#version 150 in vec4 position; in vec2 texCoord; out Vertex { vec2 vTexCoord; vec2 uv_step; vec2 il_step_multiple; float pixel_height_in_scanlines; }; uniform vec4 targetSize; uniform vec4 sourceSize[]; // USER SETTINGS BLOCK // #define crt_gamma 2.500000 #define lcd_gamma 2.200000 #define levels_contrast 1.0 #define halation_weight 0.0 #define diffusion_weight 0.075 #define bloom_underestimate_levels 0.8 #define bloom_excess 0.000000 #define beam_min_sigma 0.020000 #define beam_max_sigma 0.300000 #define beam_spot_power 0.330000 #define beam_min_shape 2.000000 #define beam_max_shape 4.000000 #define beam_shape_power 0.250000 #define beam_horiz_filter 0.000000 #define beam_horiz_sigma 0.35 #define beam_horiz_linear_rgb_weight 1.000000 #define convergence_offset_x_r -0.000000 #define convergence_offset_x_g 0.000000 #define convergence_offset_x_b 0.000000 #define convergence_offset_y_r 0.000000 #define convergence_offset_y_g -0.000000 #define convergence_offset_y_b 0.000000 #define mask_type 1.000000 #define mask_sample_mode_desired 0.000000 #define mask_specify_num_triads 0.000000 #define mask_triad_size_desired 3.000000 #define mask_num_triads_desired 480.000000 #define aa_subpixel_r_offset_x_runtime -0.0 #define aa_subpixel_r_offset_y_runtime 0.000000 #define aa_cubic_c 0.500000 #define aa_gauss_sigma 0.500000 #define geom_mode_runtime 2.000000 #define geom_radius 2.000000 #define geom_view_dist 2.000000 #define geom_tilt_angle_x 0.000000 #define geom_tilt_angle_y 0.000000 #define geom_aspect_ratio_x 432.000000 #define geom_aspect_ratio_y 329.000000 #define geom_overscan_x 1.000000 #define geom_overscan_y 1.000000 #define border_size 0.015 #define border_darkness 2.0 #define border_compress 2.500000 #define interlace_bff 0.000000 #define interlace_1080i 0.000000 // END USER SETTINGS BLOCK // // compatibility macros for transparently converting HLSLisms into GLSLisms #define mul(a,b) (b*a) #define lerp(a,b,c) mix(a,b,c) #define saturate(c) clamp(c, 0.0, 1.0) #define frac(x) (fract(x)) #define float2 vec2 #define float3 vec3 #define float4 vec4 #define bool2 bvec2 #define bool3 bvec3 #define bool4 bvec4 #define float2x2 mat2x2 #define float3x3 mat3x3 #define float4x4 mat4x4 #define float4x3 mat4x3 #define float2x4 mat2x4 #define IN params #define texture_size sourceSize[0].xy #define video_size sourceSize[0].xy #define output_size targetSize.xy #define frame_count phase #define static #define inline #define const #define fmod(x,y) mod(x,y) #define ddx(c) dFdx(c) #define ddy(c) dFdy(c) #define atan2(x,y) atan(y,x) #define rsqrt(c) inversesqrt(c) #define input_texture source[0] #if defined(GL_ES) #define COMPAT_PRECISION mediump #else #define COMPAT_PRECISION #endif #if __VERSION__ >= 130 #define COMPAT_TEXTURE texture #else #define COMPAT_TEXTURE texture2D #endif ////////////////////////////////// INCLUDES ////////////////////////////////// //#include "../user-settings.h" ///////////////////////////// BEGIN USER-SETTINGS //////////////////////////// #ifndef USER_SETTINGS_H #define USER_SETTINGS_H ///////////////////////////// DRIVER CAPABILITIES //////////////////////////// // The Cg compiler uses different "profiles" with different capabilities. // This shader requires a Cg compilation profile >= arbfp1, but a few options // require higher profiles like fp30 or fp40. The shader can't detect profile // or driver capabilities, so instead you must comment or uncomment the lines // below with "//" before "#define." Disable an option if you get compilation // errors resembling those listed. Generally speaking, all of these options // will run on nVidia cards, but only DRIVERS_ALLOW_TEX2DBIAS (if that) is // likely to run on ATI/AMD, due to the Cg compiler's profile limitations. // Derivatives: Unsupported on fp20, ps_1_1, ps_1_2, ps_1_3, and arbfp1. // Among other things, derivatives help us fix anisotropic filtering artifacts // with curved manually tiled phosphor mask coords. Related errors: // error C3004: function "float2 ddx(float2);" not supported in this profile // error C3004: function "float2 ddy(float2);" not supported in this profile //#define DRIVERS_ALLOW_DERIVATIVES // Fine derivatives: Unsupported on older ATI cards. // Fine derivatives enable 2x2 fragment block communication, letting us perform // fast single-pass blur operations. If your card uses coarse derivatives and // these are enabled, blurs could look broken. Derivatives are a prerequisite. #ifdef DRIVERS_ALLOW_DERIVATIVES #define DRIVERS_ALLOW_FINE_DERIVATIVES #endif // Dynamic looping: Requires an fp30 or newer profile. // This makes phosphor mask resampling faster in some cases. Related errors: // error C5013: profile does not support "for" statements and "for" could not // be unrolled //#define DRIVERS_ALLOW_DYNAMIC_BRANCHES // Without DRIVERS_ALLOW_DYNAMIC_BRANCHES, we need to use unrollable loops. // Using one static loop avoids overhead if the user is right, but if the user // is wrong (loops are allowed), breaking a loop into if-blocked pieces with a // binary search can potentially save some iterations. However, it may fail: // error C6001: Temporary register limit of 32 exceeded; 35 registers // needed to compile program //#define ACCOMODATE_POSSIBLE_DYNAMIC_LOOPS // tex2Dlod: Requires an fp40 or newer profile. This can be used to disable // anisotropic filtering, thereby fixing related artifacts. Related errors: // error C3004: function "float4 tex2Dlod(sampler2D, float4);" not supported in // this profile //#define DRIVERS_ALLOW_TEX2DLOD // tex2Dbias: Requires an fp30 or newer profile. This can be used to alleviate // artifacts from anisotropic filtering and mipmapping. Related errors: // error C3004: function "float4 tex2Dbias(sampler2D, float4);" not supported // in this profile //#define DRIVERS_ALLOW_TEX2DBIAS // Integrated graphics compatibility: Integrated graphics like Intel HD 4000 // impose stricter limitations on register counts and instructions. Enable // INTEGRATED_GRAPHICS_COMPATIBILITY_MODE if you still see error C6001 or: // error C6002: Instruction limit of 1024 exceeded: 1523 instructions needed // to compile program. // Enabling integrated graphics compatibility mode will automatically disable: // 1.) PHOSPHOR_MASK_MANUALLY_RESIZE: The phosphor mask will be softer. // (This may be reenabled in a later release.) // 2.) RUNTIME_GEOMETRY_MODE // 3.) The high-quality 4x4 Gaussian resize for the bloom approximation //#define INTEGRATED_GRAPHICS_COMPATIBILITY_MODE //////////////////////////// USER CODEPATH OPTIONS /////////////////////////// // To disable a #define option, turn its line into a comment with "//." // RUNTIME VS. COMPILE-TIME OPTIONS (Major Performance Implications): // Enable runtime shader parameters in the Retroarch (etc.) GUI? They override // many of the options in this file and allow real-time tuning, but many of // them are slower. Disabling them and using this text file will boost FPS. #define RUNTIME_SHADER_PARAMS_ENABLE // Specify the phosphor bloom sigma at runtime? This option is 10% slower, but // it's the only way to do a wide-enough full bloom with a runtime dot pitch. #define RUNTIME_PHOSPHOR_BLOOM_SIGMA // Specify antialiasing weight parameters at runtime? (Costs ~20% with cubics) #define RUNTIME_ANTIALIAS_WEIGHTS // Specify subpixel offsets at runtime? (WARNING: EXTREMELY EXPENSIVE!) //#define RUNTIME_ANTIALIAS_SUBPIXEL_OFFSETS // Make beam_horiz_filter and beam_horiz_linear_rgb_weight into runtime shader // parameters? This will require more math or dynamic branching. #define RUNTIME_SCANLINES_HORIZ_FILTER_COLORSPACE // Specify the tilt at runtime? This makes things about 3% slower. #define RUNTIME_GEOMETRY_TILT // Specify the geometry mode at runtime? #define RUNTIME_GEOMETRY_MODE // Specify the phosphor mask type (aperture grille, slot mask, shadow mask) and // mode (Lanczos-resize, hardware resize, or tile 1:1) at runtime, even without // dynamic branches? This is cheap if mask_resize_viewport_scale is small. #define FORCE_RUNTIME_PHOSPHOR_MASK_MODE_TYPE_SELECT // PHOSPHOR MASK: // Manually resize the phosphor mask for best results (slower)? Disabling this // removes the option to do so, but it may be faster without dynamic branches. #define PHOSPHOR_MASK_MANUALLY_RESIZE // If we sinc-resize the mask, should we Lanczos-window it (slower but better)? #define PHOSPHOR_MASK_RESIZE_LANCZOS_WINDOW // Larger blurs are expensive, but we need them to blur larger triads. We can // detect the right blur if the triad size is static or our profile allows // dynamic branches, but otherwise we use the largest blur the user indicates // they might need: #define PHOSPHOR_BLOOM_TRIADS_LARGER_THAN_3_PIXELS //#define PHOSPHOR_BLOOM_TRIADS_LARGER_THAN_6_PIXELS //#define PHOSPHOR_BLOOM_TRIADS_LARGER_THAN_9_PIXELS //#define PHOSPHOR_BLOOM_TRIADS_LARGER_THAN_12_PIXELS // Here's a helpful chart: // MaxTriadSize BlurSize MinTriadCountsByResolution // 3.0 9.0 480/640/960/1920 triads at 1080p/1440p/2160p/4320p, 4:3 aspect // 6.0 17.0 240/320/480/960 triads at 1080p/1440p/2160p/4320p, 4:3 aspect // 9.0 25.0 160/213/320/640 triads at 1080p/1440p/2160p/4320p, 4:3 aspect // 12.0 31.0 120/160/240/480 triads at 1080p/1440p/2160p/4320p, 4:3 aspect // 18.0 43.0 80/107/160/320 triads at 1080p/1440p/2160p/4320p, 4:3 aspect /////////////////////////////// USER PARAMETERS ////////////////////////////// // Note: Many of these static parameters are overridden by runtime shader // parameters when those are enabled. However, many others are static codepath // options that were cleaner or more convert to code as static constants. // GAMMA: static const float crt_gamma_static = 2.5; // range [1, 5] static const float lcd_gamma_static = 2.2; // range [1, 5] // LEVELS MANAGEMENT: // Control the final multiplicative image contrast: static const float levels_contrast_static = 1.0; // range [0, 4) // We auto-dim to avoid clipping between passes and restore brightness // later. Control the dim factor here: Lower values clip less but crush // blacks more (static only for now). static const float levels_autodim_temp = 0.5; // range (0, 1] default is 0.5 but that was unnecessarily dark for me, so I set it to 1.0 // HALATION/DIFFUSION/BLOOM: // Halation weight: How much energy should be lost to electrons bounding // around under the CRT glass and exciting random phosphors? static const float halation_weight_static = 0.0; // range [0, 1] // Refractive diffusion weight: How much light should spread/diffuse from // refracting through the CRT glass? static const float diffusion_weight_static = 0.075; // range [0, 1] // Underestimate brightness: Bright areas bloom more, but we can base the // bloom brightpass on a lower brightness to sharpen phosphors, or a higher // brightness to soften them. Low values clip, but >= 0.8 looks okay. static const float bloom_underestimate_levels_static = 0.8; // range [0, 5] // Blur all colors more than necessary for a softer phosphor bloom? static const float bloom_excess_static = 0.0; // range [0, 1] // The BLOOM_APPROX pass approximates a phosphor blur early on with a small // blurred resize of the input (convergence offsets are applied as well). // There are three filter options (static option only for now): // 0.) Bilinear resize: A fast, close approximation to a 4x4 resize // if min_allowed_viewport_triads and the BLOOM_APPROX resolution are sane // and beam_max_sigma is low. // 1.) 3x3 resize blur: Medium speed, soft/smeared from bilinear blurring, // always uses a static sigma regardless of beam_max_sigma or // mask_num_triads_desired. // 2.) True 4x4 Gaussian resize: Slowest, technically correct. // These options are more pronounced for the fast, unbloomed shader version. #ifndef RADEON_FIX static const float bloom_approx_filter_static = 2.0; #else static const float bloom_approx_filter_static = 1.0; #endif // ELECTRON BEAM SCANLINE DISTRIBUTION: // How many scanlines should contribute light to each pixel? Using more // scanlines is slower (especially for a generalized Gaussian) but less // distorted with larger beam sigmas (especially for a pure Gaussian). The // max_beam_sigma at which the closest unused weight is guaranteed < // 1.0/255.0 (for a 3x antialiased pure Gaussian) is: // 2 scanlines: max_beam_sigma = 0.2089; distortions begin ~0.34; 141.7 FPS pure, 131.9 FPS generalized // 3 scanlines, max_beam_sigma = 0.3879; distortions begin ~0.52; 137.5 FPS pure; 123.8 FPS generalized // 4 scanlines, max_beam_sigma = 0.5723; distortions begin ~0.70; 134.7 FPS pure; 117.2 FPS generalized // 5 scanlines, max_beam_sigma = 0.7591; distortions begin ~0.89; 131.6 FPS pure; 112.1 FPS generalized // 6 scanlines, max_beam_sigma = 0.9483; distortions begin ~1.08; 127.9 FPS pure; 105.6 FPS generalized static const float beam_num_scanlines = 3.0; // range [2, 6] // A generalized Gaussian beam varies shape with color too, now just width. // It's slower but more flexible (static option only for now). static const bool beam_generalized_gaussian = true; // What kind of scanline antialiasing do you want? // 0: Sample weights at 1x; 1: Sample weights at 3x; 2: Compute an integral // Integrals are slow (especially for generalized Gaussians) and rarely any // better than 3x antialiasing (static option only for now). static const float beam_antialias_level = 1.0; // range [0, 2] // Min/max standard deviations for scanline beams: Higher values widen and // soften scanlines. Depending on other options, low min sigmas can alias. static const float beam_min_sigma_static = 0.02; // range (0, 1] static const float beam_max_sigma_static = 0.3; // range (0, 1] // Beam width varies as a function of color: A power function (0) is more // configurable, but a spherical function (1) gives the widest beam // variability without aliasing (static option only for now). static const float beam_spot_shape_function = 0.0; // Spot shape power: Powers <= 1 give smoother spot shapes but lower // sharpness. Powers >= 1.0 are awful unless mix/max sigmas are close. static const float beam_spot_power_static = 1.0/3.0; // range (0, 16] // Generalized Gaussian max shape parameters: Higher values give flatter // scanline plateaus and steeper dropoffs, simultaneously widening and // sharpening scanlines at the cost of aliasing. 2.0 is pure Gaussian, and // values > ~40.0 cause artifacts with integrals. static const float beam_min_shape_static = 2.0; // range [2, 32] static const float beam_max_shape_static = 4.0; // range [2, 32] // Generalized Gaussian shape power: Affects how quickly the distribution // changes shape from Gaussian to steep/plateaued as color increases from 0 // to 1.0. Higher powers appear softer for most colors, and lower powers // appear sharper for most colors. static const float beam_shape_power_static = 1.0/4.0; // range (0, 16] // What filter should be used to sample scanlines horizontally? // 0: Quilez (fast), 1: Gaussian (configurable), 2: Lanczos2 (sharp) static const float beam_horiz_filter_static = 0.0; // Standard deviation for horizontal Gaussian resampling: static const float beam_horiz_sigma_static = 0.35; // range (0, 2/3] // Do horizontal scanline sampling in linear RGB (correct light mixing), // gamma-encoded RGB (darker, hard spot shape, may better match bandwidth- // limiting circuitry in some CRT's), or a weighted avg.? static const float beam_horiz_linear_rgb_weight_static = 1.0; // range [0, 1] // Simulate scanline misconvergence? This needs 3x horizontal texture // samples and 3x texture samples of BLOOM_APPROX and HALATION_BLUR in // later passes (static option only for now). static const bool beam_misconvergence = true; // Convergence offsets in x/y directions for R/G/B scanline beams in units // of scanlines. Positive offsets go right/down; ranges [-2, 2] static const float2 convergence_offsets_r_static = float2(0.1, 0.2); static const float2 convergence_offsets_g_static = float2(0.3, 0.4); static const float2 convergence_offsets_b_static = float2(0.5, 0.6); // Detect interlacing (static option only for now)? static const bool interlace_detect = true; // Assume 1080-line sources are interlaced? static const bool interlace_1080i_static = false; // For interlaced sources, assume TFF (top-field first) or BFF order? // (Whether this matters depends on the nature of the interlaced input.) static const bool interlace_bff_static = false; // ANTIALIASING: // What AA level do you want for curvature/overscan/subpixels? Options: // 0x (none), 1x (sample subpixels), 4x, 5x, 6x, 7x, 8x, 12x, 16x, 20x, 24x // (Static option only for now) static const float aa_level = 12.0; // range [0, 24] // What antialiasing filter do you want (static option only)? Options: // 0: Box (separable), 1: Box (cylindrical), // 2: Tent (separable), 3: Tent (cylindrical), // 4: Gaussian (separable), 5: Gaussian (cylindrical), // 6: Cubic* (separable), 7: Cubic* (cylindrical, poor) // 8: Lanczos Sinc (separable), 9: Lanczos Jinc (cylindrical, poor) // * = Especially slow with RUNTIME_ANTIALIAS_WEIGHTS static const float aa_filter = 6.0; // range [0, 9] // Flip the sample grid on odd/even frames (static option only for now)? static const bool aa_temporal = false; // Use RGB subpixel offsets for antialiasing? The pixel is at green, and // the blue offset is the negative r offset; range [0, 0.5] static const float2 aa_subpixel_r_offset_static = float2(-1.0/3.0, 0.0);//float2(0.0); // Cubics: See http://www.imagemagick.org/Usage/filter/#mitchell // 1.) "Keys cubics" with B = 1 - 2C are considered the highest quality. // 2.) C = 0.5 (default) is Catmull-Rom; higher C's apply sharpening. // 3.) C = 1.0/3.0 is the Mitchell-Netravali filter. // 4.) C = 0.0 is a soft spline filter. static const float aa_cubic_c_static = 0.5; // range [0, 4] // Standard deviation for Gaussian antialiasing: Try 0.5/aa_pixel_diameter. static const float aa_gauss_sigma_static = 0.5; // range [0.0625, 1.0] // PHOSPHOR MASK: // Mask type: 0 = aperture grille, 1 = slot mask, 2 = EDP shadow mask static const float mask_type_static = 1.0; // range [0, 2] // We can sample the mask three ways. Pick 2/3 from: Pretty/Fast/Flexible. // 0.) Sinc-resize to the desired dot pitch manually (pretty/slow/flexible). // This requires PHOSPHOR_MASK_MANUALLY_RESIZE to be #defined. // 1.) Hardware-resize to the desired dot pitch (ugly/fast/flexible). This // is halfway decent with