaneAt(v,WaveGetLaneIndex()^x);} + AU3 AWaveXorU1(AU3 v,AU1 x){return WaveReadLaneAt(v,WaveGetLaneIndex()^x);} + AU4 AWaveXorU1(AU4 v,AU1 x){return WaveReadLaneAt(v,WaveGetLaneIndex()^x);} +//------------------------------------------------------------------------------------------------------------------------------ + #ifdef A_HALF + AH2 AWaveXorH2(AH2 v,AU1 x){return AH2_AU1(WaveReadLaneAt(AU1_AH2(v),WaveGetLaneIndex()^x));} + AH4 AWaveXorH4(AH4 v,AU1 x){return AH4_AU2(WaveReadLaneAt(AU2_AH4(v),WaveGetLaneIndex()^x));} + AW2 AWaveXorW2(AW2 v,AU1 x){return AW2_AU1(WaveReadLaneAt(AU1_AW2(v),WaveGetLaneIndex()^x));} + AW4 AWaveXorW4(AW4 v,AU1 x){return AW4_AU1(WaveReadLaneAt(AU1_AW4(v),WaveGetLaneIndex()^x));} + #endif + #endif +//============================================================================================================================== +#endif +//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +//_____________________________________________________________/\_______________________________________________________________ +//============================================================================================================================== +// +// +// GPU COMMON +// +// +//============================================================================================================================== +#ifdef A_GPU + // Negative and positive infinity. + #define A_INFP_F AF1_AU1(0x7f800000u) + #define A_INFN_F AF1_AU1(0xff800000u) +//------------------------------------------------------------------------------------------------------------------------------ + // Copy sign from 's' to positive 'd'. + AF1 ACpySgnF1(AF1 d,AF1 s){return AF1_AU1(AU1_AF1(d)|(AU1_AF1(s)&AU1_(0x80000000u)));} + AF2 ACpySgnF2(AF2 d,AF2 s){return AF2_AU2(AU2_AF2(d)|(AU2_AF2(s)&AU2_(0x80000000u)));} + AF3 ACpySgnF3(AF3 d,AF3 s){return AF3_AU3(AU3_AF3(d)|(AU3_AF3(s)&AU3_(0x80000000u)));} + AF4 ACpySgnF4(AF4 d,AF4 s){return AF4_AU4(AU4_AF4(d)|(AU4_AF4(s)&AU4_(0x80000000u)));} +//------------------------------------------------------------------------------------------------------------------------------ + // Single operation to return (useful to create a mask to use in lerp for branch free logic), + // m=NaN := 0 + // m>=0 := 0 + // m<0 := 1 + // Uses the following useful floating point logic, + // saturate(+a*(-INF)==-INF) := 0 + // saturate( 0*(-INF)== NaN) := 0 + // saturate(-a*(-INF)==+INF) := 1 + AF1 ASignedF1(AF1 m){return ASatF1(m*AF1_(A_INFN_F));} + AF2 ASignedF2(AF2 m){return ASatF2(m*AF2_(A_INFN_F));} + AF3 ASignedF3(AF3 m){return ASatF3(m*AF3_(A_INFN_F));} + AF4 ASignedF4(AF4 m){return ASatF4(m*AF4_(A_INFN_F));} +//------------------------------------------------------------------------------------------------------------------------------ + AF1 AGtZeroF1(AF1 m){return ASatF1(m*AF1_(A_INFP_F));} + AF2 AGtZeroF2(AF2 m){return ASatF2(m*AF2_(A_INFP_F));} + AF3 AGtZeroF3(AF3 m){return ASatF3(m*AF3_(A_INFP_F));} + AF4 AGtZeroF4(AF4 m){return ASatF4(m*AF4_(A_INFP_F));} +//============================================================================================================================== + #ifdef A_HALF + #ifdef A_HLSL_6_2 + #define A_INFP_H AH1_AW1((uint16_t)0x7c00u) + #define A_INFN_H AH1_AW1((uint16_t)0xfc00u) + #else + #define A_INFP_H AH1_AW1(0x7c00u) + #define A_INFN_H AH1_AW1(0xfc00u) + #endif + +//------------------------------------------------------------------------------------------------------------------------------ + AH1 ACpySgnH1(AH1 d,AH1 s){return AH1_AW1(AW1_AH1(d)|(AW1_AH1(s)&AW1_(0x8000u)));} + AH2 ACpySgnH2(AH2 d,AH2 s){return AH2_AW2(AW2_AH2(d)|(AW2_AH2(s)&AW2_(0x8000u)));} + AH3 ACpySgnH3(AH3 d,AH3 s){return AH3_AW3(AW3_AH3(d)|(AW3_AH3(s)&AW3_(0x8000u)));} + AH4 ACpySgnH4(AH4 d,AH4 s){return AH4_AW4(AW4_AH4(d)|(AW4_AH4(s)&AW4_(0x8000u)));} +//------------------------------------------------------------------------------------------------------------------------------ + AH1 ASignedH1(AH1 m){return ASatH1(m*AH1_(A_INFN_H));} + AH2 ASignedH2(AH2 m){return ASatH2(m*AH2_(A_INFN_H));} + AH3 ASignedH3(AH3 m){return ASatH3(m*AH3_(A_INFN_H));} + AH4 ASignedH4(AH4 m){return ASatH4(m*AH4_(A_INFN_H));} +//------------------------------------------------------------------------------------------------------------------------------ + AH1 AGtZeroH1(AH1 m){return ASatH1(m*AH1_(A_INFP_H));} + AH2 AGtZeroH2(AH2 m){return ASatH2(m*AH2_(A_INFP_H));} + AH3 AGtZeroH3(AH3 m){return ASatH3(m*AH3_(A_INFP_H));} + AH4 AGtZeroH4(AH4 m){return ASatH4(m*AH4_(A_INFP_H));} + #endif +//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +//_____________________________________________________________/\_______________________________________________________________ +//============================================================================================================================== +// [FIS] FLOAT INTEGER SORTABLE +//------------------------------------------------------------------------------------------------------------------------------ +// Float to integer sortable. +// - If sign bit=0, flip the sign bit (positives). +// - If sign bit=1, flip all bits (negatives). +// Integer sortable to float. +// - If sign bit=1, flip the sign bit (positives). +// - If sign bit=0, flip all bits (negatives). +// Has nice side effects. +// - Larger integers are more positive values. +// - Float zero is mapped to center of integers (so clear to integer zero is a nice default for atomic max usage). +// Burns 3 ops for conversion {shift,or,xor}. +//============================================================================================================================== + AU1 AFisToU1(AU1 x){return x^(( AShrSU1(x,AU1_(31)))|AU1_(0x80000000));} + AU1 AFisFromU1(AU1 x){return x^((~AShrSU1(x,AU1_(31)))|AU1_(0x80000000));} +//------------------------------------------------------------------------------------------------------------------------------ + // Just adjust high 16-bit value (useful when upper part of 32-bit word is a 16-bit float value). + AU1 AFisToHiU1(AU1 x){return x^(( AShrSU1(x,AU1_(15)))|AU1_(0x80000000));} + AU1 AFisFromHiU1(AU1 x){return x^((~AShrSU1(x,AU1_(15)))|AU1_(0x80000000));} +//------------------------------------------------------------------------------------------------------------------------------ + #ifdef A_HALF + AW1 AFisToW1(AW1 x){return x^(( AShrSW1(x,AW1_(15)))|AW1_(0x8000));} + AW1 AFisFromW1(AW1 x){return x^((~AShrSW1(x,AW1_(15)))|AW1_(0x8000));} +//------------------------------------------------------------------------------------------------------------------------------ + AW2 AFisToW2(AW2 x){return x^(( AShrSW2(x,AW2_(15)))|AW2_(0x8000));} + AW2 AFisFromW2(AW2 x){return x^((~AShrSW2(x,AW2_(15)))|AW2_(0x8000));} + #endif +//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +//_____________________________________________________________/\_______________________________________________________________ +//============================================================================================================================== +// [PERM] V_PERM_B32 +//------------------------------------------------------------------------------------------------------------------------------ +// Support for V_PERM_B32 started in the 3rd generation of GCN. +//------------------------------------------------------------------------------------------------------------------------------ +// yyyyxxxx - The 'i' input. +// 76543210 +// ======== +// HGFEDCBA - Naming on permutation. +//------------------------------------------------------------------------------------------------------------------------------ +// TODO +// ==== +// - Make sure compiler optimizes this. +//============================================================================================================================== + #ifdef A_HALF + AU1 APerm0E0A(AU2 i){return((i.x )&0xffu)|((i.y<<16)&0xff0000u);} + AU1 APerm0F0B(AU2 i){return((i.x>> 8)&0xffu)|((i.y<< 8)&0xff0000u);} + AU1 APerm0G0C(AU2 i){return((i.x>>16)&0xffu)|((i.y )&0xff0000u);} + AU1 APerm0H0D(AU2 i){return((i.x>>24)&0xffu)|((i.y>> 8)&0xff0000u);} +//------------------------------------------------------------------------------------------------------------------------------ + AU1 APermHGFA(AU2 i){return((i.x )&0x000000ffu)|(i.y&0xffffff00u);} + AU1 APermHGFC(AU2 i){return((i.x>>16)&0x000000ffu)|(i.y&0xffffff00u);} + AU1 APermHGAE(AU2 i){return((i.x<< 8)&0x0000ff00u)|(i.y&0xffff00ffu);} + AU1 APermHGCE(AU2 i){return((i.x>> 8)&0x0000ff00u)|(i.y&0xffff00ffu);} + AU1 APermHAFE(AU2 i){return((i.x<<16)&0x00ff0000u)|(i.y&0xff00ffffu);} + AU1 APermHCFE(AU2 i){return((i.x )&0x00ff0000u)|(i.y&0xff00ffffu);} + AU1 APermAGFE(AU2 i){return((i.x<<24)&0xff000000u)|(i.y&0x00ffffffu);} + AU1 APermCGFE(AU2 i){return((i.x<< 8)&0xff000000u)|(i.y&0x00ffffffu);} +//------------------------------------------------------------------------------------------------------------------------------ + AU1 APermGCEA(AU2 i){return((i.x)&0x00ff00ffu)|((i.y<<8)&0xff00ff00u);} + AU1 APermGECA(AU2 i){return(((i.x)&0xffu)|((i.x>>8)&0xff00u)|((i.y<<16)&0xff0000u)|((i.y<<8)&0xff000000u));} + #endif +//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +//_____________________________________________________________/\_______________________________________________________________ +//============================================================================================================================== +// [BUC] BYTE UNSIGNED CONVERSION +//------------------------------------------------------------------------------------------------------------------------------ +// Designed to use the optimal conversion, enables the scaling to possibly be factored into other computation. +// Works on a range of {0 to A_BUC_<32,16>}, for <32-bit, and 16-bit> respectively. +//------------------------------------------------------------------------------------------------------------------------------ +// OPCODE NOTES +// ============ +// GCN does not do UNORM or SNORM for bytes in opcodes. +// - V_CVT_F32_UBYTE{0,1,2,3} - Unsigned byte to float. +// - V_CVT_PKACC_U8_F32 - Float to unsigned byte (does bit-field insert into 32-bit integer). +// V_PERM_B32 does byte packing with ability to zero fill bytes as well. +// - Can pull out byte values from two sources, and zero fill upper 8-bits of packed hi and lo. +//------------------------------------------------------------------------------------------------------------------------------ +// BYTE : FLOAT - ABuc{0,1,2,3}{To,From}U1() - Designed for V_CVT_F32_UBYTE* and V_CVT_PKACCUM_U8_F32 ops. +// ==== ===== +// 0 : 0 +// 1 : 1 +// ... +// 255 : 255 +// : 256 (just outside the encoding range) +//------------------------------------------------------------------------------------------------------------------------------ +// BYTE : FLOAT - ABuc{0,1,2,3}{To,From}U2() - Designed for 16-bit denormal tricks and V_PERM_B32. +// ==== ===== +// 0 : 0 +// 1 : 1/512 +// 2 : 1/256 +// ... +// 64 : 1/8 +// 128 : 1/4 +// 255 : 255/512 +// : 1/2 (just outside the encoding range) +//------------------------------------------------------------------------------------------------------------------------------ +// OPTIMAL IMPLEMENTATIONS ON AMD ARCHITECTURES +// ============================================ +// r=ABuc0FromU1(i) +// V_CVT_F32_UBYTE0 r,i +// -------------------------------------------- +// r=ABuc0ToU1(d,i) +// V_CVT_PKACCUM_U8_F32 r,i,0,d +// -------------------------------------------- +// d=ABuc0FromU2(i) +// Where 'k0' is an SGPR with 0x0E0A +// Where 'k1' is an SGPR with {32768.0} packed into the lower 16-bits +// V_PERM_B32 d,i.x,i.y,k0 +// V_PK_FMA_F16 d,d,k1.x,0 +// -------------------------------------------- +// r=ABuc0ToU2(d,i) +// Where 'k0' is an SGPR with {1.0/32768.0} packed into the lower 16-bits +// Where 'k1' is an SGPR with 0x???? +// Where 'k2' is an SGPR with 0x???? +// V_PK_FMA_F16 i,i,k0.x,0 +// V_PERM_B32 r.x,i,i,k1 +// V_PERM_B32 r.y,i,i,k2 +//============================================================================================================================== + // Peak range for 32-bit and 16-bit operations. + #define A_BUC_32 (255.0) + #define A_BUC_16 (255.0/512.0) +//============================================================================================================================== + #if 1 + // Designed to be one V_CVT_PKACCUM_U8_F32. + // The extra min is required to pattern match to V_CVT_PKACCUM_U8_F32. + AU1 ABuc0ToU1(AU1 d,AF1 i){return (d&0xffffff00u)|((min(AU1(i),255u) )&(0x000000ffu));} + AU1 ABuc1ToU1(AU1 d,AF1 i){return (d&0xffff00ffu)|((min(AU1(i),255u)<< 8)&(0x0000ff00u));} + AU1 ABuc2ToU1(AU1 d,AF1 i){return (d&0xff00ffffu)|((min(AU1(i),255u)<<16)&(0x00ff0000u));} + AU1 ABuc3ToU1(AU1 d,AF1 i){return (d&0x00ffffffu)|((min(AU1(i),255u)<<24)&(0xff000000u));} +//------------------------------------------------------------------------------------------------------------------------------ + // Designed to be one V_CVT_F32_UBYTE*. + AF1 ABuc0FromU1(AU1 i){return AF1((i )&255u);} + AF1 ABuc1FromU1(AU1 i){return AF1((i>> 8)&255u);} + AF1 ABuc2FromU1(AU1 i){return AF1((i>>16)&255u);} + AF1 ABuc3FromU1(AU1 i){return AF1((i>>24)&255u);} + #endif +//============================================================================================================================== + #ifdef A_HALF + // Takes {x0,x1} and {y0,y1} and builds {{x0,y0},{x1,y1}}. + AW2 ABuc01ToW2(AH2 x,AH2 y){x*=AH2_(1.0/32768.0);y*=AH2_(1.0/32768.0); + return AW2_AU1(APermGCEA(AU2(AU1_AW2(AW2_AH2(x)),AU1_AW2(AW2_AH2(y)))));} +//------------------------------------------------------------------------------------------------------------------------------ + // Designed for 3 ops to do SOA to AOS and conversion. + AU2 ABuc0ToU2(AU2 d,AH2 i){AU1 b=AU1_AW2(AW2_AH2(i*AH2_(1.0/32768.0))); + return AU2(APermHGFA(AU2(d.x,b)),APermHGFC(AU2(d.y,b)));} + AU2 ABuc1ToU2(AU2 d,AH2 i){AU1 b=AU1_AW2(AW2_AH2(i*AH2_(1.0/32768.0))); + return AU2(APermHGAE(AU2(d.x,b)),APermHGCE(AU2(d.y,b)));} + AU2 ABuc2ToU2(AU2 d,AH2 i){AU1 b=AU1_AW2(AW2_AH2(i*AH2_(1.0/32768.0))); + return AU2(APermHAFE(AU2(d.x,b)),APermHCFE(AU2(d.y,b)));} + AU2 ABuc3ToU2(AU2 d,AH2 i){AU1 b=AU1_AW2(AW2_AH2(i*AH2_(1.0/32768.0))); + return AU2(APermAGFE(AU2(d.x,b)),APermCGFE(AU2(d.y,b)));} +//------------------------------------------------------------------------------------------------------------------------------ + // Designed for 2 ops to do both AOS to SOA, and conversion. + AH2 ABuc0FromU2(AU2 i){return AH2_AW2(AW2_AU1(APerm0E0A(i)))*AH2_(32768.0);} + AH2 ABuc1FromU2(AU2 i){return AH2_AW2(AW2_AU1(APerm0F0B(i)))*AH2_(32768.0);} + AH2 ABuc2FromU2(AU2 i){return AH2_AW2(AW2_AU1(APerm0G0C(i)))*AH2_(32768.0);} + AH2 ABuc3FromU2(AU2 i){return AH2_AW2(AW2_AU1(APerm0H0D(i)))*AH2_(32768.0);} + #endif +//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +//_____________________________________________________________/\_______________________________________________________________ +//============================================================================================================================== +// [BSC] BYTE SIGNED CONVERSION +//------------------------------------------------------------------------------------------------------------------------------ +// Similar to [BUC]. +// Works on a range of {-/+ A_BSC_<32,16>}, for <32-bit, and 16-bit> respectively. +//------------------------------------------------------------------------------------------------------------------------------ +// ENCODING (without zero-based encoding) +// ======== +// 0 = unused (can be used to mean something else) +// 1 = lowest value +// 128 = exact zero center (zero based encoding +// 255 = highest value +//------------------------------------------------------------------------------------------------------------------------------ +// Zero-based [Zb] flips the MSB bit of the byte (making 128 "exact zero" actually zero). +// This is useful if there is a desire for cleared values to decode as zero. +//------------------------------------------------------------------------------------------------------------------------------ +// BYTE : FLOAT - ABsc{0,1,2,3}{To,From}U2() - Designed for 16-bit denormal tricks and V_PERM_B32. +// ==== ===== +// 0 : -127/512 (unused) +// 1 : -126/512 +// 2 : -125/512 +// ... +// 128 : 0 +// ... +// 255 : 127/512 +// : 1/4 (just outside the encoding range) +//============================================================================================================================== + // Peak range for 32-bit and 16-bit operations. + #define A_BSC_32 (127.0) + #define A_BSC_16 (127.0/512.0) +//============================================================================================================================== + #if 1 + AU1 ABsc0ToU1(AU1 d,AF1 i){return (d&0xffffff00u)|((min(AU1(i+128.0),255u) )&(0x000000ffu));} + AU1 ABsc1ToU1(AU1 d,AF1 i){return (d&0xffff00ffu)|((min(AU1(i+128.0),255u)<< 8)&(0x0000ff00u));} + AU1 ABsc2ToU1(AU1 d,AF1 i){return (d&0xff00ffffu)|((min(AU1(i+128.0),255u)<<16)&(0x00ff0000u));} + AU1 ABsc3ToU1(AU1 d,AF1 i){return (d&0x00ffffffu)|((min(AU1(i+128.0),255u)<<24)&(0xff000000u));} +//------------------------------------------------------------------------------------------------------------------------------ + AU1 ABsc0ToZbU1(AU1 d,AF1 i){return ((d&0xffffff00u)|((min(AU1(trunc(i)+128.0),255u) )&(0x000000ffu)))^0x00000080u;} + AU1 ABsc1ToZbU1(AU1 d,AF1 i){return ((d&0xffff00ffu)|((min(AU1(trunc(i)+128.0),255u)<< 8)&(0x0000ff00u)))^0x00008000u;} + AU1 ABsc2ToZbU1(AU1 d,AF1 i){return ((d&0xff00ffffu)|((min(AU1(trunc(i)+128.0),255u)<<16)&(0x00ff0000u)))^0x00800000u;} + AU1 ABsc3ToZbU1(AU1 d,AF1 i){return ((d&0x00ffffffu)|((min(AU1(trunc(i)+128.0),255u)<<24)&(0xff000000u)))^0x80000000u;} +//------------------------------------------------------------------------------------------------------------------------------ + AF1 ABsc0FromU1(AU1 i){return AF1((i )&255u)-128.0;} + AF1 ABsc1FromU1(AU1 i){return AF1((i>> 8)&255u)-128.0;} + AF1 ABsc2FromU1(AU1 i){return AF1((i>>16)&255u)-128.0;} + AF1 ABsc3FromU1(AU1 i){return AF1((i>>24)&255u)-128.0;} +//------------------------------------------------------------------------------------------------------------------------------ + AF1 ABsc0FromZbU1(AU1 i){return AF1(((i )&255u)^0x80u)-128.0;} + AF1 ABsc1FromZbU1(AU1 i){return AF1(((i>> 8)&255u)^0x80u)-128.0;} + AF1 ABsc2FromZbU1(AU1 i){return AF1(((i>>16)&255u)^0x80u)-128.0;} + AF1 ABsc3FromZbU1(AU1 i){return AF1(((i>>24)&255u)^0x80u)-128.0;} + #endif +//============================================================================================================================== + #ifdef A_HALF + // Takes {x0,x1} and {y0,y1} and builds {{x0,y0},{x1,y1}}. + AW2 ABsc01ToW2(AH2 x,AH2 y){x=x*AH2_(1.0/32768.0)+AH2_(0.25/32768.0);y=y*AH2_(1.0/32768.0)+AH2_(0.25/32768.0); + return AW2_AU1(APermGCEA(AU2(AU1_AW2(AW2_AH2(x)),AU1_AW2(AW2_AH2(y)))));} +//------------------------------------------------------------------------------------------------------------------------------ + AU2 ABsc0ToU2(AU2 d,AH2 i){AU1 b=AU1_AW2(AW2_AH2(i*AH2_(1.0/32768.0)+AH2_(0.25/32768.0))); + return AU2(APermHGFA(AU2(d.x,b)),APermHGFC(AU2(d.y,b)));} + AU2 ABsc1ToU2(AU2 d,AH2 i){AU1 b=AU1_AW2(AW2_AH2(i*AH2_(1.0/32768.0)+AH2_(0.25/32768.0))); + return AU2(APermHGAE(AU2(d.x,b)),APermHGCE(AU2(d.y,b)));} + AU2 ABsc2ToU2(AU2 d,AH2 i){AU1 b=AU1_AW2(AW2_AH2(i*AH2_(1.0/32768.0)+AH2_(0.25/32768.0))); + return AU2(APermHAFE(AU2(d.x,b)),APermHCFE(AU2(d.y,b)));} + AU2 ABsc3ToU2(AU2 d,AH2 i){AU1 b=AU1_AW2(AW2_AH2(i*AH2_(1.0/32768.0)+AH2_(0.25/32768.0))); + return AU2(APermAGFE(AU2(d.x,b)),APermCGFE(AU2(d.y,b)));} +//------------------------------------------------------------------------------------------------------------------------------ + AU2 ABsc0ToZbU2(AU2 d,AH2 i){AU1 b=AU1_AW2(AW2_AH2(i*AH2_(1.0/32768.0)+AH2_(0.25/32768.0)))^0x00800080u; + return AU2(APermHGFA(AU2(d.x,b)),APermHGFC(AU2(d.y,b)));} + AU2 ABsc1ToZbU2(AU2 d,AH2 i){AU1 b=AU1_AW2(AW2_AH2(i*AH2_(1.0/32768.0)+AH2_(0.25/32768.0)))^0x00800080u; + return AU2(APermHGAE(AU2(d.x,b)),APermHGCE(AU2(d.y,b)));} + AU2 ABsc2ToZbU2(AU2 d,AH2 i){AU1 b=AU1_AW2(AW2_AH2(i*AH2_(1.0/32768.0)+AH2_(0.25/32768.0)))^0x00800080u; + return AU2(APermHAFE(AU2(d.x,b)),APermHCFE(AU2(d.y,b)));} + AU2 ABsc3ToZbU2(AU2 d,AH2 i){AU1 b=AU1_AW2(AW2_AH2(i*AH2_(1.0/32768.0)+AH2_(0.25/32768.0)))^0x00800080u; + return AU2(APermAGFE(AU2(d.x,b)),APermCGFE(AU2(d.y,b)));} +//------------------------------------------------------------------------------------------------------------------------------ + AH2 ABsc0FromU2(AU2 i){return AH2_AW2(AW2_AU1(APerm0E0A(i)))*AH2_(32768.0)-AH2_(0.25);} + AH2 ABsc1FromU2(AU2 i){return AH2_AW2(AW2_AU1(APerm0F0B(i)))*AH2_(32768.0)-AH2_(0.25);} + AH2 ABsc2FromU2(AU2 i){return AH2_AW2(AW2_AU1(APerm0G0C(i)))*AH2_(32768.0)-AH2_(0.25);} + AH2 ABsc3FromU2(AU2 i){return AH2_AW2(AW2_AU1(APerm0H0D(i)))*AH2_(32768.0)-AH2_(0.25);} +//------------------------------------------------------------------------------------------------------------------------------ + AH2 ABsc0FromZbU2(AU2 i){return AH2_AW2(AW2_AU1(APerm0E0A(i)^0x00800080u))*AH2_(32768.0)-AH2_(0.25);} + AH2 ABsc1FromZbU2(AU2 i){return AH2_AW2(AW2_AU1(APerm0F0B(i)^0x00800080u))*AH2_(32768.0)-AH2_(0.25);} + AH2 ABsc2FromZbU2(AU2 i){return AH2_AW2(AW2_AU1(APerm0G0C(i)^0x00800080u))*AH2_(32768.0)-AH2_(0.25);} + AH2 ABsc3FromZbU2(AU2 i){return AH2_AW2(AW2_AU1(APerm0H0D(i)^0x00800080u))*AH2_(32768.0)-AH2_(0.25);} + #endif +//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +//_____________________________________________________________/\_______________________________________________________________ +//============================================================================================================================== +// HALF APPROXIMATIONS +//------------------------------------------------------------------------------------------------------------------------------ +// These support only positive inputs. +// Did not see value yet in specialization for range. +// Using quick testing, ended up mostly getting the same "best" approximation for various ranges. +// With hardware that can co-execute transcendentals, the value in approximations could be less than expected. +// However from a latency perspective, if execution of a transcendental is 4 clk, with no packed support, -> 8 clk total. +// And co-execution would require a compiler interleaving a lot of independent work for packed usage. +//------------------------------------------------------------------------------------------------------------------------------ +// The one Newton Raphson iteration form of rsq() was skipped (requires 6 ops total). +// Same with sqrt(), as this could be x*rsq() (7 ops). +//============================================================================================================================== + #ifdef A_HALF + // Minimize squared error across full positive range, 2 ops. + // The 0x1de2 based approximation maps {0 to 1} input maps to < 1 output. + AH1 APrxLoSqrtH1(AH1 a){return AH1_AW1((AW1_AH1(a)>>AW1_(1))+AW1_(0x1de2));} + AH2 APrxLoSqrtH2(AH2 a){return AH2_AW2((AW2_AH2(a)>>AW2_(1))+AW2_(0x1de2));} + AH3 APrxLoSqrtH3(AH3 a){return AH3_AW3((AW3_AH3(a)>>AW3_(1))+AW3_(0x1de2));} + AH4 APrxLoSqrtH4(AH4 a){return AH4_AW4((AW4_AH4(a)>>AW4_(1))+AW4_(0x1de2));} +//------------------------------------------------------------------------------------------------------------------------------ + // Lower precision estimation, 1 op. + // Minimize squared error across {smallest normal to 16384.0}. + AH1 APrxLoRcpH1(AH1 a){return AH1_AW1(AW1_(0x7784)-AW1_AH1(a));} + AH2 APrxLoRcpH2(AH2 a){return AH2_AW2(AW2_(0x7784)-AW2_AH2(a));} + AH3 APrxLoRcpH3(AH3 a){return AH3_AW3(AW3_(0x7784)-AW3_AH3(a));} + AH4 APrxLoRcpH4(AH4 a){return AH4_AW4(AW4_(0x7784)-AW4_AH4(a));} +//------------------------------------------------------------------------------------------------------------------------------ + // Medium precision estimation, one Newton Raphson iteration, 3 ops. + AH1 APrxMedRcpH1(AH1 a){AH1 b=AH1_AW1(AW1_(0x778d)-AW1_AH1(a));return b*(-b*a+AH1_(2.0));} + AH2 APrxMedRcpH2(AH2 a){AH2 b=AH2_AW2(AW2_(0x778d)-AW2_AH2(a));return b*(-b*a+AH2_(2.0));} + AH3 APrxMedRcpH3(AH3 a){AH3 b=AH3_AW3(AW3_(0x778d)-AW3_AH3(a));return b*(-b*a+AH3_(2.0));} + AH4 APrxMedRcpH4(AH4 a){AH4 b=AH4_AW4(AW4_(0x778d)-AW4_AH4(a));return b*(-b*a+AH4_(2.0));} +//------------------------------------------------------------------------------------------------------------------------------ + // Minimize squared error across {smallest normal to 16384.0}, 2 ops. + AH1 APrxLoRsqH1(AH1 a){return AH1_AW1(AW1_(0x59a3)-(AW1_AH1(a)>>AW1_(1)));} + AH2 APrxLoRsqH2(AH2 a){return AH2_AW2(AW2_(0x59a3)-(AW2_AH2(a)>>AW2_(1)));} + AH3 APrxLoRsqH3(AH3 a){return AH3_AW3(AW3_(0x59a3)-(AW3_AH3(a)>>AW3_(1)));} + AH4 APrxLoRsqH4(AH4 a){return AH4_AW4(AW4_(0x59a3)-(AW4_AH4(a)>>AW4_(1)));} + #endif +//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +//_____________________________________________________________/\_______________________________________________________________ +//============================================================================================================================== +// FLOAT APPROXIMATIONS +//------------------------------------------------------------------------------------------------------------------------------ +// Michal Drobot has an excellent presentation on these: "Low Level Optimizations For GCN", +// - Idea dates back to SGI, then to Quake 3, etc. +// - https://michaldrobot.files.wordpress.com/2014/05/gcn_alu_opt_digitaldragons2014.pdf +// - sqrt(x)=rsqrt(x)*x +// - rcp(x)=rsqrt(x)*rsqrt(x) for positive x +// - https://github.com/michaldrobot/ShaderFastLibs/blob/master/ShaderFastMathLib.h +//------------------------------------------------------------------------------------------------------------------------------ +// These below are from perhaps less complete searching for optimal. +// Used FP16 normal range for testing with +4096 32-bit step size for sampling error. +// So these match up well with the half approximations. +//============================================================================================================================== + AF1 APrxLoSqrtF1(AF1 a){return AF1_AU1((AU1_AF1(a)>>AU1_(1))+AU1_(0x1fbc4639));} + AF1 APrxLoRcpF1(AF1 a){return AF1_AU1(AU1_(0x7ef07ebb)-AU1_AF1(a));} + AF1 APrxMedRcpF1(AF1 a){AF1 b=AF1_AU1(AU1_(0x7ef19fff)-AU1_AF1(a));return b*(-b*a+AF1_(2.0));} + AF1 APrxLoRsqF1(AF1 a){return AF1_AU1(AU1_(0x5f347d74)-(AU1_AF1(a)>>AU1_(1)));} +//------------------------------------------------------------------------------------------------------------------------------ + AF2 APrxLoSqrtF2(AF2 a){return AF2_AU2((AU2_AF2(a)>>AU2_(1))+AU2_(0x1fbc4639));} + AF2 APrxLoRcpF2(AF2 a){return AF2_AU2(AU2_(0x7ef07ebb)-AU2_AF2(a));} + AF2 APrxMedRcpF2(AF2 a){AF2 b=AF2_AU2(AU2_(0x7ef19fff)-AU2_AF2(a));return b*(-b*a+AF2_(2.0));} + AF2 APrxLoRsqF2(AF2 a){return AF2_AU2(AU2_(0x5f347d74)-(AU2_AF2(a)>>AU2_(1)));} +//------------------------------------------------------------------------------------------------------------------------------ + AF3 APrxLoSqrtF3(AF3 a){return AF3_AU3((AU3_AF3(a)>>AU3_(1))+AU3_(0x1fbc4639));} + AF3 APrxLoRcpF3(AF3 a){return AF3_AU3(AU3_(0x7ef07ebb)-AU3_AF3(a));} + AF3 APrxMedRcpF3(AF3 a){AF3 b=AF3_AU3(AU3_(0x7ef19fff)-AU3_AF3(a));return b*(-b*a+AF3_(2.0));} + AF3 APrxLoRsqF3(AF3 a){return AF3_AU3(AU3_(0x5f347d74)-(AU3_AF3(a)>>AU3_(1)));} +//------------------------------------------------------------------------------------------------------------------------------ + AF4 APrxLoSqrtF4(AF4 a){return AF4_AU4((AU4_AF4(a)>>AU4_(1))+AU4_(0x1fbc4639));} + AF4 APrxLoRcpF4(AF4 a){return AF4_AU4(AU4_(0x7ef07ebb)-AU4_AF4(a));} + AF4 APrxMedRcpF4(AF4 a){AF4 b=AF4_AU4(AU4_(0x7ef19fff)-AU4_AF4(a));return b*(-b*a+AF4_(2.0));} + AF4 APrxLoRsqF4(AF4 a){return AF4_AU4(AU4_(0x5f347d74)-(AU4_AF4(a)>>AU4_(1)));} +//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +//_____________________________________________________________/\_______________________________________________________________ +//============================================================================================================================== +// PQ APPROXIMATIONS +//------------------------------------------------------------------------------------------------------------------------------ +// PQ is very close to x^(1/8). The functions below Use the fast float approximation method to do +// PQ<~>Gamma2 (4th power and fast 4th root) and PQ<~>Linear (8th power and fast 8th root). Maximum error is ~0.2%. +//============================================================================================================================== +// Helpers + AF1 Quart(AF1 a) { a = a * a; return a * a;} + AF1 Oct(AF1 a) { a = a * a; a = a * a; return a * a; } + AF2 Quart(AF2 a) { a = a * a; return a * a; } + AF2 Oct(AF2 a) { a = a * a; a = a * a; return a * a; } + AF3 Quart(AF3 a) { a = a * a; return a * a; } + AF3 Oct(AF3 a) { a = a * a; a = a * a; return a * a; } + AF4 Quart(AF4 a) { a = a * a; return a * a; } + AF4 Oct(AF4 a) { a = a * a; a = a * a; return a * a; } + //------------------------------------------------------------------------------------------------------------------------------ + AF1 APrxPQToGamma2(AF1 a) { return Quart(a); } + AF1 APrxPQToLinear(AF1 a) { return Oct(a); } + AF1 APrxLoGamma2ToPQ(AF1 a) { return AF1_AU1((AU1_AF1(a) >> AU1_(2)) + AU1_(0x2F9A4E46)); } + AF1 APrxMedGamma2ToPQ(AF1 a) { AF1 b = AF1_AU1((AU1_AF1(a) >> AU1_(2)) + AU1_(0x2F9A4E46)); AF1 b4 = Quart(b); return b - b * (b4 - a) / (AF1_(4.0) * b4); } + AF1 APrxHighGamma2ToPQ(AF1 a) { return sqrt(sqrt(a)); } + AF1 APrxLoLinearToPQ(AF1 a) { return AF1_AU1((AU1_AF1(a) >> AU1_(3)) + AU1_(0x378D8723)); } + AF1 APrxMedLinearToPQ(AF1 a) { AF1 b = AF1_AU1((AU1_AF1(a) >> AU1_(3)) + AU1_(0x378D8723)); AF1 b8 = Oct(b); return b - b * (b8 - a) / (AF1_(8.0) * b8); } + AF1 APrxHighLinearToPQ(AF1 a) { return sqrt(sqrt(sqrt(a))); } + //------------------------------------------------------------------------------------------------------------------------------ + AF2 APrxPQToGamma2(AF2 a) { return Quart(a); } + AF2 APrxPQToLinear(AF2 a) { return Oct(a); } + AF2 APrxLoGamma2ToPQ(AF2 a) { return AF2_AU2((AU2_AF2(a) >> AU2_(2)) + AU2_(0x2F9A4E46)); } + AF2 APrxMedGamma2ToPQ(AF2 a) { AF2 b = AF2_AU2((AU2_AF2(a) >> AU2_(2)) + AU2_(0x2F9A4E46)); AF2 b4 = Quart(b); return b - b * (b4 - a) / (AF1_(4.0) * b4); } + AF2 APrxHighGamma2ToPQ(AF2 a) { return sqrt(sqrt(a)); } + AF2 APrxLoLinearToPQ(AF2 a) { return AF2_AU2((AU2_AF2(a) >> AU2_(3)) + AU2_(0x378D8723)); } + AF2 APrxMedLinearToPQ(AF2 a) { AF2 b = AF2_AU2((AU2_AF2(a) >> AU2_(3)) + AU2_(0x378D8723)); AF2 b8 = Oct(b); return b - b * (b8 - a) / (AF1_(8.0) * b8); } + AF2 APrxHighLinearToPQ(AF2 a) { return sqrt(sqrt(sqrt(a))); } + //------------------------------------------------------------------------------------------------------------------------------ + AF3 APrxPQToGamma2(AF3 a) { return Quart(a); } + AF3 APrxPQToLinear(AF3 a) { return Oct(a); } + AF3 APrxLoGamma2ToPQ(AF3 a) { return AF3_AU3((AU3_AF3(a) >> AU3_(2)) + AU3_(0x2F9A4E46)); } + AF3 APrxMedGamma2ToPQ(AF3 a) { AF3 b = AF3_AU3((AU3_AF3(a) >> AU3_(2)) + AU3_(0x2F9A4E46)); AF3 b4 = Quart(b); return b - b * (b4 - a) / (AF1_(4.0) * b4); } + AF3 APrxHighGamma2ToPQ(AF3 a) { return sqrt(sqrt(a)); } + AF3 APrxLoLinearToPQ(AF3 a) { return AF3_AU3((AU3_AF3(a) >> AU3_(3)) + AU3_(0x378D8723)); } + AF3 APrxMedLinearToPQ(AF3 a) { AF3 b = AF3_AU3((AU3_AF3(a) >> AU3_(3)) + AU3_(0x378D8723)); AF3 b8 = Oct(b); return b - b * (b8 - a) / (AF1_(8.0) * b8); } + AF3 APrxHighLinearToPQ(AF3 a) { return sqrt(sqrt(sqrt(a))); } + //------------------------------------------------------------------------------------------------------------------------------ + AF4 APrxPQToGamma2(AF4 a) { return Quart(a); } + AF4 APrxPQToLinear(AF4 a) { return Oct(a); } + AF4 APrxLoGamma2ToPQ(AF4 a) { return AF4_AU4((AU4_AF4(a) >> AU4_(2)) + AU4_(0x2F9A4E46)); } + AF4 APrxMedGamma2ToPQ(AF4 a) { AF4 b = AF4_AU4((AU4_AF4(a) >> AU4_(2)) + AU4_(0x2F9A4E46)); AF4 b4 = Quart(b); return b - b * (b4 - a) / (AF1_(4.0) * b4); } + AF4 APrxHighGamma2ToPQ(AF4 a) { return sqrt(sqrt(a)); } + AF4 APrxLoLinearToPQ(AF4 a) { return AF4_AU4((AU4_AF4(a) >> AU4_(3)) + AU4_(0x378D8723)); } + AF4 APrxMedLinearToPQ(AF4 a) { AF4 b = AF4_AU4((AU4_AF4(a) >> AU4_(3)) + AU4_(0x378D8723)); AF4 b8 = Oct(b); return b - b * (b8 - a) / (AF1_(8.0) * b8); } + AF4 APrxHighLinearToPQ(AF4 a) { return sqrt(sqrt(sqrt(a))); } +//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +//_____________________________________________________________/\_______________________________________________________________ +//============================================================================================================================== +// PARABOLIC SIN & COS +//------------------------------------------------------------------------------------------------------------------------------ +// Approximate answers to transcendental questions. +//------------------------------------------------------------------------------------------------------------------------------ +//============================================================================================================================== + #if 1 + // Valid input range is {-1 to 1} representing {0 to 2 pi}. + // Output range is {-1/4 to 1/4} representing {-1 to 1}. + AF1 APSinF1(AF1 x){return x*abs(x)-x;} // MAD. + AF2 APSinF2(AF2 x){return x*abs(x)-x;} + AF1 APCosF1(AF1 x){x=AFractF1(x*AF1_(0.5)+AF1_(0.75));x=x*AF1_(2.0)-AF1_(1.0);return APSinF1(x);} // 3x MAD, FRACT + AF2 APCosF2(AF2 x){x=AFractF2(x*AF2_(0.5)+AF2_(0.75));x=x*AF2_(2.0)-AF2_(1.0);return APSinF2(x);} + AF2 APSinCosF1(AF1 x){AF1 y=AFractF1(x*AF1_(0.5)+AF1_(0.75));y=y*AF1_(2.0)-AF1_(1.0);return APSinF2(AF2(x,y));} + #endif +//------------------------------------------------------------------------------------------------------------------------------ + #ifdef A_HALF + // For a packed {sin,cos} pair, + // - Native takes 16 clocks and 4 issue slots (no packed transcendentals). + // - Parabolic takes 8 clocks and 8 issue slots (only fract is non-packed). + AH1 APSinH1(AH1 x){return x*abs(x)-x;} + AH2 APSinH2(AH2 x){return x*abs(x)-x;} // AND,FMA + AH1 APCosH1(AH1 x){x=AFractH1(x*AH1_(0.5)+AH1_(0.75));x=x*AH1_(2.0)-AH1_(1.0);return APSinH1(x);} + AH2 APCosH2(AH2 x){x=AFractH2(x*AH2_(0.5)+AH2_(0.75));x=x*AH2_(2.0)-AH2_(1.0);return APSinH2(x);} // 3x FMA, 2xFRACT, AND + AH2 APSinCosH1(AH1 x){AH1 y=AFractH1(x*AH1_(0.5)+AH1_(0.75));y=y*AH1_(2.0)-AH1_(1.0);return APSinH2(AH2(x,y));} + #endif +//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +//_____________________________________________________________/\_______________________________________________________________ +//============================================================================================================================== +// [ZOL] ZERO ONE LOGIC +//------------------------------------------------------------------------------------------------------------------------------ +// Conditional free logic designed for easy 16-bit packing, and backwards porting to 32-bit. +//------------------------------------------------------------------------------------------------------------------------------ +// 0 := false +// 1 := true +//------------------------------------------------------------------------------------------------------------------------------ +// AndNot(x,y) -> !