From 5e6ac1a315edf61f206643d756061949744cb641 Mon Sep 17 00:00:00 2001 From: KojoZero Date: Thu, 30 Apr 2026 15:37:34 -0700 Subject: [PATCH 01/35] 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 02/35] 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 03/35] 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 04/35] 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 05/35] 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 06/35] 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 07/35] 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 08/35] 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 09/35] 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 10/35] 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 11/35] 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 12/35] 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 13/35] 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 14/35] 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 15/35] 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 16/35] 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 17/35] 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 18/35] 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 19/35] 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 20/35] 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 21/35] 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 22/35] 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 23/35] 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 24/35] 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 25/35] 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 26/35] 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 27/35] 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 28/35] 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 29/35] 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 30/35] 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 31/35] 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 32/35] 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 33/35] 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 34/35] 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 35/35] 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;