LUT mipmapping but atrocious without it. // 2.) Tile it without resizing at a 1:1 texel:pixel ratio for flat coords // (pretty/fast/inflexible). Each input LUT has a fixed dot pitch. // This mode reuses the same masks, so triads will be enormous unless // you change the mask LUT filenames in your .cgp file. static const float mask_sample_mode_static = 0.0; // range [0, 2] // Prefer setting the triad size (0.0) or number on the screen (1.0)? // If RUNTIME_PHOSPHOR_BLOOM_SIGMA isn't #defined, the specified triad size // will always be used to calculate the full bloom sigma statically. static const float mask_specify_num_triads_static = 0.0; // range [0, 1] // Specify the phosphor triad size, in pixels. Each tile (usually with 8 // triads) will be rounded to the nearest integer tile size and clamped to // obey minimum size constraints (imposed to reduce downsize taps) and // maximum size constraints (imposed to have a sane MASK_RESIZE FBO size). // To increase the size limit, double the viewport-relative scales for the // two MASK_RESIZE passes in crt-royale.cgp and user-cgp-contants.h. // range [1, mask_texture_small_size/mask_triads_per_tile] static const float mask_triad_size_desired_static = 24.0 / 8.0; // If mask_specify_num_triads is 1.0/true, we'll go by this instead (the // final size will be rounded and constrained as above); default 480.0 static const float mask_num_triads_desired_static = 480.0; // How many lobes should the sinc/Lanczos resizer use? More lobes require // more samples and avoid moire a bit better, but some is unavoidable // depending on the destination size (static option for now). static const float mask_sinc_lobes = 3.0; // range [2, 4] // The mask is resized using a variable number of taps in each dimension, // but some Cg profiles always fetch a constant number of taps no matter // what (no dynamic branching). We can limit the maximum number of taps if // we statically limit the minimum phosphor triad size. Larger values are // faster, but the limit IS enforced (static option only, forever); // range [1, mask_texture_small_size/mask_triads_per_tile] // TODO: Make this 1.0 and compensate with smarter sampling! static const float mask_min_allowed_triad_size = 2.0; // GEOMETRY: // Geometry mode: // 0: Off (default), 1: Spherical mapping (like cgwg's), // 2: Alt. spherical mapping (more bulbous), 3: Cylindrical/Trinitron static const float geom_mode_static = 0.0; // range [0, 3] // Radius of curvature: Measured in units of your viewport's diagonal size. static const float geom_radius_static = 2.0; // range [1/(2*pi), 1024] // View dist is the distance from the player to their physical screen, in // units of the viewport's diagonal size. It controls the field of view. static const float geom_view_dist_static = 2.0; // range [0.5, 1024] // Tilt angle in radians (clockwise around up and right vectors): static const float2 geom_tilt_angle_static = float2(0.0, 0.0); // range [-pi, pi] // Aspect ratio: When the true viewport size is unknown, this value is used // to help convert between the phosphor triad size and count, along with // the mask_resize_viewport_scale constant from user-cgp-constants.h. Set // this equal to Retroarch's display aspect ratio (DAR) for best results; // range [1, geom_max_aspect_ratio from user-cgp-constants.h]; // default (256/224)*(54/47) = 1.313069909 (see below) static const float geom_aspect_ratio_static = 1.313069909; // Before getting into overscan, here's some general aspect ratio info: // - DAR = display aspect ratio = SAR * PAR; as in your Retroarch setting // - SAR = storage aspect ratio = DAR / PAR; square pixel emulator frame AR // - PAR = pixel aspect ratio = DAR / SAR; holds regardless of cropping // Geometry processing has to "undo" the screen-space 2D DAR to calculate // 3D view vectors, then reapplies the aspect ratio to the simulated CRT in // uv-space. To ensure the source SAR is intended for a ~4:3 DAR, either: // a.) Enable Retroarch's "Crop Overscan" // b.) Readd horizontal padding: Set overscan to e.g. N*(1.0, 240.0/224.0) // Real consoles use horizontal black padding in the signal, but emulators // often crop this without cropping the vertical padding; a 256x224 [S]NES // frame (8:7 SAR) is intended for a ~4:3 DAR, but a 256x240 frame is not. // The correct [S]NES PAR is 54:47, found by blargg and NewRisingSun: // http://board.zsnes.com/phpBB3/viewtopic.php?f=22&t=11928&start=50 // http://forums.nesdev.com/viewtopic.php?p=24815#p24815 // For flat output, it's okay to set DAR = [existing] SAR * [correct] PAR // without doing a. or b., but horizontal image borders will be tighter // than vertical ones, messing up curvature and overscan. Fixing the // padding first corrects this. // Overscan: Amount to "zoom in" before cropping. You can zoom uniformly // or adjust x/y independently to e.g. readd horizontal padding, as noted // above: Values < 1.0 zoom out; range (0, inf) static const float2 geom_overscan_static = float2(1.0, 1.0);// * 1.005 * (1.0, 240/224.0) // Compute a proper pixel-space to texture-space matrix even without ddx()/ // ddy()? This is ~8.5% slower but improves antialiasing/subpixel filtering // with strong curvature (static option only for now). static const bool geom_force_correct_tangent_matrix = true; // BORDERS: // Rounded border size in texture uv coords: static const float border_size_static = 0.015; // range [0, 0.5] // Border darkness: Moderate values darken the border smoothly, and high // values make the image very dark just inside the border: static const float border_darkness_static = 2.0; // range [0, inf) // Border compression: High numbers compress border transitions, narrowing // the dark border area. static const float border_compress_static = 2.5; // range [1, inf) #endif // USER_SETTINGS_H //////////////////////////// END USER-SETTINGS ////////////////////////// //#include "derived-settings-and-constants.h" //////////////////// BEGIN DERIVED-SETTINGS-AND-CONSTANTS //////////////////// #ifndef DERIVED_SETTINGS_AND_CONSTANTS_H #define DERIVED_SETTINGS_AND_CONSTANTS_H ///////////////////////////// GPL LICENSE NOTICE ///////////////////////////// // crt-royale: A full-featured CRT shader, with cheese. // Copyright (C) 2014 TroggleMonkey // // This program is free software; you can redistribute it and/or modify it // under the terms of the GNU General Public License as published by the Free // Software Foundation; either version 2 of the License, or any later version. // // This program is distributed in the hope that it will be useful, but WITHOUT // ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or // FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for // more details. // // You should have received a copy of the GNU General Public License along with // this program; if not, write to the Free Software Foundation, Inc., 59 Temple // Place, Suite 330, Boston, MA 02111-1307 USA ///////////////////////////////// DESCRIPTION //////////////////////////////// // These macros and constants can be used across the whole codebase. // Unlike the values in user-settings.cgh, end users shouldn't modify these. /////////////////////////////// BEGIN INCLUDES /////////////////////////////// //#include "../user-settings.h" ///////////////////////////// BEGIN USER-SETTINGS //////////////////////////// #ifndef USER_SETTINGS_H #define USER_SETTINGS_H ///////////////////////////// DRIVER CAPABILITIES //////////////////////////// // The Cg compiler uses different "profiles" with different capabilities. // This shader requires a Cg compilation profile >= arbfp1, but a few options // require higher profiles like fp30 or fp40. The shader can't detect profile // or driver capabilities, so instead you must comment or uncomment the lines // below with "//" before "#define." Disable an option if you get compilation // errors resembling those listed. Generally speaking, all of these options // will run on nVidia cards, but only DRIVERS_ALLOW_TEX2DBIAS (if that) is // likely to run on ATI/AMD, due to the Cg compiler's profile limitations. // Derivatives: Unsupported on fp20, ps_1_1, ps_1_2, ps_1_3, and arbfp1. // Among other things, derivatives help us fix anisotropic filtering artifacts // with curved manually tiled phosphor mask coords. Related errors: // error C3004: function "float2 ddx(float2);" not supported in this profile // error C3004: function "float2 ddy(float2);" not supported in this profile //#define DRIVERS_ALLOW_DERIVATIVES // Fine derivatives: Unsupported on older ATI cards. // Fine derivatives enable 2x2 fragment block communication, letting us perform // fast single-pass blur operations. If your card uses coarse derivatives and // these are enabled, blurs could look broken. Derivatives are a prerequisite. #ifdef DRIVERS_ALLOW_DERIVATIVES #define DRIVERS_ALLOW_FINE_DERIVATIVES #endif // Dynamic looping: Requires an fp30 or newer profile. // This makes phosphor mask resampling faster in some cases. Related errors: // error C5013: profile does not support "for" statements and "for" could not // be unrolled //#define DRIVERS_ALLOW_DYNAMIC_BRANCHES // Without DRIVERS_ALLOW_DYNAMIC_BRANCHES, we need to use unrollable loops. // Using one static loop avoids overhead if the user is right, but if the user // is wrong (loops are allowed), breaking a loop into if-blocked pieces with a // binary search can potentially save some iterations. However, it may fail: // error C6001: Temporary register limit of 32 exceeded; 35 registers // needed to compile program //#define ACCOMODATE_POSSIBLE_DYNAMIC_LOOPS // tex2Dlod: Requires an fp40 or newer profile. This can be used to disable // anisotropic filtering, thereby fixing related artifacts. Related errors: // error C3004: function "float4 tex2Dlod(sampler2D, float4);" not supported in // this profile //#define DRIVERS_ALLOW_TEX2DLOD // tex2Dbias: Requires an fp30 or newer profile. This can be used to alleviate // artifacts from anisotropic filtering and mipmapping. Related errors: // error C3004: function "float4 tex2Dbias(sampler2D, float4);" not supported // in this profile //#define DRIVERS_ALLOW_TEX2DBIAS // Integrated graphics compatibility: Integrated graphics like Intel HD 4000 // impose stricter limitations on register counts and instructions. Enable // INTEGRATED_GRAPHICS_COMPATIBILITY_MODE if you still see error C6001 or: // error C6002: Instruction limit of 1024 exceeded: 1523 instructions needed // to compile program. // Enabling integrated graphics compatibility mode will automatically disable: // 1.) PHOSPHOR_MASK_MANUALLY_RESIZE: The phosphor mask will be softer. // (This may be reenabled in a later release.) // 2.) RUNTIME_GEOMETRY_MODE // 3.) The high-quality 4x4 Gaussian resize for the bloom approximation //#define INTEGRATED_GRAPHICS_COMPATIBILITY_MODE //////////////////////////// USER CODEPATH OPTIONS /////////////////////////// // To disable a #define option, turn its line into a comment with "//." // RUNTIME VS. COMPILE-TIME OPTIONS (Major Performance Implications): // Enable runtime shader parameters in the Retroarch (etc.) GUI? They override // many of the options in this file and allow real-time tuning, but many of // them are slower. Disabling them and using this text file will boost FPS. #define RUNTIME_SHADER_PARAMS_ENABLE // Specify the phosphor bloom sigma at runtime? This option is 10% slower, but // it's the only way to do a wide-enough full bloom with a runtime dot pitch. #define RUNTIME_PHOSPHOR_BLOOM_SIGMA // Specify antialiasing weight parameters at runtime? (Costs ~20% with cubics) #define RUNTIME_ANTIALIAS_WEIGHTS // Specify subpixel offsets at runtime? (WARNING: EXTREMELY EXPENSIVE!) //#define RUNTIME_ANTIALIAS_SUBPIXEL_OFFSETS // Make beam_horiz_filter and beam_horiz_linear_rgb_weight into runtime shader // parameters? This will require more math or dynamic branching. #define RUNTIME_SCANLINES_HORIZ_FILTER_COLORSPACE // Specify the tilt at runtime? This makes things about 3% slower. #define RUNTIME_GEOMETRY_TILT // Specify the geometry mode at runtime? #define RUNTIME_GEOMETRY_MODE // Specify the phosphor mask type (aperture grille, slot mask, shadow mask) and // mode (Lanczos-resize, hardware resize, or tile 1:1) at runtime, even without // dynamic branches? This is cheap if mask_resize_viewport_scale is small. #define FORCE_RUNTIME_PHOSPHOR_MASK_MODE_TYPE_SELECT // PHOSPHOR MASK: // Manually resize the phosphor mask for best results (slower)? Disabling this // removes the option to do so, but it may be faster without dynamic branches. #define PHOSPHOR_MASK_MANUALLY_RESIZE // If we sinc-resize the mask, should we Lanczos-window it (slower but better)? #define PHOSPHOR_MASK_RESIZE_LANCZOS_WINDOW // Larger blurs are expensive, but we need them to blur larger triads. We can // detect the right blur if the triad size is static or our profile allows // dynamic branches, but otherwise we use the largest blur the user indicates // they might need: #define PHOSPHOR_BLOOM_TRIADS_LARGER_THAN_3_PIXELS //#define PHOSPHOR_BLOOM_TRIADS_LARGER_THAN_6_PIXELS //#define PHOSPHOR_BLOOM_TRIADS_LARGER_THAN_9_PIXELS //#define PHOSPHOR_BLOOM_TRIADS_LARGER_THAN_12_PIXELS // Here's a helpful chart: // MaxTriadSize BlurSize MinTriadCountsByResolution // 3.0 9.0 480/640/960/1920 triads at 1080p/1440p/2160p/4320p, 4:3 aspect // 6.0 17.0 240/320/480/960 triads at 1080p/1440p/2160p/4320p, 4:3 aspect // 9.0 25.0 160/213/320/640 triads at 1080p/1440p/2160p/4320p, 4:3 aspect // 12.0 31.0 120/160/240/480 triads at 1080p/1440p/2160p/4320p, 4:3 aspect // 18.0 43.0 80/107/160/320 triads at 1080p/1440p/2160p/4320p, 4:3 aspect /////////////////////////////// USER PARAMETERS ////////////////////////////// // Note: Many of these static parameters are overridden by runtime shader // parameters when those are enabled. However, many others are static codepath // options that were cleaner or more convert to code as static constants. // GAMMA: static const float crt_gamma_static = 2.5; // range [1, 5] static const float lcd_gamma_static = 2.2; // range [1, 5] // LEVELS MANAGEMENT: // Control the final multiplicative image contrast: static const float levels_contrast_static = 1.0; // range [0, 4) // We auto-dim to avoid clipping between passes and restore brightness // later. Control the dim factor here: Lower values clip less but crush // blacks more (static only for now). static const float levels_autodim_temp = 0.5; // range (0, 1] default is 0.5 but that was unnecessarily dark for me, so I set it to 1.0 // HALATION/DIFFUSION/BLOOM: // Halation weight: How much energy should be lost to electrons bounding // around under the CRT glass and exciting random phosphors? static const float halation_weight_static = 0.0; // range [0, 1] // Refractive diffusion weight: How much light should spread/diffuse from // refracting through the CRT glass? static const float diffusion_weight_static = 0.075; // range [0, 1] // Underestimate brightness: Bright areas bloom more, but we can base the // bloom brightpass on a lower brightness to sharpen phosphors, or a higher // brightness to soften them. Low values clip, but >= 0.8 looks okay. static const float bloom_underestimate_levels_static = 0.8; // range [0, 5] // Blur all colors more than necessary for a softer phosphor bloom? static const float bloom_excess_static = 0.0; // range [0, 1] // The BLOOM_APPROX pass approximates a phosphor blur early on with a small // blurred resize of the input (convergence offsets are applied as well). // There are three filter options (static option only for now): // 0.) Bilinear resize: A fast, close approximation to a 4x4 resize // if min_allowed_viewport_triads and the BLOOM_APPROX resolution are sane // and beam_max_sigma is low. // 1.) 3x3 resize blur: Medium speed, soft/smeared from bilinear blurring, // always uses a static sigma regardless of beam_max_sigma or // mask_num_triads_desired. // 2.) True 4x4 Gaussian resize: Slowest, technically correct. // These options are more pronounced for the fast, unbloomed shader version. #ifndef RADEON_FIX static const float bloom_approx_filter_static = 2.0; #else static const float bloom_approx_filter_static = 1.0; #endif // ELECTRON BEAM SCANLINE DISTRIBUTION: // How many scanlines should contribute light to each pixel? Using more // scanlines is slower (especially for a generalized Gaussian) but less // distorted with larger beam sigmas (especially for a pure Gaussian). The // max_beam_sigma at which the closest unused weight is guaranteed < // 1.0/255.0 (for a 3x antialiased pure Gaussian) is: // 2 scanlines: max_beam_sigma = 0.2089; distortions begin ~0.34; 141.7 FPS pure, 131.9 FPS generalized // 3 scanlines, max_beam_sigma = 0.3879; distortions begin ~0.52; 137.5 FPS pure; 123.8 FPS generalized // 4 scanlines, max_beam_sigma = 0.5723; distortions begin ~0.70; 134.7 FPS pure; 117.2 FPS generalized // 5 scanlines, max_beam_sigma = 0.7591; distortions begin ~0.89; 131.6 FPS pure; 112.1 FPS generalized // 6 scanlines, max_beam_sigma = 0.9483; distortions begin ~1.08; 127.9 FPS pure; 105.6 FPS generalized static const float beam_num_scanlines = 3.0; // range [2, 6] // A generalized Gaussian beam varies shape with color too, now just width. // It's slower but more flexible (static option only for now). static const bool beam_generalized_gaussian = true; // What kind of scanline antialiasing do you want? // 0: Sample weights at 1x; 1: Sample weights at 3x; 2: Compute an integral // Integrals are slow (especially for generalized Gaussians) and rarely any // better than 3x antialiasing (static option only for now). static const float beam_antialias_level = 1.0; // range [0, 2] // Min/max standard deviations for scanline beams: Higher values widen and // soften scanlines. Depending on other options, low min sigmas can alias. static const float beam_min_sigma_static = 0.02; // range (0, 1] static const float beam_max_sigma_static = 0.3; // range (0, 1] // Beam width varies as a function of color: A power function (0) is more // configurable, but a spherical function (1) gives the widest beam // variability without aliasing (static option only for now). static const float beam_spot_shape_function = 0.0; // Spot shape power: Powers <= 1 give smoother spot shapes but lower // sharpness. Powers >= 1.0 are awful unless mix/max sigmas are close. static const float beam_spot_power_static = 1.0/3.0; // range (0, 16] // Generalized Gaussian max shape parameters: Higher values give flatter // scanline plateaus and steeper dropoffs, simultaneously widening and // sharpening scanlines at the cost of aliasing. 