(x&y) .... One op. +// AndOr(x,y,z) -> (x&y)|z ... One op. +// GtZero(x) -> x>0.0 ..... One op. +// Sel(x,y,z) -> x?y:z ..... Two ops, has no precision loss. +// Signed(x) -> x<0.0 ..... One op. +// ZeroPass(x,y) -> x?0:y ..... Two ops, 'y' is a pass through safe for aliasing as integer. +//------------------------------------------------------------------------------------------------------------------------------ +// OPTIMIZATION NOTES +// ================== +// - On Vega to use 2 constants in a packed op, pass in as one AW2 or one AH2 'k.xy' and use as 'k.xx' and 'k.yy'. +// For example 'a.xy*k.xx+k.yy'. +//============================================================================================================================== + #if 1 + AU1 AZolAndU1(AU1 x,AU1 y){return min(x,y);} + AU2 AZolAndU2(AU2 x,AU2 y){return min(x,y);} + AU3 AZolAndU3(AU3 x,AU3 y){return min(x,y);} + AU4 AZolAndU4(AU4 x,AU4 y){return min(x,y);} +//------------------------------------------------------------------------------------------------------------------------------ + AU1 AZolNotU1(AU1 x){return x^AU1_(1);} + AU2 AZolNotU2(AU2 x){return x^AU2_(1);} + AU3 AZolNotU3(AU3 x){return x^AU3_(1);} + AU4 AZolNotU4(AU4 x){return x^AU4_(1);} +//------------------------------------------------------------------------------------------------------------------------------ + AU1 AZolOrU1(AU1 x,AU1 y){return max(x,y);} + AU2 AZolOrU2(AU2 x,AU2 y){return max(x,y);} + AU3 AZolOrU3(AU3 x,AU3 y){return max(x,y);} + AU4 AZolOrU4(AU4 x,AU4 y){return max(x,y);} +//============================================================================================================================== + AU1 AZolF1ToU1(AF1 x){return AU1(x);} + AU2 AZolF2ToU2(AF2 x){return AU2(x);} + AU3 AZolF3ToU3(AF3 x){return AU3(x);} + AU4 AZolF4ToU4(AF4 x){return AU4(x);} +//------------------------------------------------------------------------------------------------------------------------------ + // 2 ops, denormals don't work in 32-bit on PC (and if they are enabled, OMOD is disabled). + AU1 AZolNotF1ToU1(AF1 x){return AU1(AF1_(1.0)-x);} + AU2 AZolNotF2ToU2(AF2 x){return AU2(AF2_(1.0)-x);} + AU3 AZolNotF3ToU3(AF3 x){return AU3(AF3_(1.0)-x);} + AU4 AZolNotF4ToU4(AF4 x){return AU4(AF4_(1.0)-x);} +//------------------------------------------------------------------------------------------------------------------------------ + AF1 AZolU1ToF1(AU1 x){return AF1(x);} + AF2 AZolU2ToF2(AU2 x){return AF2(x);} + AF3 AZolU3ToF3(AU3 x){return AF3(x);} + AF4 AZolU4ToF4(AU4 x){return AF4(x);} +//============================================================================================================================== + AF1 AZolAndF1(AF1 x,AF1 y){return min(x,y);} + AF2 AZolAndF2(AF2 x,AF2 y){return min(x,y);} + AF3 AZolAndF3(AF3 x,AF3 y){return min(x,y);} + AF4 AZolAndF4(AF4 x,AF4 y){return min(x,y);} +//------------------------------------------------------------------------------------------------------------------------------ + AF1 ASolAndNotF1(AF1 x,AF1 y){return (-x)*y+AF1_(1.0);} + AF2 ASolAndNotF2(AF2 x,AF2 y){return (-x)*y+AF2_(1.0);} + AF3 ASolAndNotF3(AF3 x,AF3 y){return (-x)*y+AF3_(1.0);} + AF4 ASolAndNotF4(AF4 x,AF4 y){return (-x)*y+AF4_(1.0);} +//------------------------------------------------------------------------------------------------------------------------------ + AF1 AZolAndOrF1(AF1 x,AF1 y,AF1 z){return ASatF1(x*y+z);} + AF2 AZolAndOrF2(AF2 x,AF2 y,AF2 z){return ASatF2(x*y+z);} + AF3 AZolAndOrF3(AF3 x,AF3 y,AF3 z){return ASatF3(x*y+z);} + AF4 AZolAndOrF4(AF4 x,AF4 y,AF4 z){return ASatF4(x*y+z);} +//------------------------------------------------------------------------------------------------------------------------------ + AF1 AZolGtZeroF1(AF1 x){return ASatF1(x*AF1_(A_INFP_F));} + AF2 AZolGtZeroF2(AF2 x){return ASatF2(x*AF2_(A_INFP_F));} + AF3 AZolGtZeroF3(AF3 x){return ASatF3(x*AF3_(A_INFP_F));} + AF4 AZolGtZeroF4(AF4 x){return ASatF4(x*AF4_(A_INFP_F));} +//------------------------------------------------------------------------------------------------------------------------------ + AF1 AZolNotF1(AF1 x){return AF1_(1.0)-x;} + AF2 AZolNotF2(AF2 x){return AF2_(1.0)-x;} + AF3 AZolNotF3(AF3 x){return AF3_(1.0)-x;} + AF4 AZolNotF4(AF4 x){return AF4_(1.0)-x;} +//------------------------------------------------------------------------------------------------------------------------------ + AF1 AZolOrF1(AF1 x,AF1 y){return max(x,y);} + AF2 AZolOrF2(AF2 x,AF2 y){return max(x,y);} + AF3 AZolOrF3(AF3 x,AF3 y){return max(x,y);} + AF4 AZolOrF4(AF4 x,AF4 y){return max(x,y);} +//------------------------------------------------------------------------------------------------------------------------------ + AF1 AZolSelF1(AF1 x,AF1 y,AF1 z){AF1 r=(-x)*z+z;return x*y+r;} + AF2 AZolSelF2(AF2 x,AF2 y,AF2 z){AF2 r=(-x)*z+z;return x*y+r;} + AF3 AZolSelF3(AF3 x,AF3 y,AF3 z){AF3 r=(-x)*z+z;return x*y+r;} + AF4 AZolSelF4(AF4 x,AF4 y,AF4 z){AF4 r=(-x)*z+z;return x*y+r;} +//------------------------------------------------------------------------------------------------------------------------------ + AF1 AZolSignedF1(AF1 x){return ASatF1(x*AF1_(A_INFN_F));} + AF2 AZolSignedF2(AF2 x){return ASatF2(x*AF2_(A_INFN_F));} + AF3 AZolSignedF3(AF3 x){return ASatF3(x*AF3_(A_INFN_F));} + AF4 AZolSignedF4(AF4 x){return ASatF4(x*AF4_(A_INFN_F));} +//------------------------------------------------------------------------------------------------------------------------------ + AF1 AZolZeroPassF1(AF1 x,AF1 y){return AF1_AU1((AU1_AF1(x)!=AU1_(0))?AU1_(0):AU1_AF1(y));} + AF2 AZolZeroPassF2(AF2 x,AF2 y){return AF2_AU2((AU2_AF2(x)!=AU2_(0))?AU2_(0):AU2_AF2(y));} + AF3 AZolZeroPassF3(AF3 x,AF3 y){return AF3_AU3((AU3_AF3(x)!=AU3_(0))?AU3_(0):AU3_AF3(y));} + AF4 AZolZeroPassF4(AF4 x,AF4 y){return AF4_AU4((AU4_AF4(x)!=AU4_(0))?AU4_(0):AU4_AF4(y));} + #endif +//============================================================================================================================== + #ifdef A_HALF + AW1 AZolAndW1(AW1 x,AW1 y){return min(x,y);} + AW2 AZolAndW2(AW2 x,AW2 y){return min(x,y);} + AW3 AZolAndW3(AW3 x,AW3 y){return min(x,y);} + AW4 AZolAndW4(AW4 x,AW4 y){return min(x,y);} +//------------------------------------------------------------------------------------------------------------------------------ + AW1 AZolNotW1(AW1 x){return x^AW1_(1);} + AW2 AZolNotW2(AW2 x){return x^AW2_(1);} + AW3 AZolNotW3(AW3 x){return x^AW3_(1);} + AW4 AZolNotW4(AW4 x){return x^AW4_(1);} +//------------------------------------------------------------------------------------------------------------------------------ + AW1 AZolOrW1(AW1 x,AW1 y){return max(x,y);} + AW2 AZolOrW2(AW2 x,AW2 y){return max(x,y);} + AW3 AZolOrW3(AW3 x,AW3 y){return max(x,y);} + AW4 AZolOrW4(AW4 x,AW4 y){return max(x,y);} +//============================================================================================================================== + // Uses denormal trick. + AW1 AZolH1ToW1(AH1 x){return AW1_AH1(x*AH1_AW1(AW1_(1)));} + AW2 AZolH2ToW2(AH2 x){return AW2_AH2(x*AH2_AW2(AW2_(1)));} + AW3 AZolH3ToW3(AH3 x){return AW3_AH3(x*AH3_AW3(AW3_(1)));} + AW4 AZolH4ToW4(AH4 x){return AW4_AH4(x*AH4_AW4(AW4_(1)));} +//------------------------------------------------------------------------------------------------------------------------------ + // AMD arch lacks a packed conversion opcode. + AH1 AZolW1ToH1(AW1 x){return AH1_AW1(x*AW1_AH1(AH1_(1.0)));} + AH2 AZolW2ToH2(AW2 x){return AH2_AW2(x*AW2_AH2(AH2_(1.0)));} + AH3 AZolW1ToH3(AW3 x){return AH3_AW3(x*AW3_AH3(AH3_(1.0)));} + AH4 AZolW2ToH4(AW4 x){return AH4_AW4(x*AW4_AH4(AH4_(1.0)));} +//============================================================================================================================== + AH1 AZolAndH1(AH1 x,AH1 y){return min(x,y);} + AH2 AZolAndH2(AH2 x,AH2 y){return min(x,y);} + AH3 AZolAndH3(AH3 x,AH3 y){return min(x,y);} + AH4 AZolAndH4(AH4 x,AH4 y){return min(x,y);} +//------------------------------------------------------------------------------------------------------------------------------ + AH1 ASolAndNotH1(AH1 x,AH1 y){return (-x)*y+AH1_(1.0);} + AH2 ASolAndNotH2(AH2 x,AH2 y){return (-x)*y+AH2_(1.0);} + AH3 ASolAndNotH3(AH3 x,AH3 y){return (-x)*y+AH3_(1.0);} + AH4 ASolAndNotH4(AH4 x,AH4 y){return (-x)*y+AH4_(1.0);} +//------------------------------------------------------------------------------------------------------------------------------ + AH1 AZolAndOrH1(AH1 x,AH1 y,AH1 z){return ASatH1(x*y+z);} + AH2 AZolAndOrH2(AH2 x,AH2 y,AH2 z){return ASatH2(x*y+z);} + AH3 AZolAndOrH3(AH3 x,AH3 y,AH3 z){return ASatH3(x*y+z);} + AH4 AZolAndOrH4(AH4 x,AH4 y,AH4 z){return ASatH4(x*y+z);} +//------------------------------------------------------------------------------------------------------------------------------ + AH1 AZolGtZeroH1(AH1 x){return ASatH1(x*AH1_(A_INFP_H));} + AH2 AZolGtZeroH2(AH2 x){return ASatH2(x*AH2_(A_INFP_H));} + AH3 AZolGtZeroH3(AH3 x){return ASatH3(x*AH3_(A_INFP_H));} + AH4 AZolGtZeroH4(AH4 x){return ASatH4(x*AH4_(A_INFP_H));} +//------------------------------------------------------------------------------------------------------------------------------ + AH1 AZolNotH1(AH1 x){return AH1_(1.0)-x;} + AH2 AZolNotH2(AH2 x){return AH2_(1.0)-x;} + AH3 AZolNotH3(AH3 x){return AH3_(1.0)-x;} + AH4 AZolNotH4(AH4 x){return AH4_(1.0)-x;} +//------------------------------------------------------------------------------------------------------------------------------ + AH1 AZolOrH1(AH1 x,AH1 y){return max(x,y);} + AH2 AZolOrH2(AH2 x,AH2 y){return max(x,y);} + AH3 AZolOrH3(AH3 x,AH3 y){return max(x,y);} + AH4 AZolOrH4(AH4 x,AH4 y){return max(x,y);} +//------------------------------------------------------------------------------------------------------------------------------ + AH1 AZolSelH1(AH1 x,AH1 y,AH1 z){AH1 r=(-x)*z+z;return x*y+r;} + AH2 AZolSelH2(AH2 x,AH2 y,AH2 z){AH2 r=(-x)*z+z;return x*y+r;} + AH3 AZolSelH3(AH3 x,AH3 y,AH3 z){AH3 r=(-x)*z+z;return x*y+r;} + AH4 AZolSelH4(AH4 x,AH4 y,AH4 z){AH4 r=(-x)*z+z;return x*y+r;} +//------------------------------------------------------------------------------------------------------------------------------ + AH1 AZolSignedH1(AH1 x){return ASatH1(x*AH1_(A_INFN_H));} + AH2 AZolSignedH2(AH2 x){return ASatH2(x*AH2_(A_INFN_H));} + AH3 AZolSignedH3(AH3 x){return ASatH3(x*AH3_(A_INFN_H));} + AH4 AZolSignedH4(AH4 x){return ASatH4(x*AH4_(A_INFN_H));} + #endif +//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +//_____________________________________________________________/\_______________________________________________________________ +//============================================================================================================================== +// COLOR CONVERSIONS +//------------------------------------------------------------------------------------------------------------------------------ +// These are all linear to/from some other space (where 'linear' has been shortened out of the function name). +// So 'ToGamma' is 'LinearToGamma', and 'FromGamma' is 'LinearFromGamma'. +// These are branch free implementations. +// The AToSrgbF1() function is useful for stores for compute shaders for GPUs without hardware linear->sRGB store conversion. +//------------------------------------------------------------------------------------------------------------------------------ +// TRANSFER FUNCTIONS +// ================== +// 709 ..... Rec709 used for some HDTVs +// Gamma ... Typically 2.2 for some PC displays, or 2.4-2.5 for CRTs, or 2.2 FreeSync2 native +// Pq ...... PQ native for HDR10 +// Srgb .... The sRGB output, typical of PC displays, useful for 10-bit output, or storing to 8-bit UNORM without SRGB type +// Two ..... Gamma 2.0, fastest conversion (useful for intermediate pass approximations) +// Three ... Gamma 3.0, less fast, but good for HDR. +//------------------------------------------------------------------------------------------------------------------------------ +// KEEPING TO SPEC +// =============== +// Both Rec.709 and sRGB have a linear segment which as spec'ed would intersect the curved segment 2 times. +// (a.) For 8-bit sRGB, steps {0 to 10.3} are in the linear region (4% of the encoding range). +// (b.) For 8-bit 709, steps {0 to 20.7} are in the linear region (8% of the encoding range). +// Also there is a slight step in the transition regions. +// Precision of the coefficients in the spec being the likely cause. +// Main usage case of the sRGB code is to do the linear->sRGB converstion in a compute shader before store. +// This is to work around lack of hardware (typically only ROP does the conversion for free). +// To "correct" the linear segment, would be to introduce error, because hardware decode of sRGB->linear is fixed (and free). +// So this header keeps with the spec. +// For linear->sRGB transforms, the linear segment in some respects reduces error, because rounding in that region is linear. +// Rounding in the curved region in hardware (and fast software code) introduces error due to rounding in non-linear. +//------------------------------------------------------------------------------------------------------------------------------ +// FOR PQ +// ====== +// Both input and output is {0.0-1.0}, and where output 1.0 represents 10000.0 cd/m^2. +// All constants are only specified to FP32 precision. +// External PQ source reference, +// - https://github.com/ampas/aces-dev/blob/master/transforms/ctl/utilities/ACESlib.Utilities_Color.a1.0.1.ctl +//------------------------------------------------------------------------------------------------------------------------------ +// PACKED VERSIONS +// =============== +// These are the A*H2() functions. +// There is no PQ functions as FP16 seemed to not have enough precision for the conversion. +// The remaining functions are "good enough" for 8-bit, and maybe 10-bit if not concerned about a few 1-bit errors. +// Precision is lowest in the 709 conversion, higher in sRGB, higher still in Two and Gamma (when using 2.2 at least). +//------------------------------------------------------------------------------------------------------------------------------ +// NOTES +// ===== +// Could be faster for PQ conversions to be in ALU or a texture lookup depending on usage case. +//============================================================================================================================== + #if 1 + AF1 ATo709F1(AF1 c){AF3 j=AF3(0.018*4.5,4.5,0.45);AF2 k=AF2(1.099,-0.099); + return clamp(j.x ,c*j.y ,pow(c,j.z )*k.x +k.y );} + AF2 ATo709F2(AF2 c){AF3 j=AF3(0.018*4.5,4.5,0.45);AF2 k=AF2(1.099,-0.099); + return clamp(j.xx ,c*j.yy ,pow(c,j.zz )*k.xx +k.yy );} + AF3 ATo709F3(AF3 c){AF3 j=AF3(0.018*4.5,4.5,0.45);AF2 k=AF2(1.099,-0.099); + return clamp(j.xxx,c*j.yyy,pow(c,j.zzz)*k.xxx+k.yyy);} +//------------------------------------------------------------------------------------------------------------------------------ + // Note 'rcpX' is '1/x', where the 'x' is what would be used in AFromGamma(). + AF1 AToGammaF1(AF1 c,AF1 rcpX){return pow(c,AF1_(rcpX));} + AF2 AToGammaF2(AF2 c,AF1 rcpX){return pow(c,AF2_(rcpX));} + AF3 AToGammaF3(AF3 c,AF1 rcpX){return pow(c,AF3_(rcpX));} +//------------------------------------------------------------------------------------------------------------------------------ + AF1 AToPqF1(AF1 x){AF1 p=pow(x,AF1_(0.159302)); + return pow((AF1_(0.835938)+AF1_(18.8516)*p)/(AF1_(1.0)+AF1_(18.6875)*p),AF1_(78.8438));} + AF2 AToPqF1(AF2 x){AF2 p=pow(x,AF2_(0.159302)); + return pow((AF2_(0.835938)+AF2_(18.8516)*p)/(AF2_(1.0)+AF2_(18.6875)*p),AF2_(78.8438));} + AF3 AToPqF1(AF3 x){AF3 p=pow(x,AF3_(0.159302)); + return pow((AF3_(0.835938)+AF3_(18.8516)*p)/(AF3_(1.0)+AF3_(18.6875)*p),AF3_(78.8438));} +//------------------------------------------------------------------------------------------------------------------------------ + AF1 AToSrgbF1(AF1 c){AF3 j=AF3(0.0031308*12.92,12.92,1.0/2.4);AF2 k=AF2(1.055,-0.055); + return clamp(j.x ,c*j.y ,pow(c,j.z )*k.x +k.y );} + AF2 AToSrgbF2(AF2 c){AF3 j=AF3(0.0031308*12.92,12.92,1.0/2.4);AF2 k=AF2(1.055,-0.055); + return clamp(j.xx ,c*j.yy ,pow(c,j.zz )*k.xx +k.yy );} + AF3 AToSrgbF3(AF3 c){AF3 j=AF3(0.0031308*12.92,12.92,1.0/2.4);AF2 k=AF2(1.055,-0.055); + return clamp(j.xxx,c*j.yyy,pow(c,j.zzz)*k.xxx+k.yyy);} +//------------------------------------------------------------------------------------------------------------------------------ + AF1 AToTwoF1(AF1 c){return sqrt(c);} + AF2 AToTwoF2(AF2 c){return sqrt(c);} + AF3 AToTwoF3(AF3 c){return sqrt(c);} +//------------------------------------------------------------------------------------------------------------------------------ + AF1 AToThreeF1(AF1 c){return pow(c,AF1_(1.0/3.0));} + AF2 AToThreeF2(AF2 c){return pow(c,AF2_(1.0/3.0));} + AF3 AToThreeF3(AF3 c){return pow(c,AF3_(1.0/3.0));} + #endif +//============================================================================================================================== + #if 1 + // Unfortunately median won't work here. + AF1 AFrom709F1(AF1 c){AF3 j=AF3(0.081/4.5,1.0/4.5,1.0/0.45);AF2 k=AF2(1.0/1.099,0.099/1.099); + return AZolSelF1(AZolSignedF1(c-j.x ),c*j.y ,pow(c*k.x +k.y ,j.z ));} + AF2 AFrom709F2(AF2 c){AF3 j=AF3(0.081/4.5,1.0/4.5,1.0/0.45);AF2 k=AF2(1.0/1.099,0.099/1.099); + return AZolSelF2(AZolSignedF2(c-j.xx ),c*j.yy ,pow(c*k.xx +k.yy ,j.zz ));} + AF3 AFrom709F3(AF3 c){AF3 j=AF3(0.081/4.5,1.0/4.5,1.0/0.45);AF2 k=AF2(1.0/1.099,0.099/1.099); + return AZolSelF3(AZolSignedF3(c-j.xxx),c*j.yyy,pow(c*k.xxx+k.yyy,j.zzz));} +//------------------------------------------------------------------------------------------------------------------------------ + AF1 AFromGammaF1(AF1 c,AF1 x){return pow(c,AF1_(x));} + AF2 AFromGammaF2(AF2 c,AF1 x){return pow(c,AF2_(x));} + AF3 AFromGammaF3(AF3 c,AF1 x){return pow(c,AF3_(x));} +//------------------------------------------------------------------------------------------------------------------------------ + AF1 AFromPqF1(AF1 x){AF1 p=pow(x,AF1_(0.0126833)); + return pow(ASatF1(p-AF1_(0.835938))/(AF1_(18.8516)-AF1_(18.6875)*p),AF1_(6.27739));} + AF2 AFromPqF1(AF2 x){AF2 p=pow(x,AF2_(0.0126833)); + return pow(ASatF2(p-AF2_(0.835938))/(AF2_(18.8516)-AF2_(18.6875)*p),AF2_(6.27739));} + AF3 AFromPqF1(AF3 x){AF3 p=pow(x,AF3_(0.0126833)); + return pow(ASatF3(p-AF3_(0.835938))/(AF3_(18.8516)-AF3_(18.6875)*p),AF3_(6.27739));} +//------------------------------------------------------------------------------------------------------------------------------ + // Unfortunately median won't work here. + AF1 AFromSrgbF1(AF1 c){AF3 j=AF3(0.04045/12.92,1.0/12.92,2.4);AF2 k=AF2(1.0/1.055,0.055/1.055); + return AZolSelF1(AZolSignedF1(c-j.x ),c*j.y ,pow(c*k.x +k.y ,j.z ));} + AF2 AFromSrgbF2(AF2 c){AF3 j=AF3(0.04045/12.92,1.0/12.92,2.4);AF2 k=AF2(1.0/1.055,0.055/1.055); + return AZolSelF2(AZolSignedF2(c-j.xx ),c*j.yy ,pow(c*k.xx +k.yy ,j.zz ));} + AF3 AFromSrgbF3(AF3 c){AF3 j=AF3(0.04045/12.92,1.0/12.92,2.4);AF2 k=AF2(1.0/1.055,0.055/1.055); + return AZolSelF3(AZolSignedF3(c-j.xxx),c*j.yyy,pow(c*k.xxx+k.yyy,j.zzz));} +//------------------------------------------------------------------------------------------------------------------------------ + AF1 AFromTwoF1(AF1 c){return c*c;} + AF2 AFromTwoF2(AF2 c){return c*c;} + AF3 AFromTwoF3(AF3 c){return c*c;} +//------------------------------------------------------------------------------------------------------------------------------ + AF1 AFromThreeF1(AF1 c){return c*c*c;} + AF2 AFromThreeF2(AF2 c){return c*c*c;} + AF3 AFromThreeF3(AF3 c){return c*c*c;} + #endif +//============================================================================================================================== + #ifdef A_HALF + AH1 ATo709H1(AH1 c){AH3 j=AH3(0.018*4.5,4.5,0.45);AH2 k=AH2(1.099,-0.099); + return clamp(j.x ,c*j.y ,pow(c,j.z )*k.x +k.y );} + AH2 ATo709H2(AH2 c){AH3 j=AH3(0.018*4.5,4.5,0.45);AH2 k=AH2(1.099,-0.099); + return clamp(j.xx ,c*j.yy ,pow(c,j.zz )*k.xx +k.yy );} + AH3 ATo709H3(AH3 c){AH3 j=AH3(0.018*4.5,4.5,0.45);AH2 k=AH2(1.099,-0.099); + return clamp(j.xxx,c*j.yyy,pow(c,j.zzz)*k.xxx+k.yyy);} +//------------------------------------------------------------------------------------------------------------------------------ + AH1 AToGammaH1(AH1 c,AH1 rcpX){return pow(c,AH1_(rcpX));} + AH2 AToGammaH2(AH2 c,AH1 rcpX){return pow(c,AH2_(rcpX));} + AH3 AToGammaH3(AH3 c,AH1 rcpX){return pow(c,AH3_(rcpX));} +//------------------------------------------------------------------------------------------------------------------------------ + AH1 AToSrgbH1(AH1 c){AH3 j=AH3(0.0031308*12.92,12.92,1.0/2.4);AH2 k=AH2(1.055,-0.055); + return clamp(j.x ,c*j.y ,pow(c,j.z )*k.x +k.y );} + AH2 AToSrgbH2(AH2 c){AH3 j=AH3(0.0031308*12.92,12.92,1.0/2.4);AH2 k=AH2(1.055,-0.055); + return clamp(j.xx ,c*j.yy ,pow(c,j.zz )*k.xx +k.yy );} + AH3 AToSrgbH3(AH3 c){AH3 j=AH3(0.0031308*12.92,12.92,1.0/2.4);AH2 k=AH2(1.055,-0.055); + return clamp(j.xxx,c*j.yyy,pow(c,j.zzz)*k.xxx+k.yyy);} +//------------------------------------------------------------------------------------------------------------------------------ + AH1 AToTwoH1(AH1 c){return sqrt(c);} + AH2 AToTwoH2(AH2 c){return sqrt(c);} + AH3 AToTwoH3(AH3 c){return sqrt(c);} +//------------------------------------------------------------------------------------------------------------------------------ + AH1 AToThreeF1(AH1 c){return pow(c,AH1_(1.0/3.0));} + AH2 AToThreeF2(AH2 c){return pow(c,AH2_(1.0/3.0));} + AH3 AToThreeF3(AH3 c){return pow(c,AH3_(1.0/3.0));} + #endif +//============================================================================================================================== + #ifdef A_HALF + AH1 AFrom709H1(AH1 c){AH3 j=AH3(0.081/4.5,1.0/4.5,1.0/0.45);AH2 k=AH2(1.0/1.099,0.099/1.099); + return AZolSelH1(AZolSignedH1(c-j.x ),c*j.y ,pow(c*k.x +k.y ,j.z ));} + AH2 AFrom709H2(AH2 c){AH3 j=AH3(0.081/4.5,1.0/4.5,1.0/0.45);AH2 k=AH2(1.0/1.099,0.099/1.099); + return AZolSelH2(AZolSignedH2(c-j.xx ),c*j.yy ,pow(c*k.xx +k.yy ,j.zz ));} + AH3 AFrom709H3(AH3 c){AH3 j=AH3(0.081/4.5,1.0/4.5,1.0/0.45);AH2 k=AH2(1.0/1.099,0.099/1.099); + return AZolSelH3(AZolSignedH3(c-j.xxx),c*j.yyy,pow(c*k.xxx+k.yyy,j.zzz));} +//------------------------------------------------------------------------------------------------------------------------------ + AH1 AFromGammaH1(AH1 c,AH1 x){return pow(c,AH1_(x));} + AH2 AFromGammaH2(AH2 c,AH1 x){return pow(c,AH2_(x));} + AH3 AFromGammaH3(AH3 c,AH1 x){return pow(c,AH3_(x));} +//------------------------------------------------------------------------------------------------------------------------------ + AH1 AHromSrgbF1(AH1 c){AH3 j=AH3(0.04045/12.92,1.0/12.92,2.4);AH2 k=AH2(1.0/1.055,0.055/1.055); + return AZolSelH1(AZolSignedH1(c-j.x ),c*j.y ,pow(c*k.x +k.y ,j.z ));} + AH2 AHromSrgbF2(AH2 c){AH3 j=AH3(0.04045/12.92,1.0/12.92,2.4);AH2 k=AH2(1.0/1.055,0.055/1.055); + return AZolSelH2(AZolSignedH2(c-j.xx ),c*j.yy ,pow(c*k.xx +k.yy ,j.zz ));} + AH3 AHromSrgbF3(AH3 c){AH3 j=AH3(0.04045/12.92,1.0/12.92,2.4);AH2 k=AH2(1.0/1.055,0.055/1.055); + return AZolSelH3(AZolSignedH3(c-j.xxx),c*j.yyy,pow(c*k.xxx+k.yyy,j.zzz));} +//------------------------------------------------------------------------------------------------------------------------------ + AH1 AFromTwoH1(AH1 c){return c*c;} + AH2 AFromTwoH2(AH2 c){return c*c;} + AH3 AFromTwoH3(AH3 c){return c*c;} +//------------------------------------------------------------------------------------------------------------------------------ + AH1 AFromThreeH1(AH1 c){return c*c*c;} + AH2 AFromThreeH2(AH2 c){return c*c*c;} + AH3 AFromThreeH3(AH3 c){return c*c*c;} + #endif +//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +//_____________________________________________________________/\_______________________________________________________________ +//============================================================================================================================== +// CS REMAP +//============================================================================================================================== + // Simple remap 64x1 to 8x8 with rotated 2x2 pixel quads in quad linear. + // 543210 + // ====== + // ..xxx. + // yy...y + AU2 ARmp8x8(AU1 a){return AU2(ABfe(a,1u,3u),ABfiM(ABfe(a,3u,3u),a,1u));} +//============================================================================================================================== + // More complex remap 64x1 to 8x8 which is necessary for 2D wave reductions. + // 543210 + // ====== + // .xx..x + // y..yy. + // Details, + // LANE TO 8x8 MAPPING + // =================== + // 00 01 08 09 10 11 18 19 + // 02 03 0a 0b 12 13 1a 1b + // 04 05 0c 0d 14 15 1c 1d + // 06 07 0e 0f 16 17 1e 1f + // 20 21 28 29 30 31 38 39 + // 22 23 2a 2b 32 33 3a 3b + // 24 25 2c 2d 34 35 3c 3d + // 26 27 2e 2f 36 37 3e 3f + AU2 ARmpRed8x8(AU1 a){return AU2(ABfiM(ABfe(a,2u,3u),a,1u),ABfiM(ABfe(a,3u,3u),ABfe(a,1u,2u),2u));} +//============================================================================================================================== + #ifdef A_HALF + AW2 ARmp8x8H(AU1 a){return AW2(ABfe(a,1u,3u),ABfiM(ABfe(a,3u,3u),a,1u));} + AW2 ARmpRed8x8H(AU1 a){return AW2(ABfiM(ABfe(a,2u,3u),a,1u),ABfiM(ABfe(a,3u,3u),ABfe(a,1u,2u),2u));} + #endif +#endif +//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +//_____________________________________________________________/\_______________________________________________________________ +//============================================================================================================================== +// +// REFERENCE +// +//------------------------------------------------------------------------------------------------------------------------------ +// IEEE FLOAT RULES +// ================ +// - saturate(NaN)=0, saturate(-INF)=0, saturate(+INF)=1 +// - {+/-}0 * {+/-}INF = NaN +// - -INF + (+INF) = NaN +// - {+/-}0 / {+/-}0 = NaN +// - {+/-}INF / {+/-}INF = NaN +// - a<(-0) := sqrt(a) = NaN (a=-0.0 won't NaN) +// - 0 == -0 +// - 4/0 = +INF +// - 4/-0 = -INF +// - 4+INF = +INF +// - 4-INF = -INF +// - 4*(+INF) = +INF +// - 4*(-INF) = -INF +// - -4*(+INF) = -INF +// - sqrt(+INF) = +INF +//------------------------------------------------------------------------------------------------------------------------------ +// FP16 ENCODING +// ============= +// fedcba9876543210 +// ---------------- +// ......mmmmmmmmmm 10-bit mantissa (encodes 11-bit 0.5 to 1.0 except for denormals) +// .eeeee.......... 5-bit exponent +// .00000.......... denormals +// .00001.......... -14 exponent +// .11110.......... 15 exponent +// .111110000000000 infinity +// .11111nnnnnnnnnn NaN with n!=0 +// s............... sign +//------------------------------------------------------------------------------------------------------------------------------ +// FP16/INT16 ALIASING DENORMAL +// ============================ +// 11-bit unsigned integers alias with half float denormal/normal values, +// 1 = 2^(-24) = 1/16777216 ....................... first denormal value +// 2 = 2^(-23) +// ... +// 1023 = 2^(-14)*(1-2^(-10)) = 2^(-14)*(1-1/1024) ... last denormal value +// 1024 = 2^(-14) = 1/16384 .......................... first normal value that still maps to integers +// 2047 .............................................. last normal value that still maps to integers +// Scaling limits, +// 2^15 = 32768 ...................................... largest power of 2 scaling +// Largest pow2 conversion mapping is at *32768, +// 1 : 2^(-9) = 1/512 +// 2 : 1/256 +// 4 : 1/128 +// 8 : 1/64 +// 16 : 1/32 +// 32 : 1/16 +// 64 : 1/8 +// 128 : 1/4 +// 256 : 1/2 +// 512 : 1 +// 1024 : 2 +// 2047 : a little less than 4 +//============================================================================================================================== +//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +//_____________________________________________________________/\_______________________________________________________________ +//============================================================================================================================== +// +// +// GPU/CPU PORTABILITY +// +// +//------------------------------------------------------------------------------------------------------------------------------ +// This is the GPU implementation. +// See the CPU implementation for docs. +//============================================================================================================================== +#ifdef A_GPU + #define A_TRUE true + #define A_FALSE false + #define A_STATIC +//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +//_____________________________________________________________/\_______________________________________________________________ +//============================================================================================================================== +// VECTOR ARGUMENT/RETURN/INITIALIZATION PORTABILITY +//============================================================================================================================== + #define retAD2 AD2 + #define retAD3 AD3 + #define retAD4 AD4 + #define retAF2 AF2 + #define retAF3 AF3 + #define retAF4 AF4 + #define retAL2 AL2 + #define retAL3 AL3 + #define retAL4 AL4 + #define retAU2 AU2 + #define retAU3 AU3 + #define retAU4 AU4 +//------------------------------------------------------------------------------------------------------------------------------ + #define inAD2 in AD2 + #define inAD3 in AD3 + #define inAD4 in AD4 + #define inAF2 in AF2 + #define inAF3 in AF3 + #define inAF4 in AF4 + #define inAL2 in AL2 + #define inAL3 in AL3 + #define inAL4 in AL4 + #define inAU2 in AU2 + #define inAU3 in AU3 + #define inAU4 in AU4 +//------------------------------------------------------------------------------------------------------------------------------ + #define inoutAD2 inout AD2 + #define inoutAD3 inout AD3 + #define inoutAD4 inout AD4 + #define inoutAF2 inout AF2 + #define inoutAF3 inout AF3 + #define inoutAF4 inout AF4 + #define inoutAL2 inout AL2 + #define inoutAL3 inout AL3 + #define inoutAL4 inout AL4 + #define inoutAU2 inout AU2 + #define inoutAU3 inout AU3 + #define inoutAU4 inout AU4 +//------------------------------------------------------------------------------------------------------------------------------ + #define outAD2 out AD2 + #define outAD3 out AD3 + #define outAD4 out AD4 + #define outAF2 out AF2 + #define outAF3 out AF3 + #define outAF4 out AF4 + #define outAL2 out AL2 + #define outAL3 out AL3 + #define outAL4 out AL4 + #define outAU2 out AU2 + #define outAU3 out AU3 + #define outAU4 out AU4 +//------------------------------------------------------------------------------------------------------------------------------ + #define varAD2(x) AD2 x + #define varAD3(x) AD3 x + #define varAD4(x) AD4 x + #define varAF2(x) AF2 x + #define varAF3(x) AF3 x + #define varAF4(x) AF4 x + #define varAL2(x) AL2 x + #define varAL3(x) AL3 x + #define varAL4(x) AL4 x + #define varAU2(x) AU2 x + #define varAU3(x) AU3 x + #define varAU4(x) AU4 x +//------------------------------------------------------------------------------------------------------------------------------ + #define initAD2(x,y) AD2(x,y) + #define initAD3(x,y,z) AD3(x,y,z) + #define initAD4(x,y,z,w) AD4(x,y,z,w) + #define initAF2(x,y) AF2(x,y) + #define initAF3(x,y,z) AF3(x,y,z) + #define initAF4(x,y,z,w) AF4(x,y,z,w) + #define initAL2(x,y) AL2(x,y) + #define initAL3(x,y,z) AL3(x,y,z) + #define initAL4(x,y,z,w) AL4(x,y,z,w) + #define initAU2(x,y) AU2(x,y) + #define initAU3(x,y,z) AU3(x,y,z) + #define initAU4(x,y,z,w) AU4(x,y,z,w) +//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +//_____________________________________________________________/\_______________________________________________________________ +//============================================================================================================================== +// SCALAR RETURN OPS +//============================================================================================================================== + #define AAbsD1(a) abs(AD1(a)) + #define AAbsF1(a) abs(AF1(a)) +//------------------------------------------------------------------------------------------------------------------------------ + #define ACosD1(a) cos(AD1(a)) + #define ACosF1(a) cos(AF1(a)) +//------------------------------------------------------------------------------------------------------------------------------ + #define ADotD2(a,b) dot(AD2(a),AD2(b)) + #define ADotD3(a,b) dot(AD3(a),AD3(b)) + #define ADotD4(a,b) dot(AD4(a),AD4(b)) + #define ADotF2(a,b) dot(AF2(a),AF2(b)) + #define ADotF3(a,b) dot(AF3(a),AF3(b)) + #define ADotF4(a,b) dot(AF4(a),AF4(b)) +//------------------------------------------------------------------------------------------------------------------------------ + #define AExp2D1(a) exp2(AD1(a)) + #define AExp2F1(a) exp2(AF1(a)) +//------------------------------------------------------------------------------------------------------------------------------ + #define AFloorD1(a) floor(AD1(a)) + #define AFloorF1(a) floor(AF1(a)) +//------------------------------------------------------------------------------------------------------------------------------ + #define ALog2D1(a) log2(AD1(a)) + #define ALog2F1(a) log2(AF1(a)) +//------------------------------------------------------------------------------------------------------------------------------ + #define AMaxD1(a,b) max(a,b) + #define AMaxF1(a,b) max(a,b) + #define AMaxL1(a,b) max(a,b) + #define AMaxU1(a,b) max(a,b) +//------------------------------------------------------------------------------------------------------------------------------ + #define AMinD1(a,b) min(a,b) + #define AMinF1(a,b) min(a,b) + #define AMinL1(a,b) min(a,b) + #define AMinU1(a,b) min(a,b) +//------------------------------------------------------------------------------------------------------------------------------ + #define ASinD1(a) sin(AD1(a)) + #define ASinF1(a) sin(AF1(a)) +//------------------------------------------------------------------------------------------------------------------------------ + #define ASqrtD1(a) sqrt(AD1(a)) + #define ASqrtF1(a) sqrt(AF1(a)) +//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +//_____________________________________________________________/\_______________________________________________________________ +//============================================================================================================================== +// SCALAR RETURN OPS - DEPENDENT +//============================================================================================================================== + #define APowD1(a,b) pow(AD1(a),AF1(b)) + #define APowF1(a,b) pow(AF1(a),AF1(b)) +//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +//_____________________________________________________________/\_______________________________________________________________ +//============================================================================================================================== +// VECTOR OPS +//------------------------------------------------------------------------------------------------------------------------------ +// These are added as needed for production or prototyping, so not necessarily a complete set. +// They follow a convention of taking in a destination and also returning the destination value to increase utility. +//============================================================================================================================== + #ifdef A_DUBL + AD2 opAAbsD2(outAD2 d,inAD2 a){d=abs(a);return d;} + AD3 opAAbsD3(outAD3 d,inAD3 a){d=abs(a);return d;} + AD4 opAAbsD4(outAD4 d,inAD4 a){d=abs(a);return d;} +//------------------------------------------------------------------------------------------------------------------------------ + AD2 opAAddD2(outAD2 d,inAD2 a,inAD2 b){d=a+b;return d;} + AD3 opAAddD3(outAD3 d,inAD3 a,inAD3 b){d=a+b;return d;} + AD4 opAAddD4(outAD4 d,inAD4 a,inAD4 b){d=a+b;return d;} +//------------------------------------------------------------------------------------------------------------------------------ + AD2 opAAddOneD2(outAD2 d,inAD2 a,AD1 b){d=a+AD2_(b);return d;} + AD3 opAAddOneD3(outAD3 d,inAD3 a,AD1 b){d=a+AD3_(b);return d;} + AD4 opAAddOneD4(outAD4 d,inAD4 a,AD1 b){d=a+AD4_(b);return d;} +//------------------------------------------------------------------------------------------------------------------------------ + AD2 opACpyD2(outAD2 d,inAD2 a){d=a;return d;} + AD3 opACpyD3(outAD3 d,inAD3 a){d=a;return d;} + AD4 opACpyD4(outAD4 d,inAD4 a){d=a;return d;} +//------------------------------------------------------------------------------------------------------------------------------ + AD2 opALerpD2(outAD2 d,inAD2 a,inAD2 b,inAD2 c){d=ALerpD2(a,b,c);return d;} + AD3 opALerpD3(outAD3 d,inAD3 a,inAD3 b,inAD3 c){d=ALerpD3(a,b,c);return d;} + AD4 opALerpD4(outAD4 d,inAD4 a,inAD4 b,inAD4 c){d=ALerpD4(a,b,c);return d;} +//------------------------------------------------------------------------------------------------------------------------------ + AD2 opALerpOneD2(outAD2 d,inAD2 a,inAD2 b,AD1 c){d=ALerpD2(a,b,AD2_(c));return d;} + AD3 opALerpOneD3(outAD3 d,inAD3 a,inAD3 b,AD1 c){d=ALerpD3(a,b,AD3_(c));return