2.0 is pure Gaussian, and // values > ~40.0 cause artifacts with integrals. static const float beam_min_shape_static = 2.0; // range [2, 32] static const float beam_max_shape_static = 4.0; // range [2, 32] // Generalized Gaussian shape power: Affects how quickly the distribution // changes shape from Gaussian to steep/plateaued as color increases from 0 // to 1.0. Higher powers appear softer for most colors, and lower powers // appear sharper for most colors. static const float beam_shape_power_static = 1.0/4.0; // range (0, 16] // What filter should be used to sample scanlines horizontally? // 0: Quilez (fast), 1: Gaussian (configurable), 2: Lanczos2 (sharp) static const float beam_horiz_filter_static = 0.0; // Standard deviation for horizontal Gaussian resampling: static const float beam_horiz_sigma_static = 0.35; // range (0, 2/3] // Do horizontal scanline sampling in linear RGB (correct light mixing), // gamma-encoded RGB (darker, hard spot shape, may better match bandwidth- // limiting circuitry in some CRT's), or a weighted avg.? static const float beam_horiz_linear_rgb_weight_static = 1.0; // range [0, 1] // Simulate scanline misconvergence? This needs 3x horizontal texture // samples and 3x texture samples of BLOOM_APPROX and HALATION_BLUR in // later passes (static option only for now). static const bool beam_misconvergence = true; // Convergence offsets in x/y directions for R/G/B scanline beams in units // of scanlines. Positive offsets go right/down; ranges [-2, 2] static const float2 convergence_offsets_r_static = float2(0.1, 0.2); static const float2 convergence_offsets_g_static = float2(0.3, 0.4); static const float2 convergence_offsets_b_static = float2(0.5, 0.6); // Detect interlacing (static option only for now)? static const bool interlace_detect = true; // Assume 1080-line sources are interlaced? static const bool interlace_1080i_static = false; // For interlaced sources, assume TFF (top-field first) or BFF order? // (Whether this matters depends on the nature of the interlaced input.) static const bool interlace_bff_static = false; // ANTIALIASING: // What AA level do you want for curvature/overscan/subpixels? Options: // 0x (none), 1x (sample subpixels), 4x, 5x, 6x, 7x, 8x, 12x, 16x, 20x, 24x // (Static option only for now) static const float aa_level = 12.0; // range [0, 24] // What antialiasing filter do you want (static option only)? Options: // 0: Box (separable), 1: Box (cylindrical), // 2: Tent (separable), 3: Tent (cylindrical), // 4: Gaussian (separable), 5: Gaussian (cylindrical), // 6: Cubic* (separable), 7: Cubic* (cylindrical, poor) // 8: Lanczos Sinc (separable), 9: Lanczos Jinc (cylindrical, poor) // * = Especially slow with RUNTIME_ANTIALIAS_WEIGHTS static const float aa_filter = 6.0; // range [0, 9] // Flip the sample grid on odd/even frames (static option only for now)? static const bool aa_temporal = false; // Use RGB subpixel offsets for antialiasing? The pixel is at green, and // the blue offset is the negative r offset; range [0, 0.5] static const float2 aa_subpixel_r_offset_static = float2(-1.0/3.0, 0.0);//float2(0.0); // Cubics: See http://www.imagemagick.org/Usage/filter/#mitchell // 1.) "Keys cubics" with B = 1 - 2C are considered the highest quality. // 2.) C = 0.5 (default) is Catmull-Rom; higher C's apply sharpening. // 3.) C = 1.0/3.0 is the Mitchell-Netravali filter. // 4.) C = 0.0 is a soft spline filter. static const float aa_cubic_c_static = 0.5; // range [0, 4] // Standard deviation for Gaussian antialiasing: Try 0.5/aa_pixel_diameter. static const float aa_gauss_sigma_static = 0.5; // range [0.0625, 1.0] // PHOSPHOR MASK: // Mask type: 0 = aperture grille, 1 = slot mask, 2 = EDP shadow mask static const float mask_type_static = 1.0; // range [0, 2] // We can sample the mask three ways. Pick 2/3 from: Pretty/Fast/Flexible. // 0.) Sinc-resize to the desired dot pitch manually (pretty/slow/flexible). // This requires PHOSPHOR_MASK_MANUALLY_RESIZE to be #defined. // 1.) Hardware-resize to the desired dot pitch (ugly/fast/flexible). This // is halfway decent with LUT mipmapping but atrocious without it. // 2.) Tile it without resizing at a 1:1 texel:pixel ratio for flat coords // (pretty/fast/inflexible). Each input LUT has a fixed dot pitch. // This mode reuses the same masks, so triads will be enormous unless // you change the mask LUT filenames in your .cgp file. static const float mask_sample_mode_static = 0.0; // range [0, 2] // Prefer setting the triad size (0.0) or number on the screen (1.0)? // If RUNTIME_PHOSPHOR_BLOOM_SIGMA isn't #defined, the specified triad size // will always be used to calculate the full bloom sigma statically. static const float mask_specify_num_triads_static = 0.0; // range [0, 1] // Specify the phosphor triad size, in pixels. Each tile (usually with 8 // triads) will be rounded to the nearest integer tile size and clamped to // obey minimum size constraints (imposed to reduce downsize taps) and // maximum size constraints (imposed to have a sane MASK_RESIZE FBO size). // To increase the size limit, double the viewport-relative scales for the // two MASK_RESIZE passes in crt-royale.cgp and user-cgp-contants.h. // range [1, mask_texture_small_size/mask_triads_per_tile] static const float mask_triad_size_desired_static = 24.0 / 8.0; // If mask_specify_num_triads is 1.0/true, we'll go by this instead (the // final size will be rounded and constrained as above); default 480.0 static const float mask_num_triads_desired_static = 480.0; // How many lobes should the sinc/Lanczos resizer use? More lobes require // more samples and avoid moire a bit better, but some is unavoidable // depending on the destination size (static option for now). static const float mask_sinc_lobes = 3.0; // range [2, 4] // The mask is resized using a variable number of taps in each dimension, // but some Cg profiles always fetch a constant number of taps no matter // what (no dynamic branching). We can limit the maximum number of taps if // we statically limit the minimum phosphor triad size. Larger values are // faster, but the limit IS enforced (static option only, forever); // range [1, mask_texture_small_size/mask_triads_per_tile] // TODO: Make this 1.0 and compensate with smarter sampling! static const float mask_min_allowed_triad_size = 2.0; // GEOMETRY: // Geometry mode: // 0: Off (default), 1: Spherical mapping (like cgwg's), // 2: Alt. spherical mapping (more bulbous), 3: Cylindrical/Trinitron static const float geom_mode_static = 0.0; // range [0, 3] // Radius of curvature: Measured in units of your viewport's diagonal size. static const float geom_radius_static = 2.0; // range [1/(2*pi), 1024] // View dist is the distance from the player to their physical screen, in // units of the viewport's diagonal size. It controls the field of view. static const float geom_view_dist_static = 2.0; // range [0.5, 1024] // Tilt angle in radians (clockwise around up and right vectors): static const float2 geom_tilt_angle_static = float2(0.0, 0.0); // range [-pi, pi] // Aspect ratio: When the true viewport size is unknown, this value is used // to help convert between the phosphor triad size and count, along with // the mask_resize_viewport_scale constant from user-cgp-constants.h. Set // this equal to Retroarch's display aspect ratio (DAR) for best results; // range [1, geom_max_aspect_ratio from user-cgp-constants.h]; // default (256/224)*(54/47) = 1.313069909 (see below) static const float geom_aspect_ratio_static = 1.313069909; // Before getting into overscan, here's some general aspect ratio info: // - DAR = display aspect ratio = SAR * PAR; as in your Retroarch setting // - SAR = storage aspect ratio = DAR / PAR; square pixel emulator frame AR // - PAR = pixel aspect ratio = DAR / SAR; holds regardless of cropping // Geometry processing has to "undo" the screen-space 2D DAR to calculate // 3D view vectors, then reapplies the aspect ratio to the simulated CRT in // uv-space. To ensure the source SAR is intended for a ~4:3 DAR, either: // a.) Enable Retroarch's "Crop Overscan" // b.) Readd horizontal padding: Set overscan to e.g. N*(1.0, 240.0/224.0) // Real consoles use horizontal black padding in the signal, but emulators // often crop this without cropping the vertical padding; a 256x224 [S]NES // frame (8:7 SAR) is intended for a ~4:3 DAR, but a 256x240 frame is not. // The correct [S]NES PAR is 54:47, found by blargg and NewRisingSun: // http://board.zsnes.com/phpBB3/viewtopic.php?f=22&t=11928&start=50 // http://forums.nesdev.com/viewtopic.php?p=24815#p24815 // For flat output, it's okay to set DAR = [existing] SAR * [correct] PAR // without doing a. or b., but horizontal image borders will be tighter // than vertical ones, messing up curvature and overscan. Fixing the // padding first corrects this. // Overscan: Amount to "zoom in" before cropping. You can zoom uniformly // or adjust x/y independently to e.g. readd horizontal padding, as noted // above: Values < 1.0 zoom out; range (0, inf) static const float2 geom_overscan_static = float2(1.0, 1.0);// * 1.005 * (1.0, 240/224.0) // Compute a proper pixel-space to texture-space matrix even without ddx()/ // ddy()? This is ~8.5% slower but improves antialiasing/subpixel filtering // with strong curvature (static option only for now). static const bool geom_force_correct_tangent_matrix = true; // BORDERS: // Rounded border size in texture uv coords: static const float border_size_static = 0.015; // range [0, 0.5] // Border darkness: Moderate values darken the border smoothly, and high // values make the image very dark just inside the border: static const float border_darkness_static = 2.0; // range [0, inf) // Border compression: High numbers compress border transitions, narrowing // the dark border area. static const float border_compress_static = 2.5; // range [1, inf) #endif // USER_SETTINGS_H ///////////////////////////// END USER-SETTINGS //////////////////////////// //#include "user-cgp-constants.h" ///////////////////////// BEGIN USER-CGP-CONSTANTS ///////////////////////// #ifndef USER_CGP_CONSTANTS_H #define USER_CGP_CONSTANTS_H // IMPORTANT: // These constants MUST be set appropriately for the settings in crt-royale.cgp // (or whatever related .cgp file you're using). If they aren't, you're likely // to get artifacts, the wrong phosphor mask size, etc. I wish these could be // set directly in the .cgp file to make things easier, but...they can't. // PASS SCALES AND RELATED CONSTANTS: // Copy the absolute scale_x for BLOOM_APPROX. There are two major versions of // this shader: One does a viewport-scale bloom, and the other skips it. The // latter benefits from a higher bloom_approx_scale_x, so save both separately: static const float bloom_approx_size_x = 320.0; static const float bloom_approx_size_x_for_fake = 400.0; // Copy the viewport-relative scales of the phosphor mask resize passes // (MASK_RESIZE and the pass immediately preceding it): static const float2 mask_resize_viewport_scale = float2(0.0625, 0.0625); // Copy the geom_max_aspect_ratio used to calculate the MASK_RESIZE scales, etc.: static const float geom_max_aspect_ratio = 4.0/3.0; // PHOSPHOR MASK TEXTURE CONSTANTS: // Set the following constants to reflect the properties of the phosphor mask // texture named in crt-royale.cgp. The shader optionally resizes a mask tile // based on user settings, then repeats a single tile until filling the screen. // The shader must know the input texture size (default 64x64), and to manually // resize, it must also know the horizontal triads per tile (default 8). static const float2 mask_texture_small_size = float2(64.0, 64.0); static const float2 mask_texture_large_size = float2(512.0, 512.0); static const float mask_triads_per_tile = 8.0; // We need the average brightness of the phosphor mask to compensate for the // dimming it causes. The following four values are roughly correct for the // masks included with the shader. Update the value for any LUT texture you // change. [Un]comment "#define PHOSPHOR_MASK_GRILLE14" depending on whether // the loaded aperture grille uses 14-pixel or 15-pixel stripes (default 15). //#define PHOSPHOR_MASK_GRILLE14 static const float mask_grille14_avg_color = 50.6666666/255.0; // TileableLinearApertureGrille14Wide7d33Spacing*.png // TileableLinearApertureGrille14Wide10And6Spacing*.png static const float mask_grille15_avg_color = 53.0/255.0; // TileableLinearApertureGrille15Wide6d33Spacing*.png // TileableLinearApertureGrille15Wide8And5d5Spacing*.png static const float mask_slot_avg_color = 46.0/255.0; // TileableLinearSlotMask15Wide9And4d5Horizontal8VerticalSpacing*.png // TileableLinearSlotMaskTall15Wide9And4d5Horizontal9d14VerticalSpacing*.png static const float mask_shadow_avg_color = 41.0/255.0; // TileableLinearShadowMask*.png // TileableLinearShadowMaskEDP*.png #ifdef PHOSPHOR_MASK_GRILLE14 static const float mask_grille_avg_color = mask_grille14_avg_color; #else static const float mask_grille_avg_color = mask_grille15_avg_color; #endif #endif // USER_CGP_CONSTANTS_H ////////////////////////// END USER-CGP-CONSTANTS ////////////////////////// //////////////////////////////// END INCLUDES //////////////////////////////// /////////////////////////////// FIXED SETTINGS /////////////////////////////// // Avoid dividing by zero; using a macro overloads for float, float2, etc.: #define FIX_ZERO(c) (max(abs(c), 0.0000152587890625)) // 2^-16 // Ensure the first pass decodes CRT gamma and the last encodes LCD gamma. #ifndef SIMULATE_CRT_ON_LCD #define SIMULATE_CRT_ON_LCD #endif // Manually tiling a manually resized texture creates texture coord derivative // discontinuities and confuses anisotropic filtering, causing discolored tile // seams in the phosphor mask. Workarounds: // a.) Using tex2Dlod disables anisotropic filtering for tiled masks. It's // downgraded to tex2Dbias without DRIVERS_ALLOW_TEX2DLOD #defined and // disabled without DRIVERS_ALLOW_TEX2DBIAS #defined either. // b.) "Tile flat twice" requires drawing two full tiles without border padding // to the resized mask FBO, and it's incompatible with same-pass curvature. // (Same-pass curvature isn't used but could be in the future...maybe.) // c.) "Fix discontinuities" requires derivatives and drawing one tile with // border padding to the resized mask FBO, but it works with same-pass // curvature. It's disabled without DRIVERS_ALLOW_DERIVATIVES #defined. // Precedence: a, then, b, then c (if multiple strategies are #defined). #define ANISOTROPIC_TILING_COMPAT_TEX2DLOD // 129.7 FPS, 4x, flat; 101.8 at fullscreen #define ANISOTROPIC_TILING_COMPAT_TILE_FLAT_TWICE // 128.1 FPS, 4x, flat; 101.5 at fullscreen #define ANISOTROPIC_TILING_COMPAT_FIX_DISCONTINUITIES // 124.4 FPS, 4x, flat; 97.4 at fullscreen // Also, manually resampling the phosphor mask is slightly blurrier with // anisotropic filtering. (Resampling with mipmapping is even worse: It // creates artifacts, but only with the fully bloomed shader.) The difference // is subtle with small triads, but you can fix it for a small cost. //#define ANISOTROPIC_RESAMPLING_COMPAT_TEX2DLOD ////////////////////////////// DERIVED SETTINGS ////////////////////////////// // Intel HD 4000 GPU's can't handle manual mask resizing (for now), setting the // geometry mode at runtime, or a 4x4 true Gaussian resize. Disable // incompatible settings ASAP. (INTEGRATED_GRAPHICS_COMPATIBILITY_MODE may be // #defined by either user-settings.h or a wrapper .cg that #includes the // current .cg pass.) #ifdef INTEGRATED_GRAPHICS_COMPATIBILITY_MODE #ifdef PHOSPHOR_MASK_MANUALLY_RESIZE #undef PHOSPHOR_MASK_MANUALLY_RESIZE #endif #ifdef RUNTIME_GEOMETRY_MODE #undef RUNTIME_GEOMETRY_MODE #endif // Mode 2 (4x4 Gaussian resize) won't work, and mode 1 (3x3 blur) is // inferior in most cases, so replace 2.0 with 0.0: static const float bloom_approx_filter = bloom_approx_filter_static > 1.5 ? 0.0 : bloom_approx_filter_static; #else static const float bloom_approx_filter = bloom_approx_filter_static; #endif // Disable slow runtime paths if static parameters are used. Most of these // won't be a problem anyway once the params are disabled, but some will. #ifndef RUNTIME_SHADER_PARAMS_ENABLE #ifdef RUNTIME_PHOSPHOR_BLOOM_SIGMA #undef RUNTIME_PHOSPHOR_BLOOM_SIGMA #endif #ifdef RUNTIME_ANTIALIAS_WEIGHTS #undef RUNTIME_ANTIALIAS_WEIGHTS #endif #ifdef RUNTIME_ANTIALIAS_SUBPIXEL_OFFSETS #undef RUNTIME_ANTIALIAS_SUBPIXEL_OFFSETS #endif #ifdef RUNTIME_SCANLINES_HORIZ_FILTER_COLORSPACE #undef RUNTIME_SCANLINES_HORIZ_FILTER_COLORSPACE #endif #ifdef RUNTIME_GEOMETRY_TILT #undef RUNTIME_GEOMETRY_TILT #endif #ifdef RUNTIME_GEOMETRY_MODE #undef RUNTIME_GEOMETRY_MODE #endif #ifdef FORCE_RUNTIME_PHOSPHOR_MASK_MODE_TYPE_SELECT #undef FORCE_RUNTIME_PHOSPHOR_MASK_MODE_TYPE_SELECT #endif #endif // Make tex2Dbias a backup for tex2Dlod for wider compatibility. #ifdef ANISOTROPIC_TILING_COMPAT_TEX2DLOD #define ANISOTROPIC_TILING_COMPAT_TEX2DBIAS #endif #ifdef ANISOTROPIC_RESAMPLING_COMPAT_TEX2DLOD #define ANISOTROPIC_RESAMPLING_COMPAT_TEX2DBIAS #endif // Rule out unavailable anisotropic compatibility strategies: #ifndef DRIVERS_ALLOW_DERIVATIVES #ifdef ANISOTROPIC_TILING_COMPAT_FIX_DISCONTINUITIES #undef ANISOTROPIC_TILING_COMPAT_FIX_DISCONTINUITIES #endif #endif #ifndef DRIVERS_ALLOW_TEX2DLOD #ifdef ANISOTROPIC_TILING_COMPAT_TEX2DLOD #undef ANISOTROPIC_TILING_COMPAT_TEX2DLOD #endif #ifdef ANISOTROPIC_RESAMPLING_COMPAT_TEX2DLOD #undef ANISOTROPIC_RESAMPLING_COMPAT_TEX2DLOD #endif #ifdef ANTIALIAS_DISABLE_ANISOTROPIC #undef ANTIALIAS_DISABLE_ANISOTROPIC #endif #endif #ifndef DRIVERS_ALLOW_TEX2DBIAS #ifdef ANISOTROPIC_TILING_COMPAT_TEX2DBIAS #undef ANISOTROPIC_TILING_COMPAT_TEX2DBIAS #endif #ifdef ANISOTROPIC_RESAMPLING_COMPAT_TEX2DBIAS #undef ANISOTROPIC_RESAMPLING_COMPAT_TEX2DBIAS #endif #endif // Prioritize anisotropic tiling compatibility strategies by performance and // disable unused strategies. This concentrates all the nesting in one place. #ifdef ANISOTROPIC_TILING_COMPAT_TEX2DLOD #ifdef ANISOTROPIC_TILING_COMPAT_TEX2DBIAS #undef ANISOTROPIC_TILING_COMPAT_TEX2DBIAS #endif #ifdef ANISOTROPIC_TILING_COMPAT_TILE_FLAT_TWICE #undef ANISOTROPIC_TILING_COMPAT_TILE_FLAT_TWICE #endif #ifdef ANISOTROPIC_TILING_COMPAT_FIX_DISCONTINUITIES #undef ANISOTROPIC_TILING_COMPAT_FIX_DISCONTINUITIES #endif #else #ifdef ANISOTROPIC_TILING_COMPAT_TEX2DBIAS #ifdef ANISOTROPIC_TILING_COMPAT_TILE_FLAT_TWICE #undef ANISOTROPIC_TILING_COMPAT_TILE_FLAT_TWICE #endif #ifdef ANISOTROPIC_TILING_COMPAT_FIX_DISCONTINUITIES #undef ANISOTROPIC_TILING_COMPAT_FIX_DISCONTINUITIES #endif #else // ANISOTROPIC_TILING_COMPAT_TILE_FLAT_TWICE is only compatible with // flat texture coords in the same pass, but that's all we use. #ifdef ANISOTROPIC_TILING_COMPAT_TILE_FLAT_TWICE #ifdef ANISOTROPIC_TILING_COMPAT_FIX_DISCONTINUITIES #undef ANISOTROPIC_TILING_COMPAT_FIX_DISCONTINUITIES #endif #endif #endif #endif // The tex2Dlod and tex2Dbias strategies share a lot in common, and we can // reduce some #ifdef nesting in the next section by essentially OR'ing them: #ifdef ANISOTROPIC_TILING_COMPAT_TEX2DLOD #define ANISOTROPIC_TILING_COMPAT_TEX2DLOD_FAMILY #endif #ifdef ANISOTROPIC_TILING_COMPAT_TEX2DBIAS #define ANISOTROPIC_TILING_COMPAT_TEX2DLOD_FAMILY #endif // Prioritize anisotropic resampling compatibility strategies the same way: #ifdef ANISOTROPIC_RESAMPLING_COMPAT_TEX2DLOD #ifdef ANISOTROPIC_RESAMPLING_COMPAT_TEX2DBIAS #undef ANISOTROPIC_RESAMPLING_COMPAT_TEX2DBIAS #endif #endif /////////////////////// DERIVED PHOSPHOR MASK CONSTANTS ////////////////////// // If we can use the large mipmapped LUT without mipmapping artifacts, we // should: It gives us more options for using fewer samples. #ifdef DRIVERS_ALLOW_TEX2DLOD #ifdef ANISOTROPIC_RESAMPLING_COMPAT_TEX2DLOD // TODO: Take advantage of this! #define PHOSPHOR_MASK_RESIZE_MIPMAPPED_LUT static const float2 mask_resize_src_lut_size = mask_texture_large_size; #else static const float2 mask_resize_src_lut_size = mask_texture_small_size; #endif #else static const float2 mask_resize_src_lut_size = mask_texture_small_size; #endif // tex2D's sampler2D parameter MUST be a uniform global, a uniform input to // main_fragment, or a static alias of one of the above. This makes it hard // to select the phosphor mask at runtime: We can't even assign to a uniform // global in the vertex shader or select a sampler2D in the vertex shader and // pass it to the fragment shader (even with explicit TEXUNIT# bindings), // because it just gives us the input texture or a black screen. However, we // can get around these limitations by calling tex2D three times with different // uniform samplers (or resizing the phosphor mask three times altogether). // With dynamic branches, we can process only one of these branches on top of // quickly discarding fragments we don't need (cgc seems able to overcome // limigations around dependent texture fetches inside of branches). Without // dynamic branches, we have to process every branch for every fragment...which // is slower. Runtime sampling mode selection is slower without dynamic // branches as well. Let the user's static #defines decide if it's worth it. #ifdef DRIVERS_ALLOW_DYNAMIC_BRANCHES #define RUNTIME_PHOSPHOR_MASK_MODE_TYPE_SELECT #else #ifdef FORCE_RUNTIME_PHOSPHOR_MASK_MODE_TYPE_SELECT #define RUNTIME_PHOSPHOR_MASK_MODE_TYPE_SELECT #endif #endif // We need to render some minimum number of tiles in the resize passes. // We need at least 1.0 just to repeat a single tile, and we need extra // padding beyond that for anisotropic filtering, discontinuitity fixing, // antialiasing, same-pass curvature (not currently used), etc. First // determine how many border texels and tiles we need, based on how the result // will be sampled: #ifdef GEOMETRY_EARLY static const float max_subpixel_offset = aa_subpixel_r_offset_static.x; // Most antialiasing filters have a base radius of 4.0 pixels: static const float max_aa_base_pixel_border = 4.0 + max_subpixel_offset; #else static const float max_aa_base_pixel_border = 0.0; #endif // Anisotropic filtering adds about 0.5 to the pixel border: #ifndef ANISOTROPIC_TILING_COMPAT_TEX2DLOD_FAMILY static const float max_aniso_pixel_border = max_aa_base_pixel_border + 0.5; #else static const float max_aniso_pixel_border = max_aa_base_pixel_border; #endif // Fixing discontinuities adds 1.0 more to the pixel border: #ifdef ANISOTROPIC_TILING_COMPAT_FIX_DISCONTINUITIES static const float max_tiled_pixel_border = max_aniso_pixel_border + 1.0; #else static const float max_tiled_pixel_border = max_aniso_pixel_border; #endif // Convert the pixel border to an integer texel border. Assume same-pass // curvature about triples the texel frequency: #ifdef GEOMETRY_EARLY static const float max_mask_texel_border = ceil(max_tiled_pixel_border * 3.0); #else static const float max_mask_texel_border = ceil(max_tiled_pixel_border); #endif // Convert the texel border to a tile border using worst-case assumptions: static const float max_mask_tile_border = max_mask_texel_border/ (mask_min_allowed_triad_size * mask_triads_per_tile); // Finally, set the number of resized tiles to render to MASK_RESIZE, and set // the starting texel (inside borders) for sampling it. #ifndef GEOMETRY_EARLY #ifdef ANISOTROPIC_TILING_COMPAT_TILE_FLAT_TWICE // Special case: Render two tiles without borders. Anisotropic // filtering doesn't seem to be a problem here. static const float mask_resize_num_tiles = 1.0 + 1.0; static const float mask_start_texels = 0.0; #else static const float mask_resize_num_tiles = 1.0 + 2.0 * max_mask_tile_border; static const float mask_start_texels = max_mask_texel_border; #endif #else static const float mask_resize_num_tiles = 1.0 + 2.0*max_mask_tile_border; static const float mask_start_texels = max_mask_texel_border; #endif // We have to fit mask_resize_num_tiles into an FBO with a viewport scale of // mask_resize_viewport_scale. This limits the maximum final triad size. // Estimate the minimum number of triads we can split the screen into in each // dimension (we'll be as correct as mask_resize_viewport_scale is): static const float mask_resize_num_triads = mask_resize_num_tiles * mask_triads_per_tile; static const float2 min_allowed_viewport_triads = float2(mask_resize_num_triads) / mask_resize_viewport_scale; //////////////////////// COMMON MATHEMATICAL CONSTANTS /////////////////////// static const float pi = 3.141592653589; // We often want to find the location of the previous texel, e.g.: // const float2 curr_texel = uv * texture_size; // const float2 prev_texel = floor(curr_texel - float2(0.5)) + float2(0.5); // const float2 prev_texel_uv = prev_texel / texture_size; // However, many GPU drivers round incorrectly around exact texel locations. // We need to subtract a little less than 0.5 before flooring, and some GPU's // require this value to be farther from 0.5 than others; define it here. // const float2 prev_texel = // floor(curr_texel - float2(under_half)) + float2(0.5); static const float under_half = 0.4995; #endif // DERIVED_SETTINGS_AND_CONSTANTS_H ///////////////////////////// END DERIVED-SETTINGS-AND-CONSTANTS //////////////////////////// //#include "bind-shader-params.h" ///////////////////////////// BEGIN BIND-SHADER-PARAMS //////////////////////////// #ifndef BIND_SHADER_PARAMS_H #define BIND_SHADER_PARAMS_H ///////////////////////////// GPL LICENSE NOTICE ///////////////////////////// // crt-royale: A full-featured CRT shader, with cheese. // Copyright (C) 2014 TroggleMonkey // // This program is free software; you can redistribute it and/or modify it // under the terms of the GNU General Public License as published by the Free // Software Foundation; either version 2 of the License, or any later version. // // This program is distributed in the hope that it will be useful, but WITHOUT // ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or // FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for // more details. // // You should have received a copy of the GNU General Public License along with // this program; if not, write to the Free Software Foundation, Inc., 59 Temple // Place, Suite 330, Boston, MA 02111-1307 USA ///////////////////////////// SETTINGS MANAGEMENT //////////////////////////// /////////////////////////////// BEGIN INCLUDES /////////////////////////////// //#include "../user-settings.h" ///////////////////////////// BEGIN USER-SETTINGS //////////////////////////// #ifndef USER_SETTINGS_H #define USER_SETTINGS_H ///////////////////////////// DRIVER CAPABILITIES //////////////////////////// // The Cg compiler uses different "profiles" with different capabilities. // This shader requires a Cg compilation profile >= arbfp1, but a few options // require higher profiles like fp30 or fp40. The shader can't detect profile // or driver capabilities, so instead you must comment or uncomment the lines // below with "//" before "#define." Disable an option if you get compilation // errors resembling those listed. Generally speaking, all of these options // will run on nVidia cards, but only DRIVERS_ALLOW_TEX2DBIAS (if that) is // likely to run on ATI/AMD, due to the Cg compiler's profile limitations. // Derivatives: Unsupported on fp20, ps_1_1, ps_1_2, ps_1_3, and arbfp1. // Among other things, derivatives help us fix anisotropic filtering artifacts // with curved manually tiled phosphor mask coords. Related errors: // error C3004: function "float2 ddx(float2);" not supported in this profile // error C3004: function "float2 ddy(float2);" not supported in this profile //#define DRIVERS_ALLOW_DERIVATIVES // Fine derivatives: Unsupported on older ATI cards. // Fine derivatives enable 2x2 fragment block communication, letting us perform // fast single-pass blur operations. If your card uses coarse derivatives and // these are enabled, blurs could look broken. Derivatives are a prerequisite. #ifdef DRIVERS_ALLOW_DERIVATIVES #define DRIVERS_ALLOW_FINE_DERIVATIVES #endif // Dynamic looping: Requires an fp30 or newer profile. // This makes phosphor mask resampling faster in some cases. Related errors: // error C5013: profile does not support "for" statements and "for" could not // be unrolled //#define DRIVERS_ALLOW_DYNAMIC_BRANCHES // Without DRIVERS_ALLOW_DYNAMIC_BRANCHES, we need to use unrollable loops. // Using one static loop avoids overhead if the user is right, but if the user // is wrong (loops are allowed), breaking a loop into if-blocked pieces with a // binary search can potentially save some iterations. However, it may fail: // error C6001: Temporary register limit of 32 exceeded; 35 registers // needed to compile program //#define ACCOMODATE_POSSIBLE_DYNAMIC_LOOPS // tex2Dlod: Requires an fp40 or newer profile. This can be used to disable // anisotropic filtering, thereby fixing related artifacts. Related errors: // error C3004: function "float4 tex2Dlod(sampler2D, float4);" not supported in // this profile //#define DRIVERS_ALLOW_TEX2DLOD // tex2Dbias: Requires an fp30 or newer profile. This can be used to alleviate // artifacts from anisotropic filtering and mipmapping. Related errors: // error C3004: function "float4 tex2Dbias(sampler2D, float4);" not supported // in this profile //#define DRIVERS_ALLOW_TEX2DBIAS // Integrated graphics compatibility: Integrated graphics like Intel HD 4000 // impose stricter limitations on register counts and instructions. Enable // INTEGRATED_GRAPHICS_COMPATIBILITY_MODE if you still see error C6001 or: // error C6002: Instruction limit of 1024 exceeded: 1523 instructions needed // to compile program. // Enabling integrated graphics compatibility mode will automatically disable: // 1.) PHOSPHOR_MASK_MANUALLY_RESIZE: The phosphor mask will be softer. // (This may be reenabled in a later release.) // 2.) RUNTIME_GEOMETRY_MODE // 3.) The high-quality 4x4 Gaussian resize for the bloom approximation //#define INTEGRATED_GRAPHICS_COMPATIBILITY_MODE //////////////////////////// USER CODEPATH OPTIONS /////////////////////////// // To disable a #define option, turn its line into a comment with "//." // RUNTIME VS. COMPILE-TIME OPTIONS (Major Performance Implications): // Enable runtime shader parameters in the Retroarch (etc.) GUI? They override // many of the options in this file and allow real-time tuning, but many of // them are slower. Disabling them and using this text file will boost FPS. #define RUNTIME_SHADER_PARAMS_ENABLE // Specify the phosphor bloom sigma at runtime? This option is 10% slower, but // it's the only way to do a wide-enough full bloom with a runtime dot pitch. #define RUNTIME_PHOSPHOR_BLOOM_SIGMA // Specify antialiasing weight parameters at runtime? (Costs ~20% with cubics) #define RUNTIME_ANTIALIAS_WEIGHTS // Specify subpixel offsets at runtime? (WARNING: EXTREMELY EXPENSIVE!) //#define RUNTIME_ANTIALIAS_SUBPIXEL_OFFSETS // Make beam_horiz_filter and beam_horiz_linear_rgb_weight into runtime shader // parameters? This will require more math or dynamic branching. #define RUNTIME_SCANLINES_HORIZ_FILTER_COLORSPACE // Specify the tilt at runtime? This makes things about 3% slower. #define RUNTIME_GEOMETRY_TILT // Specify the geometry mode at runtime? #define RUNTIME_GEOMETRY_MODE // Specify the phosphor mask type (aperture grille, slot mask, shadow mask) and // mode (Lanczos-resize, hardware resize, or tile 1:1) at runtime, even without // dynamic branches? This is cheap if mask_resize_viewport_scale is small. #define FORCE_RUNTIME_PHOSPHOR_MASK_MODE_TYPE_SELECT // PHOSPHOR MASK: // Manually resize the phosphor mask for best results (slower)? Disabling this // removes the option to do so, but it may be faster without dynamic branches. #define PHOSPHOR_MASK_MANUALLY_RESIZE // If we sinc-resize the mask, should we Lanczos-window it (slower but better)? #define PHOSPHOR_MASK_RESIZE_LANCZOS_WINDOW // Larger blurs are expensive, but we need them to blur larger triads. We can // detect the right blur if the triad size is static or our profile allows // dynamic branches, but otherwise we use the largest blur the user indicates // they might need: #define PHOSPHOR_BLOOM_TRIADS_LARGER_THAN_3_PIXELS //#define PHOSPHOR_BLOOM_TRIADS_LARGER_THAN_6_PIXELS //#define PHOSPHOR_BLOOM_TRIADS_LARGER_THAN_9_PIXELS //#define PHOSPHOR_BLOOM_TRIADS_LARGER_THAN_12_PIXELS // Here's a helpful chart: // MaxTriadSize BlurSize MinTriadCountsByResolution // 3.0 9.0 480/640/960/1920 triads at 1080p/1440p/2160p/4320p, 4:3 aspect // 6.0 17.0 240/320/480/960 triads at 1080p/1440p/2160p/4320p, 4:3 aspect // 9.0 25.0 160/213/320/640 triads at 1080p/1440p/2160p/4320p, 4:3 aspect // 12.0 31.0 120/160/240/480 triads at 1080p/1440p/2160p/4320p, 4:3 aspect // 18.0 43.0 80/107/160/320 triads at 1080p/1440p/2160p/4320p, 4:3 aspect /////////////////////////////// USER PARAMETERS ////////////////////////////// // Note: Many of these static parameters are overridden by runtime shader // parameters when those are enabled. However, many others are static codepath // options that were cleaner or more convert to code as static constants. // GAMMA: static const float crt_gamma_static = 2.5; // range [1, 5] static const float lcd_gamma_static = 2.2; // range [1, 5] // LEVELS MANAGEMENT: // Control the final multiplicative image contrast: static const float levels_contrast_static = 1.0; // range [0, 4) // We auto-dim to avoid clipping between passes and restore brightness // later. Control the dim factor here: Lower values clip less but crush // blacks more (static only for now). static const float levels_autodim_temp = 0.5; // range (0, 1] default is 0.5 but that was unnecessarily dark for me, so I set it to 1.0 // HALATION/DIFFUSION/BLOOM: // Halation weight: How much energy should be lost to electrons bounding // around under the CRT glass and exciting random phosphors? static const float halation_weight_static = 0.0; // range [0, 1] // Refractive diffusion weight: How much light should spread/diffuse from // refracting through the CRT glass? static const float diffusion_weight_static = 0.075; // range [0, 1] // Underestimate brightness: Bright areas bloom more, but we can base the // bloom brightpass on a lower brightness to sharpen phosphors, or a higher // brightness to soften them. Low values clip, but >= 0.8 looks okay. static const float bloom_underestimate_levels_static = 0.8; // range [0, 5] // Blur all colors more than necessary for a softer phosphor bloom? static const float bloom_excess_static = 0.0; // range [0, 1] // The BLOOM_APPROX pass approximates a phosphor blur early on with a small // blurred resize of the input (convergence offsets are applied as well). // There are three filter options (static option only for now): // 0.) Bilinear resize: A fast, close approximation to a 4x4 resize // if min_allowed_viewport_triads and the BLOOM_APPROX resolution are sane // and beam_max_sigma is low. // 1.) 3x3 resize blur: Medium speed, soft/smeared from bilinear blurring, // always uses a static sigma regardless of beam_max_sigma or // mask_num_triads_desired. // 2.) True 4x4 Gaussian resize: Slowest, technically correct. // These options are more pronounced for the fast, unbloomed shader version. #ifndef RADEON_FIX static const float bloom_approx_filter_static = 2.0; #else static const float bloom_approx_filter_static = 1.0; #endif // ELECTRON BEAM SCANLINE DISTRIBUTION: // How many scanlines should contribute light to each pixel? Using more // scanlines is slower (especially for a generalized Gaussian) but less // distorted with larger beam sigmas (especially for a pure Gaussian). The // max_beam_sigma at which the closest unused weight is guaranteed < // 1.0/255.0 (for a 3x antialiased pure Gaussian) is: // 2 scanlines: max_beam_sigma = 0.2089; distortions begin ~0.34; 141.7 FPS pure, 131.9 FPS generalized // 3 scanlines, max_beam_sigma = 0.3879; distortions begin ~0.52; 137.5 FPS pure; 123.8 FPS generalized // 4 scanlines, max_beam_sigma = 0.5723; distortions begin ~0.70; 134.7 FPS pure; 117.2 FPS generalized // 5 scanlines, max_beam_sigma = 0.7591; distortions begin ~0.89; 131.6 FPS pure; 112.1 FPS generalized // 6 scanlines, max_beam_sigma = 0.9483; distortions begin ~1.08; 127.9 FPS pure; 105.6 FPS generalized static const float beam_num_scanlines = 3.0; // range [2, 6] // A generalized Gaussian beam varies shape with color too, now just width. // It's slower but more flexible (static option only for now). static const bool beam_generalized_gaussian = true; // What kind of scanline antialiasing do you want? // 0: Sample weights at 1x; 1: Sample weights at 3x; 2: Compute an integral // Integrals are slow (especially for generalized Gaussians) and rarely any // better than 3x antialiasing (static option only for now). static const float beam_antialias_level = 1.0; // range [0, 2] // Min/max standard deviations for scanline beams: Higher values widen and // soften scanlines. Depending on other options, low min sigmas can alias. static const float beam_min_sigma_static = 0.02; // range (0, 1] static const float beam_max_sigma_static = 0.3; // range (0, 1] // Beam width varies as a function of color: A power function (0) is more // configurable, but a spherical function (1) gives the widest beam // variability without aliasing (static option only for now). static const float beam_spot_shape_function = 0.0; // Spot shape power: Powers <= 1 give smoother spot shapes but lower // sharpness. Powers >= 1.0 are awful unless mix/max sigmas are close. static const float beam_spot_power_static = 1.0/3.0; // range (0, 16] // Generalized Gaussian max shape parameters: Higher values give flatter // scanline plateaus and steeper dropoffs, simultaneously widening and // sharpening scanlines at the cost of aliasing. 