d;} + AD4 opALerpOneD4(outAD4 d,inAD4 a,inAD4 b,AD1 c){d=ALerpD4(a,b,AD4_(c));return d;} +//------------------------------------------------------------------------------------------------------------------------------ + AD2 opAMaxD2(outAD2 d,inAD2 a,inAD2 b){d=max(a,b);return d;} + AD3 opAMaxD3(outAD3 d,inAD3 a,inAD3 b){d=max(a,b);return d;} + AD4 opAMaxD4(outAD4 d,inAD4 a,inAD4 b){d=max(a,b);return d;} +//------------------------------------------------------------------------------------------------------------------------------ + AD2 opAMinD2(outAD2 d,inAD2 a,inAD2 b){d=min(a,b);return d;} + AD3 opAMinD3(outAD3 d,inAD3 a,inAD3 b){d=min(a,b);return d;} + AD4 opAMinD4(outAD4 d,inAD4 a,inAD4 b){d=min(a,b);return d;} +//------------------------------------------------------------------------------------------------------------------------------ + AD2 opAMulD2(outAD2 d,inAD2 a,inAD2 b){d=a*b;return d;} + AD3 opAMulD3(outAD3 d,inAD3 a,inAD3 b){d=a*b;return d;} + AD4 opAMulD4(outAD4 d,inAD4 a,inAD4 b){d=a*b;return d;} +//------------------------------------------------------------------------------------------------------------------------------ + AD2 opAMulOneD2(outAD2 d,inAD2 a,AD1 b){d=a*AD2_(b);return d;} + AD3 opAMulOneD3(outAD3 d,inAD3 a,AD1 b){d=a*AD3_(b);return d;} + AD4 opAMulOneD4(outAD4 d,inAD4 a,AD1 b){d=a*AD4_(b);return d;} +//------------------------------------------------------------------------------------------------------------------------------ + AD2 opANegD2(outAD2 d,inAD2 a){d=-a;return d;} + AD3 opANegD3(outAD3 d,inAD3 a){d=-a;return d;} + AD4 opANegD4(outAD4 d,inAD4 a){d=-a;return d;} +//------------------------------------------------------------------------------------------------------------------------------ + AD2 opARcpD2(outAD2 d,inAD2 a){d=ARcpD2(a);return d;} + AD3 opARcpD3(outAD3 d,inAD3 a){d=ARcpD3(a);return d;} + AD4 opARcpD4(outAD4 d,inAD4 a){d=ARcpD4(a);return d;} + #endif +//============================================================================================================================== + AF2 opAAbsF2(outAF2 d,inAF2 a){d=abs(a);return d;} + AF3 opAAbsF3(outAF3 d,inAF3 a){d=abs(a);return d;} + AF4 opAAbsF4(outAF4 d,inAF4 a){d=abs(a);return d;} +//------------------------------------------------------------------------------------------------------------------------------ + AF2 opAAddF2(outAF2 d,inAF2 a,inAF2 b){d=a+b;return d;} + AF3 opAAddF3(outAF3 d,inAF3 a,inAF3 b){d=a+b;return d;} + AF4 opAAddF4(outAF4 d,inAF4 a,inAF4 b){d=a+b;return d;} +//------------------------------------------------------------------------------------------------------------------------------ + AF2 opAAddOneF2(outAF2 d,inAF2 a,AF1 b){d=a+AF2_(b);return d;} + AF3 opAAddOneF3(outAF3 d,inAF3 a,AF1 b){d=a+AF3_(b);return d;} + AF4 opAAddOneF4(outAF4 d,inAF4 a,AF1 b){d=a+AF4_(b);return d;} +//------------------------------------------------------------------------------------------------------------------------------ + AF2 opACpyF2(outAF2 d,inAF2 a){d=a;return d;} + AF3 opACpyF3(outAF3 d,inAF3 a){d=a;return d;} + AF4 opACpyF4(outAF4 d,inAF4 a){d=a;return d;} +//------------------------------------------------------------------------------------------------------------------------------ + AF2 opALerpF2(outAF2 d,inAF2 a,inAF2 b,inAF2 c){d=ALerpF2(a,b,c);return d;} + AF3 opALerpF3(outAF3 d,inAF3 a,inAF3 b,inAF3 c){d=ALerpF3(a,b,c);return d;} + AF4 opALerpF4(outAF4 d,inAF4 a,inAF4 b,inAF4 c){d=ALerpF4(a,b,c);return d;} +//------------------------------------------------------------------------------------------------------------------------------ + AF2 opALerpOneF2(outAF2 d,inAF2 a,inAF2 b,AF1 c){d=ALerpF2(a,b,AF2_(c));return d;} + AF3 opALerpOneF3(outAF3 d,inAF3 a,inAF3 b,AF1 c){d=ALerpF3(a,b,AF3_(c));return d;} + AF4 opALerpOneF4(outAF4 d,inAF4 a,inAF4 b,AF1 c){d=ALerpF4(a,b,AF4_(c));return d;} +//------------------------------------------------------------------------------------------------------------------------------ + AF2 opAMaxF2(outAF2 d,inAF2 a,inAF2 b){d=max(a,b);return d;} + AF3 opAMaxF3(outAF3 d,inAF3 a,inAF3 b){d=max(a,b);return d;} + AF4 opAMaxF4(outAF4 d,inAF4 a,inAF4 b){d=max(a,b);return d;} +//------------------------------------------------------------------------------------------------------------------------------ + AF2 opAMinF2(outAF2 d,inAF2 a,inAF2 b){d=min(a,b);return d;} + AF3 opAMinF3(outAF3 d,inAF3 a,inAF3 b){d=min(a,b);return d;} + AF4 opAMinF4(outAF4 d,inAF4 a,inAF4 b){d=min(a,b);return d;} +//------------------------------------------------------------------------------------------------------------------------------ + AF2 opAMulF2(outAF2 d,inAF2 a,inAF2 b){d=a*b;return d;} + AF3 opAMulF3(outAF3 d,inAF3 a,inAF3 b){d=a*b;return d;} + AF4 opAMulF4(outAF4 d,inAF4 a,inAF4 b){d=a*b;return d;} +//------------------------------------------------------------------------------------------------------------------------------ + AF2 opAMulOneF2(outAF2 d,inAF2 a,AF1 b){d=a*AF2_(b);return d;} + AF3 opAMulOneF3(outAF3 d,inAF3 a,AF1 b){d=a*AF3_(b);return d;} + AF4 opAMulOneF4(outAF4 d,inAF4 a,AF1 b){d=a*AF4_(b);return d;} +//------------------------------------------------------------------------------------------------------------------------------ + AF2 opANegF2(outAF2 d,inAF2 a){d=-a;return d;} + AF3 opANegF3(outAF3 d,inAF3 a){d=-a;return d;} + AF4 opANegF4(outAF4 d,inAF4 a){d=-a;return d;} +//------------------------------------------------------------------------------------------------------------------------------ + AF2 opARcpF2(outAF2 d,inAF2 a){d=ARcpF2(a);return d;} + AF3 opARcpF3(outAF3 d,inAF3 a){d=ARcpF3(a);return d;} + AF4 opARcpF4(outAF4 d,inAF4 a){d=ARcpF4(a);return d;} +#endif diff --git a/src/video_core/host_shaders/scaling/FSR/ffx_fsr1.h b/src/video_core/host_shaders/scaling/FSR/ffx_fsr1.h new file mode 100644 index 000000000..4e0b3d548 --- /dev/null +++ b/src/video_core/host_shaders/scaling/FSR/ffx_fsr1.h @@ -0,0 +1,1199 @@ +//_____________________________________________________________/\_______________________________________________________________ +//============================================================================================================================== +// +// +// AMD FidelityFX SUPER RESOLUTION [FSR 1] ::: SPATIAL SCALING & EXTRAS - v1.20210629 +// +// +//------------------------------------------------------------------------------------------------------------------------------ +//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +//------------------------------------------------------------------------------------------------------------------------------ +// FidelityFX Super Resolution Sample +// +// Copyright (c) 2021 Advanced Micro Devices, Inc. All rights reserved. +// Permission is hereby granted, free of charge, to any person obtaining a copy +// of this software and associated documentation files(the "Software"), to deal +// in the Software without restriction, including without limitation the rights +// to use, copy, modify, merge, publish, distribute, sublicense, and / or sell +// copies of the Software, and to permit persons to whom the Software is +// furnished to do so, subject to the following conditions : +// The above copyright notice and this permission notice shall be included in +// all copies or substantial portions of the Software. +// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.IN NO EVENT SHALL THE +// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN +// THE SOFTWARE. +//------------------------------------------------------------------------------------------------------------------------------ +//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +//------------------------------------------------------------------------------------------------------------------------------ +// ABOUT +// ===== +// FSR is a collection of algorithms relating to generating a higher resolution image. +// This specific header focuses on single-image non-temporal image scaling, and related tools. +// +// The core functions are EASU and RCAS: +// [EASU] Edge Adaptive Spatial Upsampling ....... 1x to 4x area range spatial scaling, clamped adaptive elliptical filter. +// [RCAS] Robust Contrast Adaptive Sharpening .... A non-scaling variation on CAS. +// RCAS needs to be applied after EASU as a separate pass. +// +// Optional utility functions are: +// [LFGA] Linear Film Grain Applicator ........... Tool to apply film grain after scaling. +// [SRTM] Simple Reversible Tone-Mapper .......... Linear HDR {0 to FP16_MAX} to {0 to 1} and back. +// [TEPD] Temporal Energy Preserving Dither ...... Temporally energy preserving dithered {0 to 1} linear to gamma 2.0 conversion. +// See each individual sub-section for inline documentation. +//------------------------------------------------------------------------------------------------------------------------------ +//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +//------------------------------------------------------------------------------------------------------------------------------ +// FUNCTION PERMUTATIONS +// ===================== +// *F() ..... Single item computation with 32-bit. +// *H() ..... Single item computation with 16-bit, with packing (aka two 16-bit ops in parallel) when possible. +// *Hx2() ... Processing two items in parallel with 16-bit, easier packing. +// Not all interfaces in this file have a *Hx2() form. +//============================================================================================================================== +//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +//_____________________________________________________________/\_______________________________________________________________ +//============================================================================================================================== +// +// FSR - [EASU] EDGE ADAPTIVE SPATIAL UPSAMPLING +// +//------------------------------------------------------------------------------------------------------------------------------ +// EASU provides a high quality spatial-only scaling at relatively low cost. +// Meaning EASU is appropiate for laptops and other low-end GPUs. +// Quality from 1x to 4x area scaling is good. +//------------------------------------------------------------------------------------------------------------------------------ +// The scalar uses a modified fast approximation to the standard lanczos(size=2) kernel. +// EASU runs in a single pass, so it applies a directionally and anisotropically adaptive radial lanczos. +// This is also kept as simple as possible to have minimum runtime. +//------------------------------------------------------------------------------------------------------------------------------ +// The lanzcos filter has negative lobes, so by itself it will introduce ringing. +// To remove all ringing, the algorithm uses the nearest 2x2 input texels as a neighborhood, +// and limits output to the minimum and maximum of that neighborhood. +//------------------------------------------------------------------------------------------------------------------------------ +// Input image requirements: +// +// Color needs to be encoded as 3 channel[red, green, blue](e.g.XYZ not supported) +// Each channel needs to be in the range[0, 1] +// Any color primaries are supported +// Display / tonemapping curve needs to be as if presenting to sRGB display or similar(e.g.Gamma 2.0) +// There should be no banding in the input +// There should be no high amplitude noise in the input +// There should be no noise in the input that is not at input pixel granularity +// For performance purposes, use 32bpp formats +//------------------------------------------------------------------------------------------------------------------------------ +// Best to apply EASU at the end of the frame after tonemapping +// but before film grain or composite of the UI. +//------------------------------------------------------------------------------------------------------------------------------ +// Example of including this header for D3D HLSL : +// +// #define A_GPU 1 +// #define A_HLSL 1 +// #define A_HALF 1 +// #include "ffx_a.h" +// #define FSR_EASU_H 1 +// #define FSR_RCAS_H 1 +// //declare input callbacks +// #include "ffx_fsr1.h" +// +// Example of including this header for Vulkan GLSL : +// +// #define A_GPU 1 +// #define A_GLSL 1 +// #define A_HALF 1 +// #include "ffx_a.h" +// #define FSR_EASU_H 1 +// #define FSR_RCAS_H 1 +// //declare input callbacks +// #include "ffx_fsr1.h" +// +// Example of including this header for Vulkan HLSL : +// +// #define A_GPU 1 +// #define A_HLSL 1 +// #define A_HLSL_6_2 1 +// #define A_NO_16_BIT_CAST 1 +// #define A_HALF 1 +// #include "ffx_a.h" +// #define FSR_EASU_H 1 +// #define FSR_RCAS_H 1 +// //declare input callbacks +// #include "ffx_fsr1.h" +// +// Example of declaring the required input callbacks for GLSL : +// The callbacks need to gather4 for each color channel using the specified texture coordinate 'p'. +// EASU uses gather4 to reduce position computation logic and for free Arrays of Structures to Structures of Arrays conversion. +// +// AH4 FsrEasuRH(AF2 p){return AH4(textureGather(sampler2D(tex,sam),p,0));} +// AH4 FsrEasuGH(AF2 p){return AH4(textureGather(sampler2D(tex,sam),p,1));} +// AH4 FsrEasuBH(AF2 p){return AH4(textureGather(sampler2D(tex,sam),p,2));} +// ... +// The FsrEasuCon function needs to be called from the CPU or GPU to set up constants. +// The difference in viewport and input image size is there to support Dynamic Resolution Scaling. +// To use FsrEasuCon() on the CPU, define A_CPU before including ffx_a and ffx_fsr1. +// Including a GPU example here, the 'con0' through 'con3' values would be stored out to a constant buffer. +// AU4 con0,con1,con2,con3; +// FsrEasuCon(con0,con1,con2,con3, +// 1920.0,1080.0, // Viewport size (top left aligned) in the input image which is to be scaled. +// 3840.0,2160.0, // The size of the input image. +// 2560.0,1440.0); // The output resolution. +//============================================================================================================================== +//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +//_____________________________________________________________/\_______________________________________________________________ +//============================================================================================================================== +// CONSTANT SETUP +//============================================================================================================================== +// Call to setup required constant values (works on CPU or GPU). +A_STATIC void FsrEasuCon( +outAU4 con0, +outAU4 con1, +outAU4 con2, +outAU4 con3, +// This the rendered image resolution being upscaled +AF1 inputViewportInPixelsX, +AF1 inputViewportInPixelsY, +// This is the resolution of the resource containing the input image (useful for dynamic resolution) +AF1 inputSizeInPixelsX, +AF1 inputSizeInPixelsY, +// This is the display resolution which the input image gets upscaled to +AF1 outputSizeInPixelsX, +AF1 outputSizeInPixelsY){ + // Output integer position to a pixel position in viewport. + con0[0]=AU1_AF1(inputViewportInPixelsX*ARcpF1(outputSizeInPixelsX)); + con0[1]=AU1_AF1(inputViewportInPixelsY*ARcpF1(outputSizeInPixelsY)); + con0[2]=AU1_AF1(AF1_(0.5)*inputViewportInPixelsX*ARcpF1(outputSizeInPixelsX)-AF1_(0.5)); + con0[3]=AU1_AF1(AF1_(0.5)*inputViewportInPixelsY*ARcpF1(outputSizeInPixelsY)-AF1_(0.5)); + // Viewport pixel position to normalized image space. + // This is used to get upper-left of 'F' tap. + con1[0]=AU1_AF1(ARcpF1(inputSizeInPixelsX)); + con1[1]=AU1_AF1(ARcpF1(inputSizeInPixelsY)); + // Centers of gather4, first offset from upper-left of 'F'. + // +---+---+ + // | | | + // +--(0)--+ + // | b | c | + // +---F---+---+---+ + // | e | f | g | h | + // +--(1)--+--(2)--+ + // | i | j | k | l | + // +---+---+---+---+ + // | n | o | + // +--(3)--+ + // | | | + // +---+---+ + con1[2]=AU1_AF1(AF1_( 1.0)*ARcpF1(inputSizeInPixelsX)); + con1[3]=AU1_AF1(AF1_(-1.0)*ARcpF1(inputSizeInPixelsY)); + // These are from (0) instead of 'F'. + con2[0]=AU1_AF1(AF1_(-1.0)*ARcpF1(inputSizeInPixelsX)); + con2[1]=AU1_AF1(AF1_( 2.0)*ARcpF1(inputSizeInPixelsY)); + con2[2]=AU1_AF1(AF1_( 1.0)*ARcpF1(inputSizeInPixelsX)); + con2[3]=AU1_AF1(AF1_( 2.0)*ARcpF1(inputSizeInPixelsY)); + con3[0]=AU1_AF1(AF1_( 0.0)*ARcpF1(inputSizeInPixelsX)); + con3[1]=AU1_AF1(AF1_( 4.0)*ARcpF1(inputSizeInPixelsY)); + con3[2]=con3[3]=0;} + +//If the an offset into the input image resource +A_STATIC void FsrEasuConOffset( + outAU4 con0, + outAU4 con1, + outAU4 con2, + outAU4 con3, + // This the rendered image resolution being upscaled + AF1 inputViewportInPixelsX, + AF1 inputViewportInPixelsY, + // This is the resolution of the resource containing the input image (useful for dynamic resolution) + AF1 inputSizeInPixelsX, + AF1 inputSizeInPixelsY, + // This is the display resolution which the input image gets upscaled to + AF1 outputSizeInPixelsX, + AF1 outputSizeInPixelsY, + // This is the input image offset into the resource containing it (useful for dynamic resolution) + AF1 inputOffsetInPixelsX, + AF1 inputOffsetInPixelsY) { + FsrEasuCon(con0, con1, con2, con3, inputViewportInPixelsX, inputViewportInPixelsY, inputSizeInPixelsX, inputSizeInPixelsY, outputSizeInPixelsX, outputSizeInPixelsY); + con0[2] = AU1_AF1(AF1_(0.5) * inputViewportInPixelsX * ARcpF1(outputSizeInPixelsX) - AF1_(0.5) + inputOffsetInPixelsX); + con0[3] = AU1_AF1(AF1_(0.5) * inputViewportInPixelsY * ARcpF1(outputSizeInPixelsY) - AF1_(0.5) + inputOffsetInPixelsY); +} +//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +//_____________________________________________________________/\_______________________________________________________________ +//============================================================================================================================== +// NON-PACKED 32-BIT VERSION +//============================================================================================================================== +#if defined(A_GPU)&&defined(FSR_EASU_F) + // Input callback prototypes, need to be implemented by calling shader + AF4 FsrEasuRF(AF2 p); + AF4 FsrEasuGF(AF2 p); + AF4 FsrEasuBF(AF2 p); +//------------------------------------------------------------------------------------------------------------------------------ + // Filtering for a given tap for the scalar. + void FsrEasuTapF( + inout AF3 aC, // Accumulated color, with negative lobe. + inout AF1 aW, // Accumulated weight. + AF2 off, // Pixel offset from resolve position to tap. + AF2 dir, // Gradient direction. + AF2 len, // Length. + AF1 lob, // Negative lobe strength. + AF1 clp, // Clipping point. + AF3 c){ // Tap color. + // Rotate offset by direction. + AF2 v; + v.x=(off.x*( dir.x))+(off.y*dir.y); + v.y=(off.x*(-dir.y))+(off.y*dir.x); + // Anisotropy. + v*=len; + // Compute distance^2. + AF1 d2=v.x*v.x+v.y*v.y; + // Limit to the window as at corner, 2 taps can easily be outside. + d2=min(d2,clp); + // Approximation of lancos2 without sin() or rcp(), or sqrt() to get x. + // (25/16 * (2/5 * x^2 - 1)^2 - (25/16 - 1)) * (1/4 * x^2 - 1)^2 + // |_______________________________________| |_______________| + // base window + // The general form of the 'base' is, + // (a*(b*x^2-1)^2-(a-1)) + // Where 'a=1/(2*b-b^2)' and 'b' moves around the negative lobe. + AF1 wB=AF1_(2.0/5.0)*d2+AF1_(-1.0); + AF1 wA=lob*d2+AF1_(-1.0); + wB*=wB; + wA*=wA; + wB=AF1_(25.0/16.0)*wB+AF1_(-(25.0/16.0-1.0)); + AF1 w=wB*wA; + // Do weighted average. + aC+=c*w;aW+=w;} +//------------------------------------------------------------------------------------------------------------------------------ + // Accumulate direction and length. + void FsrEasuSetF( + inout AF2 dir, + inout AF1 len, + AF2 pp, + AP1 biS,AP1 biT,AP1 biU,AP1 biV, + AF1 lA,AF1 lB,AF1 lC,AF1 lD,AF1 lE){ + // Compute bilinear weight, branches factor out as predicates are compiler time immediates. + // s t + // u v + AF1 w = AF1_(0.0); + if(biS)w=(AF1_(1.0)-pp.x)*(AF1_(1.0)-pp.y); + if(biT)w= pp.x *(AF1_(1.0)-pp.y); + if(biU)w=(AF1_(1.0)-pp.x)* pp.y ; + if(biV)w= pp.x * pp.y ; + // Direction is the '+' diff. + // a + // b c d + // e + // Then takes magnitude from abs average of both sides of 'c'. + // Length converts gradient reversal to 0, smoothly to non-reversal at 1, shaped, then adding horz and vert terms. + AF1 dc=lD-lC; + AF1 cb=lC-lB; + AF1 lenX=max(abs(dc),abs(cb)); + lenX=APrxLoRcpF1(lenX); + AF1 dirX=lD-lB; + dir.x+=dirX*w; + lenX=ASatF1(abs(dirX)*lenX); + lenX*=lenX; + len+=lenX*w; + // Repeat for the y axis. + AF1 ec=lE-lC; + AF1 ca=lC-lA; + AF1 lenY=max(abs(ec),abs(ca)); + lenY=APrxLoRcpF1(lenY); + AF1 dirY=lE-lA; + dir.y+=dirY*w; + lenY=ASatF1(abs(dirY)*lenY); + lenY*=lenY; + len+=lenY*w;} +//------------------------------------------------------------------------------------------------------------------------------ + void FsrEasuF( + out AF3 pix, + AU2 ip, // Integer pixel position in output. + AU4 con0, // Constants generated by FsrEasuCon(). + AU4 con1, + AU4 con2, + AU4 con3){ +//------------------------------------------------------------------------------------------------------------------------------ + // Get position of 'f'. + AF2 pp=AF2(ip)*AF2_AU2(con0.xy)+AF2_AU2(con0.zw); + AF2 fp=floor(pp); + pp-=fp; +//------------------------------------------------------------------------------------------------------------------------------ + // 12-tap kernel. + // b c + // e f g h + // i j k l + // n o + // Gather 4 ordering. + // a b + // r g + // For packed FP16, need either {rg} or {ab} so using the following setup for gather in all versions, + // a b <- unused (z) + // r g + // a b a b + // r g r g + // a b + // r g <- unused (z) + // Allowing dead-code removal to remove the 'z's. + AF2 p0=fp*AF2_AU2(con1.xy)+AF2_AU2(con1.zw); + // These are from p0 to avoid pulling two constants on pre-Navi hardware. + AF2 p1=p0+AF2_AU2(con2.xy); + AF2 p2=p0+AF2_AU2(con2.zw); + AF2 p3=p0+AF2_AU2(con3.xy); + AF4 bczzR=FsrEasuRF(p0); + AF4 bczzG=FsrEasuGF(p0); + AF4 bczzB=FsrEasuBF(p0); + AF4 ijfeR=FsrEasuRF(p1); + AF4 ijfeG=FsrEasuGF(p1); + AF4 ijfeB=FsrEasuBF(p1); + AF4 klhgR=FsrEasuRF(p2); + AF4 klhgG=FsrEasuGF(p2); + AF4 klhgB=FsrEasuBF(p2); + AF4 zzonR=FsrEasuRF(p3); + AF4 zzonG=FsrEasuGF(p3); + AF4 zzonB=FsrEasuBF(p3); +//------------------------------------------------------------------------------------------------------------------------------ + // Simplest multi-channel approximate luma possible (luma times 2, in 2 FMA/MAD). + AF4 bczzL=bczzB*AF4_(0.5)+(bczzR*AF4_(0.5)+bczzG); + AF4 ijfeL=ijfeB*AF4_(0.5)+(ijfeR*AF4_(0.5)+ijfeG); + AF4 klhgL=klhgB*AF4_(0.5)+(klhgR*AF4_(0.5)+klhgG); + AF4 zzonL=zzonB*AF4_(0.5)+(zzonR*AF4_(0.5)+zzonG); + // Rename. + AF1 bL=bczzL.x; + AF1 cL=bczzL.y; + AF1 iL=ijfeL.x; + AF1 jL=ijfeL.y; + AF1 fL=ijfeL.z; + AF1 eL=ijfeL.w; + AF1 kL=klhgL.x; + AF1 lL=klhgL.y; + AF1 hL=klhgL.z; + AF1 gL=klhgL.w; + AF1 oL=zzonL.z; + AF1 nL=zzonL.w; + // Accumulate for bilinear interpolation. + AF2 dir=AF2_(0.0); + AF1 len=AF1_(0.0); + FsrEasuSetF(dir,len,pp,true, false,false,false,bL,eL,fL,gL,jL); + FsrEasuSetF(dir,len,pp,false,true ,false,false,cL,fL,gL,hL,kL); + FsrEasuSetF(dir,len,pp,false,false,true ,false,fL,iL,jL,kL,nL); + FsrEasuSetF(dir,len,pp,false,false,false,true ,gL,jL,kL,lL,oL); +//------------------------------------------------------------------------------------------------------------------------------ + // Normalize with approximation, and cleanup close to zero. + AF2 dir2=dir*dir; + AF1 dirR=dir2.x+dir2.y; + AP1 zro=dirR w = -m/(n+e+w+s) +// 1 == (w*(n+e+w+s)+m)/(4*w+1) -> w = (1-m)/(n+e+w+s-4*1) +// Then chooses the 'w' which results in no clipping, limits 'w', and multiplies by the 'sharp' amount. +// This solution above has issues with MSAA input as the steps along the gradient cause edge detection issues. +// So RCAS uses 4x the maximum and 4x the minimum (depending on equation)in place of the individual taps. +// As well as switching from 'm' to either the minimum or maximum (depending on side), to help in energy conservation. +// This stabilizes RCAS. +// RCAS does a simple highpass which is normalized against the local contrast then shaped, +// 0.25 +// 0.25 -1 0.25 +// 0.25 +// This is used as a noise detection filter, to reduce the effect of RCAS on grain, and focus on real edges. +// +// GLSL example for the required callbacks : +// +// AH4 FsrRcasLoadH(ASW2 p){return AH4(imageLoad(imgSrc,ASU2(p)));} +// void FsrRcasInputH(inout AH1 r,inout AH1 g,inout AH1 b) +// { +// //do any simple input color conversions here or leave empty if none needed +// } +// +// FsrRcasCon need to be called from the CPU or GPU to set up constants. +// Including a GPU example here, the 'con' value would be stored out to a constant buffer. +// +// AU4 con; +// FsrRcasCon(con, +// 0.0); // The scale is {0.0 := maximum sharpness, to N>0, where N is the number of stops (halving) of the reduction of sharpness}. +// --------------- +// RCAS sharpening supports a CAS-like pass-through alpha via, +// #define FSR_RCAS_PASSTHROUGH_ALPHA 1 +// RCAS also supports a define to enable a more expensive path to avoid some sharpening of noise. +// Would suggest it is better to apply film grain after RCAS sharpening (and after scaling) instead of using this define, +// #define FSR_RCAS_DENOISE 1 +//============================================================================================================================== +// This is set at the limit of providing unnatural results for sharpening. +#define FSR_RCAS_LIMIT (0.25-(1.0/16.0)) +//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +//_____________________________________________________________/\_______________________________________________________________ +//============================================================================================================================== +// CONSTANT SETUP +//============================================================================================================================== +// Call to setup required constant values (works on CPU or GPU). +A_STATIC void FsrRcasCon( +outAU4 con, +// The scale is {0.0 := maximum, to N>0, where N is the number of stops (halving) of the reduction of sharpness}. +AF1 sharpness){ + // Transform from stops to linear value. + sharpness=AExp2F1(-sharpness); + varAF2(hSharp)=initAF2(sharpness,sharpness); + con[0]=AU1_AF1(sharpness); + con[1]=AU1_AH2_AF2(hSharp); + con[2]=0; + con[3]=0;} +//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +//_____________________________________________________________/\_______________________________________________________________ +//============================================================================================================================== +// NON-PACKED 32-BIT VERSION +//============================================================================================================================== +#if defined(A_GPU)&&defined(FSR_RCAS_F) + // Input callback prototypes that need to be implemented by calling shader + AF4 FsrRcasLoadF(ASU2 p); + void FsrRcasInputF(inout AF1 r,inout AF1 g,inout AF1 b); +//------------------------------------------------------------------------------------------------------------------------------ + void FsrRcasF( + out AF1 pixR, // Output values, non-vector so port between RcasFilter() and RcasFilterH() is easy. + out AF1 pixG, + out AF1 pixB, + #ifdef FSR_RCAS_PASSTHROUGH_ALPHA + out AF1 pixA, + #endif + AU2 ip, // Integer pixel position in output. + AU4 con){ // Constant generated by RcasSetup(). + // Algorithm uses minimal 3x3 pixel neighborhood. + // b + // d e f + // h + ASU2 sp=ASU2(ip); + AF3 b=FsrRcasLoadF(sp+ASU2( 0,-1)).rgb; + AF3 d=FsrRcasLoadF(sp+ASU2(-1, 0)).rgb; + #ifdef FSR_RCAS_PASSTHROUGH_ALPHA + AF4 ee=FsrRcasLoadF(sp); + AF3 e=ee.rgb;pixA=ee.a; + #else + AF3 e=FsrRcasLoadF(sp).rgb; + #endif + AF3 f=FsrRcasLoadF(sp+ASU2( 1, 0)).rgb; + AF3 h=FsrRcasLoadF(sp+ASU2( 0, 1)).rgb; + // Rename (32-bit) or regroup (16-bit). + AF1 bR=b.r; + AF1 bG=b.g; + AF1 bB=b.b; + AF1 dR=d.r; + AF1 dG=d.g; + AF1 dB=d.b; + AF1 eR=e.r; + AF1 eG=e.g; + AF1 eB=e.b; + AF1 fR=f.r; + AF1 fG=f.g; + AF1 fB=f.b; + AF1 hR=h.r; + AF1 hG=h.g; + AF1 hB=h.b; + // Run optional input transform. + FsrRcasInputF(bR,bG,bB); + FsrRcasInputF(dR,dG,dB); + FsrRcasInputF(eR,eG,eB); + FsrRcasInputF(fR,fG,fB); + FsrRcasInputF(hR,hG,hB); + // Luma times 2. + AF1 bL=bB*AF1_(0.5)+(bR*AF1_(0.5)+bG); + AF1 dL=dB*AF1_(0.5)+(dR*AF1_(0.5)+dG); + AF1 eL=eB*AF1_(0.5)+(eR*AF1_(0.5)+eG); + AF1 fL=fB*AF1_(0.5)+(fR*AF1_(0.5)+fG); + AF1 hL=hB*AF1_(0.5)+(hR*AF1_(0.5)+hG); + // Noise detection. + AF1 nz=AF1_(0.25)*bL+AF1_(0.25)*dL+AF1_(0.25)*fL+AF1_(0.25)*hL-eL; + nz=ASatF1(abs(nz)*APrxMedRcpF1(AMax3F1(AMax3F1(bL,dL,eL),fL,hL)-AMin3F1(AMin3F1(bL,dL,eL),fL,hL))); + nz=AF1_(-0.5)*nz+AF1_(1.0); + // Min and max of ring. + AF1 mn4R=min(AMin3F1(bR,dR,fR),hR); + AF1 mn4G=min(AMin3F1(bG,dG,fG),hG); + AF1 mn4B=min(AMin3F1(bB,dB,fB),hB); + AF1 mx4R=max(AMax3F1(bR,dR,fR),hR); + AF1 mx4G=max(AMax3F1(bG,dG,fG),hG); + AF1 mx4B=max(AMax3F1(bB,dB,fB),hB); + // Immediate constants for peak range. + AF2 peakC=AF2(1.0,-1.0*4.0); + // Limiters, these need to be high precision RCPs. + AF1 hitMinR=min(mn4R,eR)*ARcpF1(AF1_(4.0)*mx4R); + AF1 hitMinG=min(mn4G,eG)*ARcpF1(AF1_(4.0)*mx4G); + AF1 hitMinB=min(mn4B,eB)*ARcpF1(AF1_(4.0)*mx4B); + AF1 hitMaxR=(peakC.x-max(mx4R,eR))*ARcpF1(AF1_(4.0)*mn4R+peakC.y); + AF1 hitMaxG=(peakC.x-max(mx4G,eG))*ARcpF1(AF1_(4.0)*mn4G+peakC.y); + AF1 hitMaxB=(peakC.x-max(mx4B,eB))*ARcpF1(AF1_(4.0)*mn4B+peakC.y); + AF1 lobeR=max(-hitMinR,hitMaxR); + AF1 lobeG=max(-hitMinG,hitMaxG); + AF1 lobeB=max(-hitMinB,hitMaxB); + AF1 lobe=max(AF1_(-FSR_RCAS_LIMIT),min(AMax3F1(lobeR,lobeG,lobeB),AF1_(0.0)))*AF1_AU1(con.x); + // Apply noise removal. + #ifdef FSR_RCAS_DENOISE + lobe*=nz; + #endif + // Resolve, which needs the medium precision rcp approximation to avoid visible tonality changes. + AF1 rcpL=APrxMedRcpF1(AF1_(4.0)*lobe+AF1_(1.0)); + pixR=(lobe*bR+lobe*dR+lobe*hR+lobe*fR+eR)*rcpL; + pixG=(lobe*bG+lobe*dG+lobe*hG+lobe*fG+eG)*rcpL; + pixB=(lobe*bB+lobe*dB+lobe*hB+lobe*fB+eB)*rcpL; + return;} +#endif +//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +//_____________________________________________________________/\_______________________________________________________________ +//============================================================================================================================== +// NON-PACKED 16-BIT VERSION +//============================================================================================================================== +#if defined(A_GPU)&&defined(A_HALF)&&defined(FSR_RCAS_H) + // Input callback prototypes that need to be implemented by calling shader + AH4 FsrRcasLoadH(ASW2 p); + void FsrRcasInputH(inout AH1 r,inout AH1 g,inout AH1 b); +//------------------------------------------------------------------------------------------------------------------------------ + void FsrRcasH( + out AH1 pixR, // Output values, non-vector so port between RcasFilter() and RcasFilterH() is easy. + out AH1 pixG, + out AH1 pixB, + #ifdef FSR_RCAS_PASSTHROUGH_ALPHA + out AH1 pixA, + #endif + AU2 ip, // Integer pixel position in output. + AU4 con){ // Constant generated by RcasSetup(). + // Sharpening algorithm uses minimal 3x3 pixel neighborhood. + // b + // d e f + // h + ASW2 sp=ASW2(ip); + AH3 b=FsrRcasLoadH(sp+ASW2( 0,-1)).rgb; + AH3 d=FsrRcasLoadH(sp+ASW2(-1, 0)).rgb; + #ifdef FSR_RCAS_PASSTHROUGH_ALPHA + AH4 ee=FsrRcasLoadH(sp); + AH3 e=ee.rgb;pixA=ee.a; + #else + AH3 e=FsrRcasLoadH(sp).rgb; + #endif + AH3 f=FsrRcasLoadH(sp+ASW2( 1, 0)).rgb; + AH3 h=FsrRcasLoadH(sp+ASW2( 0, 1)).rgb; + // Rename (32-bit) or regroup (16-bit). + AH1 bR=b.r; + AH1 bG=b.g; + AH1 bB=b.b; + AH1 dR=d.r; + AH1 dG=d.g; + AH1 dB=d.b; + AH1 eR=e.r; + AH1 eG=e.g; + AH1 eB=e.b; + AH1 fR=f.r; + AH1 fG=f.g; + AH1 fB=f.b; + AH1 hR=h.r; + AH1 hG=h.g; + AH1 hB=h.b; + // Run optional input transform. + FsrRcasInputH(bR,bG,bB); + FsrRcasInputH(dR,dG,dB); + FsrRcasInputH(eR,eG,eB); + FsrRcasInputH(fR,fG,fB); + FsrRcasInputH(hR,hG,hB); + // Luma times 2. + AH1 bL=bB*AH1_(0.5)+(bR*AH1_(0.5)+bG); + AH1 dL=dB*AH1_(0.5)+(dR*AH1_(0.5)+dG); + AH1 eL=eB*AH1_(0.5)+(eR*AH1_(0.5)+eG); + AH1 fL=fB*AH1_(0.5)+(fR*AH1_(0.5)+fG); + AH1 hL=hB*AH1_(0.5)+(hR*AH1_(0.5)+hG); + // Noise detection. + AH1 nz=AH1_(0.25)*bL+AH1_(0.25)*dL+AH1_(0.25)*fL+AH1_(0.25)*hL-eL; + nz=ASatH1(abs(nz)*APrxMedRcpH1(AMax3H1(AMax3H1(bL,dL,eL),fL,hL)-AMin3H1(AMin3H1(bL,dL,eL),fL,hL))); + nz=AH1_(-0.5)*nz+AH1_(1.0); + // Min and max of ring. + AH1 mn4R=min(AMin3H1(bR,dR,fR),hR); + AH1 mn4G=min(AMin3H1(bG,dG,fG),hG); + AH1 mn4B=min(AMin3H1(bB,dB,fB),hB); + AH1 mx4R=max(AMax3H1(bR,dR,fR),hR); + AH1 mx4G=max(AMax3H1(bG,dG,fG),hG); + AH1 mx4B=max(AMax3H1(bB,dB,fB),hB); + // Immediate constants for peak range. + AH2 peakC=AH2(1.0,-1.0*4.0); + // Limiters, these need to be high precision RCPs. + AH1 hitMinR=min(mn4R,eR)*ARcpH1(AH1_(4.0)*mx4R); + AH1 hitMinG=min(mn4G,eG)*ARcpH1(AH1_(4.0)*mx4G); + AH1 hitMinB=min(mn4B,eB)*ARcpH1(AH1_(4.0)*mx4B); + AH1 hitMaxR=(peakC.x-max(mx4R,eR))*ARcpH1(AH1_(4.0)*mn4R+peakC.y); + AH1 hitMaxG=(peakC.x-max(mx4G,eG))*ARcpH1(AH1_(4.0)*mn4G+peakC.y); + AH1 hitMaxB=(peakC.x-max(mx4B,eB))*ARcpH1(AH1_(4.0)*mn4B+peakC.y); + AH1 lobeR=max(-hitMinR,hitMaxR); + AH1 lobeG=max(-hitMinG,hitMaxG); + AH1 lobeB=max(-hitMinB,hitMaxB); + AH1 lobe=max(AH1_(-FSR_RCAS_LIMIT),min(AMax3H1(lobeR,lobeG,lobeB),AH1_(0.0)))*AH2_AU1(con.y).x; + // Apply noise removal. + #ifdef FSR_RCAS_DENOISE + lobe*=nz; + #endif + // Resolve, which needs the medium precision rcp approximation to avoid visible tonality changes. + AH1 rcpL=APrxMedRcpH1(AH1_(4.0)*lobe+AH1_(1.0)); + pixR=(lobe*bR+lobe*dR+lobe*hR+lobe*fR+eR)*rcpL; + pixG=(lobe*bG+lobe*dG+lobe*hG+lobe*fG+eG)*rcpL; + pixB=(lobe*bB+lobe*dB+lobe*hB+lobe*fB+eB)*rcpL;} +#endif +//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +//_____________________________________________________________/\_______________________________________________________________ +//============================================================================================================================== +// PACKED 16-BIT VERSION +//============================================================================================================================== +#if defined(A_GPU)&&defined(A_HALF)&&defined(FSR_RCAS_HX2) + // Input callback prototypes that need to be implemented by the calling shader + AH4 FsrRcasLoadHx2(ASW2 p); + void FsrRcasInputHx2(inout AH2 r,inout AH2 g,inout AH2 b); +//------------------------------------------------------------------------------------------------------------------------------ + // Can be used to convert from packed Structures of Arrays to Arrays of Structures for store. + void FsrRcasDepackHx2(out AH4 pix0,out AH4 pix1,AH2 pixR,AH2 pixG,AH2 pixB){ + #ifdef A_HLSL + // Invoke a slower path for DX only, since it won't allow uninitialized values. + pix0.a=pix1.a=0.0; + #endif + pix0.rgb=AH3(pixR.x,pixG.x,pixB.x); + pix1.rgb=AH3(pixR.y,pixG.y,pixB.y);} +//------------------------------------------------------------------------------------------------------------------------------ + void FsrRcasHx2( + // Output values are for 2 8x8 tiles in a 16x8 region. + // pix.x = left 8x8 tile + // pix.y = right 8x8 tile + // This enables later processing to easily be packed as well. + out AH2 pixR, + out AH2 pixG, + out AH2 pixB, + #ifdef FSR_RCAS_PASSTHROUGH_ALPHA + out AH2 pixA, + #endif + AU2 ip, // Integer pixel position in output. + AU4 con){ // Constant generated by RcasSetup(). + // No scaling algorithm uses minimal 3x3 pixel neighborhood. + ASW2 sp0=ASW2(ip); + AH3 b0=FsrRcasLoadHx2(sp0+ASW2( 0,-1)).rgb; + AH3 d0=FsrRcasLoadHx2(sp0+ASW2(-1, 0)).rgb; + #ifdef FSR_RCAS_PASSTHROUGH_ALPHA + AH4 ee0=FsrRcasLoadHx2(sp0); + AH3 e0=ee0.rgb;pixA.r=ee0.a; + #else + AH3 e0=FsrRcasLoadHx2(sp0).rgb; + #endif + AH3 f0=FsrRcasLoadHx2(sp0+ASW2( 1, 0)).rgb; + AH3 h0=FsrRcasLoadHx2(sp0+ASW2( 0, 1)).rgb; + ASW2 sp1=sp0+ASW2(8,0); + AH3 b1=FsrRcasLoadHx2(sp1+ASW2( 0,-1)).rgb; + AH3 d1=FsrRcasLoadHx2(sp1+ASW2(-1, 0)).rgb; + #ifdef FSR_RCAS_PASSTHROUGH_ALPHA + AH4 ee1=FsrRcasLoadHx2(sp1); + AH3 e1=ee1.rgb;pixA.g=ee1.a; + #else + AH3 e1=FsrRcasLoadHx2(sp1).rgb; + #endif + AH3 f1=FsrRcasLoadHx2(sp1+ASW2( 1, 0)).rgb; + AH3 