2.0 is pure Gaussian, and // values > ~40.0 cause artifacts with integrals. static const float beam_min_shape_static = 2.0; // range [2, 32] static const float beam_max_shape_static = 4.0; // range [2, 32] // Generalized Gaussian shape power: Affects how quickly the distribution // changes shape from Gaussian to steep/plateaued as color increases from 0 // to 1.0. Higher powers appear softer for most colors, and lower powers // appear sharper for most colors. static const float beam_shape_power_static = 1.0/4.0; // range (0, 16] // What filter should be used to sample scanlines horizontally? // 0: Quilez (fast), 1: Gaussian (configurable), 2: Lanczos2 (sharp) static const float beam_horiz_filter_static = 0.0; // Standard deviation for horizontal Gaussian resampling: static const float beam_horiz_sigma_static = 0.35; // range (0, 2/3] // Do horizontal scanline sampling in linear RGB (correct light mixing), // gamma-encoded RGB (darker, hard spot shape, may better match bandwidth- // limiting circuitry in some CRT's), or a weighted avg.? static const float beam_horiz_linear_rgb_weight_static = 1.0; // range [0, 1] // Simulate scanline misconvergence? This needs 3x horizontal texture // samples and 3x texture samples of BLOOM_APPROX and HALATION_BLUR in // later passes (static option only for now). static const bool beam_misconvergence = true; // Convergence offsets in x/y directions for R/G/B scanline beams in units // of scanlines. Positive offsets go right/down; ranges [-2, 2] static const float2 convergence_offsets_r_static = float2(0.1, 0.2); static const float2 convergence_offsets_g_static = float2(0.3, 0.4); static const float2 convergence_offsets_b_static = float2(0.5, 0.6); // Detect interlacing (static option only for now)? static const bool interlace_detect = true; // Assume 1080-line sources are interlaced? static const bool interlace_1080i_static = false; // For interlaced sources, assume TFF (top-field first) or BFF order? // (Whether this matters depends on the nature of the interlaced input.) static const bool interlace_bff_static = false; // ANTIALIASING: // What AA level do you want for curvature/overscan/subpixels? Options: // 0x (none), 1x (sample subpixels), 4x, 5x, 6x, 7x, 8x, 12x, 16x, 20x, 24x // (Static option only for now) static const float aa_level = 12.0; // range [0, 24] // What antialiasing filter do you want (static option only)? Options: // 0: Box (separable), 1: Box (cylindrical), // 2: Tent (separable), 3: Tent (cylindrical), // 4: Gaussian (separable), 5: Gaussian (cylindrical), // 6: Cubic* (separable), 7: Cubic* (cylindrical, poor) // 8: Lanczos Sinc (separable), 9: Lanczos Jinc (cylindrical, poor) // * = Especially slow with RUNTIME_ANTIALIAS_WEIGHTS static const float aa_filter = 6.0; // range [0, 9] // Flip the sample grid on odd/even frames (static option only for now)? static const bool aa_temporal = false; // Use RGB subpixel offsets for antialiasing? The pixel is at green, and // the blue offset is the negative r offset; range [0, 0.5] static const float2 aa_subpixel_r_offset_static = float2(-1.0/3.0, 0.0);//float2(0.0); // Cubics: See http://www.imagemagick.org/Usage/filter/#mitchell // 1.) "Keys cubics" with B = 1 - 2C are considered the highest quality. // 2.) C = 0.5 (default) is Catmull-Rom; higher C's apply sharpening. // 3.) C = 1.0/3.0 is the Mitchell-Netravali filter. // 4.) C = 0.0 is a soft spline filter. static const float aa_cubic_c_static = 0.5; // range [0, 4] // Standard deviation for Gaussian antialiasing: Try 0.5/aa_pixel_diameter. static const float aa_gauss_sigma_static = 0.5; // range [0.0625, 1.0] // PHOSPHOR MASK: // Mask type: 0 = aperture grille, 1 = slot mask, 2 = EDP shadow mask static const float mask_type_static = 1.0; // range [0, 2] // We can sample the mask three ways. Pick 2/3 from: Pretty/Fast/Flexible. // 0.) Sinc-resize to the desired dot pitch manually (pretty/slow/flexible). // This requires PHOSPHOR_MASK_MANUALLY_RESIZE to be #defined. // 1.) Hardware-resize to the desired dot pitch (ugly/fast/flexible). This // is halfway decent with LUT mipmapping but atrocious without it. // 2.) Tile it without resizing at a 1:1 texel:pixel ratio for flat coords // (pretty/fast/inflexible). Each input LUT has a fixed dot pitch. // This mode reuses the same masks, so triads will be enormous unless // you change the mask LUT filenames in your .cgp file. static const float mask_sample_mode_static = 0.0; // range [0, 2] // Prefer setting the triad size (0.0) or number on the screen (1.0)? // If RUNTIME_PHOSPHOR_BLOOM_SIGMA isn't #defined, the specified triad size // will always be used to calculate the full bloom sigma statically. static const float mask_specify_num_triads_static = 0.0; // range [0, 1] // Specify the phosphor triad size, in pixels. Each tile (usually with 8 // triads) will be rounded to the nearest integer tile size and clamped to // obey minimum size constraints (imposed to reduce downsize taps) and // maximum size constraints (imposed to have a sane MASK_RESIZE FBO size). // To increase the size limit, double the viewport-relative scales for the // two MASK_RESIZE passes in crt-royale.cgp and user-cgp-contants.h. // range [1, mask_texture_small_size/mask_triads_per_tile] static const float mask_triad_size_desired_static = 24.0 / 8.0; // If mask_specify_num_triads is 1.0/true, we'll go by this instead (the // final size will be rounded and constrained as above); default 480.0 static const float mask_num_triads_desired_static = 480.0; // How many lobes should the sinc/Lanczos resizer use? More lobes require // more samples and avoid moire a bit better, but some is unavoidable // depending on the destination size (static option for now). static const float mask_sinc_lobes = 3.0; // range [2, 4] // The mask is resized using a variable number of taps in each dimension, // but some Cg profiles always fetch a constant number of taps no matter // what (no dynamic branching). We can limit the maximum number of taps if // we statically limit the minimum phosphor triad size. Larger values are // faster, but the limit IS enforced (static option only, forever); // range [1, mask_texture_small_size/mask_triads_per_tile] // TODO: Make this 1.0 and compensate with smarter sampling! static const float mask_min_allowed_triad_size = 2.0; // GEOMETRY: // Geometry mode: // 0: Off (default), 1: Spherical mapping (like cgwg's), // 2: Alt. spherical mapping (more bulbous), 3: Cylindrical/Trinitron static const float geom_mode_static = 0.0; // range [0, 3] // Radius of curvature: Measured in units of your viewport's diagonal size. static const float geom_radius_static = 2.0; // range [1/(2*pi), 1024] // View dist is the distance from the player to their physical screen, in // units of the viewport's diagonal size. It controls the field of view. static const float geom_view_dist_static = 2.0; // range [0.5, 1024] // Tilt angle in radians (clockwise around up and right vectors): static const float2 geom_tilt_angle_static = float2(0.0, 0.0); // range [-pi, pi] // Aspect ratio: When the true viewport size is unknown, this value is used // to help convert between the phosphor triad size and count, along with // the mask_resize_viewport_scale constant from user-cgp-constants.h. Set // this equal to Retroarch's display aspect ratio (DAR) for best results; // range [1, geom_max_aspect_ratio from user-cgp-constants.h]; // default (256/224)*(54/47) = 1.313069909 (see below) static const float geom_aspect_ratio_static = 1.313069909; // Before getting into overscan, here's some general aspect ratio info: // - DAR = display aspect ratio = SAR * PAR; as in your Retroarch setting // - SAR = storage aspect ratio = DAR / PAR; square pixel emulator frame AR // - PAR = pixel aspect ratio = DAR / SAR; holds regardless of cropping // Geometry processing has to "undo" the screen-space 2D DAR to calculate // 3D view vectors, then reapplies the aspect ratio to the simulated CRT in // uv-space. To ensure the source SAR is intended for a ~4:3 DAR, either: // a.) Enable Retroarch's "Crop Overscan" // b.) Readd horizontal padding: Set overscan to e.g. N*(1.0, 240.0/224.0) // Real consoles use horizontal black padding in the signal, but emulators // often crop this without cropping the vertical padding; a 256x224 [S]NES // frame (8:7 SAR) is intended for a ~4:3 DAR, but a 256x240 frame is not. // The correct [S]NES PAR is 54:47, found by blargg and NewRisingSun: // http://board.zsnes.com/phpBB3/viewtopic.php?f=22&t=11928&start=50 // http://forums.nesdev.com/viewtopic.php?p=24815#p24815 // For flat output, it's okay to set DAR = [existing] SAR * [correct] PAR // without doing a. or b., but horizontal image borders will be tighter // than vertical ones, messing up curvature and overscan. Fixing the // padding first corrects this. // Overscan: Amount to "zoom in" before cropping. You can zoom uniformly // or adjust x/y independently to e.g. readd horizontal padding, as noted // above: Values < 1.0 zoom out; range (0, inf) static const float2 geom_overscan_static = float2(1.0, 1.0);// * 1.005 * (1.0, 240/224.0) // Compute a proper pixel-space to texture-space matrix even without ddx()/ // ddy()? This is ~8.5% slower but improves antialiasing/subpixel filtering // with strong curvature (static option only for now). static const bool geom_force_correct_tangent_matrix = true; // BORDERS: // Rounded border size in texture uv coords: static const float border_size_static = 0.015; // range [0, 0.5] // Border darkness: Moderate values darken the border smoothly, and high // values make the image very dark just inside the border: static const float border_darkness_static = 2.0; // range [0, inf) // Border compression: High numbers compress border transitions, narrowing // the dark border area. static const float border_compress_static = 2.5; // range [1, inf) #endif // USER_SETTINGS_H ///////////////////////////// END USER-SETTINGS //////////////////////////// //#include "derived-settings-and-constants.h" ///////////////////// BEGIN DERIVED-SETTINGS-AND-CONSTANTS //////////////////// #ifndef DERIVED_SETTINGS_AND_CONSTANTS_H #define DERIVED_SETTINGS_AND_CONSTANTS_H ///////////////////////////// GPL LICENSE NOTICE ///////////////////////////// // crt-royale: A full-featured CRT shader, with cheese. // Copyright (C) 2014 TroggleMonkey // // This program is free software; you can redistribute it and/or modify it // under the terms of the GNU General Public License as published by the Free // Software Foundation; either version 2 of the License, or any later version. // // This program is distributed in the hope that it will be useful, but WITHOUT // ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or // FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for // more details. // // You should have received a copy of the GNU General Public License along with // this program; if not, write to the Free Software Foundation, Inc., 59 Temple // Place, Suite 330, Boston, MA 02111-1307 USA ///////////////////////////////// DESCRIPTION //////////////////////////////// // These macros and constants can be used across the whole codebase. // Unlike the values in user-settings.cgh, end users shouldn't modify these. /////////////////////////////// BEGIN INCLUDES /////////////////////////////// //#include "../user-settings.h" ///////////////////////////// BEGIN USER-SETTINGS //////////////////////////// #ifndef USER_SETTINGS_H #define USER_SETTINGS_H ///////////////////////////// DRIVER CAPABILITIES //////////////////////////// // The Cg compiler uses different "profiles" with different capabilities. // This shader requires a Cg compilation profile >= arbfp1, but a few options // require higher profiles like fp30 or fp40. The shader can't detect profile // or driver capabilities, so instead you must comment or uncomment the lines // below with "//" before "#define." Disable an option if you get compilation // errors resembling those listed. Generally speaking, all of these options // will run on nVidia cards, but only DRIVERS_ALLOW_TEX2DBIAS (if that) is // likely to run on ATI/AMD, due to the Cg compiler's profile limitations. // Derivatives: Unsupported on fp20, ps_1_1, ps_1_2, ps_1_3, and arbfp1. // Among other things, derivatives help us fix anisotropic filtering artifacts // with curved manually tiled phosphor mask coords. Related errors: // error C3004: function "float2 ddx(float2);" not supported in this profile // error C3004: function "float2 ddy(float2);" not supported in this profile //#define DRIVERS_ALLOW_DERIVATIVES // Fine derivatives: Unsupported on older ATI cards. // Fine derivatives enable 2x2 fragment block communication, letting us perform // fast single-pass blur operations. If your card uses coarse derivatives and // these are enabled, blurs could look broken. Derivatives are a prerequisite. #ifdef DRIVERS_ALLOW_DERIVATIVES #define DRIVERS_ALLOW_FINE_DERIVATIVES #endif // Dynamic looping: Requires an fp30 or newer profile. // This makes phosphor mask resampling faster in some cases. Related errors: // error C5013: profile does not support "for" statements and "for" could not // be unrolled //#define DRIVERS_ALLOW_DYNAMIC_BRANCHES // Without DRIVERS_ALLOW_DYNAMIC_BRANCHES, we need to use unrollable loops. // Using one static loop avoids overhead if the user is right, but if the user // is wrong (loops are allowed), breaking a loop into if-blocked pieces with a // binary search can potentially save some iterations. However, it may fail: // error C6001: Temporary register limit of 32 exceeded; 35 registers // needed to compile program //#define ACCOMODATE_POSSIBLE_DYNAMIC_LOOPS // tex2Dlod: Requires an fp40 or newer profile. This can be used to disable // anisotropic filtering, thereby fixing related artifacts. Related errors: // error C3004: function "float4 tex2Dlod(sampler2D, float4);" not supported in // this profile //#define DRIVERS_ALLOW_TEX2DLOD // tex2Dbias: Requires an fp30 or newer profile. This can be used to alleviate // artifacts from anisotropic filtering and mipmapping. Related errors: // error C3004: function "float4 tex2Dbias(sampler2D, float4);" not supported // in this profile //#define DRIVERS_ALLOW_TEX2DBIAS // Integrated graphics compatibility: Integrated graphics like Intel HD 4000 // impose stricter limitations on register counts and instructions. Enable // INTEGRATED_GRAPHICS_COMPATIBILITY_MODE if you still see error C6001 or: // error C6002: Instruction limit of 1024 exceeded: 1523 instructions needed // to compile program. // Enabling integrated graphics compatibility mode will automatically disable: // 1.) PHOSPHOR_MASK_MANUALLY_RESIZE: The phosphor mask will be softer. // (This may be reenabled in a later release.) // 2.) RUNTIME_GEOMETRY_MODE // 3.) The high-quality 4x4 Gaussian resize for the bloom approximation //#define INTEGRATED_GRAPHICS_COMPATIBILITY_MODE //////////////////////////// USER CODEPATH OPTIONS /////////////////////////// // To disable a #define option, turn its line into a comment with "//." // RUNTIME VS. COMPILE-TIME OPTIONS (Major Performance Implications): // Enable runtime shader parameters in the Retroarch (etc.) GUI? They override // many of the options in this file and allow real-time tuning, but many of // them are slower. Disabling them and using this text file will boost FPS. #define RUNTIME_SHADER_PARAMS_ENABLE // Specify the phosphor bloom sigma at runtime? This option is 10% slower, but // it's the only way to do a wide-enough full bloom with a runtime dot pitch. #define RUNTIME_PHOSPHOR_BLOOM_SIGMA // Specify antialiasing weight parameters at runtime? (Costs ~20% with cubics) #define RUNTIME_ANTIALIAS_WEIGHTS // Specify subpixel offsets at runtime? (WARNING: EXTREMELY EXPENSIVE!) //#define RUNTIME_ANTIALIAS_SUBPIXEL_OFFSETS // Make beam_horiz_filter and beam_horiz_linear_rgb_weight into runtime shader // parameters? This will require more math or dynamic branching. #define RUNTIME_SCANLINES_HORIZ_FILTER_COLORSPACE // Specify the tilt at runtime? This makes things about 3% slower. #define RUNTIME_GEOMETRY_TILT // Specify the geometry mode at runtime? #define RUNTIME_GEOMETRY_MODE // Specify the phosphor mask type (aperture grille, slot mask, shadow mask) and // mode (Lanczos-resize, hardware resize, or tile 1:1) at runtime, even without // dynamic branches? This is cheap if mask_resize_viewport_scale is small. #define FORCE_RUNTIME_PHOSPHOR_MASK_MODE_TYPE_SELECT // PHOSPHOR MASK: // Manually resize the phosphor mask for best results (slower)? Disabling this // removes the option to do so, but it may be faster without dynamic branches. #define PHOSPHOR_MASK_MANUALLY_RESIZE // If we sinc-resize the mask, should we Lanczos-window it (slower but better)? #define PHOSPHOR_MASK_RESIZE_LANCZOS_WINDOW // Larger blurs are expensive, but we need them to blur larger triads. We can // detect the right blur if the triad size is static or our profile allows // dynamic branches, but otherwise we use the largest blur the user indicates // they might need: #define PHOSPHOR_BLOOM_TRIADS_LARGER_THAN_3_PIXELS //#define PHOSPHOR_BLOOM_TRIADS_LARGER_THAN_6_PIXELS //#define PHOSPHOR_BLOOM_TRIADS_LARGER_THAN_9_PIXELS //#define PHOSPHOR_BLOOM_TRIADS_LARGER_THAN_12_PIXELS // Here's a helpful chart: // MaxTriadSize BlurSize MinTriadCountsByResolution // 3.0 9.0 480/640/960/1920 triads at 1080p/1440p/2160p/4320p, 4:3 aspect // 6.0 17.0 240/320/480/960 triads at 1080p/1440p/2160p/4320p, 4:3 aspect // 9.0 25.0 160/213/320/640 triads at 1080p/1440p/2160p/4320p, 4:3 aspect // 12.0 31.0 120/160/240/480 triads at 1080p/1440p/2160p/4320p, 4:3 aspect // 18.0 43.0 80/107/160/320 triads at 1080p/1440p/2160p/4320p, 4:3 aspect /////////////////////////////// USER PARAMETERS ////////////////////////////// // Note: Many of these static parameters are overridden by runtime shader // parameters when those are enabled. However, many others are static codepath // options that were cleaner or more convert to code as static constants. // GAMMA: static const float crt_gamma_static = 2.5; // range [1, 5] static const float lcd_gamma_static = 2.2; // range [1, 5] // LEVELS MANAGEMENT: // Control the final multiplicative image contrast: static const float levels_contrast_static = 1.0; // range [0, 4) // We auto-dim to avoid clipping between passes and restore brightness // later. Control the dim factor here: Lower values clip less but crush // blacks more (static only for now). static const float levels_autodim_temp = 0.5; // range (0, 1] default is 0.5 but that was unnecessarily dark for me, so I set it to 1.0 // HALATION/DIFFUSION/BLOOM: // Halation weight: How much energy should be lost to electrons bounding // around under the CRT glass and exciting random phosphors? static const float halation_weight_static = 0.0; // range [0, 1] // Refractive diffusion weight: How much light should spread/diffuse from // refracting through the CRT glass? static const float diffusion_weight_static = 0.075; // range [0, 1] // Underestimate brightness: Bright areas bloom more, but we can base the // bloom brightpass on a lower brightness to sharpen phosphors, or a higher // brightness to soften them. Low values clip, but >= 0.8 looks okay. static const float bloom_underestimate_levels_static = 0.8; // range [0, 5] // Blur all colors more than necessary for a softer phosphor bloom? static const float bloom_excess_static = 0.0; // range [0, 1] // The BLOOM_APPROX pass approximates a phosphor blur early on with a small // blurred resize of the input (convergence offsets are applied as well). // There are three filter options (static option only for now): // 0.) Bilinear resize: A fast, close approximation to a 4x4 resize // if min_allowed_viewport_triads and the BLOOM_APPROX resolution are sane // and beam_max_sigma is low. // 1.) 3x3 resize blur: Medium speed, soft/smeared from bilinear blurring, // always uses a static sigma regardless of beam_max_sigma or // mask_num_triads_desired. // 2.) True 4x4 Gaussian resize: Slowest, technically correct. // These options are more pronounced for the fast, unbloomed shader version. #ifndef RADEON_FIX static const float bloom_approx_filter_static = 2.0; #else static const float bloom_approx_filter_static = 1.0; #endif // ELECTRON BEAM SCANLINE DISTRIBUTION: // How many scanlines should contribute light to each pixel? Using more // scanlines is slower (especially for a generalized Gaussian) but less // distorted with larger beam sigmas (especially for a pure Gaussian). The // max_beam_sigma at which the closest unused weight is guaranteed < // 1.0/255.0 (for a 3x antialiased pure Gaussian) is: // 2 scanlines: max_beam_sigma = 0.2089; distortions begin ~0.34; 141.7 FPS pure, 131.9 FPS generalized // 3 scanlines, max_beam_sigma = 0.3879; distortions begin ~0.52; 137.5 FPS pure; 123.8 FPS generalized // 4 scanlines, max_beam_sigma = 0.5723; distortions begin ~0.70; 134.7 FPS pure; 117.2 FPS generalized // 5 scanlines, max_beam_sigma = 0.7591; distortions begin ~0.89; 131.6 FPS pure; 112.1 FPS generalized // 6 scanlines, max_beam_sigma = 0.9483; distortions begin ~1.08; 127.9 FPS pure; 105.6 FPS generalized static const float beam_num_scanlines = 3.0; // range [2, 6] // A generalized Gaussian beam varies shape with color too, now just width. // It's slower but more flexible (static option only for now). static const bool beam_generalized_gaussian = true; // What kind of scanline antialiasing do you want? // 0: Sample weights at 1x; 1: Sample weights at 3x; 2: Compute an integral // Integrals are slow (especially for generalized Gaussians) and rarely any // better than 3x antialiasing (static option only for now). static const float beam_antialias_level = 1.0; // range [0, 2] // Min/max standard deviations for scanline beams: Higher values widen and // soften scanlines. Depending on other options, low min sigmas can alias. static const float beam_min_sigma_static = 0.02; // range (0, 1] static const float beam_max_sigma_static = 0.3; // range (0, 1] // Beam width varies as a function of color: A power function (0) is more // configurable, but a spherical function (1) gives the widest beam // variability without aliasing (static option only for now). static const float beam_spot_shape_function = 0.0; // Spot shape power: Powers <= 1 give smoother spot shapes but lower // sharpness. Powers >= 1.0 are awful unless mix/max sigmas are close. static const float beam_spot_power_static = 1.0/3.0; // range (0, 16] // Generalized Gaussian max shape parameters: Higher values give flatter // scanline plateaus and steeper dropoffs, simultaneously widening and // sharpening scanlines at the cost of aliasing. 2.0 is pure Gaussian, and // values > ~40.0 cause artifacts with integrals. static const float beam_min_shape_static = 2.0; // range [2, 32] static const float beam_max_shape_static = 4.0; // range [2, 32] // Generalized Gaussian shape power: Affects how quickly the distribution // changes shape from Gaussian to steep/plateaued as color increases from 0 // to 1.0. Higher powers appear softer for most colors, and lower powers // appear sharper for most colors. static const float beam_shape_power_static = 1.0/4.0; // range (0, 16] // What filter should be used to sample scanlines horizontally? // 0: Quilez (fast), 1: Gaussian (configurable), 2: Lanczos2 (sharp) static const float beam_horiz_filter_static = 0.0; // Standard deviation for horizontal Gaussian resampling: static const float beam_horiz_sigma_static = 0.35; // range (0, 2/3] // Do horizontal scanline sampling in linear RGB (correct light mixing), // gamma-encoded RGB (darker, hard spot shape, may better match bandwidth- // limiting circuitry in some CRT's), or a weighted avg.? static const float beam_horiz_linear_rgb_weight_static = 1.0; // range [0, 1] // Simulate scanline misconvergence? This needs 3x horizontal texture // samples and 3x texture samples of BLOOM_APPROX and HALATION_BLUR in // later passes (static option only for now). static const bool beam_misconvergence = true; // Convergence offsets in x/y directions for R/G/B scanline beams in units // of scanlines. Positive offsets go right/down; ranges [-2, 2] static const float2 convergence_offsets_r_static = float2(0.1, 0.2); static const float2 convergence_offsets_g_static = float2(0.3, 0.4); static const float2 convergence_offsets_b_static = float2(0.5, 0.6); // Detect interlacing (static option only for now)? static const bool interlace_detect = true; // Assume 1080-line sources are interlaced? static const bool interlace_1080i_static = false; // For interlaced sources, assume TFF (top-field first) or BFF order? // (Whether this matters depends on the nature of the interlaced input.) static const bool interlace_bff_static = false; // ANTIALIASING: // What AA level do you want for curvature/overscan/subpixels? Options: // 0x (none), 1x (sample subpixels), 4x, 5x, 6x, 7x, 8x, 12x, 16x, 20x, 24x // (Static option only for now) static const float aa_level = 12.0; // range [0, 24] // What antialiasing filter do you want (static option only)? Options: // 0: Box (separable), 1: Box (cylindrical), // 2: Tent (separable), 3: Tent (cylindrical), // 4: Gaussian (separable), 5: Gaussian (cylindrical), // 6: Cubic* (separable), 7: Cubic* (cylindrical, poor) // 8: Lanczos Sinc (separable), 9: Lanczos Jinc (cylindrical, poor) // * = Especially slow with RUNTIME_ANTIALIAS_WEIGHTS static const float aa_filter = 6.0; // range [0, 9] // Flip the sample grid on odd/even frames (static option only for now)? static const bool aa_temporal = false; // Use RGB subpixel offsets for antialiasing? The pixel is at green, and // the blue offset is the negative r offset; range [0, 0.5] static const float2 aa_subpixel_r_offset_static = float2(-1.0/3.0, 0.0);//float2(0.0); // Cubics: See http://www.imagemagick.org/Usage/filter/#mitchell // 1.) "Keys cubics" with B = 1 - 2C are considered the highest quality. // 2.) C = 0.5 (default) is Catmull-Rom; higher C's apply sharpening. // 3.) C = 1.0/3.0 is the Mitchell-Netravali filter. // 4.) C = 0.0 is a soft spline filter. static const float aa_cubic_c_static = 0.5; // range [0, 4] // Standard deviation for Gaussian antialiasing: Try 0.5/aa_pixel_diameter. static const float aa_gauss_sigma_static = 0.5; // range [0.0625, 1.0] // PHOSPHOR MASK: // Mask type: 0 = aperture grille, 1 = slot mask, 2 = EDP shadow mask static const float mask_type_static = 1.0; // range [0, 2] // We can sample the mask three ways. Pick 2/3 from: Pretty/Fast/Flexible. // 0.) Sinc-resize to the desired dot pitch manually (pretty/slow/flexible). // This requires PHOSPHOR_MASK_MANUALLY_RESIZE to be #defined. // 1.) Hardware-resize to the desired dot pitch (ugly/fast/flexible). This // is halfway decent with LUT mipmapping but atrocious without it. // 2.) Tile it without resizing at a 1:1 texel:pixel ratio for flat coords // (pretty/fast/inflexible). Each input LUT has a fixed dot pitch. // This mode reuses the same masks, so triads will be enormous unless // you change the mask LUT filenames in your .cgp file. static const float mask_sample_mode_static = 0.0; // range [0, 2] // Prefer setting the triad size (0.0) or number on the screen (1.0)? // If RUNTIME_PHOSPHOR_BLOOM_SIGMA isn't #defined, the specified triad size // will always be used to calculate the full bloom sigma statically. static const float mask_specify_num_triads_static = 0.0; // range [0, 1] // Specify the phosphor triad size, in pixels. Each tile (usually with 8 // triads) will be rounded to the nearest integer tile size and clamped to // obey minimum size constraints (imposed to reduce downsize taps) and // maximum size constraints (imposed to have a sane MASK_RESIZE FBO size). // To increase the size limit, double the viewport-relative scales for the // two MASK_RESIZE passes in crt-royale.cgp and user-cgp-contants.h. // range [1, mask_texture_small_size/mask_triads_per_tile] static const float mask_triad_size_desired_static = 24.0 / 8.0; // If mask_specify_num_triads is 1.0/true, we'll go by this instead (the // final size will be rounded and constrained as above); default 480.0 static const float mask_num_triads_desired_static = 480.0; // How many lobes should the sinc/Lanczos resizer use? More lobes require // more samples and avoid moire a bit better, but some is unavoidable // depending on the destination size (static option for now). static const float mask_sinc_lobes = 3.0; // range [2, 4] // The mask is resized using a variable number of taps in each dimension, // but some Cg profiles always fetch a constant number of taps no matter // what (no dynamic branching). We can limit the maximum number of taps if // we statically limit the minimum phosphor triad size. Larger values are // faster, but the limit IS enforced (static option only, forever); // range [1, mask_texture_small_size/mask_triads_per_tile] // TODO: Make this 1.0 and compensate with smarter sampling! static const float mask_min_allowed_triad_size = 2.0; // GEOMETRY: // Geometry mode: // 0: Off (default), 1: Spherical mapping (like cgwg's), // 2: Alt. spherical mapping (more bulbous), 3: Cylindrical/Trinitron static const float geom_mode_static = 0.0; // range [0, 3] // Radius of curvature: Measured in units of your viewport's diagonal size. static const float geom_radius_static = 2.0; // range [1/(2*pi), 1024] // View dist is the distance from the player to their physical screen, in // units of the viewport's diagonal size. It controls the field of view. static const float geom_view_dist_static = 2.0; // range [0.5, 1024] // Tilt angle in radians (clockwise around up and right vectors): static const float2 geom_tilt_angle_static = float2(0.0, 0.0); // range [-pi, pi] // Aspect ratio: When the true viewport size is unknown, this value is used // to help convert between the phosphor triad size and count, along with // the mask_resize_viewport_scale constant from user-cgp-constants.h. Set // this equal to Retroarch's display aspect ratio (DAR) for best results; // range [1, geom_max_aspect_ratio from user-cgp-constants.h]; // default (256/224)*(54/47) = 1.313069909 (see below) static const float geom_aspect_ratio_static = 1.313069909; // Before getting into overscan, here's some general aspect ratio info: // - DAR = display aspect ratio = SAR * PAR; as in your Retroarch setting // - SAR = storage aspect ratio = DAR / PAR; square pixel emulator frame AR // - PAR = pixel aspect ratio = DAR / SAR; holds regardless of cropping // Geometry processing has to "undo" the screen-space 2D DAR to calculate // 3D view vectors, then reapplies the aspect ratio to the simulated CRT in // uv-space. To ensure the source SAR is intended for a ~4:3 DAR, either: // a.) Enable Retroarch's "Crop Overscan" // b.) Readd horizontal padding: Set overscan to e.g. N*(1.0, 240.0/224.0) // Real consoles use horizontal black padding in the signal, but emulators // often crop this without cropping the vertical padding; a 256x224 [S]NES // frame (8:7 SAR) is intended for a ~4:3 DAR, but a 256x240 frame is not. // The correct [S]NES PAR is 54:47, found by blargg and NewRisingSun: // http://board.zsnes.com/phpBB3/viewtopic.php?f=22&t=11928&start=50 // http://forums.nesdev.com/viewtopic.php?p=24815#p24815 // For flat output, it's okay to set DAR = [existing] SAR * [correct] PAR // without doing a. or b., but horizontal image borders will be tighter // than vertical ones, messing up curvature and overscan. Fixing the // padding first corrects this. // Overscan: Amount to "zoom in" before cropping. You can zoom uniformly // or adjust x/y independently to e.g. readd horizontal padding, as noted // above: Values < 1.0 zoom out; range (0, inf) static const float2 geom_overscan_static = float2(1.0, 1.0);// * 1.005 * (1.0, 240/224.0) // Compute a proper pixel-space to texture-space matrix even without ddx()/ // ddy()? This is ~8.5% slower but improves antialiasing/subpixel filtering // with strong curvature (static option only for now). static const bool geom_force_correct_tangent_matrix = true; // BORDERS: // Rounded border size in texture uv coords: static const float border_size_static = 0.015; // range [0, 0.5] // Border darkness: Moderate values darken the border smoothly, and high // values make the image very dark just inside the border: static const float border_darkness_static = 2.0; // range [0, inf) // Border compression: High numbers compress border transitions, narrowing // the dark border area. static const float border_compress_static = 2.5; // range [1, inf) #endif // USER_SETTINGS_H ///////////////////////////// END USER-SETTINGS //////////////////////////// //#include "user-cgp-constants.h" ///////////////////////// BEGIN USER-CGP-CONSTANTS ///////////////////////// #ifndef USER_CGP_CONSTANTS_H #define USER_CGP_CONSTANTS_H // IMPORTANT: // These constants MUST be set appropriately for the settings in crt-royale.cgp // (or whatever related .cgp file you're using). If they aren't, you're likely // to get artifacts, the wrong phosphor mask size, etc. I wish these could be // set directly in the .cgp file to make things easier, but...they can't. // PASS SCALES AND RELATED CONSTANTS: // Copy the absolute scale_x for BLOOM_APPROX. There are two major versions of // this shader: One does a viewport-scale bloom, and the other skips it. The // latter benefits from a higher bloom_approx_scale_x, so save both separately: static const float bloom_approx_size_x = 320.0; static const float bloom_approx_size_x_for_fake = 400.0; // Copy the viewport-relative scales of the phosphor mask resize passes // (MASK_RESIZE and the pass immediately preceding it): static const float2 mask_resize_viewport_scale = float2(0.0625, 0.0625); // Copy the geom_max_aspect_ratio used to calculate the MASK_RESIZE scales, etc.: static const float geom_max_aspect_ratio = 4.0/3.0; // PHOSPHOR MASK TEXTURE CONSTANTS: // Set the following constants to reflect the properties of the phosphor mask // texture named in crt-royale.cgp. The shader optionally resizes a mask tile // based on user settings, then repeats a single tile until filling the screen. // The shader must know the input texture size (default 64x64), and to manually // resize, it must also know the horizontal triads per tile (default 8). static const float2 mask_texture_small_size = float2(64.0, 64.0); static const float2 mask_texture_large_size = float2(512.0, 512.0); static const float mask_triads_per_tile = 8.0; // We need the average brightness of the phosphor mask to compensate for the // dimming it causes. The following four values are roughly correct for the // masks included with the shader. Update the value for any LUT texture you // change. [Un]comment "#define PHOSPHOR_MASK_GRILLE14" depending on whether // the loaded aperture grille uses 14-pixel or 15-pixel stripes (default 15). //#define PHOSPHOR_MASK_GRILLE14 static const float mask_grille14_avg_color = 50.6666666/255.0; // TileableLinearApertureGrille14Wide7d33Spacing*.png // TileableLinearApertureGrille14Wide10And6Spacing*.png static const float mask_grille15_avg_color = 53.0/255.0; // TileableLinearApertureGrille15Wide6d33Spacing*.png // TileableLinearApertureGrille15Wide8And5d5Spacing*.png static const float mask_slot_avg_color = 46.0/255.0; // TileableLinearSlotMask15Wide9And4d5Horizontal8VerticalSpacing*.png // TileableLinearSlotMaskTall15Wide9And4d5Horizontal9d14VerticalSpacing*.png static