h1=FsrRcasLoadHx2(sp1+ASW2( 0, 1)).rgb; + // Arrays of Structures to Structures of Arrays conversion. + AH2 bR=AH2(b0.r,b1.r); + AH2 bG=AH2(b0.g,b1.g); + AH2 bB=AH2(b0.b,b1.b); + AH2 dR=AH2(d0.r,d1.r); + AH2 dG=AH2(d0.g,d1.g); + AH2 dB=AH2(d0.b,d1.b); + AH2 eR=AH2(e0.r,e1.r); + AH2 eG=AH2(e0.g,e1.g); + AH2 eB=AH2(e0.b,e1.b); + AH2 fR=AH2(f0.r,f1.r); + AH2 fG=AH2(f0.g,f1.g); + AH2 fB=AH2(f0.b,f1.b); + AH2 hR=AH2(h0.r,h1.r); + AH2 hG=AH2(h0.g,h1.g); + AH2 hB=AH2(h0.b,h1.b); + // Run optional input transform. + FsrRcasInputHx2(bR,bG,bB); + FsrRcasInputHx2(dR,dG,dB); + FsrRcasInputHx2(eR,eG,eB); + FsrRcasInputHx2(fR,fG,fB); + FsrRcasInputHx2(hR,hG,hB); + // Luma times 2. + AH2 bL=bB*AH2_(0.5)+(bR*AH2_(0.5)+bG); + AH2 dL=dB*AH2_(0.5)+(dR*AH2_(0.5)+dG); + AH2 eL=eB*AH2_(0.5)+(eR*AH2_(0.5)+eG); + AH2 fL=fB*AH2_(0.5)+(fR*AH2_(0.5)+fG); + AH2 hL=hB*AH2_(0.5)+(hR*AH2_(0.5)+hG); + // Noise detection. + AH2 nz=AH2_(0.25)*bL+AH2_(0.25)*dL+AH2_(0.25)*fL+AH2_(0.25)*hL-eL; + nz=ASatH2(abs(nz)*APrxMedRcpH2(AMax3H2(AMax3H2(bL,dL,eL),fL,hL)-AMin3H2(AMin3H2(bL,dL,eL),fL,hL))); + nz=AH2_(-0.5)*nz+AH2_(1.0); + // Min and max of ring. + AH2 mn4R=min(AMin3H2(bR,dR,fR),hR); + AH2 mn4G=min(AMin3H2(bG,dG,fG),hG); + AH2 mn4B=min(AMin3H2(bB,dB,fB),hB); + AH2 mx4R=max(AMax3H2(bR,dR,fR),hR); + AH2 mx4G=max(AMax3H2(bG,dG,fG),hG); + AH2 mx4B=max(AMax3H2(bB,dB,fB),hB); + // Immediate constants for peak range. + AH2 peakC=AH2(1.0,-1.0*4.0); + // Limiters, these need to be high precision RCPs. + AH2 hitMinR=min(mn4R,eR)*ARcpH2(AH2_(4.0)*mx4R); + AH2 hitMinG=min(mn4G,eG)*ARcpH2(AH2_(4.0)*mx4G); + AH2 hitMinB=min(mn4B,eB)*ARcpH2(AH2_(4.0)*mx4B); + AH2 hitMaxR=(peakC.x-max(mx4R,eR))*ARcpH2(AH2_(4.0)*mn4R+peakC.y); + AH2 hitMaxG=(peakC.x-max(mx4G,eG))*ARcpH2(AH2_(4.0)*mn4G+peakC.y); + AH2 hitMaxB=(peakC.x-max(mx4B,eB))*ARcpH2(AH2_(4.0)*mn4B+peakC.y); + AH2 lobeR=max(-hitMinR,hitMaxR); + AH2 lobeG=max(-hitMinG,hitMaxG); + AH2 lobeB=max(-hitMinB,hitMaxB); + AH2 lobe=max(AH2_(-FSR_RCAS_LIMIT),min(AMax3H2(lobeR,lobeG,lobeB),AH2_(0.0)))*AH2_(AH2_AU1(con.y).x); + // Apply noise removal. + #ifdef FSR_RCAS_DENOISE + lobe*=nz; + #endif + // Resolve, which needs the medium precision rcp approximation to avoid visible tonality changes. + AH2 rcpL=APrxMedRcpH2(AH2_(4.0)*lobe+AH2_(1.0)); + pixR=(lobe*bR+lobe*dR+lobe*hR+lobe*fR+eR)*rcpL; + pixG=(lobe*bG+lobe*dG+lobe*hG+lobe*fG+eG)*rcpL; + pixB=(lobe*bB+lobe*dB+lobe*hB+lobe*fB+eB)*rcpL;} +#endif +//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +//_____________________________________________________________/\_______________________________________________________________ +//============================================================================================================================== +// +// FSR - [LFGA] LINEAR FILM GRAIN APPLICATOR +// +//------------------------------------------------------------------------------------------------------------------------------ +// Adding output-resolution film grain after scaling is a good way to mask both rendering and scaling artifacts. +// Suggest using tiled blue noise as film grain input, with peak noise frequency set for a specific look and feel. +// The 'Lfga*()' functions provide a convenient way to introduce grain. +// These functions limit grain based on distance to signal limits. +// This is done so that the grain is temporally energy preserving, and thus won't modify image tonality. +// Grain application should be done in a linear colorspace. +// The grain should be temporally changing, but have a temporal sum per pixel that adds to zero (non-biased). +//------------------------------------------------------------------------------------------------------------------------------ +// Usage, +// FsrLfga*( +// color, // In/out linear colorspace color {0 to 1} ranged. +// grain, // Per pixel grain texture value {-0.5 to 0.5} ranged, input is 3-channel to support colored grain. +// amount); // Amount of grain (0 to 1} ranged. +//------------------------------------------------------------------------------------------------------------------------------ +// Example if grain texture is monochrome: 'FsrLfgaF(color,AF3_(grain),amount)' +//============================================================================================================================== +#if defined(A_GPU) + // Maximum grain is the minimum distance to the signal limit. + void FsrLfgaF(inout AF3 c,AF3 t,AF1 a){c+=(t*AF3_(a))*min(AF3_(1.0)-c,c);} +#endif +//============================================================================================================================== +#if defined(A_GPU)&&defined(A_HALF) + // Half precision version (slower). + void FsrLfgaH(inout AH3 c,AH3 t,AH1 a){c+=(t*AH3_(a))*min(AH3_(1.0)-c,c);} +//------------------------------------------------------------------------------------------------------------------------------ + // Packed half precision version (faster). + void FsrLfgaHx2(inout AH2 cR,inout AH2 cG,inout AH2 cB,AH2 tR,AH2 tG,AH2 tB,AH1 a){ + cR+=(tR*AH2_(a))*min(AH2_(1.0)-cR,cR);cG+=(tG*AH2_(a))*min(AH2_(1.0)-cG,cG);cB+=(tB*AH2_(a))*min(AH2_(1.0)-cB,cB);} +#endif +//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +//_____________________________________________________________/\_______________________________________________________________ +//============================================================================================================================== +// +// FSR - [SRTM] SIMPLE REVERSIBLE TONE-MAPPER +// +//------------------------------------------------------------------------------------------------------------------------------ +// This provides a way to take linear HDR color {0 to FP16_MAX} and convert it into a temporary {0 to 1} ranged post-tonemapped linear. +// The tonemapper preserves RGB ratio, which helps maintain HDR color bleed during filtering. +//------------------------------------------------------------------------------------------------------------------------------ +// Reversible tonemapper usage, +// FsrSrtm*(color); // {0 to FP16_MAX} converted to {0 to 1}. +// FsrSrtmInv*(color); // {0 to 1} converted into {0 to 32768, output peak safe for FP16}. +//============================================================================================================================== +#if defined(A_GPU) + void FsrSrtmF(inout AF3 c){c*=AF3_(ARcpF1(AMax3F1(c.r,c.g,c.b)+AF1_(1.0)));} + // The extra max solves the c=1.0 case (which is a /0). + void FsrSrtmInvF(inout AF3 c){c*=AF3_(ARcpF1(max(AF1_(1.0/32768.0),AF1_(1.0)-AMax3F1(c.r,c.g,c.b))));} +#endif +//============================================================================================================================== +#if defined(A_GPU)&&defined(A_HALF) + void FsrSrtmH(inout AH3 c){c*=AH3_(ARcpH1(AMax3H1(c.r,c.g,c.b)+AH1_(1.0)));} + void FsrSrtmInvH(inout AH3 c){c*=AH3_(ARcpH1(max(AH1_(1.0/32768.0),AH1_(1.0)-AMax3H1(c.r,c.g,c.b))));} +//------------------------------------------------------------------------------------------------------------------------------ + void FsrSrtmHx2(inout AH2 cR,inout AH2 cG,inout AH2 cB){ + AH2 rcp=ARcpH2(AMax3H2(cR,cG,cB)+AH2_(1.0));cR*=rcp;cG*=rcp;cB*=rcp;} + void FsrSrtmInvHx2(inout AH2 cR,inout AH2 cG,inout AH2 cB){ + AH2 rcp=ARcpH2(max(AH2_(1.0/32768.0),AH2_(1.0)-AMax3H2(cR,cG,cB)));cR*=rcp;cG*=rcp;cB*=rcp;} +#endif +//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +//_____________________________________________________________/\_______________________________________________________________ +//============================================================================================================================== +// +// FSR - [TEPD] TEMPORAL ENERGY PRESERVING DITHER +// +//------------------------------------------------------------------------------------------------------------------------------ +// Temporally energy preserving dithered {0 to 1} linear to gamma 2.0 conversion. +// Gamma 2.0 is used so that the conversion back to linear is just to square the color. +// The conversion comes in 8-bit and 10-bit modes, designed for output to 8-bit UNORM or 10:10:10:2 respectively. +// Given good non-biased temporal blue noise as dither input, +// the output dither will temporally conserve energy. +// This is done by choosing the linear nearest step point instead of perceptual nearest. +// See code below for details. +//------------------------------------------------------------------------------------------------------------------------------ +// DX SPEC RULES FOR FLOAT->UNORM 8-BIT CONVERSION +// =============================================== +// - Output is 'uint(floor(saturate(n)*255.0+0.5))'. +// - Thus rounding is to nearest. +// - NaN gets converted to zero. +// - INF is clamped to {0.0 to 1.0}. +//============================================================================================================================== +#if defined(A_GPU) + // Hand tuned integer position to dither value, with more values than simple checkerboard. + // Only 32-bit has enough precision for this compddation. + // Output is {0 to <1}. + AF1 FsrTepdDitF(AU2 p,AU1 f){ + AF1 x=AF1_(p.x+f); + AF1 y=AF1_(p.y); + // The 1.61803 golden ratio. + AF1 a=AF1_((1.0+sqrt(5.0))/2.0); + // Number designed to provide a good visual pattern. + AF1 b=AF1_(1.0/3.69); + x=x*a+(y*b); + return AFractF1(x);} +//------------------------------------------------------------------------------------------------------------------------------ + // This version is 8-bit gamma 2.0. + // The 'c' input is {0 to 1}. + // Output is {0 to 1} ready for image store. + void FsrTepdC8F(inout AF3 c,AF1 dit){ + AF3 n=sqrt(c); + n=floor(n*AF3_(255.0))*AF3_(1.0/255.0); + AF3 a=n*n; + AF3 b=n+AF3_(1.0/255.0);b=b*b; + // Ratio of 'a' to 'b' required to produce 'c'. + // APrxLoRcpF1() won't work here (at least for very high dynamic ranges). + // APrxMedRcpF1() is an IADD,FMA,MUL. + AF3 r=(c-b)*APrxMedRcpF3(a-b); + // Use the ratio as a cutoff to choose 'a' or 'b'. + // AGtZeroF1() is a MUL. + c=ASatF3(n+AGtZeroF3(AF3_(dit)-r)*AF3_(1.0/255.0));} +//------------------------------------------------------------------------------------------------------------------------------ + // This version is 10-bit gamma 2.0. + // The 'c' input is {0 to 1}. + // Output is {0 to 1} ready for image store. + void FsrTepdC10F(inout AF3 c,AF1 dit){ + AF3 n=sqrt(c); + n=floor(n*AF3_(1023.0))*AF3_(1.0/1023.0); + AF3 a=n*n; + AF3 b=n+AF3_(1.0/1023.0);b=b*b; + AF3 r=(c-b)*APrxMedRcpF3(a-b); + c=ASatF3(n+AGtZeroF3(AF3_(dit)-r)*AF3_(1.0/1023.0));} +#endif +//============================================================================================================================== +#if defined(A_GPU)&&defined(A_HALF) + AH1 FsrTepdDitH(AU2 p,AU1 f){ + AF1 x=AF1_(p.x+f); + AF1 y=AF1_(p.y); + AF1 a=AF1_((1.0+sqrt(5.0))/2.0); + AF1 b=AF1_(1.0/3.69); + x=x*a+(y*b); + return AH1(AFractF1(x));} +//------------------------------------------------------------------------------------------------------------------------------ + void FsrTepdC8H(inout AH3 c,AH1 dit){ + AH3 n=sqrt(c); + n=floor(n*AH3_(255.0))*AH3_(1.0/255.0); + AH3 a=n*n; + AH3 b=n+AH3_(1.0/255.0);b=b*b; + AH3 r=(c-b)*APrxMedRcpH3(a-b); + c=ASatH3(n+AGtZeroH3(AH3_(dit)-r)*AH3_(1.0/255.0));} +//------------------------------------------------------------------------------------------------------------------------------ + void FsrTepdC10H(inout AH3 c,AH1 dit){ + AH3 n=sqrt(c); + n=floor(n*AH3_(1023.0))*AH3_(1.0/1023.0); + AH3 a=n*n; + AH3 b=n+AH3_(1.0/1023.0);b=b*b; + AH3 r=(c-b)*APrxMedRcpH3(a-b); + c=ASatH3(n+AGtZeroH3(AH3_(dit)-r)*AH3_(1.0/1023.0));} +//============================================================================================================================== + // This computes dither for positions 'p' and 'p+{8,0}'. + AH2 FsrTepdDitHx2(AU2 p,AU1 f){ + AF2 x; + x.x=AF1_(p.x+f); + x.y=x.x+AF1_(8.0); + AF1 y=AF1_(p.y); + AF1 a=AF1_((1.0+sqrt(5.0))/2.0); + AF1 b=AF1_(1.0/3.69); + x=x*AF2_(a)+AF2_(y*b); + return AH2(AFractF2(x));} +//------------------------------------------------------------------------------------------------------------------------------ + void FsrTepdC8Hx2(inout AH2 cR,inout AH2 cG,inout AH2 cB,AH2 dit){ + AH2 nR=sqrt(cR); + AH2 nG=sqrt(cG); + AH2 nB=sqrt(cB); + nR=floor(nR*AH2_(255.0))*AH2_(1.0/255.0); + nG=floor(nG*AH2_(255.0))*AH2_(1.0/255.0); + nB=floor(nB*AH2_(255.0))*AH2_(1.0/255.0); + AH2 aR=nR*nR; + AH2 aG=nG*nG; + AH2 aB=nB*nB; + AH2 bR=nR+AH2_(1.0/255.0);bR=bR*bR; + AH2 bG=nG+AH2_(1.0/255.0);bG=bG*bG; + AH2 bB=nB+AH2_(1.0/255.0);bB=bB*bB; + AH2 rR=(cR-bR)*APrxMedRcpH2(aR-bR); + AH2 rG=(cG-bG)*APrxMedRcpH2(aG-bG); + AH2 rB=(cB-bB)*APrxMedRcpH2(aB-bB); + cR=ASatH2(nR+AGtZeroH2(dit-rR)*AH2_(1.0/255.0)); + cG=ASatH2(nG+AGtZeroH2(dit-rG)*AH2_(1.0/255.0)); + cB=ASatH2(nB+AGtZeroH2(dit-rB)*AH2_(1.0/255.0));} +//------------------------------------------------------------------------------------------------------------------------------ + void FsrTepdC10Hx2(inout AH2 cR,inout AH2 cG,inout AH2 cB,AH2 dit){ + AH2 nR=sqrt(cR); + AH2 nG=sqrt(cG); + AH2 nB=sqrt(cB); + nR=floor(nR*AH2_(1023.0))*AH2_(1.0/1023.0); + nG=floor(nG*AH2_(1023.0))*AH2_(1.0/1023.0); + nB=floor(nB*AH2_(1023.0))*AH2_(1.0/1023.0); + AH2 aR=nR*nR; + AH2 aG=nG*nG; + AH2 aB=nB*nB; + AH2 bR=nR+AH2_(1.0/1023.0);bR=bR*bR; + AH2 bG=nG+AH2_(1.0/1023.0);bG=bG*bG; + AH2 bB=nB+AH2_(1.0/1023.0);bB=bB*bB; + AH2 rR=(cR-bR)*APrxMedRcpH2(aR-bR); + AH2 rG=(cG-bG)*APrxMedRcpH2(aG-bG); + AH2 rB=(cB-bB)*APrxMedRcpH2(aB-bB); + cR=ASatH2(nR+AGtZeroH2(dit-rR)*AH2_(1.0/1023.0)); + cG=ASatH2(nG+AGtZeroH2(dit-rG)*AH2_(1.0/1023.0)); + cB=ASatH2(nB+AGtZeroH2(dit-rB)*AH2_(1.0/1023.0));} +#endif diff --git a/src/video_core/host_shaders/scaling/SharpBilinear/OpenGL/opengl_sharpbilinear.frag b/src/video_core/host_shaders/scaling/SharpBilinear/OpenGL/opengl_sharpbilinear.frag new file mode 100644 index 000000000..2a65702b6 --- /dev/null +++ b/src/video_core/host_shaders/scaling/SharpBilinear/OpenGL/opengl_sharpbilinear.frag @@ -0,0 +1,52 @@ +/* + Author: KojoZero (modified from rsn8887's shader) + License: Public domain + + This is an integer prescale filter that should be combined + with a bilinear hardware filtering (GL_BILINEAR filter or some such) to achieve + a smooth scaling result with minimum blur. This is good for pixelgraphics + that are scaled by non-integer factors. + + This is a modified version rsn8887's shader which has been modified to scale + until above the output resolution, rather than right below the output resolution. + + The prescale factor and texel coordinates are precalculated + in the vertex shader for speed. +*/ + + +layout(location = 0) in vec2 frag_tex_coord; +layout(location = 1) in vec2 precalc_texel; +layout(location = 2) in vec2 precalc_scale; +layout(location = 0) out vec4 color; +layout(binding = 0) uniform sampler2D color_texture; +uniform vec4 i_resolution; +uniform vec4 o_resolution; +uniform int convert_colors; + +vec3 LinearTosRGB(vec3 c) { + return mix(c * 12.92, 1.055 * pow(c, vec3(1.0/2.4)) - 0.055, step(0.0031308, c)); +} + +void main() +{ + vec2 texel = precalc_texel; + vec2 scale = precalc_scale; + vec2 texel_floored = floor(texel); + vec2 s = fract(texel); + vec2 region_range = 0.5 - 0.5 / scale; + + // Figure out where in the texel to sample to get correct pre-scaled bilinear. + // Uses the hardware bilinear interpolator to avoid having to sample 4 times manually. + + vec2 center_dist = s - 0.5; + vec2 f = (center_dist - clamp(center_dist, -region_range, region_range)) * scale + 0.5; + + vec2 mod_texel = texel_floored + f; + + vec4 pixel = vec4(texture(color_texture, mod_texel / i_resolution.xy).rgb, 1.0); + if (convert_colors == 2){ + pixel = vec4(LinearTosRGB(pixel.rgb), pixel.a); + } + color = pixel; +} \ No newline at end of file diff --git a/src/video_core/host_shaders/scaling/SharpBilinear/OpenGL/opengl_sharpbilinear.vert b/src/video_core/host_shaders/scaling/SharpBilinear/OpenGL/opengl_sharpbilinear.vert new file mode 100644 index 000000000..9679a4b2d --- /dev/null +++ b/src/video_core/host_shaders/scaling/SharpBilinear/OpenGL/opengl_sharpbilinear.vert @@ -0,0 +1,16 @@ +layout(location = 0) in vec2 vert_position; +layout(location = 1) in vec2 vert_tex_coord; +layout(location = 0) out vec2 frag_tex_coord; +layout(location = 1) out vec2 precalc_texel; +layout(location = 2) out vec2 precalc_scale; +uniform mat3x2 modelview_matrix; +uniform vec4 i_resolution; +uniform vec4 o_resolution; + +void main() +{ + gl_Position = vec4(mat2(modelview_matrix) * vert_position + modelview_matrix[2], 0.0, 1.0); + frag_tex_coord = vert_tex_coord; + precalc_scale = ceil(o_resolution.xy / i_resolution.xy); + precalc_texel = vert_tex_coord.xy * i_resolution.xy; +} \ No newline at end of file diff --git a/src/video_core/renderer_opengl/renderer_opengl.cpp b/src/video_core/renderer_opengl/renderer_opengl.cpp index 7461d144a..1b22242bb 100644 --- a/src/video_core/renderer_opengl/renderer_opengl.cpp +++ b/src/video_core/renderer_opengl/renderer_opengl.cpp @@ -44,6 +44,17 @@ #include "video_core/host_shaders/antialiasing/SearchTex.h" #include "video_core/host_shaders/scaling/opengl_area_sampling_frag.h" #include "video_core/host_shaders/scaling/opengl_area_sampling_vert.h" +#include "video_core/host_shaders/scaling/FSR/OpenGL/opengl_fsr_pass0_vert.h" +#include "video_core/host_shaders/scaling/FSR/OpenGL/opengl_fsr_pass0_part1_frag.h" +#include "video_core/host_shaders/scaling/FSR/OpenGL/opengl_fsr_pass0_part2_frag.h" +#include "video_core/host_shaders/scaling/FSR/OpenGL/opengl_fsr_pass1_vert.h" +#include "video_core/host_shaders/scaling/FSR/OpenGL/opengl_fsr_pass1_part1_frag.h" +#include "video_core/host_shaders/scaling/FSR/OpenGL/opengl_fsr_pass1_part2_frag.h" +#include "video_core/host_shaders/scaling/FSR/OpenGL/opengl_fsr_pass1_part3_frag.h" +#include "video_core/host_shaders/scaling/FSR/ffx_a_h.h" +#include "video_core/host_shaders/scaling/FSR/ffx_fsr1_h.h" +#include "video_core/host_shaders/scaling/SharpBilinear/OpenGL/opengl_sharpbilinear_vert.h" +#include "video_core/host_shaders/scaling/SharpBilinear/OpenGL/opengl_sharpbilinear_frag.h" namespace OpenGL { @@ -381,22 +392,37 @@ void RendererOpenGL::AllocateSMAATextures(){ } void RendererOpenGL::AllocatePPTextures(){ - for (int i = 0; i < 5; i++){ - intermediateTextureTop[i].Release(); - intermediateTextureTop[i].Create(); - intermediateTextureTop[i].Allocate(GL_TEXTURE_2D, 1, GL_RGBA16F, currTopTextureWidth, currTopTextureHeight); - intermediateTextureBottom[i].Release(); - intermediateTextureBottom[i].Create(); - intermediateTextureBottom[i].Allocate(GL_TEXTURE_2D, 1, GL_RGBA16F, currBottomTextureWidth, currBottomTextureHeight); - } - antialiasFBOTextureTop.Release(); - antialiasFBOTextureTop.Create(); - antialiasFBOTextureTop.Allocate(GL_TEXTURE_2D, 1, GL_RGBA16F, currTopTextureWidth, currTopTextureHeight); - antialiasFBOTextureBottom.Release(); - antialiasFBOTextureBottom.Create(); - antialiasFBOTextureBottom.Allocate(GL_TEXTURE_2D, 1, GL_RGBA16F, currBottomTextureWidth, currBottomTextureHeight); - LOG_INFO(Render_OpenGL, "Reallocated Shaders"); + + for (int j = 0; j < intermediateTextures[0].size(); j++){ + intermediateTextures[0][j].Release(); + intermediateTextures[0][j].Create(); + intermediateTextures[0][j].Allocate(GL_TEXTURE_2D, 1, GL_RGBA16F, currTopTextureWidth, currTopTextureHeight); + intermediateTextures[1][j].Release(); + intermediateTextures[1][j].Create(); + intermediateTextures[1][j].Allocate(GL_TEXTURE_2D, 1, GL_RGBA16F, currBottomTextureWidth, currBottomTextureHeight); + } + antialiasFBOTexture[0].Release(); + antialiasFBOTexture[0].Create(); + antialiasFBOTexture[0].Allocate(GL_TEXTURE_2D, 1, GL_RGBA16F, currTopTextureWidth, currTopTextureHeight); + antialiasFBOTexture[1].Release(); + antialiasFBOTexture[1].Create(); + antialiasFBOTexture[1].Allocate(GL_TEXTURE_2D, 1, GL_RGBA16F, currBottomTextureWidth, currBottomTextureHeight); + LOG_INFO(Render_OpenGL, "Reallocated Textures"); +} + +void RendererOpenGL::AllocateOutputSizeTextures(){ + for (int i = 0; i < intermediateOutputSizeTextures.size(); i++){ + if (currScreenRects[i].GetHeight() != 0 && currScreenRects[i].GetWidth() != 0){ + for (int j = 0; j < intermediateOutputSizeTextures[0].size(); j++){ + intermediateOutputSizeTextures[i][j].Release(); + intermediateOutputSizeTextures[i][j].Create(); + intermediateOutputSizeTextures[i][j].Allocate(GL_TEXTURE_2D, 1, GL_RGBA16F, currScreenRects[i].GetWidth(), currScreenRects[i].GetHeight()); + } + } + } + + LOG_INFO(Render_OpenGL, "Reallocated OutputSize Textures"); } /** @@ -548,7 +574,23 @@ void RendererOpenGL::ReloadShader(Settings::StereoRenderOption render_3d) { SMAA_PASS_2_shader.Create(SMAA_PASS_2_shader_vert_data, SMAA_PASS_2_shader_frag_data); - // + std::string FSR_PASS_0_shader_frag_data = fragment_shader_precision_OES; + FSR_PASS_0_shader_frag_data += HostShaders::OPENGL_FSR_PASS0_PART1_FRAG; + FSR_PASS_0_shader_frag_data += HostShaders::FFX_A_H; + FSR_PASS_0_shader_frag_data += HostShaders::FFX_FSR1_H; + FSR_PASS_0_shader_frag_data += HostShaders::OPENGL_FSR_PASS0_PART2_FRAG; + FSR_PASS_0_shader.Create(HostShaders::OPENGL_FSR_PASS0_VERT, FSR_PASS_0_shader_frag_data); + + std::string FSR_PASS_1_shader_frag_data = fragment_shader_precision_OES; + FSR_PASS_1_shader_frag_data += HostShaders::OPENGL_FSR_PASS1_PART1_FRAG; + FSR_PASS_1_shader_frag_data += HostShaders::FFX_A_H; + FSR_PASS_1_shader_frag_data += HostShaders::OPENGL_FSR_PASS1_PART2_FRAG; + FSR_PASS_1_shader_frag_data += HostShaders::FFX_FSR1_H; + FSR_PASS_1_shader_frag_data += HostShaders::OPENGL_FSR_PASS1_PART3_FRAG; + FSR_PASS_1_shader.Create(HostShaders::OPENGL_FSR_PASS1_VERT, FSR_PASS_1_shader_frag_data); + + SharpBilinear_shader.Create(HostShaders::OPENGL_SHARPBILINEAR_VERT, HostShaders::OPENGL_SHARPBILINEAR_FRAG); + state.Apply(); if (render_3d == Settings::StereoRenderOption::Anaglyph || render_3d == Settings::StereoRenderOption::Interlaced || @@ -654,12 +696,11 @@ void RendererOpenGL::DrawSingleScreen(const ScreenInfo& screen_info, float scree const u32 scale_factor = GetResolutionScaleFactor(); float textureWidth = static_cast(screen_info.texture.height * scale_factor); float textureHeight = static_cast(screen_info.texture.width * scale_factor); + int currScreen; if (textureWidth == currTopTextureWidth && textureHeight == currTopTextureHeight){ - currAntialiasFBOTexture = &antialiasFBOTextureTop; - currIntermediateTexture = &intermediateTextureTop; + currScreen = 0; } else { - currAntialiasFBOTexture = &antialiasFBOTextureBottom; - currIntermediateTexture = &intermediateTextureBottom; + currScreen = 1; } // Texture Width and Height when correctly rotated to landscape @@ -667,6 +708,7 @@ void RendererOpenGL::DrawSingleScreen(const ScreenInfo& screen_info, float scree int scalingMode; //0 is Nearest Neighbor, 1 is Gamma Corrected Bilinear, 2 is Adaptive (Bilinear/Area), 3 is FSR, 4 is Sharp Bilinear scalingMode = static_cast(Settings::values.output_scaling.GetValue()); int antialiasingMode = static_cast(Settings::values.antialiasing_filter.GetValue()); //0 is none, 1 is FXAA, 2 is SMAA + float fsr_sharpening = 2 - (2 * (Settings::values.fsr_sharpness.GetValue()/ 100.0f)); if (orientation == Layout::DisplayOrientation::Landscape || orientation == Layout::DisplayOrientation::LandscapeFlipped) { if (textureWidth > screenWidth){ isDownsampling = true; @@ -748,7 +790,7 @@ void RendererOpenGL::DrawSingleScreen(const ScreenInfo& screen_info, float scree state.viewport.width = textureWidth; state.viewport.height = textureHeight; state.Apply(); - glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, (*currIntermediateTexture)[0].handle, 0); + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, intermediateTextures[currScreen][0].handle, 0); glClear(GL_COLOR_BUFFER_BIT); state.draw.shader_program = SimplePresent_shader.handle; state.Apply(); @@ -767,12 +809,12 @@ void RendererOpenGL::DrawSingleScreen(const ScreenInfo& screen_info, float scree state.viewport.width = textureWidth; state.viewport.height = textureHeight; state.Apply(); - glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, (*currAntialiasFBOTexture).handle, 0); + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, antialiasFBOTexture[currScreen].handle, 0); glClear(GL_COLOR_BUFFER_BIT); state.draw.shader_program = FXAA_shader.handle; state.Apply(); AttachUniforms(); - state.texture_units[0].texture_2d = (*currIntermediateTexture)[0].handle; + state.texture_units[0].texture_2d = intermediateTextures[currScreen][0].handle; state.texture_units[0].sampler = samplers[1].handle; glUniform1i(uniform_color_texture, 0); glUniform1i(uniform_convert_colors, 1); @@ -791,7 +833,7 @@ void RendererOpenGL::DrawSingleScreen(const ScreenInfo& screen_info, float scree state.viewport.width = textureWidth; state.viewport.height = textureHeight; state.Apply(); - glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, (*currIntermediateTexture)[0].handle, 0); + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, intermediateTextures[currScreen][0].handle, 0); glClear(GL_COLOR_BUFFER_BIT); state.draw.shader_program = SimplePresent_shader.handle; state.Apply(); @@ -810,12 +852,12 @@ void RendererOpenGL::DrawSingleScreen(const ScreenInfo& screen_info, float scree state.viewport.width = textureWidth; state.viewport.height = textureHeight; state.Apply(); - glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, (*currIntermediateTexture)[3].handle, 0); + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, intermediateTextures[currScreen][3].handle, 0); glClear(GL_COLOR_BUFFER_BIT); state.draw.shader_program = SimplePresent_shader.handle; state.Apply(); AttachUniforms(); - state.texture_units[0].texture_2d = (*currIntermediateTexture)[0].handle; + state.texture_units[0].texture_2d = intermediateTextures[currScreen][0].handle; state.texture_units[0].sampler = samplers[1].handle; glUniform1i(uniform_color_texture, 0); glUniform1i(uniform_convert_colors, 1); @@ -829,12 +871,12 @@ void RendererOpenGL::DrawSingleScreen(const ScreenInfo& screen_info, float scree state.viewport.width = textureWidth; state.viewport.height = textureHeight; state.Apply(); - glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, (*currIntermediateTexture)[1].handle, 0); + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, intermediateTextures[currScreen][1].handle, 0); glClear(GL_COLOR_BUFFER_BIT); state.draw.shader_program = SMAA_PASS_0_shader.handle; state.Apply(); AttachUniforms(); - state.texture_units[0].texture_2d = (*currIntermediateTexture)[0].handle; + state.texture_units[0].texture_2d = intermediateTextures[currScreen][0].handle; state.texture_units[0].sampler = samplers[1].handle; glUniform1i(uniform_color_texture, 0); glUniform4f(uniform_i_resolution, textureWidth, textureHeight, 1.0f / textureWidth, 1.0f / textureHeight); @@ -848,12 +890,12 @@ void RendererOpenGL::DrawSingleScreen(const ScreenInfo& screen_info, float scree state.viewport.width = textureWidth; state.viewport.height = textureHeight; state.Apply(); - glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, (*currIntermediateTexture)[2].handle, 0); + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, intermediateTextures[currScreen][2].handle, 0); glClear(GL_COLOR_BUFFER_BIT); state.draw.shader_program = SMAA_PASS_1_shader.handle; state.Apply(); AttachUniforms(); - state.texture_units[0].texture_2d = (*currIntermediateTexture)[1].handle; + state.texture_units[0].texture_2d = intermediateTextures[currScreen][1].handle; state.texture_units[0].sampler = samplers[1].handle; state.texture_units[1].texture_2d = areatex.handle; state.texture_units[1].sampler = samplers[1].handle; @@ -875,14 +917,14 @@ void RendererOpenGL::DrawSingleScreen(const ScreenInfo& screen_info, float scree state.viewport.width = textureWidth; state.viewport.height = textureHeight; state.Apply(); - glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, (*currAntialiasFBOTexture).handle, 0); + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, antialiasFBOTexture[currScreen].handle, 0); glClear(GL_COLOR_BUFFER_BIT); state.draw.shader_program = SMAA_PASS_2_shader.handle; state.Apply(); AttachUniforms(); - state.texture_units[0].texture_2d = (*currIntermediateTexture)[2].handle; + state.texture_units[0].texture_2d = intermediateTextures[currScreen][2].handle; state.texture_units[0].sampler = samplers[1].handle; - state.texture_units[1].texture_2d = (*currIntermediateTexture)[3].handle; + state.texture_units[1].texture_2d = intermediateTextures[currScreen][3].handle; state.texture_units[1].sampler = samplers[1].handle; GLuint uniform_smaa_input = glGetUniformLocation(state.draw.shader_program, "SMAA_Input"); glUniform1i(uniform_color_texture, 0); @@ -901,7 +943,7 @@ void RendererOpenGL::DrawSingleScreen(const ScreenInfo& screen_info, float scree state.viewport.width = textureWidth; state.viewport.height = textureHeight; state.Apply(); - glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, (*currAntialiasFBOTexture).handle, 0); + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, antialiasFBOTexture[currScreen].handle, 0); glClear(GL_COLOR_BUFFER_BIT); state.draw.shader_program = SimplePresent_shader.handle; state.Apply(); @@ -928,7 +970,7 @@ void RendererOpenGL::DrawSingleScreen(const ScreenInfo& screen_info, float scree state.draw.shader_program = AREA_SAMPLING_shader.handle; state.Apply(); AttachUniforms(); - state.texture_units[0].texture_2d = (*currAntialiasFBOTexture).handle; + state.texture_units[0].texture_2d = antialiasFBOTexture[currScreen].handle; state.texture_units[0].sampler = samplers[0].handle; glUniform1i(uniform_color_texture, 0); glUniform1i(uniform_convert_colors, 2); @@ -951,7 +993,7 @@ void RendererOpenGL::DrawSingleScreen(const ScreenInfo& screen_info, float scree state.draw.shader_program = Present_shader.handle; state.Apply(); AttachUniforms(); - state.texture_units[0].texture_2d = (*currAntialiasFBOTexture).handle; + state.texture_units[0].texture_2d = antialiasFBOTexture[currScreen].handle; state.texture_units[0].sampler = samplers[1].handle; glUniform1i(uniform_color_texture, 0); glUniform1i(uniform_convert_colors, 2); @@ -973,7 +1015,7 @@ void RendererOpenGL::DrawSingleScreen(const ScreenInfo& screen_info, float scree state.draw.shader_program = Present_shader.handle; state.Apply(); AttachUniforms(); - state.texture_units[0].texture_2d = (*currAntialiasFBOTexture).handle; + state.texture_units[0].texture_2d = antialiasFBOTexture[currScreen].handle; if (scalingMode == 1){ state.texture_units[0].sampler = samplers[1].handle; } else { @@ -1095,13 +1137,24 @@ void RendererOpenGL::DrawScreens(const Layout::FramebufferLayout& layout, bool f currBottomTextureHeight = static_cast(screen_infos[2].texture.width * GetResolutionScaleFactor()); if (currTopTextureWidth != prevTopTextureWidth || currTopTextureHeight != prevTopTextureHeight || currBottomTextureWidth != prevBottomTextureWidth || currBottomTextureHeight != prevBottomTextureHeight){ AllocatePPTextures(); - LOG_INFO(Render_OpenGL, "PrevTopTexture Res: {}x{}, CurrTopTexture Res: {}x{}, PrevBottomTexture Res: {}x{}, CurrBottomTexture Res: {}x{}", prevTopTextureWidth, prevTopTextureHeight, currTopTextureWidth, currTopTextureHeight, prevBottomTextureWidth, prevBottomTextureHeight, currBottomTextureWidth, currBottomTextureHeight); + // LOG_INFO(Render_OpenGL, "PrevTopTexture Res: {}x{}, CurrTopTexture Res: {}x{}, PrevBottomTexture Res: {}x{}, CurrBottomTexture Res: {}x{}", prevTopTextureWidth, prevTopTextureHeight, currTopTextureWidth, currTopTextureHeight, prevBottomTextureWidth, prevBottomTextureHeight, currBottomTextureWidth, currBottomTextureHeight); } prevTopTextureWidth = currTopTextureWidth; prevTopTextureHeight = currTopTextureHeight; prevBottomTextureWidth = currBottomTextureWidth; prevBottomTextureHeight = currBottomTextureHeight; + //Track Layout Changes + currScreenRects[0] = layout.top_screen; + currScreenRects[1] = layout.bottom_screen; + currScreenRects[2] = layout.additional_screen; + if (currScreenRects[0] != prevScreenRects[0] || currScreenRects[1] != prevScreenRects[1] || currScreenRects[2] != prevScreenRects[2]){ + AllocateOutputSizeTextures(); + } + prevScreenRects[0] = currScreenRects[0]; + prevScreenRects[1] = currScreenRects[1]; + prevScreenRects[2] = currScreenRects[2]; + //Set the Viewport state.viewport.x = 0; state.viewport.y = 0; diff --git a/src/video_core/renderer_opengl/renderer_opengl.h b/src/video_core/renderer_opengl/renderer_opengl.h index 5c5317be6..18fb0db78 100644 --- a/src/video_core/renderer_opengl/renderer_opengl.h +++ b/src/video_core/renderer_opengl/renderer_opengl.h @@ -60,6 +60,7 @@ private: void ReloadShader(Settings::StereoRenderOption render_3d); void AllocateSMAATextures(); void AllocatePPTextures(); + void AllocateOutputSizeTextures(); void PrepareRendertarget(); void RenderScreenshot(); void RenderToMailbox(const Layout::FramebufferLayout& layout, @@ -102,19 +103,22 @@ private: OGLProgram SMAA_PASS_1_shader; OGLProgram SMAA_PASS_2_shader; OGLProgram AREA_SAMPLING_shader; + OGLProgram FSR_PASS_0_shader; + OGLProgram FSR_PASS_1_shader; + OGLProgram SharpBilinear_shader; OGLFramebuffer screenshot_framebuffer; std::array samplers; // OpenGL objects for post processing OGLFramebuffer textureFBO; - std::array intermediateTextureTop; - std::array intermediateTextureBottom; - OGLTexture antialiasFBOTextureTop; - OGLTexture antialiasFBOTextureBottom; + //Textures for Top and Bottom Screen Respectively + std::array, 2> intermediateTextures; + std::array antialiasFBOTexture; - OGLTexture* currAntialiasFBOTexture; - std::array* currIntermediateTexture; - + //Intermediate Textures at output size. These are for Top Screen, Bottom Screen and Additional Screen Respectively + std::array, 3> intermediateOutputSizeTextures; + std::array, 3> prevScreenRects; + std::array, 3> currScreenRects; OGLTexture areatex; OGLTexture searchtex; From ccc59f84171c64657ad619d16e2bacbb3976b4f8 Mon Sep 17 00:00:00 2001 From: KojoZero Date: Fri, 29 May 2026 08:51:53 -0700 Subject: [PATCH 35/46] opengl implemented fsr and sharp bilinear --- .../configuration/configure_enhancements.cpp | 1 + src/common/settings.h | 2 +- .../FSR/OpenGL/opengl_fsr_pass1_part3.frag | 2 +- .../renderer_opengl/renderer_opengl.cpp | 190 ++++++++++++++++-- .../renderer_opengl/renderer_opengl.h | 9 +- 5 files changed, 186 insertions(+), 18 deletions(-) diff --git a/src/citra_qt/configuration/configure_enhancements.cpp b/src/citra_qt/configuration/configure_enhancements.cpp index cbfe7d910..a23c63903 100644 --- a/src/citra_qt/configuration/configure_enhancements.cpp +++ b/src/citra_qt/configuration/configure_enhancements.cpp @@ -150,6 +150,7 @@ void ConfigureEnhancements::ApplyConfiguration() { Settings::values.pp_shader_name = ui->shader_combobox->itemText(ui->shader_combobox->currentIndex()).toStdString(); } + Settings::values.fsr_sharpness = ui->fsr_sharpness_slider->sliderPosition(); Settings::values.disable_right_eye_render = ui->disable_right_eye_render->isChecked(); ConfigurationShared::ApplyPerGameSetting(&Settings::values.use_integer_scaling, diff --git a/src/common/settings.h b/src/common/settings.h index 246d90dbd..e5f9ff6e1 100644 --- a/src/common/settings.h +++ b/src/common/settings.h @@ -554,7 +554,7 @@ struct Values { SwitchableSetting texture_filter{TextureFilter::NoFilter, Keys::texture_filter}; SwitchableSetting antialiasing_filter{AntiAliasingFilter::None, Keys::antialiasing_filter}; SwitchableSetting output_scaling{OutputScaling::Adaptive, Keys::output_scaling}; - SwitchableSetting fsr_sharpness{80, 0, 100, Keys::fsr_sharpness}; + SwitchableSetting fsr_sharpness{50, 0, 100, Keys::fsr_sharpness}; SwitchableSetting texture_sampling{TextureSampling::GameControlled, Keys::texture_sampling}; SwitchableSetting delay_game_render_thread_us{0, 0, 16000, diff --git a/src/video_core/host_shaders/scaling/FSR/OpenGL/opengl_fsr_pass1_part3.frag b/src/video_core/host_shaders/scaling/FSR/OpenGL/opengl_fsr_pass1_part3.frag index 23d1b5fdf..2bb741071 100644 --- a/src/video_core/host_shaders/scaling/FSR/OpenGL/opengl_fsr_pass1_part3.frag +++ b/src/video_core/host_shaders/scaling/FSR/OpenGL/opengl_fsr_pass1_part3.frag @@ -1,5 +1,5 @@ void main() { - FsrRcasCon(con0, params.FSR_SHARPENING); + FsrRcasCon(con0, FSR_SHARPENING); AU2 gxy = AU2(frag_tex_coord.xy * o_resolution.xy); // Integer pixel position in output. AF3 Gamma2Color = AF3(0, 0, 0); diff --git a/src/video_core/renderer_opengl/renderer_opengl.cpp b/src/video_core/renderer_opengl/renderer_opengl.cpp index 1b22242bb..d98ccf04f 