const float mask_shadow_avg_color = 41.0/255.0; // TileableLinearShadowMask*.png // TileableLinearShadowMaskEDP*.png #ifdef PHOSPHOR_MASK_GRILLE14 static const float mask_grille_avg_color = mask_grille14_avg_color; #else static const float mask_grille_avg_color = mask_grille15_avg_color; #endif #endif // USER_CGP_CONSTANTS_H ////////////////////////// END USER-CGP-CONSTANTS ////////////////////////// //////////////////////////////// END INCLUDES //////////////////////////////// /////////////////////////////// FIXED SETTINGS /////////////////////////////// // Avoid dividing by zero; using a macro overloads for float, float2, etc.: #define FIX_ZERO(c) (max(abs(c), 0.0000152587890625)) // 2^-16 // Ensure the first pass decodes CRT gamma and the last encodes LCD gamma. #ifndef SIMULATE_CRT_ON_LCD #define SIMULATE_CRT_ON_LCD #endif // Manually tiling a manually resized texture creates texture coord derivative // discontinuities and confuses anisotropic filtering, causing discolored tile // seams in the phosphor mask. Workarounds: // a.) Using tex2Dlod disables anisotropic filtering for tiled masks. It's // downgraded to tex2Dbias without DRIVERS_ALLOW_TEX2DLOD #defined and // disabled without DRIVERS_ALLOW_TEX2DBIAS #defined either. // b.) "Tile flat twice" requires drawing two full tiles without border padding // to the resized mask FBO, and it's incompatible with same-pass curvature. // (Same-pass curvature isn't used but could be in the future...maybe.) // c.) "Fix discontinuities" requires derivatives and drawing one tile with // border padding to the resized mask FBO, but it works with same-pass // curvature. It's disabled without DRIVERS_ALLOW_DERIVATIVES #defined. // Precedence: a, then, b, then c (if multiple strategies are #defined). #define ANISOTROPIC_TILING_COMPAT_TEX2DLOD // 129.7 FPS, 4x, flat; 101.8 at fullscreen #define ANISOTROPIC_TILING_COMPAT_TILE_FLAT_TWICE // 128.1 FPS, 4x, flat; 101.5 at fullscreen #define ANISOTROPIC_TILING_COMPAT_FIX_DISCONTINUITIES // 124.4 FPS, 4x, flat; 97.4 at fullscreen // Also, manually resampling the phosphor mask is slightly blurrier with // anisotropic filtering. (Resampling with mipmapping is even worse: It // creates artifacts, but only with the fully bloomed shader.) The difference // is subtle with small triads, but you can fix it for a small cost. //#define ANISOTROPIC_RESAMPLING_COMPAT_TEX2DLOD ////////////////////////////// DERIVED SETTINGS ////////////////////////////// // Intel HD 4000 GPU's can't handle manual mask resizing (for now), setting the // geometry mode at runtime, or a 4x4 true Gaussian resize. Disable // incompatible settings ASAP. (INTEGRATED_GRAPHICS_COMPATIBILITY_MODE may be // #defined by either user-settings.h or a wrapper .cg that #includes the // current .cg pass.) #ifdef INTEGRATED_GRAPHICS_COMPATIBILITY_MODE #ifdef PHOSPHOR_MASK_MANUALLY_RESIZE #undef PHOSPHOR_MASK_MANUALLY_RESIZE #endif #ifdef RUNTIME_GEOMETRY_MODE #undef RUNTIME_GEOMETRY_MODE #endif // Mode 2 (4x4 Gaussian resize) won't work, and mode 1 (3x3 blur) is // inferior in most cases, so replace 2.0 with 0.0: static const float bloom_approx_filter = bloom_approx_filter_static > 1.5 ? 0.0 : bloom_approx_filter_static; #else static const float bloom_approx_filter = bloom_approx_filter_static; #endif // Disable slow runtime paths if static parameters are used. Most of these // won't be a problem anyway once the params are disabled, but some will. #ifndef RUNTIME_SHADER_PARAMS_ENABLE #ifdef RUNTIME_PHOSPHOR_BLOOM_SIGMA #undef RUNTIME_PHOSPHOR_BLOOM_SIGMA #endif #ifdef RUNTIME_ANTIALIAS_WEIGHTS #undef RUNTIME_ANTIALIAS_WEIGHTS #endif #ifdef RUNTIME_ANTIALIAS_SUBPIXEL_OFFSETS #undef RUNTIME_ANTIALIAS_SUBPIXEL_OFFSETS #endif #ifdef RUNTIME_SCANLINES_HORIZ_FILTER_COLORSPACE #undef RUNTIME_SCANLINES_HORIZ_FILTER_COLORSPACE #endif #ifdef RUNTIME_GEOMETRY_TILT #undef RUNTIME_GEOMETRY_TILT #endif #ifdef RUNTIME_GEOMETRY_MODE #undef RUNTIME_GEOMETRY_MODE #endif #ifdef FORCE_RUNTIME_PHOSPHOR_MASK_MODE_TYPE_SELECT #undef FORCE_RUNTIME_PHOSPHOR_MASK_MODE_TYPE_SELECT #endif #endif // Make tex2Dbias a backup for tex2Dlod for wider compatibility. #ifdef ANISOTROPIC_TILING_COMPAT_TEX2DLOD #define ANISOTROPIC_TILING_COMPAT_TEX2DBIAS #endif #ifdef ANISOTROPIC_RESAMPLING_COMPAT_TEX2DLOD #define ANISOTROPIC_RESAMPLING_COMPAT_TEX2DBIAS #endif // Rule out unavailable anisotropic compatibility strategies: #ifndef DRIVERS_ALLOW_DERIVATIVES #ifdef ANISOTROPIC_TILING_COMPAT_FIX_DISCONTINUITIES #undef ANISOTROPIC_TILING_COMPAT_FIX_DISCONTINUITIES #endif #endif #ifndef DRIVERS_ALLOW_TEX2DLOD #ifdef ANISOTROPIC_TILING_COMPAT_TEX2DLOD #undef ANISOTROPIC_TILING_COMPAT_TEX2DLOD #endif #ifdef ANISOTROPIC_RESAMPLING_COMPAT_TEX2DLOD #undef ANISOTROPIC_RESAMPLING_COMPAT_TEX2DLOD #endif #ifdef ANTIALIAS_DISABLE_ANISOTROPIC #undef ANTIALIAS_DISABLE_ANISOTROPIC #endif #endif #ifndef DRIVERS_ALLOW_TEX2DBIAS #ifdef ANISOTROPIC_TILING_COMPAT_TEX2DBIAS #undef ANISOTROPIC_TILING_COMPAT_TEX2DBIAS #endif #ifdef ANISOTROPIC_RESAMPLING_COMPAT_TEX2DBIAS #undef ANISOTROPIC_RESAMPLING_COMPAT_TEX2DBIAS #endif #endif // Prioritize anisotropic tiling compatibility strategies by performance and // disable unused strategies. This concentrates all the nesting in one place. #ifdef ANISOTROPIC_TILING_COMPAT_TEX2DLOD #ifdef ANISOTROPIC_TILING_COMPAT_TEX2DBIAS #undef ANISOTROPIC_TILING_COMPAT_TEX2DBIAS #endif #ifdef ANISOTROPIC_TILING_COMPAT_TILE_FLAT_TWICE #undef ANISOTROPIC_TILING_COMPAT_TILE_FLAT_TWICE #endif #ifdef ANISOTROPIC_TILING_COMPAT_FIX_DISCONTINUITIES #undef ANISOTROPIC_TILING_COMPAT_FIX_DISCONTINUITIES #endif #else #ifdef ANISOTROPIC_TILING_COMPAT_TEX2DBIAS #ifdef ANISOTROPIC_TILING_COMPAT_TILE_FLAT_TWICE #undef ANISOTROPIC_TILING_COMPAT_TILE_FLAT_TWICE #endif #ifdef ANISOTROPIC_TILING_COMPAT_FIX_DISCONTINUITIES #undef ANISOTROPIC_TILING_COMPAT_FIX_DISCONTINUITIES #endif #else // ANISOTROPIC_TILING_COMPAT_TILE_FLAT_TWICE is only compatible with // flat texture coords in the same pass, but that's all we use. #ifdef ANISOTROPIC_TILING_COMPAT_TILE_FLAT_TWICE #ifdef ANISOTROPIC_TILING_COMPAT_FIX_DISCONTINUITIES #undef ANISOTROPIC_TILING_COMPAT_FIX_DISCONTINUITIES #endif #endif #endif #endif // The tex2Dlod and tex2Dbias strategies share a lot in common, and we can // reduce some #ifdef nesting in the next section by essentially OR'ing them: #ifdef ANISOTROPIC_TILING_COMPAT_TEX2DLOD #define ANISOTROPIC_TILING_COMPAT_TEX2DLOD_FAMILY #endif #ifdef ANISOTROPIC_TILING_COMPAT_TEX2DBIAS #define ANISOTROPIC_TILING_COMPAT_TEX2DLOD_FAMILY #endif // Prioritize anisotropic resampling compatibility strategies the same way: #ifdef ANISOTROPIC_RESAMPLING_COMPAT_TEX2DLOD #ifdef ANISOTROPIC_RESAMPLING_COMPAT_TEX2DBIAS #undef ANISOTROPIC_RESAMPLING_COMPAT_TEX2DBIAS #endif #endif /////////////////////// DERIVED PHOSPHOR MASK CONSTANTS ////////////////////// // If we can use the large mipmapped LUT without mipmapping artifacts, we // should: It gives us more options for using fewer samples. #ifdef DRIVERS_ALLOW_TEX2DLOD #ifdef ANISOTROPIC_RESAMPLING_COMPAT_TEX2DLOD // TODO: Take advantage of this! #define PHOSPHOR_MASK_RESIZE_MIPMAPPED_LUT static const float2 mask_resize_src_lut_size = mask_texture_large_size; #else static const float2 mask_resize_src_lut_size = mask_texture_small_size; #endif #else static const float2 mask_resize_src_lut_size = mask_texture_small_size; #endif // tex2D's sampler2D parameter MUST be a uniform global, a uniform input to // main_fragment, or a static alias of one of the above. This makes it hard // to select the phosphor mask at runtime: We can't even assign to a uniform // global in the vertex shader or select a sampler2D in the vertex shader and // pass it to the fragment shader (even with explicit TEXUNIT# bindings), // because it just gives us the input texture or a black screen. However, we // can get around these limitations by calling tex2D three times with different // uniform samplers (or resizing the phosphor mask three times altogether). // With dynamic branches, we can process only one of these branches on top of // quickly discarding fragments we don't need (cgc seems able to overcome // limigations around dependent texture fetches inside of branches). Without // dynamic branches, we have to process every branch for every fragment...which // is slower. Runtime sampling mode selection is slower without dynamic // branches as well. Let the user's static #defines decide if it's worth it. #ifdef DRIVERS_ALLOW_DYNAMIC_BRANCHES #define RUNTIME_PHOSPHOR_MASK_MODE_TYPE_SELECT #else #ifdef FORCE_RUNTIME_PHOSPHOR_MASK_MODE_TYPE_SELECT #define RUNTIME_PHOSPHOR_MASK_MODE_TYPE_SELECT #endif #endif // We need to render some minimum number of tiles in the resize passes. // We need at least 1.0 just to repeat a single tile, and we need extra // padding beyond that for anisotropic filtering, discontinuitity fixing, // antialiasing, same-pass curvature (not currently used), etc. First // determine how many border texels and tiles we need, based on how the result // will be sampled: #ifdef GEOMETRY_EARLY static const float max_subpixel_offset = aa_subpixel_r_offset_static.x; // Most antialiasing filters have a base radius of 4.0 pixels: static const float max_aa_base_pixel_border = 4.0 + max_subpixel_offset; #else static const float max_aa_base_pixel_border = 0.0; #endif // Anisotropic filtering adds about 0.5 to the pixel border: #ifndef ANISOTROPIC_TILING_COMPAT_TEX2DLOD_FAMILY static const float max_aniso_pixel_border = max_aa_base_pixel_border + 0.5; #else static const float max_aniso_pixel_border = max_aa_base_pixel_border; #endif // Fixing discontinuities adds 1.0 more to the pixel border: #ifdef ANISOTROPIC_TILING_COMPAT_FIX_DISCONTINUITIES static const float max_tiled_pixel_border = max_aniso_pixel_border + 1.0; #else static const float max_tiled_pixel_border = max_aniso_pixel_border; #endif // Convert the pixel border to an integer texel border. Assume same-pass // curvature about triples the texel frequency: #ifdef GEOMETRY_EARLY static const float max_mask_texel_border = ceil(max_tiled_pixel_border * 3.0); #else static const float max_mask_texel_border = ceil(max_tiled_pixel_border); #endif // Convert the texel border to a tile border using worst-case assumptions: static const float max_mask_tile_border = max_mask_texel_border/ (mask_min_allowed_triad_size * mask_triads_per_tile); // Finally, set the number of resized tiles to render to MASK_RESIZE, and set // the starting texel (inside borders) for sampling it. #ifndef GEOMETRY_EARLY #ifdef ANISOTROPIC_TILING_COMPAT_TILE_FLAT_TWICE // Special case: Render two tiles without borders. Anisotropic // filtering doesn't seem to be a problem here. static const float mask_resize_num_tiles = 1.0 + 1.0; static const float mask_start_texels = 0.0; #else static const float mask_resize_num_tiles = 1.0 + 2.0 * max_mask_tile_border; static const float mask_start_texels = max_mask_texel_border; #endif #else static const float mask_resize_num_tiles = 1.0 + 2.0*max_mask_tile_border; static const float mask_start_texels = max_mask_texel_border; #endif // We have to fit mask_resize_num_tiles into an FBO with a viewport scale of // mask_resize_viewport_scale. This limits the maximum final triad size. // Estimate the minimum number of triads we can split the screen into in each // dimension (we'll be as correct as mask_resize_viewport_scale is): static const float mask_resize_num_triads = mask_resize_num_tiles * mask_triads_per_tile; static const float2 min_allowed_viewport_triads = float2(mask_resize_num_triads) / mask_resize_viewport_scale; //////////////////////// COMMON MATHEMATICAL CONSTANTS /////////////////////// static const float pi = 3.141592653589; // We often want to find the location of the previous texel, e.g.: // const float2 curr_texel = uv * texture_size; // const float2 prev_texel = floor(curr_texel - float2(0.5)) + float2(0.5); // const float2 prev_texel_uv = prev_texel / texture_size; // However, many GPU drivers round incorrectly around exact texel locations. // We need to subtract a little less than 0.5 before flooring, and some GPU's // require this value to be farther from 0.5 than others; define it here. // const float2 prev_texel = // floor(curr_texel - float2(under_half)) + float2(0.5); static const float under_half = 0.4995; #endif // DERIVED_SETTINGS_AND_CONSTANTS_H //////////////////// END DERIVED-SETTINGS-AND-CONSTANTS ///////////////////// //////////////////////////////// END INCLUDES //////////////////////////////// // Override some parameters for gamma-management.h and tex2Dantialias.h: #define OVERRIDE_DEVICE_GAMMA static const float gba_gamma = 3.5; // Irrelevant but necessary to define. #define ANTIALIAS_OVERRIDE_BASICS #define ANTIALIAS_OVERRIDE_PARAMETERS // Provide accessors for vector constants that pack scalar uniforms: inline float2 get_aspect_vector(const float geom_aspect_ratio) { // Get an aspect ratio vector. Enforce geom_max_aspect_ratio, and prevent // the absolute scale from affecting the uv-mapping for curvature: const float geom_clamped_aspect_ratio = min(geom_aspect_ratio, geom_max_aspect_ratio); const float2 geom_aspect = normalize(float2(geom_clamped_aspect_ratio, 1.0)); return geom_aspect; } inline float2 get_geom_overscan_vector() { return float2(geom_overscan_x, geom_overscan_y); } inline float2 get_geom_tilt_angle_vector() { return float2(geom_tilt_angle_x, geom_tilt_angle_y); } inline float3 get_convergence_offsets_x_vector() { return float3(convergence_offset_x_r, convergence_offset_x_g, convergence_offset_x_b); } inline float3 get_convergence_offsets_y_vector() { return float3(convergence_offset_y_r, convergence_offset_y_g, convergence_offset_y_b); } inline float2 get_convergence_offsets_r_vector() { return float2(convergence_offset_x_r, convergence_offset_y_r); } inline float2 get_convergence_offsets_g_vector() { return float2(convergence_offset_x_g, convergence_offset_y_g); } inline float2 get_convergence_offsets_b_vector() { return float2(convergence_offset_x_b, convergence_offset_y_b); } inline float2 get_aa_subpixel_r_offset() { #ifdef RUNTIME_ANTIALIAS_WEIGHTS #ifdef RUNTIME_ANTIALIAS_SUBPIXEL_OFFSETS // WARNING: THIS IS EXTREMELY EXPENSIVE. return float2(aa_subpixel_r_offset_x_runtime, aa_subpixel_r_offset_y_runtime); #else return aa_subpixel_r_offset_static; #endif #else return aa_subpixel_r_offset_static; #endif } // Provide accessors settings which still need "cooking:" inline float get_mask_amplify() { static const float mask_grille_amplify = 1.0/mask_grille_avg_color; static const float mask_slot_amplify = 1.0/mask_slot_avg_color; static const float mask_shadow_amplify = 1.0/mask_shadow_avg_color; return mask_type < 0.5 ? mask_grille_amplify : mask_type < 1.5 ? mask_slot_amplify : mask_shadow_amplify; } inline float get_mask_sample_mode() { #ifdef RUNTIME_PHOSPHOR_MASK_MODE_TYPE_SELECT #ifdef PHOSPHOR_MASK_MANUALLY_RESIZE return mask_sample_mode_desired; #else return clamp(mask_sample_mode_desired, 1.0, 2.0); #endif #else #ifdef PHOSPHOR_MASK_MANUALLY_RESIZE return mask_sample_mode_static; #else return clamp(mask_sample_mode_static, 1.0, 2.0); #endif #endif } #endif // BIND_SHADER_PARAMS_H //////////////////////////// END BIND-SHADER-PARAMS /////////////////////////// //#include "scanline-functions.h" ///////////////////////////// BEGIN SCANLINE-FUNCTIONS //////////////////////////// #ifndef SCANLINE_FUNCTIONS_H #define SCANLINE_FUNCTIONS_H ///////////////////////////// GPL LICENSE NOTICE ///////////////////////////// // crt-royale: A full-featured CRT shader, with cheese. // Copyright (C) 2014 TroggleMonkey // // This program is free software; you can redistribute it and/or modify it // under the terms of the GNU General Public License as published by the Free // Software Foundation; either version 2 of the License, or any later version. // // This program is distributed in the hope that it will be useful, but WITHOUT // ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or // FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for // more details. // // You should have received a copy of the GNU General Public License along with // this program; if not, write to the Free Software Foundation, Inc., 59 Temple // Place, Suite 330, Boston, MA 02111-1307 USA /////////////////////////////// BEGIN INCLUDES /////////////////////////////// //#include "../user-settings.h" ///////////////////////////// BEGIN USER-SETTINGS //////////////////////////// #ifndef USER_SETTINGS_H #define USER_SETTINGS_H ///////////////////////////// DRIVER CAPABILITIES //////////////////////////// // The Cg compiler uses different "profiles" with different capabilities. // This shader requires a Cg compilation profile >= arbfp1, but a few options // require higher profiles like fp30 or fp40. The shader can't detect profile // or driver capabilities, so instead you must comment or uncomment the lines // below with "//" before "#define." Disable an option if you get compilation // errors resembling those listed. Generally speaking, all of these options // will run on nVidia cards, but only DRIVERS_ALLOW_TEX2DBIAS (if that) is // likely to run on ATI/AMD, due to the Cg compiler's profile limitations. // Derivatives: Unsupported on fp20, ps_1_1, ps_1_2, ps_1_3, and arbfp1. // Among other things, derivatives help us fix anisotropic filtering artifacts // with curved manually tiled phosphor mask coords. Related errors: // error C3004: function "float2 ddx(float2);" not supported in this profile // error C3004: function "float2 ddy(float2);" not supported in this profile //#define DRIVERS_ALLOW_DERIVATIVES // Fine derivatives: Unsupported on older ATI cards. // Fine derivatives enable 2x2 fragment block communication, letting us perform // fast single-pass blur operations. If your card uses coarse derivatives and // these are enabled, blurs could look broken. Derivatives are a prerequisite. #ifdef DRIVERS_ALLOW_DERIVATIVES #define DRIVERS_ALLOW_FINE_DERIVATIVES #endif // Dynamic looping: Requires an fp30 or newer profile. // This makes phosphor mask resampling faster in some cases. Related errors: // error C5013: profile does not support "for" statements and "for" could not // be unrolled //#define DRIVERS_ALLOW_DYNAMIC_BRANCHES // Without DRIVERS_ALLOW_DYNAMIC_BRANCHES, we need to use unrollable loops. // Using one static loop