100644 --- a/src/video_core/renderer_opengl/renderer_opengl.cpp +++ b/src/video_core/renderer_opengl/renderer_opengl.cpp @@ -413,11 +413,11 @@ void RendererOpenGL::AllocatePPTextures(){ void RendererOpenGL::AllocateOutputSizeTextures(){ for (int i = 0; i < intermediateOutputSizeTextures.size(); i++){ - if (currScreenRects[i].GetHeight() != 0 && currScreenRects[i].GetWidth() != 0){ + if (currOutputScreenRects[i].GetHeight() != 0 && currOutputScreenRects[i].GetWidth() != 0){ for (int j = 0; j < intermediateOutputSizeTextures[0].size(); j++){ intermediateOutputSizeTextures[i][j].Release(); intermediateOutputSizeTextures[i][j].Create(); - intermediateOutputSizeTextures[i][j].Allocate(GL_TEXTURE_2D, 1, GL_RGBA16F, currScreenRects[i].GetWidth(), currScreenRects[i].GetHeight()); + intermediateOutputSizeTextures[i][j].Allocate(GL_TEXTURE_2D, 1, GL_RGBA16F, currOutputScreenRects[i].GetWidth(), currOutputScreenRects[i].GetHeight()); } } } @@ -681,6 +681,7 @@ void RendererOpenGL::AttachUniforms(){ uniform_i_resolution = glGetUniformLocation(state.draw.shader_program, "i_resolution"); uniform_o_resolution = glGetUniformLocation(state.draw.shader_program, "o_resolution"); uniform_convert_colors = glGetUniformLocation(state.draw.shader_program, "convert_colors"); + uniform_fsr_sharpening = glGetUniformLocation(state.draw.shader_program, "FSR_SHARPENING"); uniform_layer = glGetUniformLocation(state.draw.shader_program, "layer"); attrib_position = glGetAttribLocation(state.draw.shader_program, "vert_position"); attrib_tex_coord = glGetAttribLocation(state.draw.shader_program, "vert_tex_coord"); @@ -817,7 +818,11 @@ void RendererOpenGL::DrawSingleScreen(const ScreenInfo& screen_info, float scree state.texture_units[0].texture_2d = intermediateTextures[currScreen][0].handle; state.texture_units[0].sampler = samplers[1].handle; glUniform1i(uniform_color_texture, 0); - glUniform1i(uniform_convert_colors, 1); + if (scalingMode == 3){ + glUniform1i(uniform_convert_colors, 0); + } else { + glUniform1i(uniform_convert_colors, 1); + } glUniform4f(uniform_i_resolution, textureWidth, textureHeight, 1.0f / textureWidth, 1.0f / textureHeight); state.Apply(); glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(pass_through_vertices), pass_through_vertices.data()); @@ -929,7 +934,11 @@ void RendererOpenGL::DrawSingleScreen(const ScreenInfo& screen_info, float scree GLuint uniform_smaa_input = glGetUniformLocation(state.draw.shader_program, "SMAA_Input"); glUniform1i(uniform_color_texture, 0); glUniform1i(uniform_smaa_input, 1); - glUniform1i(uniform_convert_colors, 0); + if (scalingMode == 3){ + glUniform1i(uniform_convert_colors, 2); + } else { + glUniform1i(uniform_convert_colors, 0); + } glUniform4f(uniform_i_resolution, textureWidth, textureHeight, 1.0f / textureWidth, 1.0f / textureHeight); state.Apply(); glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(pass_through_vertices), pass_through_vertices.data()); @@ -951,12 +960,16 @@ void RendererOpenGL::DrawSingleScreen(const ScreenInfo& screen_info, float scree state.texture_units[0].texture_2d = screen_info.display_texture; state.texture_units[0].sampler = samplers[1].handle; glUniform1i(uniform_color_texture, 0); - glUniform1i(uniform_convert_colors, 1); + if (scalingMode == 3){ + glUniform1i(uniform_convert_colors, 0); + } else { + glUniform1i(uniform_convert_colors, 1); + } state.Apply(); glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(rotate_vertices), rotate_vertices.data()); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); } - if (scalingMode >= 2){ + if (scalingMode == 2){ if (isDownsampling){ //Output state.draw.read_framebuffer = originalReadFramebuffer; @@ -1002,6 +1015,152 @@ void RendererOpenGL::DrawSingleScreen(const ScreenInfo& screen_info, float scree glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(output_vertices), output_vertices.data()); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); } + } else if (scalingMode == 3){ + //Use intermiedatetextures[currScreen] + if (isDownsampling){ + // EASU (1x) + state.viewport.x = 0; + state.viewport.y = 0; + state.viewport.width = textureWidth; + state.viewport.height = textureHeight; + state.Apply(); + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, intermediateTextures[currScreen][4].handle, 0); + glClear(GL_COLOR_BUFFER_BIT); + state.draw.shader_program = FSR_PASS_0_shader.handle; + state.Apply(); + AttachUniforms(); + state.texture_units[0].texture_2d = antialiasFBOTexture[currScreen].handle; + state.texture_units[0].sampler = samplers[0].handle; + glUniform4f(uniform_i_resolution, textureWidth, textureHeight, 1.0f / textureWidth, 1.0f / textureHeight); + glUniform4f(uniform_o_resolution, textureWidth, textureHeight, 1.0f / textureWidth, 1.0f / textureHeight); + state.Apply(); + glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(pass_through_vertices), pass_through_vertices.data()); + glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); + + // RCAS + state.viewport.x = 0; + state.viewport.y = 0; + state.viewport.width = textureWidth; + state.viewport.height = textureHeight; + state.Apply(); + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, intermediateTextures[currScreen][5].handle, 0); + glClear(GL_COLOR_BUFFER_BIT); + state.draw.shader_program = FSR_PASS_1_shader.handle; + state.Apply(); + AttachUniforms(); + state.texture_units[0].texture_2d = intermediateTextures[currScreen][4].handle; + state.texture_units[0].sampler = samplers[1].handle; + glUniform1f(uniform_fsr_sharpening, fsr_sharpening); + glUniform4f(uniform_o_resolution, textureWidth, textureHeight, 1.0f / textureWidth, 1.0f / textureHeight); + state.Apply(); + glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(pass_through_vertices), pass_through_vertices.data()); + glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); + + // Area Sampling + state.draw.read_framebuffer = originalReadFramebuffer; + state.draw.draw_framebuffer = originalDrawFramebuffer; + state.Apply(); + state.viewport.x = originalViewport[0]; + state.viewport.y = originalViewport[1]; + state.viewport.width = originalViewport[2]; + state.viewport.height = originalViewport[3]; + state.Apply(); + state.draw.shader_program = AREA_SAMPLING_shader.handle; + state.Apply(); + AttachUniforms(); + state.texture_units[0].texture_2d = intermediateTextures[currScreen][5].handle; + state.texture_units[0].sampler = samplers[0].handle; + glUniform1i(uniform_color_texture, 0); + glUniform1i(uniform_convert_colors, 0); + glUniform4f(uniform_i_resolution, textureWidth, textureHeight, 1.0f / textureWidth, 1.0f / textureHeight); + glUniform4f(uniform_o_resolution, screenWidth, screenHeight, 1.0f / screenWidth, 1.0f / screenHeight); + glUniformMatrix3x2fv(uniform_modelview_matrix, 1, GL_FALSE, ortho_matrix.data()); + state.Apply(); + glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(output_vertices), output_vertices.data()); + glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); + } else { + // EASU (to output resolution) + state.viewport.x = 0; + state.viewport.y = 0; + state.viewport.width = screenWidth; + state.viewport.height = screenHeight; + state.Apply(); + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, intermediateOutputSizeTextures[currOutputScreen][1].handle, 0); + glClear(GL_COLOR_BUFFER_BIT); + state.draw.shader_program = FSR_PASS_0_shader.handle; + state.Apply(); + AttachUniforms(); + state.texture_units[0].texture_2d = antialiasFBOTexture[currScreen].handle; + state.texture_units[0].sampler = samplers[0].handle; + glUniform4f(uniform_i_resolution, textureWidth, textureHeight, 1.0f / textureWidth, 1.0f / textureHeight); + glUniform4f(uniform_o_resolution, screenWidth, screenHeight, 1.0f / screenWidth, 1.0f / screenHeight); + state.Apply(); + glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(pass_through_vertices), pass_through_vertices.data()); + glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); + + // RCAS + state.viewport.x = 0; + state.viewport.y = 0; + state.viewport.width = screenWidth; + state.viewport.height = screenHeight; + state.Apply(); + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, intermediateOutputSizeTextures[currOutputScreen][2].handle, 0); + glClear(GL_COLOR_BUFFER_BIT); + state.draw.shader_program = FSR_PASS_1_shader.handle; + state.Apply(); + AttachUniforms(); + state.texture_units[0].texture_2d = intermediateOutputSizeTextures[currOutputScreen][1].handle; + state.texture_units[0].sampler = samplers[1].handle; + glUniform1f(uniform_fsr_sharpening, fsr_sharpening); + glUniform4f(uniform_o_resolution, screenWidth, screenHeight, 1.0f / screenWidth, 1.0f / screenHeight); + state.Apply(); + glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(pass_through_vertices), pass_through_vertices.data()); + glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); + + // Normal Present + state.draw.read_framebuffer = originalReadFramebuffer; + state.draw.draw_framebuffer = originalDrawFramebuffer; + state.Apply(); + state.viewport.x = originalViewport[0]; + state.viewport.y = originalViewport[1]; + state.viewport.width = originalViewport[2]; + state.viewport.height = originalViewport[3]; + state.Apply(); + state.draw.shader_program = Present_shader.handle; + state.Apply(); + AttachUniforms(); + state.texture_units[0].texture_2d = intermediateOutputSizeTextures[currOutputScreen][2].handle; + state.texture_units[0].sampler = samplers[1].handle; + glUniform1i(uniform_color_texture, 0); + glUniform1i(uniform_convert_colors, 0); + glUniformMatrix3x2fv(uniform_modelview_matrix, 1, GL_FALSE, ortho_matrix.data()); + state.Apply(); + glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(output_vertices), output_vertices.data()); + glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); + } + } else if (scalingMode == 4){ + //Output + state.draw.read_framebuffer = originalReadFramebuffer; + state.draw.draw_framebuffer = originalDrawFramebuffer; + state.Apply(); + state.viewport.x = originalViewport[0]; + state.viewport.y = originalViewport[1]; + state.viewport.width = originalViewport[2]; + state.viewport.height = originalViewport[3]; + state.Apply(); + state.draw.shader_program = SharpBilinear_shader.handle; + state.Apply(); + AttachUniforms(); + state.texture_units[0].texture_2d = antialiasFBOTexture[currScreen].handle; + state.texture_units[0].sampler = samplers[1].handle; + glUniform1i(uniform_color_texture, 0); + glUniform1i(uniform_convert_colors, 2); + glUniform4f(uniform_i_resolution, textureWidth, textureHeight, 1.0f / textureWidth, 1.0f / textureHeight); + glUniform4f(uniform_o_resolution, screenWidth, screenHeight, 1.0f / screenWidth, 1.0f / screenHeight); + glUniformMatrix3x2fv(uniform_modelview_matrix, 1, GL_FALSE, ortho_matrix.data()); + state.Apply(); + glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(output_vertices), output_vertices.data()); + glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); } else { //Output state.draw.read_framebuffer = originalReadFramebuffer; @@ -1145,15 +1304,15 @@ void RendererOpenGL::DrawScreens(const Layout::FramebufferLayout& layout, bool f prevBottomTextureHeight = currBottomTextureHeight; //Track Layout Changes - currScreenRects[0] = layout.top_screen; - currScreenRects[1] = layout.bottom_screen; - currScreenRects[2] = layout.additional_screen; - if (currScreenRects[0] != prevScreenRects[0] || currScreenRects[1] != prevScreenRects[1] || currScreenRects[2] != prevScreenRects[2]){ + currOutputScreenRects[0] = layout.top_screen; + currOutputScreenRects[1] = layout.bottom_screen; + currOutputScreenRects[2] = layout.additional_screen; + if (currOutputScreenRects[0] != prevOutputScreenRects[0] || currOutputScreenRects[1] != prevOutputScreenRects[1] || currOutputScreenRects[2] != prevOutputScreenRects[2]){ AllocateOutputSizeTextures(); } - prevScreenRects[0] = currScreenRects[0]; - prevScreenRects[1] = currScreenRects[1]; - prevScreenRects[2] = currScreenRects[2]; + prevOutputScreenRects[0] = currOutputScreenRects[0]; + prevOutputScreenRects[1] = currOutputScreenRects[1]; + prevOutputScreenRects[2] = currOutputScreenRects[2]; //Set the Viewport state.viewport.x = 0; @@ -1186,18 +1345,23 @@ void RendererOpenGL::DrawScreens(const Layout::FramebufferLayout& layout, bool f glUniform1i(uniform_layer, 0); if (!Settings::values.swap_screen.GetValue()) { + currOutputScreen = 0; DrawTopScreen(layout, top_screen); glUniform1i(uniform_layer, 0); ApplySecondLayerOpacity(layout.bottom_opacity); + currOutputScreen = 1; DrawBottomScreen(layout, bottom_screen); } else { + currOutputScreen = 1; DrawBottomScreen(layout, bottom_screen); glUniform1i(uniform_layer, 0); ApplySecondLayerOpacity(layout.top_opacity); + currOutputScreen = 0; DrawTopScreen(layout, top_screen); } if (layout.additional_screen_enabled) { + currOutputScreen = 2; const auto& additional_screen = layout.additional_screen; if (!Settings::values.swap_screen.GetValue()) { DrawTopScreen(layout, additional_screen); diff --git a/src/video_core/renderer_opengl/renderer_opengl.h b/src/video_core/renderer_opengl/renderer_opengl.h index 18fb0db78..455959651 100644 --- a/src/video_core/renderer_opengl/renderer_opengl.h +++ b/src/video_core/renderer_opengl/renderer_opengl.h @@ -112,13 +112,14 @@ private: // OpenGL objects for post processing OGLFramebuffer textureFBO; //Textures for Top and Bottom Screen Respectively - std::array, 2> intermediateTextures; + std::array, 2> intermediateTextures; std::array antialiasFBOTexture; //Intermediate Textures at output size. These are for Top Screen, Bottom Screen and Additional Screen Respectively std::array, 3> intermediateOutputSizeTextures; - std::array, 3> prevScreenRects; - std::array, 3> currScreenRects; + std::array, 3> prevOutputScreenRects; + std::array, 3> currOutputScreenRects; + int currOutputScreen; OGLTexture areatex; OGLTexture searchtex; @@ -133,6 +134,8 @@ private: // Shader Uniform for converting colors. 0 is no conversion, 1 is sRGB -> linear, 2 is Linear -> sRGB GLuint uniform_convert_colors; + + GLuint uniform_fsr_sharpening; // Shader uniform for Dolphin compatibility GLuint uniform_i_resolution; From c87ca180278ccd4270e2f7c09f228eb808bc5c32 Mon Sep 17 00:00:00 2001 From: KojoZero Date: Sat, 30 May 2026 01:27:52 -0700 Subject: [PATCH 36/46] vulkan setting up smaa textures --- .../renderer_vulkan/renderer_vulkan.cpp | 319 +++++++++++++++++- .../renderer_vulkan/renderer_vulkan.h | 37 +- 2 files changed, 338 insertions(+), 18 deletions(-) diff --git a/src/video_core/renderer_vulkan/renderer_vulkan.cpp b/src/video_core/renderer_vulkan/renderer_vulkan.cpp index 5c27ab164..986ffdc24 100644 --- a/src/video_core/renderer_vulkan/renderer_vulkan.cpp +++ b/src/video_core/renderer_vulkan/renderer_vulkan.cpp @@ -147,6 +147,7 @@ RendererVulkan::RendererVulkan(Core::System& system, Pica::PicaCore& pica_, CompileShaders(); BuildLayouts(); CreateTextureRenderPass(); + AllocateSMAATextures(); AllocatePPTextures(); CreatePPTextureFramebuffers(); BuildPipelines(); @@ -343,8 +344,205 @@ void RendererVulkan::AllocateTexture(TextureInfo& texture, int width, int height texture.image_view = device.createImageView(view_info); } +void RendererVulkan::AllocateStagedTexture(StagedTextureInfo& texture, int width, int height, vk::Format colorFormat){ + vk::Device device = instance.GetDevice(); + if (texture.image_view) { + device.destroyImageView(texture.image_view); + } + if (texture.image) { + vmaDestroyImage(instance.GetAllocator(), texture.image, texture.imageAllocation); + } + + texture.width = width; + texture.height = height; + + const vk::Format format = colorFormat; + const vk::ImageCreateInfo image_info = { + .imageType = vk::ImageType::e2D, + .format = format, + .extent = {texture.width, texture.height, 1}, + .mipLevels = 1, + .arrayLayers = 1, + .samples = vk::SampleCountFlagBits::e1, + .usage = vk::ImageUsageFlagBits::eSampled | vk::ImageUsageFlagBits::eColorAttachment, + }; + + const VmaAllocationCreateInfo alloc_info = { + .flags = VMA_ALLOCATION_CREATE_WITHIN_BUDGET_BIT, + .usage = VMA_MEMORY_USAGE_AUTO_PREFER_DEVICE, + .requiredFlags = 0, + .preferredFlags = 0, + .pool = VK_NULL_HANDLE, + .pUserData = nullptr, + }; + + VkImage unsafe_image{}; + VkImageCreateInfo unsafe_image_info = static_cast(image_info); + + VkResult result = vmaCreateImage(instance.GetAllocator(), &unsafe_image_info, &alloc_info, + &unsafe_image, &texture.imageAllocation, nullptr); + if (result != VK_SUCCESS) [[unlikely]] { + LOG_CRITICAL(Render_Vulkan, "Failed allocating regular texture ({}x{}) with error {}", texture.width, texture.height, result); + UNREACHABLE(); + } else { + LOG_INFO(Render_Vulkan, "Successfully allocated regular texture"); + } + texture.image = vk::Image{unsafe_image}; + + const vk::ImageViewCreateInfo view_info = { + .image = texture.image, + .viewType = vk::ImageViewType::e2D, + .format = format, + .subresourceRange{ + .aspectMask = vk::ImageAspectFlagBits::eColor, + .baseMipLevel = 0, + .levelCount = 1, + .baseArrayLayer = 0, + .layerCount = 1, + }, + }; + texture.image_view = device.createImageView(view_info); +} + +void RendererVulkan::AllocateSMAATextures(){ + areaTexInfo = { + .width = AREATEX_WIDTH, + .height = AREATEX_HEIGHT, + .size = AREATEX_SIZE, + .channels = 2, + }; + searchTexInfo = { + .width = SEARCHTEX_WIDTH, + .height = SEARCHTEX_HEIGHT, + .size = SEARCHTEX_SIZE, + .channels = 1, + }; + AllocateStagedTexture(areaTexInfo, areaTexInfo.width, areaTexInfo.height, vk::Format::eR8G8Unorm); + CreateImageStagingBuffer(areaTexInfo); + UploadImageDataToBuffer(areaTexInfo, (unsigned char*) areaTexBytes); + UploadBufferToImage(areaTexInfo); + + AllocateStagedTexture(searchTexInfo, searchTexInfo.width, searchTexInfo.height, vk::Format::eR8Unorm); + CreateImageStagingBuffer(searchTexInfo); + UploadImageDataToBuffer(searchTexInfo, (unsigned char*) searchTexBytes); + UploadBufferToImage(searchTexInfo); +} + +void RendererVulkan::CreateImageStagingBuffer(StagedTextureInfo& texture){ + const vk::BufferCreateInfo staging_buffer_info = { + .size = texture.size, + .usage = vk::BufferUsageFlagBits::eTransferDst, + }; + + const VmaAllocationCreateInfo alloc_create_info = { + .flags = VMA_ALLOCATION_CREATE_WITHIN_BUDGET_BIT | VMA_ALLOCATION_CREATE_MAPPED_BIT | + VMA_ALLOCATION_CREATE_HOST_ACCESS_RANDOM_BIT, + .usage = VMA_MEMORY_USAGE_AUTO_PREFER_HOST, + .requiredFlags = 0, + .preferredFlags = 0, + .pool = VK_NULL_HANDLE, + .pUserData = nullptr, + }; + + VkBuffer unsafe_buffer{}; + VmaAllocationInfo alloc_info; + VkBufferCreateInfo unsafe_buffer_info = static_cast(staging_buffer_info); + + VkResult result = vmaCreateBuffer(instance.GetAllocator(), &unsafe_buffer_info, + &alloc_create_info, &unsafe_buffer, &texture.bufferAllocation, &alloc_info); + if (result != VK_SUCCESS) [[unlikely]] { + LOG_CRITICAL(Render_Vulkan, "Failed allocating texture with error {}", result); + UNREACHABLE(); + } + + texture.buffer = vk::Buffer{unsafe_buffer}; +} +void RendererVulkan::UploadImageDataToBuffer(StagedTextureInfo& texture, unsigned char* imageData){ + vmaMapMemory(instance.GetAllocator(), texture.bufferAllocation, &texture.bufferDataPtr); + std::memcpy(texture.bufferDataPtr, imageData, texture.size); + vmaUnmapMemory(instance.GetAllocator(), texture.bufferAllocation); + // Maybe Add FLush Allocation Here +} + + +void RendererVulkan::UploadBufferToImage(StagedTextureInfo& texture){ + vk::ImageMemoryBarrier pre_barrier = { + .oldLayout = vk::ImageLayout::eUndefined, + .newLayout = vk::ImageLayout::eTransferDstOptimal, + .srcQueueFamilyIndex = vk::QueueFamilyIgnored, + .dstQueueFamilyIndex = vk::QueueFamilyIgnored, + .image = texture.image, + .subresourceRange = { + .aspectMask = vk::ImageAspectFlagBits::eColor, + .baseMipLevel = 0, + .levelCount = 1, + .baseArrayLayer = 0, + .layerCount = 1, + }, + .srcAccessMask = vk::AccessFlags{}, + .dstAccessMask = vk::AccessFlagBits::eTransferWrite, + }; + + vk::BufferImageCopy region = { + .bufferOffset = 0, + .bufferRowLength = 0, + .bufferImageHeight = 0, + .imageSubresource = { + .aspectMask = vk::ImageAspectFlagBits::eColor, + .mipLevel = 0, + .baseArrayLayer = 0, + .layerCount = 1, + }, + .imageOffset = vk::Offset3D{ 0, 0, 0 }, + .imageExtent = vk::Extent3D{ texture.width , texture.height, 1 }, + }; + + vk::ImageMemoryBarrier post_barrier = { + .oldLayout = vk::ImageLayout::eTransferDstOptimal, + .newLayout = vk::ImageLayout::eShaderReadOnlyOptimal, + .srcQueueFamilyIndex = vk::QueueFamilyIgnored, + .dstQueueFamilyIndex = vk::QueueFamilyIgnored, + .image = texture.image, + .subresourceRange = { + .aspectMask = vk::ImageAspectFlagBits::eColor, + .baseMipLevel = 0, + .levelCount = 1, + .baseArrayLayer = 0, + .layerCount = 1, + }, + .srcAccessMask = vk::AccessFlagBits::eTransferWrite, + .dstAccessMask = vk::AccessFlagBits::eShaderRead, + }; + + scheduler.Record([texture, pre_barrier, region, post_barrier](vk::CommandBuffer cmdbuf) { + cmdbuf.pipelineBarrier( + vk::PipelineStageFlagBits::eTopOfPipe, + vk::PipelineStageFlagBits::eTransfer, + vk::DependencyFlags{}, + nullptr, + nullptr, + pre_barrier + ); + cmdbuf.copyBufferToImage( + texture.buffer, + texture.image, + vk::ImageLayout::eTransferDstOptimal, + region + ); + cmdbuf.pipelineBarrier( + vk::PipelineStageFlagBits::eTransfer, + vk::PipelineStageFlagBits::eFragmentShader, + vk::DependencyFlags{}, + nullptr, + nullptr, + post_barrier + ); + }); + + scheduler.Finish(); +} void RendererVulkan::AllocatePPTextures(){ int TopWidth = 400; @@ -368,6 +566,28 @@ void RendererVulkan::AllocatePPTextures(){ AllocateTexture(antialiasTextures[1], BottomWidth, BottomHeight, vk::Format::eR16G16B16A16Sfloat); }; +void RendererVulkan::AllocateOutputSizeTextures(){ + for (int i = 0; i < intermediateOutputSizeTextures.size(); i++){ + if (currOutputScreenRects[i].GetHeight() != 0 && currOutputScreenRects[i].GetWidth() != 0){ + for (int j = 0; j < intermediateOutputSizeTextures[0].size(); j++){ + AllocateTexture(intermediateOutputSizeTextures[i][j], currOutputScreenRects[i].GetWidth(), currOutputScreenRects[i].GetHeight(), vk::Format::eR16G16B16A16Sfloat); + } + } + } + LOG_INFO(Render_Vulkan, "Reallocated OutputSize Textures"); +}; + +void RendererVulkan::CreateOutputSizeTextureFramebuffers(){ + for (int i = 0; i < intermediateOutputSizeTextures.size(); i++){ + if (currOutputScreenRects[i].GetHeight() != 0 && currOutputScreenRects[i].GetWidth() != 0){ + for (int j = 0; j < intermediateOutputSizeTextures[0].size(); j++){ + CreateTextureFramebuffer(intermediateOutputSizeTextures[i][j], intermediateOutputSizeTextureFBOs[i][j]); + } + } + } +}; + + void RendererVulkan::CreateTextureFramebuffer(TextureInfo& texture, vk::Framebuffer& framebuffer) { const vk::FramebufferCreateInfo framebuffer_info = { .renderPass = textureRenderpass, @@ -391,7 +611,7 @@ void RendererVulkan::CreatePPTextureFramebuffers(){ } }; -void RendererVulkan::PrepareTextureDraw(TextureInfo framebufferTexture, vk::Framebuffer framebuffer, vk::Pipeline shaderPipeline, std::vector texturesToSample, int filterMode){ +void RendererVulkan::PrepareTextureDrawFromTextureInfo(TextureInfo framebufferTexture, vk::Framebuffer framebuffer, vk::Pipeline shaderPipeline, std::vector texturesToSample, int filterMode){ const auto sampler = present_samplers[filterMode]; const auto present_set = present_heap.Commit(); for (u32 i = 0; i < texturesToSample.size(); i++) { @@ -1244,16 +1464,17 @@ void RendererVulkan::DrawSingleScreen(u32 screen_id, float screenLeft, float scr // Texture Width and Height when correctly rotated to landscape float textureWidth = static_cast(screen_info.texture.height * scale_factor); float textureHeight = static_cast(screen_info.texture.width * scale_factor); - int currentScreen; + int currScreen; if (textureWidth == currTopTextureWidth && textureHeight == currTopTextureHeight){ - currentScreen = 0; + currScreen = 0; } else { - currentScreen = 1; + currScreen = 1; } bool isDownsampling = false; - int scalingMode; //0 is Nearest Neighbor, 1 is Gamma Corrected Bilinear, 2 is Adaptive (Bilinear/Area), 3 is FSR, 4 is Sharp Bilinear + int scalingMode; // 0 is Nearest Neighbor, 1 is Gamma Corrected Bilinear, 2 is Adaptive (Bilinear/Area), 3 is FSR, 4 is Sharp Bilinear scalingMode = static_cast(Settings::values.output_scaling.GetValue()); int antialiasingMode = static_cast(Settings::values.antialiasing_filter.GetValue()); //0 is none, 1 is FXAA, 2 is SMAA + float fsr_sharpening = 2 - (2 * (Settings::values.fsr_sharpness.GetValue()/ 100.0f)); if (orientation == Layout::DisplayOrientation::Landscape || orientation == Layout::DisplayOrientation::LandscapeFlipped) { if (textureWidth > screenWidth){ isDownsampling = true; @@ -1320,25 +1541,85 @@ void RendererVulkan::DrawSingleScreen(u32 screen_id, float screenLeft, float scr } const u64 size = sizeof(ScreenRectVertex) * output_vertices.size(); - int passes = 5; - std::vector vertexBufferPointers(passes); + int maxPasses = 5; + std::vector vertexBufferPointers(maxPasses); for (auto& vbp : vertexBufferPointers){ std::tie(vbp.data, vbp.offset, vbp.invalidate) = vertex_buffer.Map(size, 16); vertex_buffer.Commit(size); } - std::vector drawInfos(passes); + std::vector drawInfos(maxPasses); for (auto& info : drawInfos){ info = draw_info; } - // Attempted Multipass - std::vector screen_ids = {screen_id}; - PrepareTextureDrawFromScreenInfo(intermediateTextures[currentScreen][0], intermediateTextureFBOs[currentScreen][0], post_pipelines_texture[0], screen_ids, 1); + //Vectors for sampling + std::vector screen_ids; + std::vector texturesToSample; + + // Multipass + screen_ids.assign({screen_id}); + PrepareTextureDrawFromScreenInfo(intermediateTextures[currScreen][0], intermediateTextureFBOs[currScreen][0], post_pipelines_texture[0], screen_ids, 1); UpdateVertexBuffer(rotate_vertices, vertexBufferPointers[0]); drawInfos[0].convert_colors = 1; Draw(vertexBufferPointers[0], drawInfos[0]); - - std::vector texturesToSample = {intermediateTextures[currentScreen][0]}; + + + // int currentPass; + // if (antialiasingMode == 1){ + // screen_ids.assign({screen_id}); + // PrepareTextureDrawFromScreenInfo(intermediateTextures[currScreen][0], intermediateTextureFBOs[currScreen][0], post_pipelines_texture[0], screen_ids, 1); + // UpdateVertexBuffer(rotate_vertices, vertexBufferPointers[currentPass]); + // drawInfos[currentPass].convert_colors = 1; + // Draw(vertexBufferPointers[currentPass], drawInfos[currentPass]); + // currentPass++; + + // texturesToSample.assign({intermediateTextures[currScreen][0]}); + // PrepareTextureDrawFromTextureInfo(antialiasTextures[currScreen], antialiasTextureFBOs[currScreen], post_pipelines_texture[1], texturesToSample, 1); + // UpdateVertexBuffer(pass_through_vertices, vertexBufferPointers[currentPass]); + // if (scalingMode == 3){ + // drawInfos[currentPass].convert_colors = 0; + // } else { + // drawInfos[currentPass].convert_colors = 1; + // } + // drawInfos[currentPass].i_resolution = Common::Vec4f{textureWidth, textureHeight, 1.0f/ textureWidth, 1.0f / textureHeight}; + // Draw(vertexBufferPointers[currentPass], drawInfos[currentPass]); + // currentPass++; + // } + // // else if (antialiasingMode == 2) { + + // // } + // else { + // screen_ids.assign({screen_id}); + // PrepareTextureDrawFromScreenInfo(antialiasTextures[currScreen], antialiasTextureFBOs[currScreen], post_pipelines_texture[0], screen_ids, 1); + // UpdateVertexBuffer(rotate_vertices, vertexBufferPointers[currentPass]); + // if (scalingMode == 3){ + // drawInfos[currentPass].convert_colors = 0; + // } else { + // drawInfos[currentPass].convert_colors = 1; + // } + // Draw(vertexBufferPointers[currentPass], drawInfos[currentPass]); + // currentPass++; + // } + + // if (scalingMode == 2){ + // if (isDownsampling){ + + // } else { + + // } + // } else if (scalingMode == 3) { + // if (isDownsampling){ + + // } else { + + // } + // } else if (scalingMode == 4) { + + // } else { + + // } + + texturesToSample.assign({intermediateTextures[currScreen][0]}); PrepareDrawFromTextureInfo(currentFrame, currentFramebufferLayout, present_pipelines[current_pipeline], texturesToSample, 1); ApplySecondLayerOpacity(); UpdateVertexBuffer(output_vertices, vertexBufferPointers[1]); @@ -1604,6 +1885,18 @@ void RendererVulkan::DrawScreens(Frame* frame, const Layout::FramebufferLayout& prevBottomTextureWidth = currBottomTextureWidth; prevBottomTextureHeight = currBottomTextureHeight; + //Track Layout Changes + currOutputScreenRects[0] = layout.top_screen; + currOutputScreenRects[1] = layout.bottom_screen; + currOutputScreenRects[2] = layout.additional_screen; + if (currOutputScreenRects[0] != prevOutputScreenRects[0] || currOutputScreenRects[1] != prevOutputScreenRects[1] || currOutputScreenRects[2] != prevOutputScreenRects[2]){ + AllocateOutputSizeTextures(); + CreateOutputSizeTextureFramebuffers(); + } + prevOutputScreenRects[0] = currOutputScreenRects[0]; + prevOutputScreenRects[1] = currOutputScreenRects[1]; + prevOutputScreenRects[2] = currOutputScreenRects[2]; + currentFrame = frame; currentFramebufferLayout = layout; const auto& top_screen = layout.top_screen; diff --git a/src/video_core/renderer_vulkan/renderer_vulkan.h b/src/video_core/renderer_vulkan/renderer_vulkan.h index c697fc4c2..c14f49c67 100644 --- a/src/video_core/renderer_vulkan/renderer_vulkan.h +++ b/src/video_core/renderer_vulkan/renderer_vulkan.h @@ -48,6 +48,20 @@ struct TextureInfo { VmaAllocation allocation; }; +struct StagedTextureInfo { + u32 width; + u32 height; + u32 channels; + u32 size; + Pica::PixelFormat format; + vk::Buffer buffer; + VmaAllocation bufferAllocation; + vk::Image image; + vk::ImageView image_view; + VmaAllocation imageAllocation; + void* bufferDataPtr; +}; + struct ScreenRectVertex { ScreenRectVertex() = default; ScreenRectVertex(float x, float y, float u, float v) @@ -86,7 +100,7 @@ class RendererVulkan : public VideoCore::RendererBase { static constexpr std::size_t PRESENT_PIPELINES = 3; static constexpr std::size_t POST_PIPELINES_SCREEN = 1; static constexpr std::size_t POST_PIPELINES_TEXTURE = 5; - static constexpr std::size_t POST_SHADERS = 6; + static constexpr std::size_t POST_SHADERS = 8; public: explicit RendererVulkan(Core::System& system, Pica::PicaCore& pica, Frontend::EmuWindow& window, Frontend::EmuWindow* secondary_window); @@ -118,7 +132,7 @@ private: // Sets up command buffer for sampling from a texture to the screen framebuffer void PrepareDrawFromTextureInfo(Frame* frame, const Layout::FramebufferLayout& layout, vk::Pipeline shaderPipeline, std::vector texturesToSample, int filterMode); // Sets up command buffer for sampling from a texture to an intermediate texture framebuffer - void PrepareTextureDraw(TextureInfo framebufferTexture, vk::Framebuffer framebuffer, vk::Pipeline shaderPipeline, std::vector texturesToSample, int filterMode); + void PrepareTextureDrawFromTextureInfo(TextureInfo framebufferTexture, vk::Framebuffer framebuffer, vk::Pipeline shaderPipeline, std::vector texturesToSample, int filterMode); // Sets up command buffer for sampling from a screen_info to an intermediate texture framebuffer void PrepareTextureDrawFromScreenInfo(TextureInfo framebufferTexture, vk::Framebuffer framebuffer, vk::Pipeline shaderPipeline, std::vector screenids, int filterMode); @@ -148,15 +162,21 @@ private: void FillScreen(Common::Vec3 color, const TextureInfo& texture); void AllocateTexture(TextureInfo& texture, int width, int height, vk::Format colorFormat); + void AllocateStagedTexture(StagedTextureInfo& texture, int width, int height, vk::Format colorFormat); void CreateTextureFramebuffer(TextureInfo& texture, vk::Framebuffer& framebuffer); // Create Renderpass used for Textures void CreateTextureRenderPass(); // Allocate Post Processing Textures + void AllocateSMAATextures(); + void UploadImageDataToBuffer(StagedTextureInfo& texture, unsigned char* imageData); + void CreateImageStagingBuffer(StagedTextureInfo& texture); + void UploadBufferToImage(StagedTextureInfo& texture); void AllocatePPTextures(); + void AllocateOutputSizeTextures(); // Create Framebuffers that are attached to the Post Processing Textures void CreatePPTextureFramebuffers(); - void AllocateSMAATextures(); + void CreateOutputSizeTextureFramebuffers(); private: Memory::MemorySystem& memory; Pica::PicaCore& pica; @@ -190,6 +210,8 @@ private: std::array post_frag_shaders_screen; // Linear and Nearest Sampler Respectively std::array present_samplers; + StagedTextureInfo areaTexInfo; + StagedTextureInfo searchTexInfo; vk::ShaderModule present_vertex_shader; vk::ShaderModule simplepresent_vertex_shader; vk::ShaderModule simplepresent_frag_shader; @@ -208,12 +230,17 @@ private: vk::RenderPass textureRenderpass; // Array of textures. 0 is top screen, 1 is bottom screen. - std::array, 2> intermediateTextures; + std::array, 2> intermediateTextures; std::array antialiasTextures; // Array of framebuffer objects. 0 is top screen, 1 is bottom screen. - std::array, 2> intermediateTextureFBOs; + std::array, 2> intermediateTextureFBOs; std::array antialiasTextureFBOs; + std::array, 3> intermediateOutputSizeTextures; + std::array, 3> intermediateOutputSizeTextureFBOs; + std::array, 3> prevOutputScreenRects; + std::array, 3> currOutputScreenRects; + int currOutputScreen; float currTopTextureWidth; float currTopTextureHeight; float currBottomTextureWidth; From c1eaa888bd962bea4162bdc165a936b9ec9a2a75 Mon Sep 17 00:00:00 2001 From: KojoZero Date: Sat, 30 May 2026 02:45:35 -0700 Subject: [PATCH 37/46] vulkan setup fsr and sharpbilinear shaders --- src/video_core/host_shaders/CMakeLists.txt | 9 + .../scaling/FSR/Vulkan/vulkan_fsr_pass0.vert | 26 +++ .../FSR/Vulkan/vulkan_fsr_pass0_part1.frag | 32 +++ .../FSR/Vulkan/vulkan_fsr_pass0_part2.frag | 193 ++++++++++++++++++ .../scaling/FSR/Vulkan/vulkan_fsr_pass1.vert | 26 +++ .../FSR/Vulkan/vulkan_fsr_pass1_part1.frag | 22 ++ .../FSR/Vulkan/vulkan_fsr_pass1_part2.frag | 7 + .../FSR/Vulkan/vulkan_fsr_pass1_part3.frag | 9 + .../Vulkan/vulkan_sharpbilinear.frag | 61 ++++++ .../Vulkan/vulkan_sharpbilinear.vert | 27 +++ .../scaling/vulkan_area_sampling.frag | 2 + .../scaling/vulkan_area_sampling.vert | 3 + .../renderer_vulkan/renderer_vulkan.cpp | 38 ++++ .../renderer_vulkan/renderer_vulkan.h | 8 +- 14 files changed, 459 insertions(+), 4 deletions(-) create mode 100644 src/video_core/host_shaders/scaling/FSR/Vulkan/vulkan_fsr_pass0.vert create mode 100644 src/video_core/host_shaders/scaling/FSR/Vulkan/vulkan_fsr_pass0_part1.frag create mode 100644 src/video_core/host_shaders/scaling/FSR/Vulkan/vulkan_fsr_pass0_part2.frag create mode 100644 src/video_core/host_shaders/scaling/FSR/Vulkan/vulkan_fsr_pass1.vert create mode 100644 src/video_core/host_shaders/scaling/FSR/Vulkan/vulkan_fsr_pass1_part1.frag create mode 100644 src/video_core/host_shaders/scaling/FSR/Vulkan/vulkan_fsr_pass1_part2.frag create mode 100644 src/video_core/host_shaders/scaling/FSR/Vulkan/vulkan_fsr_pass1_part3.frag create mode 100644 src/video_core/host_shaders/scaling/SharpBilinear/Vulkan/vulkan_sharpbilinear.frag create mode 100644 src/video_core/host_shaders/scaling/SharpBilinear/Vulkan/vulkan_sharpbilinear.vert diff --git a/src/video_core/host_shaders/CMakeLists.txt b/src/video_core/host_shaders/CMakeLists.txt index 275364f27..618d295b2 100644 --- a/src/video_core/host_shaders/CMakeLists.txt +++ b/src/video_core/host_shaders/CMakeLists.txt @@ -58,6 +58,15 @@ set(SHADER_FILES scaling/FSR/ffx_fsr1.h scaling/SharpBilinear/OpenGL/opengl_sharpbilinear.vert scaling/SharpBilinear/OpenGL/opengl_sharpbilinear.frag + scaling/FSR/Vulkan/vulkan_fsr_pass0.vert + scaling/FSR/Vulkan/vulkan_fsr_pass0_part1.frag + scaling/FSR/Vulkan/vulkan_fsr_pass0_part2.frag + scaling/FSR/Vulkan/vulkan_fsr_pass1.vert + scaling/FSR/Vulkan/vulkan_fsr_pass1_part1.frag + scaling/FSR/Vulkan/vulkan_fsr_pass1_part2.frag + scaling/FSR/Vulkan/vulkan_fsr_pass1_part3.frag + scaling/SharpBilinear/Vulkan/vulkan_sharpbilinear.vert + scaling/SharpBilinear/Vulkan/vulkan_sharpbilinear.frag full_screen_triangle.vert opengl_present.frag opengl_present.vert diff --git a/src/video_core/host_shaders/scaling/FSR/Vulkan/vulkan_fsr_pass0.vert b/src/video_core/host_shaders/scaling/FSR/Vulkan/vulkan_fsr_pass0.vert new file mode 100644 index 000000000..98dfdf69f --- /dev/null +++ b/src/video_core/host_shaders/scaling/FSR/Vulkan/vulkan_fsr_pass0.vert @@ -0,0 +1,26 @@ +// FSR - [EASU] EDGE ADAPTIVE SPATIAL UPSAMPLING +// SM 4.0 compatible: no textureGather, direct texelFetch of 12 unique texels. +#version 450 core +#extension GL_ARB_separate_shader_objects : enable + +layout(location = 0) in vec2 vert_position; +layout(location = 1) in vec2 vert_tex_coord; +layout(location = 0) out vec2 frag_tex_coord; + +layout (push_constant, std140) uniform DrawInfo { + mat4 modelview_matrix; + vec4 i_resolution; + vec4 o_resolution; + int screen_id_l; + int screen_id_r; + int layer; + int reverse_interlaced; + int convert_colors; +}; + +void main() +{ + gl_Position = vec4(vert_position, 0.0, 1.0); + frag_tex_coord = vert_tex_coord; +} + diff --git a/src/video_core/host_shaders/scaling/FSR/Vulkan/vulkan_fsr_pass0_part1.frag b/src/video_core/host_shaders/scaling/FSR/Vulkan/vulkan_fsr_pass0_part1.frag new file mode 100644 index 000000000..e84ee683e --- /dev/null +++ b/src/video_core/host_shaders/scaling/FSR/Vulkan/vulkan_fsr_pass0_part1.frag @@ -0,0 +1,32 @@ +// FSR - [EASU] EDGE ADAPTIVE SPATIAL UPSAMPLING +// SM 4.0 compatible: no textureGather, direct texelFetch of 12 unique texels. +#version 450 core +#extension GL_ARB_separate_shader_objects : enable + +layout(location = 0) in vec2 frag_tex_coord; +layout(location = 0) out vec4 color; +layout (set = 0, binding = 0) uniform sampler2D color_texture; + +layout (push_constant, std140) uniform DrawInfo { + mat4 modelview_matrix; + vec4 i_resolution; + vec4 o_resolution; + int screen_id_l; + int screen_id_r; + int layer; + int reverse_interlaced; + int convert_colors; +}; + +#define A_GPU 1 +#define A_GLSL 1 +// #include "ffx_a.h" + +// // We intentionally do NOT define FSR_EASU_F here. +// // We only need FsrEasuCon (which compiles under A_GPU alone), +// // and we inline the EASU filter logic below to avoid the +// // textureGather-based callback system entirely. +// // This yields 12 texelFetch calls instead of the original +// // 12 textureGather calls (4 gathers x 3 channels), and is +// // faster than emulating gathers with 48 individual fetches. +// #include "ffx_fsr1.h" diff --git a/src/video_core/host_shaders/scaling/FSR/Vulkan/vulkan_fsr_pass0_part2.frag b/src/video_core/host_shaders/scaling/FSR/Vulkan/vulkan_fsr_pass0_part2.frag new file mode 100644 index 000000000..faae0c453 --- /dev/null +++ b/src/video_core/host_shaders/scaling/FSR/Vulkan/vulkan_fsr_pass0_part2.frag @@ -0,0 +1,193 @@ +void main() { + // --- Setup constants (same as original) --- + AU4 con0, con1, con2, con3; + FsrEasuCon(con0, con1, con2, con3, + i_resolution.x, i_resolution.y, + i_resolution.x, i_resolution.y, + o_resolution.x, o_resolution.y); + + AU2 gxy = AU2(frag_tex_coord.xy * o_resolution.xy); + + // --- Get position of 'f' (the center texel of the kernel) --- + AF2 pp = AF2(gxy) * AF2_AU2(con0.xy) + AF2_AU2(con0.zw); + AF2 fp = floor(pp); + pp -= fp; + + // --- Fetch all 12 unique texels directly as RGB --- + // The 12-tap kernel layout relative to 'fp': + // b c (0,-1) (1,-1) + // e f g h (-1,0) (0,0) (1,0) (2,0) + // i j k l (-1,1) (0,1) (1,1) (2,1) + // n o (0, 2) (1, 2) + ivec2 sp = ivec2(fp); + AF3 b = texelFetch(color_texture, sp + ivec2( 0,-1), 0).rgb; + AF3 c = texelFetch(color_texture, sp + ivec2( 1,-1), 0).rgb; + AF3 e = texelFetch(color_texture, sp + ivec2(-1, 0), 0).rgb; + AF3 f = texelFetch(color_texture, sp + ivec2( 0, 0), 0).rgb; + AF3 g = texelFetch(color_texture, sp + ivec2( 1, 0), 0).rgb; + AF3 h = texelFetch(color_texture, sp + ivec2( 2, 0), 0).rgb; + AF3 i = texelFetch(color_texture, sp + ivec2(-1, 1), 0).rgb; + AF3 j = texelFetch(color_texture, sp + ivec2( 0, 1), 0).rgb; + AF3 k = texelFetch(color_texture, sp + ivec2( 1, 1), 0).rgb; + AF3 l = texelFetch(color_texture, sp + ivec2( 2, 1), 0).rgb; + AF3 n = texelFetch(color_texture, sp + ivec2( 0, 2), 0).rgb; + AF3 o = texelFetch(color_texture, sp + ivec2( 1, 2), 0).rgb; + + // --- Approximate luma (luma times 2, in 2 FMA/MAD) --- + AF1 bL = b.b * AF1_(0.5) + (b.r * AF1_(0.5) + b.g); + AF1 cL = c.b * AF1_(0.5) + (c.r * AF1_(0.5) + c.g); + AF1 eL = e.b * AF1_(0.5) + (e.r * AF1_(0.5) + e.g); + AF1 fL = f.b * AF1_(0.5) + (f.r * AF1_(0.5) + f.g); + AF1 gL = g.b * AF1_(0.5) + (g.r * AF1_(0.5) + g.g); + AF1 hL = h.b * AF1_(0.5) + (h.r * AF1_(0.5) + h.g); + AF1 iL = i.b * AF1_(0.5) + (i.r * AF1_(0.5) + i.g); + AF1 jL = j.b * AF1_(0.5) + (j.r * AF1_(0.5) + j.g); + AF1 kL = k.b * AF1_(0.5) + (k.r * AF1_(0.5) + k.g); + AF1 lL = l.b * AF1_(0.5) + (l.r * AF1_(0.5) + l.g); + AF1 nL = n.b * AF1_(0.5) + (n.r * AF1_(0.5) + n.g); + AF1 oL = o.b * AF1_(0.5) + (o.r * AF1_(0.5) + o.g); + + // --- Accumulate direction and length --- + // Inlined FsrEasuSetF for each of the 4 bilinear quadrants. + // Each quadrant computes gradient direction and edge length + // from its 5-tap cross pattern centered on the quadrant's + // nearest texel. + // + // Quadrant layout (bilinear weights): + // s=(1-x)(1-y) t=x(1-y) + // u=(1-x)y v=xy + // + // Cross pattern for each quadrant: + // s: center=f, left=e, right=g, up=b, down=j + // t: center=g, left=f, right=h, up=c, down=k + // u: center=j, left=i, right=k, up=f, down=n + // v: center=k, left=j, right=l, up=g, down=o + + AF2 dir = AF2_(0.0); + AF1 len = AF1_(0.0); + + // Quadrant s + { + AF1 w = (AF1_(1.0) - pp.x) * (AF1_(1.0) - pp.y); + AF1 dc = gL - fL; AF1 cb = fL - eL; + AF1 lenX = max(abs(dc), abs(cb)); + lenX = APrxLoRcpF1(lenX); + AF1 dirX = gL - eL; + dir.x += dirX * w; + lenX = ASatF1(abs(dirX) * lenX); lenX *= lenX; len += lenX * w; + AF1 ec = jL - fL; AF1 ca = fL - bL; + AF1 lenY = max(abs(ec), abs(ca)); + lenY = APrxLoRcpF1(lenY); + AF1 dirY = jL - bL; + dir.y += dirY * w; + lenY = ASatF1(abs(dirY) * lenY); lenY *= lenY; len += lenY * w; + } + // Quadrant t + { + AF1 w = pp.x * (AF1_(1.0) - pp.y); + AF1 dc = hL - gL; AF1 cb = gL - fL; + AF1 lenX = max(abs(dc), abs(cb)); + lenX = APrxLoRcpF1(lenX); + AF1 dirX = hL - fL; + dir.x += dirX * w; + lenX = ASatF1(abs(dirX) * lenX); lenX *= lenX; len += lenX * w; + AF1 ec = kL - gL; AF1 ca = gL - cL; + AF1 lenY = max(abs(ec), abs(ca)); + lenY = APrxLoRcpF1(lenY); + AF1 dirY = kL - cL; + dir.y += dirY * w; + lenY = ASatF1(abs(dirY) * lenY); lenY *= lenY; len += lenY * w; + } + // Quadrant u + { + AF1 w = (AF1_(1.0) - pp.x) * pp.y; + AF1 dc = kL - jL; AF1 cb = jL - iL; + AF1 lenX = max(abs(dc), abs(cb)); + lenX = APrxLoRcpF1(lenX); + AF1 dirX = kL - iL; + dir.x += dirX * w; + lenX = ASatF1(abs(dirX) * lenX); lenX *= lenX; len += lenX * w; + AF1 ec = nL - jL; AF1 ca = jL - fL; + AF1 lenY = max(abs(ec), abs(ca)); + lenY = APrxLoRcpF1(lenY); + AF1 dirY = nL - fL; + dir.y += dirY * w; + lenY = ASatF1(abs(dirY) * lenY); lenY *= lenY; len += lenY * w; + } + // Quadrant v + { + AF1 w = pp.x * pp.y; + AF1 dc = lL - kL; AF1 cb = kL - jL; + AF1 lenX = max(abs(dc), abs(cb)); + lenX = APrxLoRcpF1(lenX); + AF1 dirX = lL - jL; + dir.x += dirX * w; + lenX = ASatF1(abs(dirX) * lenX); lenX *= lenX; len += lenX * w; + AF1 ec = oL - kL; AF1 ca = kL - gL; + AF1 lenY = max(abs(ec), abs(ca)); + lenY = APrxLoRcpF1(lenY); + AF1 dirY = oL - gL; + dir.y += dirY * w; + lenY = ASatF1(abs(dirY) * lenY); lenY *= lenY; len += lenY * w; + } + + // --- Normalize direction --- + AF2 dir2 = dir * dir; + AF1 dirR = dir2.x + dir2.y; + AP1 zro = dirR < AF1_(1.0 / 32768.0); + dirR = APrxLoRsqF1(dirR); + dirR = zro ? AF1_(1.0) : dirR; + dir.x = zro ? AF1_(1.0) : dir.x; + dir *= AF2_(dirR); + + // --- Shape length --- + len = len * AF1_(0.5); + len *= len; + AF1 stretch = (dir.x * dir.x + dir.y * dir.y) * APrxLoRcpF1(max(abs(dir.x), abs(dir.y))); + AF2 len2 = AF2(AF1_(1.0) + (stretch - AF1_(1.0)) * len, AF1_(1.0) + AF1_(-0.5) * len); + AF1 lob = AF1_(0.5) + AF1_((1.0 / 4.0 - 0.04) - 0.5) * len; + AF1 clp = APrxLoRcpF1(lob); + + // --- Min/max of 4 nearest (f, g, j, k) for de-ringing --- + AF3 min4 = min(min(f, g), min(j, k)); + AF3 max4 = max(max(f, g), max(j, k)); + + // --- Accumulate 12 taps (inlined FsrEasuTapF) --- + AF3 aC = AF3_(0.0); + AF1 aW = AF1_(0.0); + + // Macro for the Lanczos-like kernel evaluation per tap. + // Rotates offset by direction, applies anisotropic scaling, + // evaluates the approximated windowed Lanczos kernel, accumulates. + #define FSR_EASU_TAP(OFF_X, OFF_Y, COLOR) { \ + AF2 v; \ + v.x = ((OFF_X) - pp.x) * dir.x + ((OFF_Y) - pp.y) * dir.y; \ + v.y = ((OFF_X) - pp.x) * (-dir.y) + ((OFF_Y) - pp.y) * dir.x; \ + v *= len2; \ + AF1 d2 = min(v.x * v.x + v.y * v.y, clp); \ + AF1 wB = AF1_(2.0 / 5.0) * d2 + AF1_(-1.0); \ + AF1 wA = lob * d2 + AF1_(-1.0); \ + wB *= wB; wA *= wA; \ + wB = AF1_(25.0 / 16.0) * wB + AF1_(-(25.0 / 16.0 - 1.0)); \ + AF1 w = wB * wA; \ + aC += (COLOR) * w; aW += w; } + + FSR_EASU_TAP( 0.0, -1.0, b) // b + FSR_EASU_TAP( 1.0, -1.0, c) // c + FSR_EASU_TAP(-1.0, 1.0, i) // i + FSR_EASU_TAP( 0.0, 1.0, j) // j + FSR_EASU_TAP( 0.0, 0.0, f) // f + FSR_EASU_TAP(-1.0, 0.0, e) // e + FSR_EASU_TAP( 1.0, 1.0, k) // k + FSR_EASU_TAP( 2.0, 1.0, l) // l + FSR_EASU_TAP( 2.0, 0.0, h) // h + FSR_EASU_TAP( 1.0, 0.0, g) // g + FSR_EASU_TAP( 1.0, 2.0, o) // o + FSR_EASU_TAP( 0.0, 2.0, n) // n + + #undef FSR_EASU_TAP + + // --- Normalize and de-ring --- + AF3 pix = min(max4, max(min4, aC * AF3_(ARcpF1(aW)))); + color = vec4(pix, 1.0); +} diff --git a/src/video_core/host_shaders/scaling/FSR/Vulkan/vulkan_fsr_pass1.vert b/src/video_core/host_shaders/scaling/FSR/Vulkan/vulkan_fsr_pass1.vert new file mode 100644 index 000000000..ea8e46919 --- /dev/null +++ b/src/video_core/host_shaders/scaling/FSR/Vulkan/vulkan_fsr_pass1.vert @@ -0,0 +1,26 @@ +// FSR - [RCAS] ROBUST CONTRAST ADAPTIVE SHARPENING +//? #version 450 +#version 450 core +#extension GL_ARB_separate_shader_objects : enable + +layout(location = 0) in vec2 vert_position; +layout(location = 1) in vec2 vert_tex_coord; +layout(location = 0) out vec2 frag_tex_coord; + +layout (push_constant, std140) uniform DrawInfo { + mat4 modelview_matrix; + vec4 i_resolution; + vec4 o_resolution; + int screen_id_l; + int screen_id_r; + int layer; + int reverse_interlaced; + int convert_colors; +}; + +void main() +{ + gl_Position = vec4(vert_position, 0.0, 1.0); + frag_tex_coord = vert_tex_coord; +} + diff --git a/src/video_core/host_shaders/scaling/FSR/Vulkan/vulkan_fsr_pass1_part1.frag b/src/video_core/host_shaders/scaling/FSR/Vulkan/vulkan_fsr_pass1_part1.frag new file mode 100644 index 000000000..13af4f4c8 --- /dev/null +++ b/src/video_core/host_shaders/scaling/FSR/Vulkan/vulkan_fsr_pass1_part1.frag @@ -0,0 +1,22 @@ +// FSR - [RCAS] ROBUST CONTRAST ADAPTIVE SHARPENING +#version 450 core +#extension GL_ARB_separate_shader_objects : enable + +layout(location = 0) in vec2 frag_tex_coord; +layout(location = 0) out vec4 color; +layout (set = 0, binding = 0) uniform sampler2D color_texture; +layout (push_constant, std140) uniform DrawInfo { + mat4 modelview_matrix; + vec4 i_resolution; + vec4 o_resolution; + int screen_id_l; + int screen_id_r; + int layer; + int reverse_interlaced; + int convert_colors; + float FSR_SHARPENING; +}; + +#define A_GPU 1 +#define A_GLSL 1 +// #include "ffx_a.h" \ No newline at end of file diff --git a/src/video_core/host_shaders/scaling/FSR/Vulkan/vulkan_fsr_pass1_part2.frag b/src/video_core/host_shaders/scaling/FSR/Vulkan/vulkan_fsr_pass1_part2.frag new file mode 100644 index 000000000..47e4739cb --- /dev/null +++ b/src/video_core/host_shaders/scaling/FSR/Vulkan/vulkan_fsr_pass1_part2.frag @@ -0,0 +1,7 @@ +#define FSR_RCAS_F 1 +AU4 con0; + +AF4 FsrRcasLoadF(ASU2 p) { return AF4(texelFetch(color_texture, p, 0)); } +void FsrRcasInputF(inout AF1 r, inout AF1 g, inout AF1 b) {} + +// #include "ffx_fsr1.h" \ No newline at end of file diff --git a/src/video_core/host_shaders/scaling/FSR/Vulkan/vulkan_fsr_pass1_part3.frag b/src/video_core/host_shaders/scaling/FSR/Vulkan/vulkan_fsr_pass1_part3.frag new file mode 100644 index 000000000..2bb741071 --- /dev/null +++ b/src/video_core/host_shaders/scaling/FSR/Vulkan/vulkan_fsr_pass1_part3.frag @@ -0,0 +1,9 @@ +void main() { + FsrRcasCon(con0, FSR_SHARPENING); + + AU2 gxy = AU2(frag_tex_coord.xy * o_resolution.xy); // Integer pixel position in output. + AF3 Gamma2Color = AF3(0, 0, 0); + FsrRcasF(Gamma2Color.r, Gamma2Color.g, Gamma2Color.b, gxy, con0); + + color = vec4(Gamma2Color, 1.0); +} diff --git a/src/video_core/host_shaders/scaling/SharpBilinear/Vulkan/vulkan_sharpbilinear.frag b/src/video_core/host_shaders/scaling/SharpBilinear/Vulkan/vulkan_sharpbilinear.frag new file mode 100644 index 000000000..9bc8773b7 --- /dev/null +++ b/src/video_core/host_shaders/scaling/SharpBilinear/Vulkan/vulkan_sharpbilinear.frag @@ -0,0 +1,61 @@ +/* + Author: KojoZero (modified from rsn8887's shader) + License: Public domain + + This is an integer prescale filter that should be combined + with a bilinear hardware filtering (GL_BILINEAR filter or some such) to achieve + a smooth scaling result with minimum blur. This is good for pixelgraphics + that are scaled by non-integer factors. + + This is a modified version rsn8887's shader which has been modified to scale + until above the output resolution, rather than right below the output resolution. + + The prescale factor and texel coordinates are precalculated + in the vertex shader for speed. +*/ +#version 450 core +#extension GL_ARB_separate_shader_objects : enable + + +layout(location = 0) in vec2 frag_tex_coord; +layout(location = 1) in vec2 precalc_texel; +layout(location = 2) in vec2 precalc_scale; +layout(location = 0) out vec4 color; +layout (set = 0, binding = 0) uniform sampler2D color_texture; +layout (push_constant, std140) uniform DrawInfo { + mat4 modelview_matrix; + vec4 i_resolution; + vec4 o_resolution; + int screen_id_l; + int screen_id_r; + int layer; + int reverse_interlaced; + int convert_colors; +}; + +vec3 LinearTosRGB(vec3 c) { + return mix(c * 12.92, 1.055 * pow(c, vec3(1.0/2.4)) - 0.055, step(0.0031308, c)); +} + +void main() +{ + vec2 texel = precalc_texel; + vec2 scale = precalc_scale; + vec2 texel_floored = floor(texel); + vec2 s = fract(texel); + vec2 region_range = 0.5 - 0.5 / scale; + + // Figure out where in the texel to sample to get correct pre-scaled bilinear. + // Uses the hardware bilinear interpolator to avoid having to sample 4 times manually. + + vec2 center_dist = s - 0.5; + vec2 f = (center_dist - clamp(center_dist, -region_range, region_range)) * scale + 0.5; + + vec2 mod_texel = texel_floored + f; + + vec4 pixel = vec4(texture(color_texture, mod_texel / i_resolution.xy).rgb, 1.0); + if (convert_colors == 2){ + pixel = vec4(LinearTosRGB(pixel.rgb), pixel.a); + } + color = pixel; +} \ No newline at end of file diff --git a/src/video_core/host_shaders/scaling/SharpBilinear/Vulkan/vulkan_sharpbilinear.vert b/src/video_core/host_shaders/scaling/SharpBilinear/Vulkan/vulkan_sharpbilinear.vert new file mode 100644 index 000000000..d1910dd04 --- /dev/null +++ b/src/video_core/host_shaders/scaling/SharpBilinear/Vulkan/vulkan_sharpbilinear.vert @@ -0,0 +1,27 @@ +#version 450 core +#extension GL_ARB_separate_shader_objects : enable + +layout(location = 0) in vec2 vert_position; +layout(location = 1) in vec2 vert_tex_coord; +layout(location = 0) out vec2 frag_tex_coord; +layout(location = 1) out vec2 precalc_texel; +layout(location = 2) out vec2 precalc_scale; +layout (push_constant, std140) uniform DrawInfo { + mat4 modelview_matrix; + vec4 i_resolution; + vec4 o_resolution; + int screen_id_l; + int screen_id_r; + int layer; + int reverse_interlaced; + int convert_colors; +}; + +void main() +{ + vec4 position = vec4(vert_position, 0.0, 1.0) * modelview_matrix; + gl_Position = vec4(position.x, position.y, 0.0, 1.0); + frag_tex_coord = vert_tex_coord; + precalc_scale = ceil(o_resolution.xy / i_resolution.xy); + precalc_texel = vert_tex_coord.xy * i_resolution.xy; +} \ No newline at end of file diff --git a/src/video_core/host_shaders/scaling/vulkan_area_sampling.frag b/src/video_core/host_shaders/scaling/vulkan_area_sampling.frag index 347bc8af0..953034395 100644 --- a/src/video_core/host_shaders/scaling/vulkan_area_sampling.frag +++ b/src/video_core/host_shaders/scaling/vulkan_area_sampling.frag @@ -1,4 +1,6 @@ //? #version 460 core +#version 450 core +#extension GL_ARB_separate_shader_objects : enable layout(location = 0) in vec2 frag_tex_coord; layout(location = 0) out vec4 color; diff --git a/src/video_core/host_shaders/scaling/vulkan_area_sampling.vert b/src/video_core/host_shaders/scaling/vulkan_area_sampling.vert index 2117c62fc..e65f78cd2 100644 --- a/src/video_core/host_shaders/scaling/vulkan_area_sampling.vert +++ b/src/video_core/host_shaders/scaling/vulkan_area_sampling.vert @@ -1,4 +1,7 @@ //? #version 460 +#version 450 core +#extension GL_ARB_separate_shader_objects : enable + layout(location = 0) in vec2 vert_position; layout(location = 1) in vec2 vert_tex_coord; layout(location = 0) out vec2 frag_tex_coord; diff --git a/src/video_core/renderer_vulkan/renderer_vulkan.cpp b/src/video_core/renderer_vulkan/renderer_vulkan.cpp index 986ffdc24..fc89f4208 100644 --- a/src/video_core/renderer_vulkan/renderer_vulkan.cpp +++ b/src/video_core/renderer_vulkan/renderer_vulkan.cpp @@ -45,6 +45,17 @@ #include "video_core/host_shaders/antialiasing/SearchTex.h" #include "video_core/host_shaders/scaling/vulkan_area_sampling_frag.h" #include "video_core/host_shaders/scaling/vulkan_area_sampling_vert.h" +#include "video_core/host_shaders/scaling/FSR/Vulkan/vulkan_fsr_pass0_vert.h" +#include "video_core/host_shaders/scaling/FSR/Vulkan/vulkan_fsr_pass0_part1_frag.h" +#include "video_core/host_shaders/scaling/FSR/Vulkan/vulkan_fsr_pass0_part2_frag.h" +#include "video_core/host_shaders/scaling/FSR/Vulkan/vulkan_fsr_pass1_vert.h" +#include "video_core/host_shaders/scaling/FSR/Vulkan/vulkan_fsr_pass1_part1_frag.h" +#include "video_core/host_shaders/scaling/FSR/Vulkan/vulkan_fsr_pass1_part2_frag.h" +#include "video_core/host_shaders/scaling/FSR/Vulkan/vulkan_fsr_pass1_part3_frag.h" +#include "video_core/host_shaders/scaling/FSR/ffx_a_h.h" +#include "video_core/host_shaders/scaling/FSR/ffx_fsr1_h.h" +#include "video_core/host_shaders/scaling/SharpBilinear/Vulkan/vulkan_sharpbilinear_vert.h" +#include "video_core/host_shaders/scaling/SharpBilinear/Vulkan/vulkan_sharpbilinear_frag.h" #include @@ -959,6 +970,33 @@ void RendererVulkan::CompileShaders() { post_frag_shaders_texture[4] = Compile(smaa_pass_2_shader_frag_data, vk::ShaderStageFlagBits::eFragment, device); + std::string FSR_PASS_0_shader_frag_data = std::string(HostShaders::VULKAN_FSR_PASS0_PART1_FRAG); + FSR_PASS_0_shader_frag_data += std::string(HostShaders::FFX_A_H); + FSR_PASS_0_shader_frag_data += std::string(HostShaders::FFX_FSR1_H); + FSR_PASS_0_shader_frag_data += std::string(HostShaders::VULKAN_FSR_PASS0_PART2_FRAG); + std::string FSR_PASS_0_shader_vert_data = std::string(HostShaders::VULKAN_FSR_PASS0_VERT); + post_vert_shaders_texture[5] = + Compile(FSR_PASS_0_shader_vert_data, vk::ShaderStageFlagBits::eVertex, device); + post_frag_shaders_texture[5] = + Compile(FSR_PASS_0_shader_frag_data, vk::ShaderStageFlagBits::eFragment, device); + + std::string FSR_PASS_1_shader_frag_data = std::string(HostShaders::VULKAN_FSR_PASS1_PART1_FRAG); + FSR_PASS_1_shader_frag_data += std::string(HostShaders::FFX_A_H); + FSR_PASS_1_shader_frag_data += std::string(HostShaders::VULKAN_FSR_PASS1_PART2_FRAG); + FSR_PASS_1_shader_frag_data += std::string(HostShaders::FFX_FSR1_H); + FSR_PASS_1_shader_frag_data += std::string(HostShaders::VULKAN_FSR_PASS1_PART3_FRAG); + std::string FSR_PASS_1_shader_vert_data = std::string(HostShaders::VULKAN_FSR_PASS1_VERT); + post_vert_shaders_texture[6] = + Compile(FSR_PASS_1_shader_vert_data, vk::ShaderStageFlagBits::eVertex, device); + post_frag_shaders_texture[6] = + Compile(FSR_PASS_1_shader_frag_data, vk::ShaderStageFlagBits::eFragment, device); + + std::string SharpBilinear_shader_frag_data = std::string(HostShaders::VULKAN_SHARPBILINEAR_FRAG); + std::string SharpBilinear_shader_vert_data = std::string(HostShaders::VULKAN_SHARPBILINEAR_VERT); + post_vert_shaders_screen[1] = + Compile(SharpBilinear_shader_vert_data, vk::ShaderStageFlagBits::eVertex, device); + post_frag_shaders_screen[1] = + Compile(SharpBilinear_shader_frag_data, vk::ShaderStageFlagBits::eFragment, device); auto properties = instance.GetPhysicalDevice().getProperties(); for (std::size_t i = 0; i < present_samplers.size(); i++) { diff --git a/src/video_core/renderer_vulkan/renderer_vulkan.h b/src/video_core/renderer_vulkan/renderer_vulkan.h index c14f49c67..24ba36e8e 100644 --- a/src/video_core/renderer_vulkan/renderer_vulkan.h +++ b/src/video_core/renderer_vulkan/renderer_vulkan.h @@ -92,15 +92,15 @@ struct PresentUniformData { int layer = 0; int reverse_interlaced = 0; int convert_colors; + float FSR_SHARPENING; }; -static_assert(sizeof(PresentUniformData) == 116, +static_assert(sizeof(PresentUniformData) == 120, "PresentUniformData does not structure in shader!"); class RendererVulkan : public VideoCore::RendererBase { static constexpr std::size_t PRESENT_PIPELINES = 3; - static constexpr std::size_t POST_PIPELINES_SCREEN = 1; - static constexpr std::size_t POST_PIPELINES_TEXTURE = 5; - static constexpr std::size_t POST_SHADERS = 8; + static constexpr std::size_t POST_PIPELINES_SCREEN = 2; + static constexpr std::size_t POST_PIPELINES_TEXTURE = 7; public: explicit RendererVulkan(Core::System& system, Pica::PicaCore& pica, Frontend::EmuWindow& window, Frontend::EmuWindow* secondary_window); From 38b7030bd996d75fecd0ff2df6aa839644174fc2 Mon Sep 17 00:00:00 2001 From: KojoZero Date: Sat, 30 May 2026 05:11:51 -0700 Subject: [PATCH 38/46] vulkan setting up post processing part 1 --- .../renderer_opengl/renderer_opengl.cpp | 8 +- .../renderer_vulkan/renderer_vulkan.cpp | 252 ++++++++++++++---- .../renderer_vulkan/renderer_vulkan.h | 10 +- 3 files changed, 204 insertions(+), 66 deletions(-) diff --git a/src/video_core/renderer_opengl/renderer_opengl.cpp b/src/video_core/renderer_opengl/renderer_opengl.cpp index d98ccf04f..5b99a272f 100644 --- a/src/video_core/renderer_opengl/renderer_opengl.cpp +++ b/src/video_core/renderer_opengl/renderer_opengl.cpp @@ -1085,7 +1085,7 @@ void RendererOpenGL::DrawSingleScreen(const ScreenInfo& screen_info, float scree state.viewport.width = screenWidth; state.viewport.height = screenHeight; state.Apply(); - glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, intermediateOutputSizeTextures[currOutputScreen][1].handle, 0); + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, intermediateOutputSizeTextures[currOutputScreen][0].handle, 0); glClear(GL_COLOR_BUFFER_BIT); state.draw.shader_program = FSR_PASS_0_shader.handle; state.Apply(); @@ -1104,12 +1104,12 @@ void RendererOpenGL::DrawSingleScreen(const ScreenInfo& screen_info, float scree state.viewport.width = screenWidth; state.viewport.height = screenHeight; state.Apply(); - glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, intermediateOutputSizeTextures[currOutputScreen][2].handle, 0); + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, intermediateOutputSizeTextures[currOutputScreen][1].handle, 0); glClear(GL_COLOR_BUFFER_BIT); state.draw.shader_program = FSR_PASS_1_shader.handle; state.Apply(); AttachUniforms(); - state.texture_units[0].texture_2d = intermediateOutputSizeTextures[currOutputScreen][1].handle; + state.texture_units[0].texture_2d = intermediateOutputSizeTextures[currOutputScreen][0].handle; state.texture_units[0].sampler = samplers[1].handle; glUniform1f(uniform_fsr_sharpening, fsr_sharpening); glUniform4f(uniform_o_resolution, screenWidth, screenHeight, 1.0f / screenWidth, 1.0f / screenHeight); @@ -1129,7 +1129,7 @@ void RendererOpenGL::DrawSingleScreen(const ScreenInfo& screen_info, float scree state.draw.shader_program = Present_shader.handle; state.Apply(); AttachUniforms(); - state.texture_units[0].texture_2d = intermediateOutputSizeTextures[currOutputScreen][2].handle; + state.texture_units[0].texture_2d = intermediateOutputSizeTextures[currOutputScreen][1].handle; state.texture_units[0].sampler = samplers[1].handle; glUniform1i(uniform_color_texture, 0); glUniform1i(uniform_convert_colors, 0); diff --git a/src/video_core/renderer_vulkan/renderer_vulkan.cpp b/src/video_core/renderer_vulkan/renderer_vulkan.cpp index fc89f4208..e377a74d0 100644 --- a/src/video_core/renderer_vulkan/renderer_vulkan.cpp +++ b/src/video_core/renderer_vulkan/renderer_vulkan.cpp @@ -432,11 +432,24 @@ void RendererVulkan::AllocateSMAATextures(){ CreateImageStagingBuffer(areaTexInfo); UploadImageDataToBuffer(areaTexInfo, (unsigned char*) areaTexBytes); UploadBufferToImage(areaTexInfo); + SetStagedTextureTexInfo(areaTexInfo); AllocateStagedTexture(searchTexInfo, searchTexInfo.width, searchTexInfo.height, vk::Format::eR8Unorm); CreateImageStagingBuffer(searchTexInfo); UploadImageDataToBuffer(searchTexInfo, (unsigned char*) searchTexBytes); UploadBufferToImage(searchTexInfo); + SetStagedTextureTexInfo(searchTexInfo); + +} + +void RendererVulkan::SetStagedTextureTexInfo(StagedTextureInfo& texture){ + texture.texInfo = { + .width = texture.width, + .height = texture.height, + .image = texture.image, + .image_view = texture.image_view, + .allocation = texture.imageAllocation, + }; } void RendererVulkan::CreateImageStagingBuffer(StagedTextureInfo& texture){ @@ -1579,7 +1592,7 @@ void RendererVulkan::DrawSingleScreen(u32 screen_id, float screenLeft, float scr } const u64 size = sizeof(ScreenRectVertex) * output_vertices.size(); - int maxPasses = 5; + int maxPasses = 10; std::vector vertexBufferPointers(maxPasses); for (auto& vbp : vertexBufferPointers){ std::tie(vbp.data, vbp.offset, vbp.invalidate) = vertex_buffer.Map(size, 16); @@ -1594,75 +1607,198 @@ void RendererVulkan::DrawSingleScreen(u32 screen_id, float screenLeft, float scr std::vector screen_ids; std::vector texturesToSample; - // Multipass - screen_ids.assign({screen_id}); - PrepareTextureDrawFromScreenInfo(intermediateTextures[currScreen][0], intermediateTextureFBOs[currScreen][0], post_pipelines_texture[0], screen_ids, 1); - UpdateVertexBuffer(rotate_vertices, vertexBufferPointers[0]); - drawInfos[0].convert_colors = 1; - Draw(vertexBufferPointers[0], drawInfos[0]); - // int currentPass; - // if (antialiasingMode == 1){ - // screen_ids.assign({screen_id}); - // PrepareTextureDrawFromScreenInfo(intermediateTextures[currScreen][0], intermediateTextureFBOs[currScreen][0], post_pipelines_texture[0], screen_ids, 1); - // UpdateVertexBuffer(rotate_vertices, vertexBufferPointers[currentPass]); - // drawInfos[currentPass].convert_colors = 1; - // Draw(vertexBufferPointers[currentPass], drawInfos[currentPass]); - // currentPass++; - // texturesToSample.assign({intermediateTextures[currScreen][0]}); - // PrepareTextureDrawFromTextureInfo(antialiasTextures[currScreen], antialiasTextureFBOs[currScreen], post_pipelines_texture[1], texturesToSample, 1); - // UpdateVertexBuffer(pass_through_vertices, vertexBufferPointers[currentPass]); - // if (scalingMode == 3){ - // drawInfos[currentPass].convert_colors = 0; - // } else { - // drawInfos[currentPass].convert_colors = 1; - // } - // drawInfos[currentPass].i_resolution = Common::Vec4f{textureWidth, textureHeight, 1.0f/ textureWidth, 1.0f / textureHeight}; - // Draw(vertexBufferPointers[currentPass], drawInfos[currentPass]); - // currentPass++; - // } - // // else if (antialiasingMode == 2) { + int currentPass; + if (antialiasingMode == 1){ + screen_ids.assign({screen_id}); + PrepareTextureDrawFromScreenInfo(intermediateTextures[currScreen][0], intermediateTextureFBOs[currScreen][0], post_pipelines_texture[0], screen_ids, 1); + UpdateVertexBuffer(rotate_vertices, vertexBufferPointers[currentPass]); + drawInfos[currentPass].convert_colors = 1; + Draw(vertexBufferPointers[currentPass], drawInfos[currentPass]); + currentPass++; - // // } - // else { - // screen_ids.assign({screen_id}); - // PrepareTextureDrawFromScreenInfo(antialiasTextures[currScreen], antialiasTextureFBOs[currScreen], post_pipelines_texture[0], screen_ids, 1); - // UpdateVertexBuffer(rotate_vertices, vertexBufferPointers[currentPass]); - // if (scalingMode == 3){ - // drawInfos[currentPass].convert_colors = 0; - // } else { - // drawInfos[currentPass].convert_colors = 1; - // } - // Draw(vertexBufferPointers[currentPass], drawInfos[currentPass]); - // currentPass++; - // } + texturesToSample.assign({intermediateTextures[currScreen][0]}); + PrepareTextureDrawFromTextureInfo(antialiasTextures[currScreen], antialiasTextureFBOs[currScreen], post_pipelines_texture[1], texturesToSample, 1); + UpdateVertexBuffer(pass_through_vertices, vertexBufferPointers[currentPass]); + if (scalingMode == 3){ + drawInfos[currentPass].convert_colors = 0; + } else { + drawInfos[currentPass].convert_colors = 1; + } + drawInfos[currentPass].i_resolution = Common::Vec4f{textureWidth, textureHeight, 1.0f/ textureWidth, 1.0f / textureHeight}; + Draw(vertexBufferPointers[currentPass], drawInfos[currentPass]); + currentPass++; + } else if (antialiasingMode == 2) { + // Landscape Gamma Space Texture + screen_ids.assign({screen_id}); + PrepareTextureDrawFromScreenInfo(intermediateTextures[currScreen][0], intermediateTextureFBOs[currScreen][0], post_pipelines_texture[0], screen_ids, 1); + UpdateVertexBuffer(rotate_vertices, vertexBufferPointers[currentPass]); + drawInfos[currentPass].convert_colors = 0; + Draw(vertexBufferPointers[currentPass], drawInfos[currentPass]); + currentPass++; - // if (scalingMode == 2){ - // if (isDownsampling){ + // Landscape Linear Space Texture + texturesToSample.assign({intermediateTextures[currScreen][0]}); + PrepareTextureDrawFromTextureInfo(intermediateTextures[currScreen][3], intermediateTextureFBOs[currScreen][3], post_pipelines_texture[0], texturesToSample, 1); + UpdateVertexBuffer(pass_through_vertices, vertexBufferPointers[currentPass]); + drawInfos[currentPass].convert_colors = 1; + Draw(vertexBufferPointers[currentPass], drawInfos[currentPass]); + currentPass++; - // } else { + // Edge Detection + texturesToSample.assign({intermediateTextures[currScreen][0]}); + PrepareTextureDrawFromTextureInfo(intermediateTextures[currScreen][1], intermediateTextureFBOs[currScreen][1], post_pipelines_texture[2], texturesToSample, 1); + UpdateVertexBuffer(pass_through_vertices, vertexBufferPointers[currentPass]); + drawInfos[currentPass].i_resolution = Common::Vec4f{textureWidth, textureHeight, 1.0f/ textureWidth, 1.0f / textureHeight}; + Draw(vertexBufferPointers[currentPass], drawInfos[currentPass]); + currentPass++; - // } - // } else if (scalingMode == 3) { - // if (isDownsampling){ + // Blending Weight Calculation + texturesToSample.assign({intermediateTextures[currScreen][1], areaTexInfo.texInfo, searchTexInfo.texInfo}); + PrepareTextureDrawFromTextureInfo(intermediateTextures[currScreen][2], intermediateTextureFBOs[currScreen][2], post_pipelines_texture[3], texturesToSample, 1); + UpdateVertexBuffer(pass_through_vertices, vertexBufferPointers[currentPass]); + drawInfos[currentPass].i_resolution = Common::Vec4f{textureWidth, textureHeight, 1.0f/ textureWidth, 1.0f / textureHeight}; + Draw(vertexBufferPointers[currentPass], drawInfos[currentPass]); + currentPass++; - // } else { + // Neighborhood Blending + texturesToSample.assign({intermediateTextures[currScreen][2], intermediateTextures[currScreen][3]}); + PrepareTextureDrawFromTextureInfo(antialiasTextures[currScreen], antialiasTextureFBOs[currScreen], post_pipelines_texture[4], texturesToSample, 1); + UpdateVertexBuffer(pass_through_vertices, vertexBufferPointers[currentPass]); + drawInfos[currentPass].i_resolution = Common::Vec4f{textureWidth, textureHeight, 1.0f/ textureWidth, 1.0f / textureHeight}; + if (scalingMode == 3){ + drawInfos[currentPass].convert_colors = 2; + } else { + drawInfos[currentPass].convert_colors = 0; + } + Draw(vertexBufferPointers[currentPass], drawInfos[currentPass]); + currentPass++; + } + else { + screen_ids.assign({screen_id}); + PrepareTextureDrawFromScreenInfo(antialiasTextures[currScreen], antialiasTextureFBOs[currScreen], post_pipelines_texture[0], screen_ids, 1); + UpdateVertexBuffer(rotate_vertices, vertexBufferPointers[currentPass]); + if (scalingMode == 3){ + drawInfos[currentPass].convert_colors = 0; + } else { + drawInfos[currentPass].convert_colors = 1; + } + Draw(vertexBufferPointers[currentPass], drawInfos[currentPass]); + currentPass++; + } - // } - // } else if (scalingMode == 4) { + if (scalingMode == 2){ + if (isDownsampling){ + texturesToSample.assign({antialiasTextures[currScreen]}); + PrepareDrawFromTextureInfo(currentFrame, currentFramebufferLayout, post_pipelines_screen[0], texturesToSample, 0); + UpdateVertexBuffer(output_vertices, vertexBufferPointers[currentPass]); + drawInfos[currentPass].convert_colors = 2; + drawInfos[currentPass].i_resolution = Common::Vec4f{textureWidth, textureHeight, 1.0f/ textureWidth, 1.0f / textureHeight}; + drawInfos[currentPass].o_resolution = Common::Vec4f{screenWidth, screenHeight, 1.0f/ screenWidth, 1.0f / screenHeight}; + Draw(vertexBufferPointers[currentPass], drawInfos[currentPass]); + currentPass++; + } else { + texturesToSample.assign({antialiasTextures[currScreen]}); + PrepareDrawFromTextureInfo(currentFrame, currentFramebufferLayout, post_pipelines_screen[0], texturesToSample, 1); + UpdateVertexBuffer(output_vertices, vertexBufferPointers[currentPass]); + drawInfos[currentPass].convert_colors = 2; + Draw(vertexBufferPointers[currentPass], drawInfos[currentPass]); + currentPass++; + } + } else if (scalingMode == 3) { + if (isDownsampling){ + // EASU (1x) + texturesToSample.assign({antialiasTextures[currScreen]}); + PrepareTextureDrawFromTextureInfo(intermediateTextures[currScreen][4], intermediateTextureFBOs[currScreen][4], post_pipelines_texture[4], texturesToSample, 0); + UpdateVertexBuffer(pass_through_vertices, vertexBufferPointers[currentPass]); + drawInfos[currentPass].i_resolution = Common::Vec4f{textureWidth, textureHeight, 1.0f/ textureWidth, 1.0f / textureHeight}; + drawInfos[currentPass].o_resolution = Common::Vec4f{textureWidth, textureHeight, 1.0f/ textureWidth, 1.0f / textureHeight}; + Draw(vertexBufferPointers[currentPass], drawInfos[currentPass]); + currentPass++; - // } else { + // RCAS + texturesToSample.assign({intermediateOutputSizeTextures[currScreen][0]}); + PrepareTextureDrawFromTextureInfo(intermediateOutputSizeTextures[currScreen][1], intermediateOutputSizeTextureFBOs[currScreen][1], post_pipelines_texture[5], texturesToSample, 1); + UpdateVertexBuffer(pass_through_vertices, vertexBufferPointers[currentPass]); + drawInfos[currentPass].FSR_SHARPENING = fsr_sharpening; + drawInfos[currentPass].o_resolution = Common::Vec4f{textureWidth, textureHeight, 1.0f/ textureWidth, 1.0f / textureHeight}; + Draw(vertexBufferPointers[currentPass], drawInfos[currentPass]); + currentPass++; - // } + // Area Sampling + texturesToSample.assign({intermediateOutputSizeTextures[currScreen][1]}); + PrepareDrawFromTextureInfo(currentFrame, currentFramebufferLayout, post_pipelines_screen[0], texturesToSample, 0); + UpdateVertexBuffer(output_vertices, vertexBufferPointers[currentPass]); + drawInfos[currentPass].convert_colors = 0; + drawInfos[currentPass].i_resolution = Common::Vec4f{textureWidth, textureHeight, 1.0f/ textureWidth, 1.0f / textureHeight}; + drawInfos[currentPass].o_resolution = Common::Vec4f{screenWidth, screenHeight, 1.0f/ screenWidth, 1.0f / screenHeight}; + Draw(vertexBufferPointers[currentPass], drawInfos[currentPass]); + currentPass++; + } else { + // EASU (to output resolution) + texturesToSample.assign({antialiasTextures[currScreen]}); + PrepareTextureDrawFromTextureInfo(intermediateOutputSizeTextures[currScreen][0], intermediateOutputSizeTextureFBOs[currScreen][0], post_pipelines_texture[4], texturesToSample, 0); + UpdateVertexBuffer(pass_through_vertices, vertexBufferPointers[currentPass]); + drawInfos[currentPass].i_resolution = Common::Vec4f{textureWidth, textureHeight, 1.0f/ textureWidth, 1.0f / textureHeight}; + drawInfos[currentPass].o_resolution = Common::Vec4f{screenWidth, screenHeight, 1.0f/ screenWidth, 1.0f / screenHeight}; + Draw(vertexBufferPointers[currentPass], drawInfos[currentPass]); + currentPass++; - texturesToSample.assign({intermediateTextures[currScreen][0]}); - PrepareDrawFromTextureInfo(currentFrame, currentFramebufferLayout, present_pipelines[current_pipeline], texturesToSample, 1); - ApplySecondLayerOpacity(); - UpdateVertexBuffer(output_vertices, vertexBufferPointers[1]); - drawInfos[1].convert_colors = 2; - Draw(vertexBufferPointers[1], drawInfos[1]); + // RCAS + texturesToSample.assign({intermediateOutputSizeTextures[currScreen][0]}); + PrepareTextureDrawFromTextureInfo(intermediateOutputSizeTextures[currScreen][1], intermediateOutputSizeTextureFBOs[currScreen][1], post_pipelines_texture[5], texturesToSample, 1); + UpdateVertexBuffer(pass_through_vertices, vertexBufferPointers[currentPass]); + drawInfos[currentPass].FSR_SHARPENING = fsr_sharpening; + drawInfos[currentPass].o_resolution = Common::Vec4f{screenWidth, screenHeight, 1.0f/ screenWidth, 1.0f / screenHeight}; + Draw(vertexBufferPointers[currentPass], drawInfos[currentPass]); + currentPass++; + + // Normal Present + texturesToSample.assign({intermediateOutputSizeTextures[currScreen][1]}); + PrepareDrawFromTextureInfo(currentFrame, currentFramebufferLayout, present_pipelines[current_pipeline], texturesToSample, 1); + UpdateVertexBuffer(output_vertices, vertexBufferPointers[currentPass]); + drawInfos[currentPass].convert_colors = 0; + Draw(vertexBufferPointers[currentPass], drawInfos[currentPass]); + currentPass++; + } + } else if (scalingMode == 4) { + texturesToSample.assign({antialiasTextures[currScreen]}); + PrepareDrawFromTextureInfo(currentFrame, currentFramebufferLayout, post_pipelines_screen[1], texturesToSample, 1); + UpdateVertexBuffer(output_vertices, vertexBufferPointers[currentPass]); + drawInfos[currentPass].convert_colors = 2; + drawInfos[currentPass].i_resolution = Common::Vec4f{textureWidth, textureHeight, 1.0f/ textureWidth, 1.0f / textureHeight}; + drawInfos[currentPass].o_resolution = Common::Vec4f{screenWidth, screenHeight, 1.0f/ screenWidth, 1.0f / screenHeight}; + Draw(vertexBufferPointers[currentPass], drawInfos[currentPass]); + currentPass++; + } else { + texturesToSample.assign({antialiasTextures[currScreen]}); + if (scalingMode == 1){ + PrepareDrawFromTextureInfo(currentFrame, currentFramebufferLayout, present_pipelines[current_pipeline], texturesToSample, 1); + } else { + PrepareDrawFromTextureInfo(currentFrame, currentFramebufferLayout, present_pipelines[current_pipeline], texturesToSample, 0); + } + UpdateVertexBuffer(output_vertices, vertexBufferPointers[currentPass]); + drawInfos[currentPass].convert_colors = 2; + Draw(vertexBufferPointers[currentPass], drawInfos[currentPass]); + currentPass++; + } + + + // // Multipass + // screen_ids.assign({screen_id}); + // PrepareTextureDrawFromScreenInfo(intermediateTextures[currScreen][0], intermediateTextureFBOs[currScreen][0], post_pipelines_texture[0], screen_ids, 1); + // UpdateVertexBuffer(rotate_vertices, vertexBufferPointers[0]); + // drawInfos[0].convert_colors = 1; + // Draw(vertexBufferPointers[0], drawInfos[0]); + + // texturesToSample.assign({intermediateTextures[currScreen][0]}); + // PrepareDrawFromTextureInfo(currentFrame, currentFramebufferLayout, present_pipelines[current_pipeline], texturesToSample, 1); + // ApplySecondLayerOpacity(); + // UpdateVertexBuffer(output_vertices, vertexBufferPointers[1]); + // drawInfos[1].convert_colors = 2; + // Draw(vertexBufferPointers[1], drawInfos[1]); } diff --git a/src/video_core/renderer_vulkan/renderer_vulkan.h b/src/video_core/renderer_vulkan/renderer_vulkan.h index 24ba36e8e..be3f7b65e 100644 --- a/src/video_core/renderer_vulkan/renderer_vulkan.h +++ b/src/video_core/renderer_vulkan/renderer_vulkan.h @@ -60,6 +60,7 @@ struct StagedTextureInfo { vk::ImageView image_view; VmaAllocation imageAllocation; void* bufferDataPtr; + TextureInfo texInfo; }; struct ScreenRectVertex { @@ -177,6 +178,7 @@ private: // Create Framebuffers that are attached to the Post Processing Textures void CreatePPTextureFramebuffers(); void CreateOutputSizeTextureFramebuffers(); + void SetStagedTextureTexInfo(StagedTextureInfo& texture); private: Memory::MemorySystem& memory; Pica::PicaCore& pica; @@ -197,15 +199,15 @@ private: DescriptorHeap present_heap; vk::UniquePipelineLayout present_pipeline_layout; std::array present_pipelines; - // Post Processing Pipelines for use with RGBA16F Textures. Contains: Simple Present, FXAA, SMAA Pass 0, SMAA Pass 1, SMAA Pass 2 + // Post Processing Pipelines for use with RGBA16F Textures. Contains: Simple Present, FXAA, SMAA Pass 0, SMAA Pass 1, SMAA Pass 2, FSR Pass 0, FSR Pass 1 std::array post_pipelines_texture; - // Post Processing Pipelines for presenting to screen. Contains: Area + // Post Processing Pipelines for presenting to screen. Contains: Area Sampling and Sharp Bilinear std::array post_pipelines_screen; std::array present_shaders; - // Post Processing Shaders for use with RGBA16F Textures. Contains: Simple Present, FXAA, SMAA Pass 0, SMAA Pass 1, SMAA Pass 2 + // Post Processing Shaders for use with RGBA16F Textures. Contains: Simple Present, FXAA, SMAA Pass 0, SMAA Pass 1, SMAA Pass 2, FSR Pass 0, FSR Pass 1 std::array post_vert_shaders_texture; std::array post_frag_shaders_texture; - // Post Processing Shaders for presenting to screen. Contains: Area + // Post Processing Shaders for presenting to screen. Contains: Area Sampling and Sharp Bilinear std::array post_vert_shaders_screen; std::array post_frag_shaders_screen; // Linear and Nearest Sampler Respectively From 2af46d36eea87de6c00301f9747ec5316916d2bb Mon Sep 17 00:00:00 2001 From: KojoZero Date: Sat, 30 May 2026 07:16:00 -0700 Subject: [PATCH 39/46] vulkan fixed all the post processing --- .../renderer_vulkan/renderer_vulkan.cpp | 35 ++++++++++--------- .../renderer_vulkan/renderer_vulkan.h | 1 + 2 files changed, 19 insertions(+), 17 deletions(-) diff --git a/src/video_core/renderer_vulkan/renderer_vulkan.cpp b/src/video_core/renderer_vulkan/renderer_vulkan.cpp index e377a74d0..64d3649ce 100644 --- a/src/video_core/renderer_vulkan/renderer_vulkan.cpp +++ b/src/video_core/renderer_vulkan/renderer_vulkan.cpp @@ -375,7 +375,7 @@ void RendererVulkan::AllocateStagedTexture(StagedTextureInfo& texture, int width .mipLevels = 1, .arrayLayers = 1, .samples = vk::SampleCountFlagBits::e1, - .usage = vk::ImageUsageFlagBits::eSampled | vk::ImageUsageFlagBits::eColorAttachment, + .usage = vk::ImageUsageFlagBits::eSampled | vk::ImageUsageFlagBits::eTransferDst, }; const VmaAllocationCreateInfo alloc_info = { @@ -455,7 +455,7 @@ void RendererVulkan::SetStagedTextureTexInfo(StagedTextureInfo& texture){ void RendererVulkan::CreateImageStagingBuffer(StagedTextureInfo& texture){ const vk::BufferCreateInfo staging_buffer_info = { .size = texture.size, - .usage = vk::BufferUsageFlagBits::eTransferDst, + .usage = vk::BufferUsageFlagBits::eTransferSrc, }; const VmaAllocationCreateInfo alloc_create_info = { @@ -1535,6 +1535,7 @@ void RendererVulkan::DrawSingleScreen(u32 screen_id, float screenLeft, float scr isDownsampling = true; } } + // LOG_INFO(Render_Vulkan, "Scaling Mode: {}, Anti Aliasing Mode: {}", scalingMode, antialiasingMode); // Rotate Internal Texture to Landscape (The 3DS stores images rotated 90° internally) std::array rotate_vertices; rotate_vertices = {{ @@ -1546,10 +1547,10 @@ void RendererVulkan::DrawSingleScreen(u32 screen_id, float screenLeft, float scr std::array pass_through_vertices; pass_through_vertices = {{ - ScreenRectVertex(-1.f, 1.f, 0.f, 0.f), //Left, Top - ScreenRectVertex(1.f, 1.f, 1.f, 0.f), //Right, Top - ScreenRectVertex(-1.f, -1.f, 0.f, 1.f), //Left, Bottom - ScreenRectVertex(1.f, -1.f, 1.f, 1.f), //Right, Bottom + ScreenRectVertex(-1.f, 1.f, 0.f, 1.f), //Left, Top + ScreenRectVertex(1.f, 1.f, 1.f, 1.f), //Right, Top + ScreenRectVertex(-1.f, -1.f, 0.f, 0.f), //Left, Bottom + ScreenRectVertex(1.f, -1.f, 1.f, 0.f), //Right, Bottom }}; // Vertices for Azahar's Output Layout @@ -1610,12 +1611,12 @@ void RendererVulkan::DrawSingleScreen(u32 screen_id, float screenLeft, float scr - int currentPass; + currentPass = 0; if (antialiasingMode == 1){ screen_ids.assign({screen_id}); PrepareTextureDrawFromScreenInfo(intermediateTextures[currScreen][0], intermediateTextureFBOs[currScreen][0], post_pipelines_texture[0], screen_ids, 1); UpdateVertexBuffer(rotate_vertices, vertexBufferPointers[currentPass]); - drawInfos[currentPass].convert_colors = 1; + drawInfos[currentPass].convert_colors = 0; Draw(vertexBufferPointers[currentPass], drawInfos[currentPass]); currentPass++; @@ -1675,8 +1676,7 @@ void RendererVulkan::DrawSingleScreen(u32 screen_id, float screenLeft, float scr } Draw(vertexBufferPointers[currentPass], drawInfos[currentPass]); currentPass++; - } - else { + } else { screen_ids.assign({screen_id}); PrepareTextureDrawFromScreenInfo(antialiasTextures[currScreen], antialiasTextureFBOs[currScreen], post_pipelines_texture[0], screen_ids, 1); UpdateVertexBuffer(rotate_vertices, vertexBufferPointers[currentPass]); @@ -1701,7 +1701,7 @@ void RendererVulkan::DrawSingleScreen(u32 screen_id, float screenLeft, float scr currentPass++; } else { texturesToSample.assign({antialiasTextures[currScreen]}); - PrepareDrawFromTextureInfo(currentFrame, currentFramebufferLayout, post_pipelines_screen[0], texturesToSample, 1); + PrepareDrawFromTextureInfo(currentFrame, currentFramebufferLayout, present_pipelines[current_pipeline], texturesToSample, 1); UpdateVertexBuffer(output_vertices, vertexBufferPointers[currentPass]); drawInfos[currentPass].convert_colors = 2; Draw(vertexBufferPointers[currentPass], drawInfos[currentPass]); @@ -1711,7 +1711,7 @@ void RendererVulkan::DrawSingleScreen(u32 screen_id, float screenLeft, float scr if (isDownsampling){ // EASU (1x) texturesToSample.assign({antialiasTextures[currScreen]}); - PrepareTextureDrawFromTextureInfo(intermediateTextures[currScreen][4], intermediateTextureFBOs[currScreen][4], post_pipelines_texture[4], texturesToSample, 0); + PrepareTextureDrawFromTextureInfo(intermediateTextures[currScreen][4], intermediateTextureFBOs[currScreen][4], post_pipelines_texture[5], texturesToSample, 0); UpdateVertexBuffer(pass_through_vertices, vertexBufferPointers[currentPass]); drawInfos[currentPass].i_resolution = Common::Vec4f{textureWidth, textureHeight, 1.0f/ textureWidth, 1.0f / textureHeight}; drawInfos[currentPass].o_resolution = Common::Vec4f{textureWidth, textureHeight, 1.0f/ textureWidth, 1.0f / textureHeight}; @@ -1719,8 +1719,8 @@ void RendererVulkan::DrawSingleScreen(u32 screen_id, float screenLeft, float scr currentPass++; // RCAS - texturesToSample.assign({intermediateOutputSizeTextures[currScreen][0]}); - PrepareTextureDrawFromTextureInfo(intermediateOutputSizeTextures[currScreen][1], intermediateOutputSizeTextureFBOs[currScreen][1], post_pipelines_texture[5], texturesToSample, 1); + texturesToSample.assign({intermediateTextures[currScreen][4]}); + PrepareTextureDrawFromTextureInfo(intermediateTextures[currScreen][5], intermediateTextureFBOs[currScreen][5], post_pipelines_texture[6], texturesToSample, 1); UpdateVertexBuffer(pass_through_vertices, vertexBufferPointers[currentPass]); drawInfos[currentPass].FSR_SHARPENING = fsr_sharpening; drawInfos[currentPass].o_resolution = Common::Vec4f{textureWidth, textureHeight, 1.0f/ textureWidth, 1.0f / textureHeight}; @@ -1728,7 +1728,7 @@ void RendererVulkan::DrawSingleScreen(u32 screen_id, float screenLeft, float scr currentPass++; // Area Sampling - texturesToSample.assign({intermediateOutputSizeTextures[currScreen][1]}); + texturesToSample.assign({intermediateTextures[currScreen][5]}); PrepareDrawFromTextureInfo(currentFrame, currentFramebufferLayout, post_pipelines_screen[0], texturesToSample, 0); UpdateVertexBuffer(output_vertices, vertexBufferPointers[currentPass]); drawInfos[currentPass].convert_colors = 0; @@ -1739,7 +1739,7 @@ void RendererVulkan::DrawSingleScreen(u32 screen_id, float screenLeft, float scr } else { // EASU (to output resolution) texturesToSample.assign({antialiasTextures[currScreen]}); - PrepareTextureDrawFromTextureInfo(intermediateOutputSizeTextures[currScreen][0], intermediateOutputSizeTextureFBOs[currScreen][0], post_pipelines_texture[4], texturesToSample, 0); + PrepareTextureDrawFromTextureInfo(intermediateOutputSizeTextures[currScreen][0], intermediateOutputSizeTextureFBOs[currScreen][0], post_pipelines_texture[5], texturesToSample, 0); UpdateVertexBuffer(pass_through_vertices, vertexBufferPointers[currentPass]); drawInfos[currentPass].i_resolution = Common::Vec4f{textureWidth, textureHeight, 1.0f/ textureWidth, 1.0f / textureHeight}; drawInfos[currentPass].o_resolution = Common::Vec4f{screenWidth, screenHeight, 1.0f/ screenWidth, 1.0f / screenHeight}; @@ -1748,7 +1748,7 @@ void RendererVulkan::DrawSingleScreen(u32 screen_id, float screenLeft, float scr // RCAS texturesToSample.assign({intermediateOutputSizeTextures[currScreen][0]}); - PrepareTextureDrawFromTextureInfo(intermediateOutputSizeTextures[currScreen][1], intermediateOutputSizeTextureFBOs[currScreen][1], post_pipelines_texture[5], texturesToSample, 1); + PrepareTextureDrawFromTextureInfo(intermediateOutputSizeTextures[currScreen][1], intermediateOutputSizeTextureFBOs[currScreen][1], post_pipelines_texture[6], texturesToSample, 1); UpdateVertexBuffer(pass_through_vertices, vertexBufferPointers[currentPass]); drawInfos[currentPass].FSR_SHARPENING = fsr_sharpening; drawInfos[currentPass].o_resolution = Common::Vec4f{screenWidth, screenHeight, 1.0f/ screenWidth, 1.0f / screenHeight}; @@ -1817,6 +1817,7 @@ void RendererVulkan::Draw(VertexBufferPointer vbp, PresentUniformData pushconsta cmdbuf.draw(4, 1, first_vertex, 0); cmdbuf.endRenderPass(); }); + // LOG_INFO(Render_Vulkan, "Current Pass: {}", currentPass); } void RendererVulkan::ApplySecondLayerOpacity() { diff --git a/src/video_core/renderer_vulkan/renderer_vulkan.h b/src/video_core/renderer_vulkan/renderer_vulkan.h index be3f7b65e..128d6290e 100644 --- a/src/video_core/renderer_vulkan/renderer_vulkan.h +++ b/src/video_core/renderer_vulkan/renderer_vulkan.h @@ -251,6 +251,7 @@ private: float prevTopTextureHeight; float prevBottomTextureWidth; float prevBottomTextureHeight; + int currentPass = 0; u32 current_pipeline = 0; Frame* currentFrame; Layout::FramebufferLayout currentFramebufferLayout; From 167d65748f4e4abcc6561af8b9e36966bfcdb908 Mon Sep 17 00:00:00 2001 From: KojoZero Date: Sat, 30 May 2026 08:04:21 -0700 Subject: [PATCH 40/46] vulkan slightly improved stability --- .../renderer_vulkan/renderer_vulkan.cpp | 37 ++++++++----------- .../renderer_vulkan/renderer_vulkan.h | 1 + 2 files changed, 16 insertions(+), 22 deletions(-) diff --git a/src/video_core/renderer_vulkan/renderer_vulkan.cpp b/src/video_core/renderer_vulkan/renderer_vulkan.cpp index 64d3649ce..b0c82a1a4 100644 --- a/src/video_core/renderer_vulkan/renderer_vulkan.cpp +++ b/src/video_core/renderer_vulkan/renderer_vulkan.cpp @@ -159,8 +159,6 @@ RendererVulkan::RendererVulkan(Core::System& system, Pica::PicaCore& pica_, BuildLayouts(); CreateTextureRenderPass(); AllocateSMAATextures(); - AllocatePPTextures(); - CreatePPTextureFramebuffers(); BuildPipelines(); if (secondary_window) { secondary_present_window_ptr = std::make_unique( @@ -296,6 +294,10 @@ void RendererVulkan::CreateTextureRenderPass(){ } void RendererVulkan::AllocateTexture(TextureInfo& texture, int width, int height, vk::Format colorFormat){ + if (width == 0 || height == 0){ + textureReallocationNeeded = true; + return; + } vk::Device device = instance.GetDevice(); if (texture.image_view) { device.destroyImageView(texture.image_view); @@ -569,33 +571,20 @@ void RendererVulkan::UploadBufferToImage(StagedTextureInfo& texture){ } void RendererVulkan::AllocatePPTextures(){ - int TopWidth = 400; - int TopHeight = 240; - int BottomWidth = 320; - int BottomHeight = 240; - - if (currTopTextureWidth != 0 && currBottomTextureWidth != 0 && currTopTextureHeight != 0 && currBottomTextureHeight != 0){ - TopWidth = currTopTextureWidth; - TopHeight = currTopTextureHeight; - BottomWidth = currBottomTextureWidth; - BottomHeight = currBottomTextureHeight; - } for (int i = 0; i < intermediateTextures[0].size(); i++){ - AllocateTexture(intermediateTextures[0][i], TopWidth, TopHeight, vk::Format::eR16G16B16A16Sfloat); + AllocateTexture(intermediateTextures[0][i], currTopTextureWidth, currTopTextureHeight, vk::Format::eR16G16B16A16Sfloat); } for (int i = 0; i < intermediateTextures[1].size(); i++){ - AllocateTexture(intermediateTextures[1][i], BottomWidth, BottomHeight, vk::Format::eR16G16B16A16Sfloat); + AllocateTexture(intermediateTextures[1][i], currBottomTextureWidth, currBottomTextureHeight, vk::Format::eR16G16B16A16Sfloat); } - AllocateTexture(antialiasTextures[0], TopWidth, TopHeight, vk::Format::eR16G16B16A16Sfloat); - AllocateTexture(antialiasTextures[1], BottomWidth, BottomHeight, vk::Format::eR16G16B16A16Sfloat); + AllocateTexture(antialiasTextures[0], currTopTextureWidth, currTopTextureHeight, vk::Format::eR16G16B16A16Sfloat); + AllocateTexture(antialiasTextures[1], currBottomTextureWidth, currBottomTextureHeight, vk::Format::eR16G16B16A16Sfloat); }; void RendererVulkan::AllocateOutputSizeTextures(){ for (int i = 0; i < intermediateOutputSizeTextures.size(); i++){ - if (currOutputScreenRects[i].GetHeight() != 0 && currOutputScreenRects[i].GetWidth() != 0){ - for (int j = 0; j < intermediateOutputSizeTextures[0].size(); j++){ - AllocateTexture(intermediateOutputSizeTextures[i][j], currOutputScreenRects[i].GetWidth(), currOutputScreenRects[i].GetHeight(), vk::Format::eR16G16B16A16Sfloat); - } + for (int j = 0; j < intermediateOutputSizeTextures[0].size(); j++){ + AllocateTexture(intermediateOutputSizeTextures[i][j], currOutputScreenRects[i].GetWidth(), currOutputScreenRects[i].GetHeight(), vk::Format::eR16G16B16A16Sfloat); } } LOG_INFO(Render_Vulkan, "Reallocated OutputSize Textures"); @@ -613,6 +602,9 @@ void RendererVulkan::CreateOutputSizeTextureFramebuffers(){ void RendererVulkan::CreateTextureFramebuffer(TextureInfo& texture, vk::Framebuffer& framebuffer) { + if (texture.width == 0 || texture.height == 0){ + return; + } const vk::FramebufferCreateInfo framebuffer_info = { .renderPass = textureRenderpass, .attachmentCount = 1, @@ -2050,9 +2042,10 @@ void RendererVulkan::DrawScreens(Frame* frame, const Layout::FramebufferLayout& currTopTextureHeight = static_cast(screen_infos[0].texture.width * GetResolutionScaleFactor()); currBottomTextureWidth = static_cast(screen_infos[2].texture.height * GetResolutionScaleFactor()); currBottomTextureHeight = static_cast(screen_infos[2].texture.width * GetResolutionScaleFactor()); - if (currTopTextureWidth != prevTopTextureWidth || currTopTextureHeight != prevTopTextureHeight || currBottomTextureWidth != prevBottomTextureWidth || currBottomTextureHeight != prevBottomTextureHeight){ + if (currTopTextureWidth != prevTopTextureWidth || currTopTextureHeight != prevTopTextureHeight || currBottomTextureWidth != prevBottomTextureWidth || currBottomTextureHeight != prevBottomTextureHeight || textureReallocationNeeded){ AllocatePPTextures(); CreatePPTextureFramebuffers(); + textureReallocationNeeded = false; LOG_INFO(Render_Vulkan, "PrevTopTexture Res: {}x{}, CurrTopTexture Res: {}x{}, PrevBottomTexture Res: {}x{}, CurrBottomTexture Res: {}x{}", prevTopTextureWidth, prevTopTextureHeight, currTopTextureWidth, currTopTextureHeight, prevBottomTextureWidth, prevBottomTextureHeight, currBottomTextureWidth, currBottomTextureHeight); } prevTopTextureWidth = currTopTextureWidth; diff --git a/src/video_core/renderer_vulkan/renderer_vulkan.h b/src/video_core/renderer_vulkan/renderer_vulkan.h index 128d6290e..777994893 100644 --- a/src/video_core/renderer_vulkan/renderer_vulkan.h +++ b/src/video_core/renderer_vulkan/renderer_vulkan.h @@ -259,6 +259,7 @@ private: bool applyingOpacity = true; bool drawingPrimaryScreen = false; bool usingTopOpacity = false; + bool textureReallocationNeeded = false; std::array screen_infos{}; PresentUniformData draw_info{}; vk::ClearColorValue clear_color{}; From 4deb00e856adced7aff9a9260900a1af170f72d7 Mon Sep 17 00:00:00 2001 From: KojoZero Date: Sun, 31 May 2026 04:16:48 -0700 Subject: [PATCH 41/46] exposed new graphics settings --- .../features/settings/SettingKeys.kt | 3 ++ .../features/settings/model/IntSetting.kt | 3 ++ .../settings/ui/SettingsFragmentPresenter.kt | 46 ++++++++++++++++--- src/android/app/src/main/jni/config.cpp | 3 ++ src/android/app/src/main/jni/default_ini.h | 11 +++++ .../app/src/main/res/values/arrays.xml | 28 +++++++++++ .../app/src/main/res/values/strings.xml | 18 ++++++++ 7 files changed, 106 insertions(+), 6 deletions(-) diff --git a/src/android/app/src/main/java/org/citra/citra_emu/features/settings/SettingKeys.kt b/src/android/app/src/main/java/org/citra/citra_emu/features/settings/SettingKeys.kt index 1d6e0dcee..aca424cd9 100644 --- a/src/android/app/src/main/java/org/citra/citra_emu/features/settings/SettingKeys.kt +++ b/src/android/app/src/main/java/org/citra/citra_emu/features/settings/SettingKeys.kt @@ -43,6 +43,9 @@ object SettingKeys { external fun frame_limit(): String external fun turbo_limit(): String external fun texture_filter(): String + external fun antialiasing_filter(): String + external fun fsr_sharpness(): String + external fun output_scaling(): String external fun texture_sampling(): String external fun delay_game_render_thread_us(): String external fun layout_option(): String diff --git a/src/android/app/src/main/java/org/citra/citra_emu/features/settings/model/IntSetting.kt b/src/android/app/src/main/java/org/citra/citra_emu/features/settings/model/IntSetting.kt index eb1a880a5..c26e17abf 100644 --- a/src/android/app/src/main/java/org/citra/citra_emu/features/settings/model/IntSetting.kt +++ b/src/android/app/src/main/java/org/citra/citra_emu/features/settings/model/IntSetting.kt @@ -48,6 +48,9 @@ enum class IntSetting( PORTRAIT_BOTTOM_HEIGHT(SettingKeys.custom_portrait_bottom_height(),Settings.SECTION_LAYOUT,480), AUDIO_INPUT_TYPE(SettingKeys.input_type(), Settings.SECTION_AUDIO, 0), CPU_CLOCK_SPEED(SettingKeys.cpu_clock_percentage(), Settings.SECTION_CORE, 100), + ANTIALIASING_FILTER(SettingKeys.antialiasing_filter(), Settings.SECTION_RENDERER, 0), + FSR_SHARPNESS(SettingKeys.fsr_sharpness(), Settings.SECTION_RENDERER, 50), + OUTPUT_SCALING(SettingKeys.output_scaling(), Settings.SECTION_RENDERER, 2), TEXTURE_FILTER(SettingKeys.texture_filter(), Settings.SECTION_RENDERER, 0), TEXTURE_SAMPLING(SettingKeys.texture_sampling(), Settings.SECTION_RENDERER, 0), USE_FRAME_LIMIT(SettingKeys.use_frame_limit(), Settings.SECTION_RENDERER, 1), diff --git a/src/android/app/src/main/java/org/citra/citra_emu/features/settings/ui/SettingsFragmentPresenter.kt b/src/android/app/src/main/java/org/citra/citra_emu/features/settings/ui/SettingsFragmentPresenter.kt index 25e56517f..b11fdc1db 100644 --- a/src/android/app/src/main/java/org/citra/citra_emu/features/settings/ui/SettingsFragmentPresenter.kt +++ b/src/android/app/src/main/java/org/citra/citra_emu/features/settings/ui/SettingsFragmentPresenter.kt @@ -922,14 +922,48 @@ class SettingsFragmentPresenter(private val fragmentView: SettingsFragmentView) ) ) add( - SwitchSetting( - BooleanSetting.LINEAR_FILTERING, - R.string.linear_filtering, - R.string.linear_filtering_description, - BooleanSetting.LINEAR_FILTERING.key, - BooleanSetting.LINEAR_FILTERING.defaultValue + SingleChoiceSetting( + IntSetting.OUTPUT_SCALING, + R.string.output_scaling_name, + R.string.output_scaling_description, + R.array.outputScalingNames, + R.array.outputScalingValues, + IntSetting.OUTPUT_SCALING.key, + IntSetting.OUTPUT_SCALING.defaultValue ) ) + add( + SliderSetting( + IntSetting.FSR_SHARPNESS, + R.string.fsr_sharpness_name, + R.string.fsr_sharpness_description, + 0, + 100, + "%", + IntSetting.FSR_SHARPNESS.key, + IntSetting.FSR_SHARPNESS.defaultValue.toFloat() + ) + ) + add( + SingleChoiceSetting( + IntSetting.ANTIALIASING_FILTER, + R.string.antialiasing_filter_name, + R.string.antialiasing_filter_description, + R.array.antialiasingFilterNames, + R.array.antialiasingFilterValues, + IntSetting.ANTIALIASING_FILTER.key, + IntSetting.ANTIALIASING_FILTER.defaultValue + ) + ) +// add( +// SwitchSetting( +// BooleanSetting.LINEAR_FILTERING, +// R.string.linear_filtering, +// R.string.linear_filtering_description, +// BooleanSetting.LINEAR_FILTERING.key, +// BooleanSetting.LINEAR_FILTERING.defaultValue +// ) +// ) add( SwitchSetting( BooleanSetting.SHADERS_ACCURATE_MUL, diff --git a/src/android/app/src/main/jni/config.cpp b/src/android/app/src/main/jni/config.cpp index e0fa260c5..d3107e586 100644 --- a/src/android/app/src/main/jni/config.cpp +++ b/src/android/app/src/main/jni/config.cpp @@ -153,6 +153,9 @@ void Config::ReadValues() { ReadSetting("Renderer", Settings::values.use_disk_shader_cache); ReadSetting("Renderer", Settings::values.use_vsync); ReadSetting("Renderer", Settings::values.texture_filter); + ReadSetting("Renderer", Settings::values.output_scaling); + ReadSetting("Renderer", Settings::values.fsr_sharpness); + ReadSetting("Renderer", Settings::values.antialiasing_filter); ReadSetting("Renderer", Settings::values.texture_sampling); ReadSetting("Renderer", Settings::values.turbo_limit); // Workaround to map Android setting for enabling the frame limiter to the format Citra expects diff --git a/src/android/app/src/main/jni/default_ini.h b/src/android/app/src/main/jni/default_ini.h index ce93d0e6f..57c49dfa8 100644 --- a/src/android/app/src/main/jni/default_ini.h +++ b/src/android/app/src/main/jni/default_ini.h @@ -187,6 +187,17 @@ static const char* android_config_default_file_content = (BOOST_HANA_STRING(R"( # Loaded from shaders/anaglyph )") DECLARE_KEY(anaglyph_shader_name) BOOST_HANA_STRING(R"( +# Scaling mode for image output +# 0: Nearest, 1: Bilinear, 2 (default): Adaptive, 3: FSR 1, 4: Sharp Bilinear +)") DECLARE_KEY(output_scaling) BOOST_HANA_STRING(R"( + +# Antialiasing filter to use +# 0 (default): None, 1: FXAA, 2: SMAA +)") DECLARE_KEY(antialiasing_filter) BOOST_HANA_STRING(R"( + +# 0 - 100: Strength of FSR Sharpening. 50 (default) +)") DECLARE_KEY(fsr_sharpness) BOOST_HANA_STRING(R"( + # Whether to enable linear filtering or not # This is required for some shaders to work correctly # 0: Nearest, 1 (default): Linear diff --git a/src/android/app/src/main/res/values/arrays.xml b/src/android/app/src/main/res/values/arrays.xml index 2a08cd546..99aa8b1a7 100644 --- a/src/android/app/src/main/res/values/arrays.xml +++ b/src/android/app/src/main/res/values/arrays.xml @@ -297,6 +297,34 @@ 5 + + @string/nearest + @string/bilinear + @string/adaptive + @string/fsr + @string/sharpbilinear + + + + 0 + 1 + 2 + 3 + 4 + + + + @string/none + @string/fxaa + @string/smaa + + + + 0 + 1 + 2 + + @string/game_controlled @string/nearest_neighbor diff --git a/src/android/app/src/main/res/values/strings.xml b/src/android/app/src/main/res/values/strings.xml index 08e927081..5077c8203 100644 --- a/src/android/app/src/main/res/values/strings.xml +++ b/src/android/app/src/main/res/values/strings.xml @@ -262,6 +262,12 @@ Scales the screens with an integer multiplier of the original 3DS screen. For layouts with two different screen sizes, the largest screen is integer-scaled. Texture Filter Enhances the visuals of applications by applying a filter to textures. The supported filters are Anime4K Ultrafast, Bicubic, ScaleForce, xBRZ freescale, and MMPX. + Antialiasing Filter + Reduces the amount of aliasing, resulting in smoother edges. FXAA is extremely lightweight but more aggressive and lower quality. SMAA is heavier but is higher quality and more selective with the edges it smooths. + Output Scaling + The method by which the game output is scaled to the screen. Nearest doesn\'t smooth visuals but causes uneven pixels at non-integer ratios. Bilinear smooths visuals but may cause aliasing when downscaling. Adaptive uses bilinear for upscaling, but uses area sampling to downscale without creating aliasing. FSR 1 is an upscaler which allows sharpening and allows better visuals without increasing the internal resolution. This should be used with antialiasing and a minimum internal resolution of 2x Native. Sharp Bilinear looks similar to nearest but is slightly smoothed to prevent uneven pixels at non-integer ratios. + FSR Sharpness + Specifies the strength of the sharpening pass when using FSR Delay Game Render Thread Delay the game render thread when it submits data to the GPU. Helps with performance issues in the (very few) applications with dynamic framerates. Advanced @@ -764,6 +770,18 @@ xBRZ MMPX + + Nearest + Bilinear + Adaptive + AMD FSR 1 + Sharp Bilinear + + + + FXAA + SMAA + Game Controlled Nearest Neighbor From 39a5880270fa346434a324e29ea91188f35df328 Mon Sep 17 00:00:00 2001 From: KojoZero Date: Sun, 31 May 2026 09:48:52 -0700 Subject: [PATCH 42/46] fixed shaders for opengl es, fixed texture allocation when using secondary window (or android) --- .../app/src/main/res/values/strings.xml | 2 +- .../host_shaders/scaling/FSR/ffx_fsr1.h | 6 +- .../scaling/opengl_area_sampling.frag | 4 +- .../renderer_opengl/renderer_opengl.cpp | 74 ++++++++++++++----- .../renderer_opengl/renderer_opengl.h | 11 ++- .../renderer_vulkan/renderer_vulkan.cpp | 15 +++- .../shader/generator/glsl_shader_gen.h | 4 +- 7 files changed, 83 insertions(+), 33 deletions(-) diff --git a/src/android/app/src/main/res/values/strings.xml b/src/android/app/src/main/res/values/strings.xml index 5077c8203..d7a059fa2 100644 --- a/src/android/app/src/main/res/values/strings.xml +++ b/src/android/app/src/main/res/values/strings.xml @@ -265,7 +265,7 @@ Antialiasing Filter Reduces the amount of aliasing, resulting in smoother edges. FXAA is extremely lightweight but more aggressive and lower quality. SMAA is heavier but is higher quality and more selective with the edges it smooths. Output Scaling - The method by which the game output is scaled to the screen. Nearest doesn\'t smooth visuals but causes uneven pixels at non-integer ratios. Bilinear smooths visuals but may cause aliasing when downscaling. Adaptive uses bilinear for upscaling, but uses area sampling to downscale without creating aliasing. FSR 1 is an upscaler which allows sharpening and allows better visuals without increasing the internal resolution. This should be used with antialiasing and a minimum internal resolution of 2x Native. Sharp Bilinear looks similar to nearest but is slightly smoothed to prevent uneven pixels at non-integer ratios. + The method by which the game output is scaled to the screen. Nearest doesn\'t smooth visuals but causes uneven pixels at non-integer ratios. Bilinear smooths visuals but may cause aliasing when downscaling. Adaptive uses bilinear for upscaling, but uses area sampling to downscale without creating aliasing. FSR 1 is an upscaler which allows sharpening and allows better visuals without increasing the internal resolution, but needs to be used with antialiasing and a minimum internal resolution of 2x Native. Sharp Bilinear looks similar to nearest but is slightly smoothed to prevent uneven pixels at non-integer ratios. FSR Sharpness Specifies the strength of the sharpening pass when using FSR Delay Game Render Thread diff --git a/src/video_core/host_shaders/scaling/FSR/ffx_fsr1.h b/src/video_core/host_shaders/scaling/FSR/ffx_fsr1.h index 4e0b3d548..ae62d5a32 100644 --- a/src/video_core/host_shaders/scaling/FSR/ffx_fsr1.h +++ b/src/video_core/host_shaders/scaling/FSR/ffx_fsr1.h @@ -199,7 +199,7 @@ AF1 outputSizeInPixelsY){ con2[3]=AU1_AF1(AF1_( 2.0)*ARcpF1(inputSizeInPixelsY)); con3[0]=AU1_AF1(AF1_( 0.0)*ARcpF1(inputSizeInPixelsX)); con3[1]=AU1_AF1(AF1_( 4.0)*ARcpF1(inputSizeInPixelsY)); - con3[2]=con3[3]=0;} + con3[2]=con3[3]=0u;} //If the an offset into the input image resource A_STATIC void FsrEasuConOffset( @@ -668,8 +668,8 @@ AF1 sharpness){ varAF2(hSharp)=initAF2(sharpness,sharpness); con[0]=AU1_AF1(sharpness); con[1]=AU1_AH2_AF2(hSharp); - con[2]=0; - con[3]=0;} + con[2]=0u; + con[3]=0u;} //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// //_____________________________________________________________/\_______________________________________________________________ diff --git a/src/video_core/host_shaders/scaling/opengl_area_sampling.frag b/src/video_core/host_shaders/scaling/opengl_area_sampling.frag index f1991de10..9c9647e67 100644 --- a/src/video_core/host_shaders/scaling/opengl_area_sampling.frag +++ b/src/video_core/host_shaders/scaling/opengl_area_sampling.frag @@ -52,8 +52,8 @@ vec4 AreaSampling(sampler2D textureSampler, vec2 texCoords) { avg_color += area_se * texelFetch(textureSampler, ivec2(f_end.x, f_end.y), 0); // Determine the size of the pixel box. - int x_range = int(f_end.x - f_beg.x - 0.5); - int y_range = int(f_end.y - f_beg.y - 0.5); + int x_range = int(float(f_end.x) - float(f_beg.x) - 0.5); + int y_range = int(float(f_end.y) - float(f_beg.y) - 0.5); // Accumulate top and bottom edge pixels. for (int x = f_beg.x + 1; x <= f_beg.x + x_range; ++x) { diff --git a/src/video_core/renderer_opengl/renderer_opengl.cpp b/src/video_core/renderer_opengl/renderer_opengl.cpp index 5b99a272f..7ad1f8fab 100644 --- a/src/video_core/renderer_opengl/renderer_opengl.cpp +++ b/src/video_core/renderer_opengl/renderer_opengl.cpp @@ -124,6 +124,21 @@ RendererOpenGL::RendererOpenGL(Core::System& system, Pica::PicaCore& pica_, RendererOpenGL::~RendererOpenGL() = default; void RendererOpenGL::SwapBuffers() { +#ifdef ANDROID + // On Android, if secondary_window is defined at all, + // it means we have a second display + if (secondary_window) { + usingSecondaryLayout = true; + } else { + usingSecondaryLayout = false; + } +#else + if (Settings::values.layout_option.GetValue() == Settings::LayoutOption::SeparateWindows) { + usingSecondaryLayout = true; + } else { + usingSecondaryLayout = false; + } +#endif system.perf_stats->StartSwap(); // Maintain the rasterizer's state as a priority OpenGLState prev_state = OpenGLState::GetCurState(); @@ -138,6 +153,7 @@ void RendererOpenGL::SwapBuffers() { render_window.SwapBuffers(); #else const auto& main_layout = render_window.GetFramebufferLayout(); + isSecondaryWindow = false; RenderToMailbox(main_layout, render_window.mailbox, false); #ifdef ANDROID @@ -145,6 +161,7 @@ void RendererOpenGL::SwapBuffers() { // it means we have a second display if (secondary_window) { const auto& secondary_layout = secondary_window->GetFramebufferLayout(); + isSecondaryWindow = true; RenderToMailbox(secondary_layout, secondary_window->mailbox, false); secondary_window->PollEvents(); } @@ -152,6 +169,7 @@ void RendererOpenGL::SwapBuffers() { if (Settings::values.layout_option.GetValue() == Settings::LayoutOption::SeparateWindows) { ASSERT(secondary_window); const auto& secondary_layout = secondary_window->GetFramebufferLayout(); + isSecondaryWindow = true; RenderToMailbox(secondary_layout, secondary_window->mailbox, false); secondary_window->PollEvents(); } @@ -412,17 +430,25 @@ void RendererOpenGL::AllocatePPTextures(){ } void RendererOpenGL::AllocateOutputSizeTextures(){ - for (int i = 0; i < intermediateOutputSizeTextures.size(); i++){ - if (currOutputScreenRects[i].GetHeight() != 0 && currOutputScreenRects[i].GetWidth() != 0){ - for (int j = 0; j < intermediateOutputSizeTextures[0].size(); j++){ - intermediateOutputSizeTextures[i][j].Release(); - intermediateOutputSizeTextures[i][j].Create(); - intermediateOutputSizeTextures[i][j].Allocate(GL_TEXTURE_2D, 1, GL_RGBA16F, currOutputScreenRects[i].GetWidth(), currOutputScreenRects[i].GetHeight()); + for (int i = 0; i < intermediateOutputSizeTextures[isSecondaryWindow].size(); i++){ + if (currOutputScreenRects[isSecondaryWindow][i].GetHeight() != 0 && currOutputScreenRects[isSecondaryWindow][i].GetWidth() != 0){ + for (int j = 0; j < intermediateOutputSizeTextures[isSecondaryWindow][0].size(); j++){ + intermediateOutputSizeTextures[isSecondaryWindow][i][j].Release(); + intermediateOutputSizeTextures[isSecondaryWindow][i][j].Create(); + intermediateOutputSizeTextures[isSecondaryWindow][i][j].Allocate(GL_TEXTURE_2D, 1, GL_RGBA16F, currOutputScreenRects[isSecondaryWindow][i].GetWidth(), currOutputScreenRects[isSecondaryWindow][i].GetHeight()); } } } - LOG_INFO(Render_OpenGL, "Reallocated OutputSize Textures"); + LOG_INFO(Render_OpenGL, "Reallocated OutputSize Textures. PrevRects:\n{}x{}\n{}x{}\n{}x{}\nCurrRects:\n{}x{}\n{}x{}\n{}x{}", + prevOutputScreenRects[isSecondaryWindow][0].GetWidth(), prevOutputScreenRects[isSecondaryWindow][0].GetHeight(), + prevOutputScreenRects[isSecondaryWindow][1].GetWidth(), prevOutputScreenRects[isSecondaryWindow][1].GetHeight(), + prevOutputScreenRects[isSecondaryWindow][2].GetWidth(), prevOutputScreenRects[isSecondaryWindow][2].GetHeight(), + currOutputScreenRects[isSecondaryWindow][0].GetWidth(), currOutputScreenRects[isSecondaryWindow][0].GetHeight(), + currOutputScreenRects[isSecondaryWindow][1].GetWidth(), currOutputScreenRects[isSecondaryWindow][1].GetHeight(), + currOutputScreenRects[isSecondaryWindow][2].GetWidth(), currOutputScreenRects[isSecondaryWindow][2].GetHeight() + ); + // } /** @@ -589,7 +615,9 @@ void RendererOpenGL::ReloadShader(Settings::StereoRenderOption render_3d) { FSR_PASS_1_shader_frag_data += HostShaders::OPENGL_FSR_PASS1_PART3_FRAG; FSR_PASS_1_shader.Create(HostShaders::OPENGL_FSR_PASS1_VERT, FSR_PASS_1_shader_frag_data); - SharpBilinear_shader.Create(HostShaders::OPENGL_SHARPBILINEAR_VERT, HostShaders::OPENGL_SHARPBILINEAR_FRAG); + std::string SharpBilinear_shader_frag_data = fragment_shader_precision_OES; + SharpBilinear_shader_frag_data += HostShaders::OPENGL_SHARPBILINEAR_FRAG; + SharpBilinear_shader.Create(HostShaders::OPENGL_SHARPBILINEAR_VERT, SharpBilinear_shader_frag_data); state.Apply(); if (render_3d == Settings::StereoRenderOption::Anaglyph || @@ -1085,7 +1113,7 @@ void RendererOpenGL::DrawSingleScreen(const ScreenInfo& screen_info, float scree state.viewport.width = screenWidth; state.viewport.height = screenHeight; state.Apply(); - glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, intermediateOutputSizeTextures[currOutputScreen][0].handle, 0); + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, intermediateOutputSizeTextures[isSecondaryWindow][currOutputScreen][0].handle, 0); glClear(GL_COLOR_BUFFER_BIT); state.draw.shader_program = FSR_PASS_0_shader.handle; state.Apply(); @@ -1104,12 +1132,12 @@ void RendererOpenGL::DrawSingleScreen(const ScreenInfo& screen_info, float scree state.viewport.width = screenWidth; state.viewport.height = screenHeight; state.Apply(); - glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, intermediateOutputSizeTextures[currOutputScreen][1].handle, 0); + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, intermediateOutputSizeTextures[isSecondaryWindow][currOutputScreen][1].handle, 0); glClear(GL_COLOR_BUFFER_BIT); state.draw.shader_program = FSR_PASS_1_shader.handle; state.Apply(); AttachUniforms(); - state.texture_units[0].texture_2d = intermediateOutputSizeTextures[currOutputScreen][0].handle; + state.texture_units[0].texture_2d = intermediateOutputSizeTextures[isSecondaryWindow][currOutputScreen][0].handle; state.texture_units[0].sampler = samplers[1].handle; glUniform1f(uniform_fsr_sharpening, fsr_sharpening); glUniform4f(uniform_o_resolution, screenWidth, screenHeight, 1.0f / screenWidth, 1.0f / screenHeight); @@ -1129,7 +1157,7 @@ void RendererOpenGL::DrawSingleScreen(const ScreenInfo& screen_info, float scree state.draw.shader_program = Present_shader.handle; state.Apply(); AttachUniforms(); - state.texture_units[0].texture_2d = intermediateOutputSizeTextures[currOutputScreen][1].handle; + state.texture_units[0].texture_2d = intermediateOutputSizeTextures[isSecondaryWindow][currOutputScreen][1].handle; state.texture_units[0].sampler = samplers[1].handle; glUniform1i(uniform_color_texture, 0); glUniform1i(uniform_convert_colors, 0); @@ -1304,15 +1332,21 @@ void RendererOpenGL::DrawScreens(const Layout::FramebufferLayout& layout, bool f prevBottomTextureHeight = currBottomTextureHeight; //Track Layout Changes - currOutputScreenRects[0] = layout.top_screen; - currOutputScreenRects[1] = layout.bottom_screen; - currOutputScreenRects[2] = layout.additional_screen; - if (currOutputScreenRects[0] != prevOutputScreenRects[0] || currOutputScreenRects[1] != prevOutputScreenRects[1] || currOutputScreenRects[2] != prevOutputScreenRects[2]){ - AllocateOutputSizeTextures(); + currOutputScreenRects[isSecondaryWindow][0] = layout.top_screen; + currOutputScreenRects[isSecondaryWindow][1] = layout.bottom_screen; + currOutputScreenRects[isSecondaryWindow][2] = layout.additional_screen; + if (currOutputScreenRects[isSecondaryWindow][0] != prevOutputScreenRects[isSecondaryWindow][0] || currOutputScreenRects[isSecondaryWindow][1] != prevOutputScreenRects[isSecondaryWindow][1]){ + if (layout.additional_screen_enabled){ + if (currOutputScreenRects[isSecondaryWindow][2] != prevOutputScreenRects[isSecondaryWindow][2]){ + AllocateOutputSizeTextures(); + } + } else { + AllocateOutputSizeTextures(); + } } - prevOutputScreenRects[0] = currOutputScreenRects[0]; - prevOutputScreenRects[1] = currOutputScreenRects[1]; - prevOutputScreenRects[2] = currOutputScreenRects[2]; + prevOutputScreenRects[isSecondaryWindow][0] = currOutputScreenRects[isSecondaryWindow][0]; + prevOutputScreenRects[isSecondaryWindow][1] = currOutputScreenRects[isSecondaryWindow][1]; + prevOutputScreenRects[isSecondaryWindow][2] = currOutputScreenRects[isSecondaryWindow][2]; //Set the Viewport state.viewport.x = 0; diff --git a/src/video_core/renderer_opengl/renderer_opengl.h b/src/video_core/renderer_opengl/renderer_opengl.h index 455959651..da759782f 100644 --- a/src/video_core/renderer_opengl/renderer_opengl.h +++ b/src/video_core/renderer_opengl/renderer_opengl.h @@ -116,9 +116,9 @@ private: std::array antialiasFBOTexture; //Intermediate Textures at output size. These are for Top Screen, Bottom Screen and Additional Screen Respectively - std::array, 3> intermediateOutputSizeTextures; - std::array, 3> prevOutputScreenRects; - std::array, 3> currOutputScreenRects; + std::array, 3>, 2> intermediateOutputSizeTextures; + std::array, 3>, 2> prevOutputScreenRects; + std::array, 3>, 2> currOutputScreenRects; int currOutputScreen; OGLTexture areatex; OGLTexture searchtex; @@ -158,6 +158,11 @@ private: float currBottomTextureWidth; float currBottomTextureHeight; std::array originalViewport; + + // Secondary Layout Fix + bool usingSecondaryLayout; + bool isSecondaryWindow; + }; } // namespace OpenGL diff --git a/src/video_core/renderer_vulkan/renderer_vulkan.cpp b/src/video_core/renderer_vulkan/renderer_vulkan.cpp index b0c82a1a4..d1bf2e26f 100644 --- a/src/video_core/renderer_vulkan/renderer_vulkan.cpp +++ b/src/video_core/renderer_vulkan/renderer_vulkan.cpp @@ -2057,10 +2057,19 @@ void RendererVulkan::DrawScreens(Frame* frame, const Layout::FramebufferLayout& currOutputScreenRects[0] = layout.top_screen; currOutputScreenRects[1] = layout.bottom_screen; currOutputScreenRects[2] = layout.additional_screen; - if (currOutputScreenRects[0] != prevOutputScreenRects[0] || currOutputScreenRects[1] != prevOutputScreenRects[1] || currOutputScreenRects[2] != prevOutputScreenRects[2]){ - AllocateOutputSizeTextures(); - CreateOutputSizeTextureFramebuffers(); + + if (currOutputScreenRects[0] != prevOutputScreenRects[0] || currOutputScreenRects[1] != prevOutputScreenRects[1]){ + if (layout.additional_screen_enabled){ + if (currOutputScreenRects[2] != prevOutputScreenRects[2]){ + AllocateOutputSizeTextures(); + CreateOutputSizeTextureFramebuffers(); + } + } else { + AllocateOutputSizeTextures(); + CreateOutputSizeTextureFramebuffers(); + } } + prevOutputScreenRects[0] = currOutputScreenRects[0]; prevOutputScreenRects[1] = currOutputScreenRects[1]; prevOutputScreenRects[2] = currOutputScreenRects[2]; diff --git a/src/video_core/shader/generator/glsl_shader_gen.h b/src/video_core/shader/generator/glsl_shader_gen.h index 5d6ad8661..e316bf78d 100644 --- a/src/video_core/shader/generator/glsl_shader_gen.h +++ b/src/video_core/shader/generator/glsl_shader_gen.h @@ -6,15 +6,17 @@ // High precision may or may not be supported in GLES3. If it isn't, use medium precision instead. static constexpr char fragment_shader_precision_OES[] = R"( -#if GL_ES +#ifdef GL_ES #ifdef GL_FRAGMENT_PRECISION_HIGH precision highp int; precision highp float; +precision highp sampler2D; precision highp samplerBuffer; precision highp uimage2D; #else precision mediump int; precision mediump float; +precision highp sampler2D; precision mediump samplerBuffer; precision mediump uimage2D; #endif // GL_FRAGMENT_PRECISION_HIGH From f5b4d249889dad8b627dced445bf15557794e42f Mon Sep 17 00:00:00 2001 From: KojoZero Date: Sun, 31 May 2026 13:43:35 -0700 Subject: [PATCH 43/46] vulkan fixed texture allocation when using secondary window (or android) --- .../renderer_opengl/renderer_opengl.cpp | 15 ----- .../renderer_opengl/renderer_opengl.h | 1 - .../renderer_vulkan/renderer_vulkan.cpp | 62 ++++++++++--------- .../renderer_vulkan/renderer_vulkan.h | 12 ++-- 4 files changed, 39 insertions(+), 51 deletions(-) diff --git a/src/video_core/renderer_opengl/renderer_opengl.cpp b/src/video_core/renderer_opengl/renderer_opengl.cpp index 7ad1f8fab..ef32b0de8 100644 --- a/src/video_core/renderer_opengl/renderer_opengl.cpp +++ b/src/video_core/renderer_opengl/renderer_opengl.cpp @@ -124,21 +124,6 @@ RendererOpenGL::RendererOpenGL(Core::System& system, Pica::PicaCore& pica_, RendererOpenGL::~RendererOpenGL() = default; void RendererOpenGL::SwapBuffers() { -#ifdef ANDROID - // On Android, if secondary_window is defined at all, - // it means we have a second display - if (secondary_window) { - usingSecondaryLayout = true; - } else { - usingSecondaryLayout = false; - } -#else - if (Settings::values.layout_option.GetValue() == Settings::LayoutOption::SeparateWindows) { - usingSecondaryLayout = true; - } else { - usingSecondaryLayout = false; - } -#endif system.perf_stats->StartSwap(); // Maintain the rasterizer's state as a priority OpenGLState prev_state = OpenGLState::GetCurState(); diff --git a/src/video_core/renderer_opengl/renderer_opengl.h b/src/video_core/renderer_opengl/renderer_opengl.h index da759782f..88752c443 100644 --- a/src/video_core/renderer_opengl/renderer_opengl.h +++ b/src/video_core/renderer_opengl/renderer_opengl.h @@ -160,7 +160,6 @@ private: std::array originalViewport; // Secondary Layout Fix - bool usingSecondaryLayout; bool isSecondaryWindow; }; diff --git a/src/video_core/renderer_vulkan/renderer_vulkan.cpp b/src/video_core/renderer_vulkan/renderer_vulkan.cpp index d1bf2e26f..7f2683e3a 100644 --- a/src/video_core/renderer_vulkan/renderer_vulkan.cpp +++ b/src/video_core/renderer_vulkan/renderer_vulkan.cpp @@ -294,10 +294,8 @@ void RendererVulkan::CreateTextureRenderPass(){ } void RendererVulkan::AllocateTexture(TextureInfo& texture, int width, int height, vk::Format colorFormat){ - if (width == 0 || height == 0){ - textureReallocationNeeded = true; - return; - } + width = std::max(width, 10); + height = std::max(height, 10); vk::Device device = instance.GetDevice(); if (texture.image_view) { device.destroyImageView(texture.image_view); @@ -338,7 +336,7 @@ void RendererVulkan::AllocateTexture(TextureInfo& texture, int width, int height LOG_CRITICAL(Render_Vulkan, "Failed allocating regular texture ({}x{}) with error {}", texture.width, texture.height, result); UNREACHABLE(); } else { - LOG_INFO(Render_Vulkan, "Successfully allocated regular texture"); + // LOG_INFO(Render_Vulkan, "Successfully allocated regular texture"); } texture.image = vk::Image{unsafe_image}; @@ -398,7 +396,7 @@ void RendererVulkan::AllocateStagedTexture(StagedTextureInfo& texture, int width LOG_CRITICAL(Render_Vulkan, "Failed allocating regular texture ({}x{}) with error {}", texture.width, texture.height, result); UNREACHABLE(); } else { - LOG_INFO(Render_Vulkan, "Successfully allocated regular texture"); + // LOG_INFO(Render_Vulkan, "Successfully allocated regular texture"); } texture.image = vk::Image{unsafe_image}; @@ -579,22 +577,23 @@ void RendererVulkan::AllocatePPTextures(){ } AllocateTexture(antialiasTextures[0], currTopTextureWidth, currTopTextureHeight, vk::Format::eR16G16B16A16Sfloat); AllocateTexture(antialiasTextures[1], currBottomTextureWidth, currBottomTextureHeight, vk::Format::eR16G16B16A16Sfloat); + LOG_INFO(Render_Vulkan, "Reallocated Post Processing Textures"); }; void RendererVulkan::AllocateOutputSizeTextures(){ - for (int i = 0; i < intermediateOutputSizeTextures.size(); i++){ - for (int j = 0; j < intermediateOutputSizeTextures[0].size(); j++){ - AllocateTexture(intermediateOutputSizeTextures[i][j], currOutputScreenRects[i].GetWidth(), currOutputScreenRects[i].GetHeight(), vk::Format::eR16G16B16A16Sfloat); + for (int i = 0; i < intermediateOutputSizeTextures[isSecondaryWindow].size(); i++){ + for (int j = 0; j < intermediateOutputSizeTextures[isSecondaryWindow][0].size(); j++){ + AllocateTexture(intermediateOutputSizeTextures[isSecondaryWindow][i][j], currOutputScreenRects[isSecondaryWindow][i].GetWidth(), currOutputScreenRects[isSecondaryWindow][i].GetHeight(), vk::Format::eR16G16B16A16Sfloat); } } - LOG_INFO(Render_Vulkan, "Reallocated OutputSize Textures"); + LOG_INFO(Render_Vulkan, "Reallocated Output Size Textures"); }; void RendererVulkan::CreateOutputSizeTextureFramebuffers(){ - for (int i = 0; i < intermediateOutputSizeTextures.size(); i++){ - if (currOutputScreenRects[i].GetHeight() != 0 && currOutputScreenRects[i].GetWidth() != 0){ - for (int j = 0; j < intermediateOutputSizeTextures[0].size(); j++){ - CreateTextureFramebuffer(intermediateOutputSizeTextures[i][j], intermediateOutputSizeTextureFBOs[i][j]); + for (int i = 0; i < intermediateOutputSizeTextures[isSecondaryWindow].size(); i++){ + if (currOutputScreenRects[isSecondaryWindow][i].GetHeight() != 0 && currOutputScreenRects[isSecondaryWindow][i].GetWidth() != 0){ + for (int j = 0; j < intermediateOutputSizeTextures[isSecondaryWindow][0].size(); j++){ + CreateTextureFramebuffer(intermediateOutputSizeTextures[isSecondaryWindow][i][j], intermediateOutputSizeTextureFBOs[isSecondaryWindow][i][j]); } } } @@ -1640,7 +1639,7 @@ void RendererVulkan::DrawSingleScreen(u32 screen_id, float screenLeft, float scr Draw(vertexBufferPointers[currentPass], drawInfos[currentPass]); currentPass++; - // Edge Detection + // Edge Detection texturesToSample.assign({intermediateTextures[currScreen][0]}); PrepareTextureDrawFromTextureInfo(intermediateTextures[currScreen][1], intermediateTextureFBOs[currScreen][1], post_pipelines_texture[2], texturesToSample, 1); UpdateVertexBuffer(pass_through_vertices, vertexBufferPointers[currentPass]); @@ -1731,7 +1730,7 @@ void RendererVulkan::DrawSingleScreen(u32 screen_id, float screenLeft, float scr } else { // EASU (to output resolution) texturesToSample.assign({antialiasTextures[currScreen]}); - PrepareTextureDrawFromTextureInfo(intermediateOutputSizeTextures[currScreen][0], intermediateOutputSizeTextureFBOs[currScreen][0], post_pipelines_texture[5], texturesToSample, 0); + PrepareTextureDrawFromTextureInfo(intermediateOutputSizeTextures[isSecondaryWindow][currScreen][0], intermediateOutputSizeTextureFBOs[isSecondaryWindow][currScreen][0], post_pipelines_texture[5], texturesToSample, 0); UpdateVertexBuffer(pass_through_vertices, vertexBufferPointers[currentPass]); drawInfos[currentPass].i_resolution = Common::Vec4f{textureWidth, textureHeight, 1.0f/ textureWidth, 1.0f / textureHeight}; drawInfos[currentPass].o_resolution = Common::Vec4f{screenWidth, screenHeight, 1.0f/ screenWidth, 1.0f / screenHeight}; @@ -1739,8 +1738,8 @@ void RendererVulkan::DrawSingleScreen(u32 screen_id, float screenLeft, float scr currentPass++; // RCAS - texturesToSample.assign({intermediateOutputSizeTextures[currScreen][0]}); - PrepareTextureDrawFromTextureInfo(intermediateOutputSizeTextures[currScreen][1], intermediateOutputSizeTextureFBOs[currScreen][1], post_pipelines_texture[6], texturesToSample, 1); + texturesToSample.assign({intermediateOutputSizeTextures[isSecondaryWindow][currScreen][0]}); + PrepareTextureDrawFromTextureInfo(intermediateOutputSizeTextures[isSecondaryWindow][currScreen][1], intermediateOutputSizeTextureFBOs[isSecondaryWindow][currScreen][1], post_pipelines_texture[6], texturesToSample, 1); UpdateVertexBuffer(pass_through_vertices, vertexBufferPointers[currentPass]); drawInfos[currentPass].FSR_SHARPENING = fsr_sharpening; drawInfos[currentPass].o_resolution = Common::Vec4f{screenWidth, screenHeight, 1.0f/ screenWidth, 1.0f / screenHeight}; @@ -1748,7 +1747,7 @@ void RendererVulkan::DrawSingleScreen(u32 screen_id, float screenLeft, float scr currentPass++; // Normal Present - texturesToSample.assign({intermediateOutputSizeTextures[currScreen][1]}); + texturesToSample.assign({intermediateOutputSizeTextures[isSecondaryWindow][currScreen][1]}); PrepareDrawFromTextureInfo(currentFrame, currentFramebufferLayout, present_pipelines[current_pipeline], texturesToSample, 1); UpdateVertexBuffer(output_vertices, vertexBufferPointers[currentPass]); drawInfos[currentPass].convert_colors = 0; @@ -1791,6 +1790,7 @@ void RendererVulkan::DrawSingleScreen(u32 screen_id, float screenLeft, float scr // UpdateVertexBuffer(output_vertices, vertexBufferPointers[1]); // drawInfos[1].convert_colors = 2; // Draw(vertexBufferPointers[1], drawInfos[1]); + } @@ -2042,11 +2042,10 @@ void RendererVulkan::DrawScreens(Frame* frame, const Layout::FramebufferLayout& currTopTextureHeight = static_cast(screen_infos[0].texture.width * GetResolutionScaleFactor()); currBottomTextureWidth = static_cast(screen_infos[2].texture.height * GetResolutionScaleFactor()); currBottomTextureHeight = static_cast(screen_infos[2].texture.width * GetResolutionScaleFactor()); - if (currTopTextureWidth != prevTopTextureWidth || currTopTextureHeight != prevTopTextureHeight || currBottomTextureWidth != prevBottomTextureWidth || currBottomTextureHeight != prevBottomTextureHeight || textureReallocationNeeded){ + if (currTopTextureWidth != prevTopTextureWidth || currTopTextureHeight != prevTopTextureHeight || currBottomTextureWidth != prevBottomTextureWidth || currBottomTextureHeight != prevBottomTextureHeight){ AllocatePPTextures(); CreatePPTextureFramebuffers(); - textureReallocationNeeded = false; - LOG_INFO(Render_Vulkan, "PrevTopTexture Res: {}x{}, CurrTopTexture Res: {}x{}, PrevBottomTexture Res: {}x{}, CurrBottomTexture Res: {}x{}", prevTopTextureWidth, prevTopTextureHeight, currTopTextureWidth, currTopTextureHeight, prevBottomTextureWidth, prevBottomTextureHeight, currBottomTextureWidth, currBottomTextureHeight); + // LOG_INFO(Render_Vulkan, "PrevTopTexture Res: {}x{}, CurrTopTexture Res: {}x{}, PrevBottomTexture Res: {}x{}, CurrBottomTexture Res: {}x{}", prevTopTextureWidth, prevTopTextureHeight, currTopTextureWidth, currTopTextureHeight, prevBottomTextureWidth, prevBottomTextureHeight, currBottomTextureWidth, currBottomTextureHeight); } prevTopTextureWidth = currTopTextureWidth; prevTopTextureHeight = currTopTextureHeight; @@ -2054,13 +2053,13 @@ void RendererVulkan::DrawScreens(Frame* frame, const Layout::FramebufferLayout& prevBottomTextureHeight = currBottomTextureHeight; //Track Layout Changes - currOutputScreenRects[0] = layout.top_screen; - currOutputScreenRects[1] = layout.bottom_screen; - currOutputScreenRects[2] = layout.additional_screen; + currOutputScreenRects[isSecondaryWindow][0] = layout.top_screen; + currOutputScreenRects[isSecondaryWindow][1] = layout.bottom_screen; + currOutputScreenRects[isSecondaryWindow][2] = layout.additional_screen; - if (currOutputScreenRects[0] != prevOutputScreenRects[0] || currOutputScreenRects[1] != prevOutputScreenRects[1]){ + if (currOutputScreenRects[isSecondaryWindow][0] != prevOutputScreenRects[isSecondaryWindow][0] || currOutputScreenRects[isSecondaryWindow][1] != prevOutputScreenRects[isSecondaryWindow][1]){ if (layout.additional_screen_enabled){ - if (currOutputScreenRects[2] != prevOutputScreenRects[2]){ + if (currOutputScreenRects[isSecondaryWindow][2] != prevOutputScreenRects[isSecondaryWindow][2]){ AllocateOutputSizeTextures(); CreateOutputSizeTextureFramebuffers(); } @@ -2070,9 +2069,9 @@ void RendererVulkan::DrawScreens(Frame* frame, const Layout::FramebufferLayout& } } - prevOutputScreenRects[0] = currOutputScreenRects[0]; - prevOutputScreenRects[1] = currOutputScreenRects[1]; - prevOutputScreenRects[2] = currOutputScreenRects[2]; + prevOutputScreenRects[isSecondaryWindow][0] = currOutputScreenRects[isSecondaryWindow][0]; + prevOutputScreenRects[isSecondaryWindow][1] = currOutputScreenRects[isSecondaryWindow][1]; + prevOutputScreenRects[isSecondaryWindow][2] = currOutputScreenRects[isSecondaryWindow][2]; currentFrame = frame; currentFramebufferLayout = layout; @@ -2180,6 +2179,7 @@ void RendererVulkan::SwapBuffers() { const Layout::FramebufferLayout& layout = render_window.GetFramebufferLayout(); PrepareRendertarget(); RenderScreenshot(); + isSecondaryWindow = false; RenderToWindow(main_present_window, layout, false); #ifndef ANDROID if (Settings::values.layout_option.GetValue() == Settings::LayoutOption::SeparateWindows) { @@ -2189,6 +2189,7 @@ void RendererVulkan::SwapBuffers() { secondary_present_window_ptr = std::make_unique( *secondary_window, instance, scheduler, IsLowRefreshRate()); } + isSecondaryWindow = true; RenderToWindow(*secondary_present_window_ptr, secondary_layout, false); secondary_window->PollEvents(); } @@ -2201,6 +2202,7 @@ void RendererVulkan::SwapBuffers() { secondary_present_window_ptr = std::make_unique( *secondary_window, instance, scheduler, IsLowRefreshRate()); } + isSecondaryWindow = true; RenderToWindow(*secondary_present_window_ptr, secondary_layout, false); secondary_window->PollEvents(); } diff --git a/src/video_core/renderer_vulkan/renderer_vulkan.h b/src/video_core/renderer_vulkan/renderer_vulkan.h index 777994893..c06fc9090 100644 --- a/src/video_core/renderer_vulkan/renderer_vulkan.h +++ b/src/video_core/renderer_vulkan/renderer_vulkan.h @@ -238,10 +238,10 @@ private: // Array of framebuffer objects. 0 is top screen, 1 is bottom screen. std::array, 2> intermediateTextureFBOs; std::array antialiasTextureFBOs; - std::array, 3> intermediateOutputSizeTextures; - std::array, 3> intermediateOutputSizeTextureFBOs; - std::array, 3> prevOutputScreenRects; - std::array, 3> currOutputScreenRects; + std::array, 3>, 2> intermediateOutputSizeTextures; + std::array, 3>, 2> intermediateOutputSizeTextureFBOs; + std::array, 3>, 2> prevOutputScreenRects; + std::array, 3>, 2> currOutputScreenRects; int currOutputScreen; float currTopTextureWidth; float currTopTextureHeight; @@ -259,7 +259,6 @@ private: bool applyingOpacity = true; bool drawingPrimaryScreen = false; bool usingTopOpacity = false; - bool textureReallocationNeeded = false; std::array screen_infos{}; PresentUniformData draw_info{}; vk::ClearColorValue clear_color{}; @@ -267,6 +266,9 @@ private: vk::ShaderModule cursor_fragment_shader{}; vk::Pipeline cursor_pipeline{}; vk::UniquePipelineLayout cursor_pipeline_layout{}; + + // Secondary Layout Fix + bool isSecondaryWindow; }; } // namespace Vulkan From 5a5b2ef858e1f685ff1cf475e0cc97aa1d927a29 Mon Sep 17 00:00:00 2001 From: KojoZero Date: Mon, 1 Jun 2026 03:22:54 -0700 Subject: [PATCH 44/46] vulkan reduced secondary window (or android) drawing --- .../renderer_opengl/renderer_opengl.cpp | 3 +- .../renderer_vulkan/renderer_vulkan.cpp | 109 +++++++++++++++--- .../renderer_vulkan/renderer_vulkan.h | 2 + 3 files changed, 96 insertions(+), 18 deletions(-) diff --git a/src/video_core/renderer_opengl/renderer_opengl.cpp b/src/video_core/renderer_opengl/renderer_opengl.cpp index ef32b0de8..dfd4c8fe5 100644 --- a/src/video_core/renderer_opengl/renderer_opengl.cpp +++ b/src/video_core/renderer_opengl/renderer_opengl.cpp @@ -425,7 +425,7 @@ void RendererOpenGL::AllocateOutputSizeTextures(){ } } - LOG_INFO(Render_OpenGL, "Reallocated OutputSize Textures. PrevRects:\n{}x{}\n{}x{}\n{}x{}\nCurrRects:\n{}x{}\n{}x{}\n{}x{}", + LOG_INFO(Render_OpenGL, "Reallocated OutputSize Textures.\nPrevRects:\n{}x{}\n{}x{}\n{}x{}\nCurrRects:\n{}x{}\n{}x{}\n{}x{}", prevOutputScreenRects[isSecondaryWindow][0].GetWidth(), prevOutputScreenRects[isSecondaryWindow][0].GetHeight(), prevOutputScreenRects[isSecondaryWindow][1].GetWidth(), prevOutputScreenRects[isSecondaryWindow][1].GetHeight(), prevOutputScreenRects[isSecondaryWindow][2].GetWidth(), prevOutputScreenRects[isSecondaryWindow][2].GetHeight(), @@ -433,7 +433,6 @@ void RendererOpenGL::AllocateOutputSizeTextures(){ currOutputScreenRects[isSecondaryWindow][1].GetWidth(), currOutputScreenRects[isSecondaryWindow][1].GetHeight(), currOutputScreenRects[isSecondaryWindow][2].GetWidth(), currOutputScreenRects[isSecondaryWindow][2].GetHeight() ); - // } /** diff --git a/src/video_core/renderer_vulkan/renderer_vulkan.cpp b/src/video_core/renderer_vulkan/renderer_vulkan.cpp index 7f2683e3a..99962ecf5 100644 --- a/src/video_core/renderer_vulkan/renderer_vulkan.cpp +++ b/src/video_core/renderer_vulkan/renderer_vulkan.cpp @@ -586,7 +586,15 @@ void RendererVulkan::AllocateOutputSizeTextures(){ AllocateTexture(intermediateOutputSizeTextures[isSecondaryWindow][i][j], currOutputScreenRects[isSecondaryWindow][i].GetWidth(), currOutputScreenRects[isSecondaryWindow][i].GetHeight(), vk::Format::eR16G16B16A16Sfloat); } } - LOG_INFO(Render_Vulkan, "Reallocated Output Size Textures"); + // LOG_INFO(Render_Vulkan, "Reallocated Output Size Textures"); + LOG_INFO(Render_OpenGL, "Reallocated OutputSize Textures.\nPrevRects:\n{}x{}\n{}x{}\n{}x{}\nCurrRects:\n{}x{}\n{}x{}\n{}x{}", + prevOutputScreenRects[isSecondaryWindow][0].GetWidth(), prevOutputScreenRects[isSecondaryWindow][0].GetHeight(), + prevOutputScreenRects[isSecondaryWindow][1].GetWidth(), prevOutputScreenRects[isSecondaryWindow][1].GetHeight(), + prevOutputScreenRects[isSecondaryWindow][2].GetWidth(), prevOutputScreenRects[isSecondaryWindow][2].GetHeight(), + currOutputScreenRects[isSecondaryWindow][0].GetWidth(), currOutputScreenRects[isSecondaryWindow][0].GetHeight(), + currOutputScreenRects[isSecondaryWindow][1].GetWidth(), currOutputScreenRects[isSecondaryWindow][1].GetHeight(), + currOutputScreenRects[isSecondaryWindow][2].GetWidth(), currOutputScreenRects[isSecondaryWindow][2].GetHeight() + ); }; void RendererVulkan::CreateOutputSizeTextureFramebuffers(){ @@ -2082,24 +2090,76 @@ void RendererVulkan::DrawScreens(Frame* frame, const Layout::FramebufferLayout& clearingColorAttachment = true; applyingOpacity = true; - if (!Settings::values.swap_screen.GetValue()) { - drawingPrimaryScreen = true; - DrawTopScreen(layout, top_screen); - draw_info.layer = 0; - drawingPrimaryScreen = false; - usingTopOpacity = false; - clearingColorAttachment = false; - DrawBottomScreen(layout, bottom_screen); + if (!secondaryWindowEnabled){ + if (!Settings::values.swap_screen.GetValue()) { + drawingPrimaryScreen = true; + DrawTopScreen(layout, top_screen); + draw_info.layer = 0; + drawingPrimaryScreen = false; + usingTopOpacity = false; + clearingColorAttachment = false; + DrawBottomScreen(layout, bottom_screen); + } else { + drawingPrimaryScreen = true; + DrawBottomScreen(layout, bottom_screen); + draw_info.layer = 0; + drawingPrimaryScreen = false; + usingTopOpacity = true; + clearingColorAttachment = false; + DrawTopScreen(layout, top_screen); + } } else { - drawingPrimaryScreen = true; - DrawBottomScreen(layout, bottom_screen); - draw_info.layer = 0; - drawingPrimaryScreen = false; - usingTopOpacity = true; - clearingColorAttachment = false; - DrawTopScreen(layout, top_screen); + if (!Settings::values.swap_screen.GetValue()) { + if (usingAndroid){ + // Change this block to conditionally display based on layout of primary and secondary screen + if (isSecondaryWindow){ + return; + } else { + drawingPrimaryScreen = true; + DrawTopScreen(layout, top_screen); + draw_info.layer = 0; + drawingPrimaryScreen = false; + usingTopOpacity = false; + clearingColorAttachment = false; + DrawBottomScreen(layout, bottom_screen); + } + } else { + if (isSecondaryWindow) { + drawingPrimaryScreen = true; + DrawBottomScreen(layout, bottom_screen); + } else { + drawingPrimaryScreen = true; + DrawTopScreen(layout, top_screen); + } + } + } else { + if (usingAndroid){ + // Change this block to conditionally display based on layout of primary and secondary screen + if (isSecondaryWindow){ + return; + } else { + drawingPrimaryScreen = true; + DrawBottomScreen(layout, bottom_screen); + draw_info.layer = 0; + drawingPrimaryScreen = false; + usingTopOpacity = true; + clearingColorAttachment = false; + DrawTopScreen(layout, top_screen); + } + } else { + if (isSecondaryWindow) { + drawingPrimaryScreen = true; + DrawTopScreen(layout, top_screen); + } else { + drawingPrimaryScreen = true; + DrawBottomScreen(layout, bottom_screen); + } + } + + } } + applyingOpacity = false; if (layout.additional_screen_enabled) { const auto& additional_screen = layout.additional_screen; @@ -2176,6 +2236,23 @@ void RendererVulkan::DrawCursor(const Layout::FramebufferLayout& layout) { void RendererVulkan::SwapBuffers() { system.perf_stats->StartSwap(); +#ifndef ANDROID + if (Settings::values.layout_option.GetValue() == Settings::LayoutOption::SeparateWindows) { + ASSERT(secondary_window); + secondaryWindowEnabled = true; + } else { + secondaryWindowEnabled = false; + } +#endif + +#ifdef ANDROID + usingAndroid = true; + if (secondary_window) { + secondaryWindowEnabled = true; + } else { + secondaryWindowEnabled = false; + } +#endif const Layout::FramebufferLayout& layout = render_window.GetFramebufferLayout(); PrepareRendertarget(); RenderScreenshot(); diff --git a/src/video_core/renderer_vulkan/renderer_vulkan.h b/src/video_core/renderer_vulkan/renderer_vulkan.h index c06fc9090..285509bd2 100644 --- a/src/video_core/renderer_vulkan/renderer_vulkan.h +++ b/src/video_core/renderer_vulkan/renderer_vulkan.h @@ -269,6 +269,8 @@ private: // Secondary Layout Fix bool isSecondaryWindow; + bool secondaryWindowEnabled; + bool usingAndroid; }; } // namespace Vulkan From 9a152e894a69483c6f8e18a02f1d55997115e9ee Mon Sep 17 00:00:00 2001 From: KojoZero Date: Mon, 1 Jun 2026 19:58:00 -0700 Subject: [PATCH 45/46] temporarily disable android secondary display rendering skip --- .../renderer_vulkan/renderer_vulkan.cpp | 16 ++++++++-------- .../renderer_vulkan/vk_present_window.cpp | 4 ++-- 2 files changed, 10 insertions(+), 10 deletions(-) diff --git a/src/video_core/renderer_vulkan/renderer_vulkan.cpp b/src/video_core/renderer_vulkan/renderer_vulkan.cpp index 99962ecf5..c6ad53723 100644 --- a/src/video_core/renderer_vulkan/renderer_vulkan.cpp +++ b/src/video_core/renderer_vulkan/renderer_vulkan.cpp @@ -2112,9 +2112,9 @@ void RendererVulkan::DrawScreens(Frame* frame, const Layout::FramebufferLayout& if (!Settings::values.swap_screen.GetValue()) { if (usingAndroid){ // Change this block to conditionally display based on layout of primary and secondary screen - if (isSecondaryWindow){ - return; - } else { + // if (isSecondaryWindow){ + // return; + // } else { drawingPrimaryScreen = true; DrawTopScreen(layout, top_screen); draw_info.layer = 0; @@ -2122,7 +2122,7 @@ void RendererVulkan::DrawScreens(Frame* frame, const Layout::FramebufferLayout& usingTopOpacity = false; clearingColorAttachment = false; DrawBottomScreen(layout, bottom_screen); - } + // } } else { if (isSecondaryWindow) { drawingPrimaryScreen = true; @@ -2135,9 +2135,9 @@ void RendererVulkan::DrawScreens(Frame* frame, const Layout::FramebufferLayout& } else { if (usingAndroid){ // Change this block to conditionally display based on layout of primary and secondary screen - if (isSecondaryWindow){ - return; - } else { + // if (isSecondaryWindow){ + // return; + // } else { drawingPrimaryScreen = true; DrawBottomScreen(layout, bottom_screen); draw_info.layer = 0; @@ -2145,7 +2145,7 @@ void RendererVulkan::DrawScreens(Frame* frame, const Layout::FramebufferLayout& usingTopOpacity = true; clearingColorAttachment = false; DrawTopScreen(layout, top_screen); - } + // } } else { if (isSecondaryWindow) { drawingPrimaryScreen = true; diff --git a/src/video_core/renderer_vulkan/vk_present_window.cpp b/src/video_core/renderer_vulkan/vk_present_window.cpp index 68b65aadf..e500ce1b7 100644 --- a/src/video_core/renderer_vulkan/vk_present_window.cpp +++ b/src/video_core/renderer_vulkan/vk_present_window.cpp @@ -490,7 +490,7 @@ void PresentWindow::CopyToSwapchain(Frame* frame) { vk::RenderPass PresentWindow::CreateRenderpass() { const vk::AttachmentReference color_ref = { .attachment = 0, - .layout = vk::ImageLayout::eGeneral, + .layout = vk::ImageLayout::eColorAttachmentOptimal, }; const vk::SubpassDescription subpass = { @@ -537,7 +537,7 @@ vk::RenderPass PresentWindow::CreateRenderpass() { vk::RenderPass PresentWindow::CreateLoadRenderpass() { const vk::AttachmentReference color_ref = { .attachment = 0, - .layout = vk::ImageLayout::eGeneral, + .layout = vk::ImageLayout::eColorAttachmentOptimal, }; const vk::SubpassDescription subpass = { From 1914583b35a3f3be77181f4ce390b9b82dae791c Mon Sep 17 00:00:00 2001 From: KojoZero Date: Tue, 2 Jun 2026 11:42:36 -0700 Subject: [PATCH 46/46] added output scaling and antialiasing filter to status bar --- dist/qt_themes/default/style.qss | 11 +++++++ src/citra_qt/citra_qt.cpp | 56 +++++++++++++++++++++++++++++++- src/citra_qt/citra_qt.h | 4 +++ 3 files changed, 70 insertions(+), 1 deletion(-) diff --git a/dist/qt_themes/default/style.qss b/dist/qt_themes/default/style.qss index f4505cccf..52fe4d04f 100644 --- a/dist/qt_themes/default/style.qss +++ b/dist/qt_themes/default/style.qss @@ -28,6 +28,17 @@ QPushButton#TogglableStatusBarButton:hover { border: 1px solid #76797C; } +QPushButton#StatusBarButton { + border: 1px solid transparent; + background-color: transparent; + padding: 0px 3px 0px 3px; + text-align: center; +} + +QPushButton#StatusBarButton:hover { + border: 1px solid #76797C; +} + QPushButton#button_reset_defaults { min-width: 57px; padding: 4px 8px; diff --git a/src/citra_qt/citra_qt.cpp b/src/citra_qt/citra_qt.cpp index 62fb24b9b..ba377eec2 100644 --- a/src/citra_qt/citra_qt.cpp +++ b/src/citra_qt/citra_qt.cpp @@ -628,6 +628,23 @@ void GMainWindow::InitializeWidgets() { statusBar()->insertPermanentWidget(0, graphics_api_button); + // Setup Output Scaling button + output_scaling_button = new QPushButton(); + output_scaling_button->setObjectName(QStringLiteral("StatusBarButton")); + output_scaling_button->setFocusPolicy(Qt::NoFocus); + UpdateOutputScalingIndicator(); + connect(output_scaling_button, &QPushButton::clicked, this, [this] { UpdateOutputScalingIndicator(true); }); + statusBar()->insertPermanentWidget(1, output_scaling_button); + + // Setup Antialiasing Filter button + antialiasing_filter_button = new QPushButton(); + antialiasing_filter_button->setObjectName(QStringLiteral("StatusBarButton")); + antialiasing_filter_button->setFocusPolicy(Qt::NoFocus); + UpdateAntialiasingFilterIndicator(); + connect(antialiasing_filter_button, &QPushButton::clicked, this, [this] { UpdateAntialiasingFilterIndicator(true); }); + statusBar()->insertPermanentWidget(2, antialiasing_filter_button); + + // Setup Volume button and slider volume_popup = new QWidget(this); volume_popup->setWindowFlags(Qt::FramelessWindowHint | Qt::NoDropShadowWindowHint | Qt::Popup); volume_popup->setLayout(new QVBoxLayout()); @@ -658,7 +675,7 @@ void GMainWindow::InitializeWidgets() { bottomLeft.setY(bottomLeft.y() - volume_popup->geometry().height()); volume_popup->setGeometry(QRect(bottomLeft, QSize(rect.width(), rect.height()))); }); - statusBar()->insertPermanentWidget(1, volume_button); + statusBar()->insertPermanentWidget(3, volume_button); statusBar()->addPermanentWidget(multiplayer_state->GetStatusText()); statusBar()->addPermanentWidget(multiplayer_state->GetStatusIcon()); @@ -3821,8 +3838,45 @@ void GMainWindow::UpdateAPIIndicator(bool update) { graphics_api_button->setStyleSheet(style_sheet); } + +void GMainWindow::UpdateOutputScalingIndicator(bool update) { + static std::array output_scaling_options = { + QStringLiteral("NEAREST"), + QStringLiteral("BILINEAR"), + QStringLiteral("ADAPTIVE"), + QStringLiteral("FSR"), + QStringLiteral("SHARP BILINEAR"), + }; + + u32 selection_index = static_cast(Settings::values.output_scaling.GetValue()); + if (update) { + selection_index = (selection_index + 1) % output_scaling_options.size(); + Settings::values.output_scaling = static_cast(selection_index); + } + + output_scaling_button->setText(output_scaling_options[selection_index]); +} + +void GMainWindow::UpdateAntialiasingFilterIndicator(bool update) { + static std::array antialiasing_filter_options = { + QStringLiteral("NO AA"), + QStringLiteral("FXAA"), + QStringLiteral("SMAA"), + }; + + u32 selection_index = static_cast(Settings::values.antialiasing_filter.GetValue()); + if (update) { + selection_index = (selection_index + 1) % antialiasing_filter_options.size(); + Settings::values.antialiasing_filter = static_cast(selection_index); + } + + antialiasing_filter_button->setText(antialiasing_filter_options[selection_index]); +} + void GMainWindow::UpdateStatusButtons() { UpdateAPIIndicator(); + UpdateOutputScalingIndicator(); + UpdateAntialiasingFilterIndicator(); UpdateVolumeUI(); } diff --git a/src/citra_qt/citra_qt.h b/src/citra_qt/citra_qt.h index 01dcaabfb..2ec5f3d4b 100644 --- a/src/citra_qt/citra_qt.h +++ b/src/citra_qt/citra_qt.h @@ -333,6 +333,8 @@ private: void OpenPerGameConfiguration(u64 title_id, const QString& file_name); void UpdateVolumeUI(); void UpdateAPIIndicator(bool update = false); + void UpdateOutputScalingIndicator(bool update = false); + void UpdateAntialiasingFilterIndicator(bool update = false); void UpdateStatusButtons(); #ifdef __unix__ void SetGamemodeEnabled(bool state); @@ -359,6 +361,8 @@ private: QLabel* emu_frametime_label = nullptr; QPushButton* graphics_api_button = nullptr; QPushButton* volume_button = nullptr; + QPushButton* output_scaling_button = nullptr; + QPushButton* antialiasing_filter_button = nullptr; QWidget* volume_popup = nullptr; QSlider* volume_slider = nullptr; QTimer status_bar_update_timer;