avoids overhead if the user is right, but if the user // is wrong (loops are allowed), breaking a loop into if-blocked pieces with a // binary search can potentially save some iterations. However, it may fail: // error C6001: Temporary register limit of 32 exceeded; 35 registers // needed to compile program //#define ACCOMODATE_POSSIBLE_DYNAMIC_LOOPS // tex2Dlod: Requires an fp40 or newer profile. This can be used to disable // anisotropic filtering, thereby fixing related artifacts. Related errors: // error C3004: function "float4 tex2Dlod(sampler2D, float4);" not supported in // this profile //#define DRIVERS_ALLOW_TEX2DLOD // tex2Dbias: Requires an fp30 or newer profile. This can be used to alleviate // artifacts from anisotropic filtering and mipmapping. Related errors: // error C3004: function "float4 tex2Dbias(sampler2D, float4);" not supported // in this profile //#define DRIVERS_ALLOW_TEX2DBIAS // Integrated graphics compatibility: Integrated graphics like Intel HD 4000 // impose stricter limitations on register counts and instructions. Enable // INTEGRATED_GRAPHICS_COMPATIBILITY_MODE if you still see error C6001 or: // error C6002: Instruction limit of 1024 exceeded: 1523 instructions needed // to compile program. // Enabling integrated graphics compatibility mode will automatically disable: // 1.) PHOSPHOR_MASK_MANUALLY_RESIZE: The phosphor mask will be softer. // (This may be reenabled in a later release.) // 2.) RUNTIME_GEOMETRY_MODE // 3.) The high-quality 4x4 Gaussian resize for the bloom approximation //#define INTEGRATED_GRAPHICS_COMPATIBILITY_MODE //////////////////////////// USER CODEPATH OPTIONS /////////////////////////// // To disable a #define option, turn its line into a comment with "//." // RUNTIME VS. COMPILE-TIME OPTIONS (Major Performance Implications): // Enable runtime shader parameters in the Retroarch (etc.) GUI? They override // many of the options in this file and allow real-time tuning, but many of // them are slower. Disabling them and using this text file will boost FPS. #define RUNTIME_SHADER_PARAMS_ENABLE // Specify the phosphor bloom sigma at runtime? This option is 10% slower, but // it's the only way to do a wide-enough full bloom with a runtime dot pitch. #define RUNTIME_PHOSPHOR_BLOOM_SIGMA // Specify antialiasing weight parameters at runtime? (Costs ~20% with cubics) #define RUNTIME_ANTIALIAS_WEIGHTS // Specify subpixel offsets at runtime? (WARNING: EXTREMELY EXPENSIVE!) //#define RUNTIME_ANTIALIAS_SUBPIXEL_OFFSETS // Make beam_horiz_filter and beam_horiz_linear_rgb_weight into runtime shader // parameters? This will require more math or dynamic branching. #define RUNTIME_SCANLINES_HORIZ_FILTER_COLORSPACE // Specify the tilt at runtime? This makes things about 3% slower. #define RUNTIME_GEOMETRY_TILT // Specify the geometry mode at runtime? #define RUNTIME_GEOMETRY_MODE // Specify the phosphor mask type (aperture grille, slot mask, shadow mask) and // mode (Lanczos-resize, hardware resize, or tile 1:1) at runtime, even without // dynamic branches? This is cheap if mask_resize_viewport_scale is small. #define FORCE_RUNTIME_PHOSPHOR_MASK_MODE_TYPE_SELECT // PHOSPHOR MASK: // Manually resize the phosphor mask for best results (slower)? Disabling this // removes the option to do so, but it may be faster without dynamic branches. #define PHOSPHOR_MASK_MANUALLY_RESIZE // If we sinc-resize the mask, should we Lanczos-window it (slower but better)? #define PHOSPHOR_MASK_RESIZE_LANCZOS_WINDOW // Larger blurs are expensive, but we need them to blur larger triads. We can // detect the right blur if the triad size is static or our profile allows // dynamic branches, but otherwise we use the largest blur the user indicates // they might need: #define PHOSPHOR_BLOOM_TRIADS_LARGER_THAN_3_PIXELS //#define PHOSPHOR_BLOOM_TRIADS_LARGER_THAN_6_PIXELS //#define PHOSPHOR_BLOOM_TRIADS_LARGER_THAN_9_PIXELS //#define PHOSPHOR_BLOOM_TRIADS_LARGER_THAN_12_PIXELS // Here's a helpful chart: // MaxTriadSize BlurSize MinTriadCountsByResolution // 3.0 9.0 480/640/960/1920 triads at 1080p/1440p/2160p/4320p, 4:3 aspect // 6.0 17.0 240/320/480/960 triads at 1080p/1440p/2160p/4320p, 4:3 aspect // 9.0 25.0 160/213/320/640 triads at 1080p/1440p/2160p/4320p, 4:3 aspect // 12.0 31.0 120/160/240/480 triads at 1080p/1440p/2160p/4320p, 4:3 aspect // 18.0 43.0 80/107/160/320 triads at 1080p/1440p/2160p/4320p, 4:3 aspect /////////////////////////////// USER PARAMETERS ////////////////////////////// // Note: Many of these static parameters are overridden by runtime shader // parameters when those are enabled. However, many others are static codepath // options that were cleaner or more convert to code as static constants. // GAMMA: static const float crt_gamma_static = 2.5; // range [1, 5] static const float lcd_gamma_static = 2.2; // range [1, 5] // LEVELS MANAGEMENT: // Control the final multiplicative image contrast: static const float levels_contrast_static = 1.0; // range [0, 4) // We auto-dim to avoid clipping between passes and restore brightness // later. Control the dim factor here: Lower values clip less but crush // blacks more (static only for now). static const float levels_autodim_temp = 0.5; // range (0, 1] default is 0.5 but that was unnecessarily dark for me, so I set it to 1.0 // HALATION/DIFFUSION/BLOOM: // Halation weight: How much energy should be lost to electrons bounding // around under the CRT glass and exciting random phosphors? static const float halation_weight_static = 0.0; // range [0, 1] // Refractive diffusion weight: How much light should spread/diffuse from // refracting through the CRT glass? static const float diffusion_weight_static = 0.075; // range [0, 1] // Underestimate brightness: Bright areas bloom more, but we can base the // bloom brightpass on a lower brightness to sharpen phosphors, or a higher // brightness to soften them. Low values clip, but >= 0.8 looks okay. static const float bloom_underestimate_levels_static = 0.8; // range [0, 5] // Blur all colors more than necessary for a softer phosphor bloom? static const float bloom_excess_static = 0.0; // range [0, 1] // The BLOOM_APPROX pass approximates a phosphor blur early on with a small // blurred resize of the input (convergence offsets are applied as well). // There are three filter options (static option only for now): // 0.) Bilinear resize: A fast, close approximation to a 4x4 resize // if min_allowed_viewport_triads and the BLOOM_APPROX resolution are sane // and beam_max_sigma is low. // 1.) 3x3 resize blur: Medium speed, soft/smeared from bilinear blurring, // always uses a static sigma regardless of beam_max_sigma or // mask_num_triads_desired. // 2.) True 4x4 Gaussian resize: Slowest, technically correct. // These options are more pronounced for the fast, unbloomed shader version. #ifndef RADEON_FIX static const float bloom_approx_filter_static = 2.0; #else static const float bloom_approx_filter_static = 1.0; #endif // ELECTRON BEAM SCANLINE DISTRIBUTION: // How many scanlines should contribute light to each pixel? Using more // scanlines is slower (especially for a generalized Gaussian) but less // distorted with larger beam sigmas (especially for a pure Gaussian). The // max_beam_sigma at which the closest unused weight is guaranteed < // 1.0/255.0 (for a 3x antialiased pure Gaussian) is: // 2 scanlines: max_beam_sigma = 0.2089; distortions begin ~0.34; 141.7 FPS pure, 131.9 FPS generalized // 3 scanlines, max_beam_sigma = 0.3879; distortions begin ~0.52; 137.5 FPS pure; 123.8 FPS generalized // 4 scanlines, max_beam_sigma = 0.5723; distortions begin ~0.70; 134.7 FPS pure; 117.2 FPS generalized // 5 scanlines, max_beam_sigma = 0.7591; distortions begin ~0.89; 131.6 FPS pure; 112.1 FPS generalized // 6 scanlines, max_beam_sigma = 0.9483; distortions begin ~1.08; 127.9 FPS pure; 105.6 FPS generalized static const float beam_num_scanlines = 3.0; // range [2, 6] // A generalized Gaussian beam varies shape with color too, now just width. // It's slower but more flexible (static option only for now). static const bool beam_generalized_gaussian = true; // What kind of scanline antialiasing do you want? // 0: Sample weights at 1x; 1: Sample weights at 3x; 2: Compute an integral // Integrals are slow (especially for generalized Gaussians) and rarely any // better than 3x antialiasing (static option only for now). static const float beam_antialias_level = 1.0; // range [0, 2] // Min/max standard deviations for scanline beams: Higher values widen and // soften scanlines. Depending on other options, low min sigmas can alias. static const float beam_min_sigma_static = 0.02; // range (0, 1] static const float beam_max_sigma_static = 0.3; // range (0, 1] // Beam width varies as a function of color: A power function (0) is more // configurable, but a spherical function (1) gives the widest beam // variability without aliasing (static option only for now). static const float beam_spot_shape_function = 0.0; // Spot shape power: Powers <= 1 give smoother spot shapes but lower // sharpness. Powers >= 1.0 are awful unless mix/max sigmas are close. static const float beam_spot_power_static = 1.0/3.0; // range (0, 16] // Generalized Gaussian max shape parameters: Higher values give flatter // scanline plateaus and steeper dropoffs, simultaneously widening and // sharpening scanlines at the cost of aliasing. 2.0 is pure Gaussian, and // values > ~40.0 cause artifacts with integrals. static const float beam_min_shape_static = 2.0; // range [2, 32] static const float beam_max_shape_static = 4.0; // range [2, 32] // Generalized Gaussian shape power: Affects how quickly the distribution // changes shape from Gaussian to steep/plateaued as color increases from 0 // to 1.0. Higher powers appear softer for most colors, and lower powers // appear sharper for most colors. static const float beam_shape_power_static = 1.0/4.0; // range (0, 16] // What filter should be used to sample scanlines horizontally? // 0: Quilez (fast), 1: Gaussian (configurable), 2: Lanczos2 (sharp) static const float beam_horiz_filter_static = 0.0; // Standard deviation for horizontal Gaussian resampling: static const float beam_horiz_sigma_static = 0.35; // range (0, 2/3] // Do horizontal scanline sampling in linear RGB (correct light mixing), // gamma-encoded RGB (darker, hard spot shape, may better match bandwidth- // limiting circuitry in some CRT's), or a weighted avg.? static const float beam_horiz_linear_rgb_weight_static = 1.0; // range [0, 1] // Simulate scanline misconvergence? This needs 3x horizontal texture // samples and 3x texture samples of BLOOM_APPROX and HALATION_BLUR in // later passes (static option only for now). static const bool beam_misconvergence = true; // Convergence offsets in x/y directions for R/G/B scanline beams in units // of scanlines. Positive offsets go right/down; ranges [-2, 2] static const float2 convergence_offsets_r_static = float2(0.1, 0.2); static const float2 convergence_offsets_g_static = float2(0.3, 0.4); static const float2 convergence_offsets_b_static = float2(0.5, 0.6); // Detect interlacing (static option only for now)? static const bool interlace_detect = true; // Assume 1080-line sources are interlaced? static const bool interlace_1080i_static = false; // For interlaced sources, assume TFF (top-field first) or BFF order? // (Whether this matters depends on the nature of the interlaced input.) static const bool interlace_bff_static = false; // ANTIALIASING: // What AA level do you want for curvature/overscan/subpixels? Options: // 0x (none), 1x (sample subpixels), 4x, 5x, 6x, 7x, 8x, 12x, 16x, 20x, 24x // (Static option only for now) static const float aa_level = 12.0; // range [0, 24] // What antialiasing filter do you want (static option only)? Options: // 0: Box (separable), 1: Box (cylindrical), // 2: Tent (separable), 3: Tent (cylindrical), // 4: Gaussian (separable), 5: Gaussian (cylindrical), // 6: Cubic* (separable), 7: Cubic* (cylindrical, poor) // 8: Lanczos Sinc (separable), 9: Lanczos Jinc (cylindrical, poor) // * = Especially slow with RUNTIME_ANTIALIAS_WEIGHTS static const float aa_filter = 6.0; // range [0, 9] // Flip the sample grid on odd/even frames (static option only for now)? static const bool aa_temporal = false; // Use RGB subpixel offsets for antialiasing? The pixel is at green, and // the blue offset is the negative r offset; range [0, 0.5] static const float2 aa_subpixel_r_offset_static = float2(-1.0/3.0, 0.0);//float2(0.0); // Cubics: See http://www.imagemagick.org/Usage/filter/#mitchell // 1.) "Keys cubics" with B = 1 - 2C are considered the highest quality. // 2.) C = 0.5 (default) is Catmull-Rom; higher C's apply sharpening. // 3.) C = 1.0/3.0 is the Mitchell-Netravali filter. // 4.) C = 0.0 is a soft spline filter. static const float aa_cubic_c_static = 0.5; // range [0, 4] // Standard deviation for Gaussian antialiasing: Try 0.5/aa_pixel_diameter. static const float aa_gauss_sigma_static = 0.5; // range [0.0625, 1.0] // PHOSPHOR MASK: // Mask type: 0 = aperture grille, 1 = slot mask, 2 = EDP shadow mask static const float mask_type_static = 1.0; // range [0, 2] // We can sample the mask three ways. Pick 2/3 from: Pretty/Fast/Flexible. // 0.) Sinc-resize to the desired dot pitch manually (pretty/slow/flexible). // This requires PHOSPHOR_MASK_MANUALLY_RESIZE to be #defined. // 1.) Hardware-resize to the desired dot pitch (ugly/fast/flexible). This // is halfway decent with LUT mipmapping but atrocious without it. // 2.) Tile it without resizing at a 1:1 texel:pixel ratio for flat coords // (pretty/fast/inflexible). Each input LUT has a fixed dot pitch. // This mode reuses the same masks, so triads will be enormous unless // you change the mask LUT filenames in your .cgp file. static const float mask_sample_mode_static = 0.0; // range [0, 2] // Prefer setting the triad size (0.0) or number on the screen (1.0)? // If RUNTIME_PHOSPHOR_BLOOM_SIGMA isn't #defined, the specified triad size // will always be used to calculate the full bloom sigma statically. static const float mask_specify_num_triads_static = 0.0; // range [0, 1] // Specify the phosphor triad size, in pixels. Each tile (usually with 8 // triads) will be rounded to the nearest integer tile size and clamped to // obey minimum size constraints (imposed to reduce downsize taps) and // maximum size constraints (imposed to have a sane MASK_RESIZE FBO size). // To increase the size limit, double the viewport-relative scales for the // two MASK_RESIZE passes in crt-royale.cgp and user-cgp-contants.h. // range [1, mask_texture_small_size/mask_triads_per_tile] static const float mask_triad_size_desired_static = 24.0 / 8.0; // If mask_specify_num_triads is 1.0/true, we'll go by this instead (the // final size will be rounded and constrained as above); default 480.0 static const float mask_num_triads_desired_static = 480.0; // How many lobes should the sinc/Lanczos resizer use? More lobes require // more samples and avoid moire a bit better, but some is unavoidable // depending on the destination size (static option for now). static const float mask_sinc_lobes = 3.0; // range [2, 4] // The mask is resized using a variable number of taps in each dimension, // but some Cg profiles always fetch a constant number of taps no matter // what (no dynamic branching). We can limit the maximum number of taps if // we statically limit the minimum phosphor triad size. Larger values are // faster, but the limit IS enforced (static option only, forever); // range [1, mask_texture_small_size/mask_triads_per_tile] // TODO: Make this 1.0 and compensate with smarter sampling! static const float mask_min_allowed_triad_size = 2.0; // GEOMETRY: // Geometry mode: // 0: Off (default), 1: Spherical mapping (like cgwg's), // 2: Alt. spherical mapping (more bulbous), 3: Cylindrical/Trinitron static const float geom_mode_static = 0.0; // range [0, 3] // Radius of curvature: Measured in units of your viewport's diagonal size. static const float geom_radius_static = 2.0; // range [1/(2*pi), 1024] // View dist is the distance from the player to their physical screen, in // units of the viewport's diagonal size. It controls the field of view. static const float geom_view_dist_static = 2.0; // range [0.5, 1024] // Tilt angle in radians (clockwise around up and right vectors): static const float2 geom_tilt_angle_static = float2(0.0, 0.0); // range [-pi, pi] // Aspect ratio: When the true viewport size is unknown, this value is used // to help convert between the phosphor triad size and count, along with // the mask_resize_viewport_scale constant from user-cgp-constants.h. Set // this equal to Retroarch's display aspect ratio (DAR) for best results; // range [1, geom_max_aspect_ratio from user-cgp-constants.h]; // default (256/224)*(54/47) = 1.313069909 (see below) static const float geom_aspect_ratio_static = 1.313069909; // Before getting into overscan, here's some general aspect ratio info: // - DAR = display aspect ratio = SAR * PAR; as in your Retroarch setting // - SAR = storage aspect ratio = DAR / PAR; square pixel emulator frame AR // - PAR = pixel aspect ratio = DAR / SAR; holds regardless of cropping // Geometry processing has to "undo" the screen-space 2D DAR to calculate // 3D view vectors, then reapplies the aspect ratio to the simulated CRT in // uv-space. To ensure the source SAR is intended for a ~4:3 DAR, either: // a.) Enable Retroarch's "Crop Overscan" // b.) Readd horizontal padding: Set overscan to e.g. N*(1.0, 240.0/224.0) // Real consoles use horizontal black padding in the signal, but emulators // often crop this without cropping the vertical padding; a 256x224 [S]NES // frame (8:7 SAR) is intended for a ~4:3 DAR, but a 256x240 frame is not. // The correct [S]NES PAR is 54:47, found by blargg and NewRisingSun: // http://board.zsnes.com/phpBB3/viewtopic.php?f=22&t=11928&start=50 // http://forums.nesdev.com/viewtopic.php?p=24815#p24815 // For flat output, it's okay to set DAR = [existing] SAR * [correct] PAR // without doing a. or b., but horizontal image borders will be tighter // than vertical ones, messing up curvature and overscan. Fixing the // padding first corrects this. // Overscan: Amount to "zoom in" before cropping. You can zoom uniformly // or adjust x/y independently to e.g. readd horizontal padding, as noted // above: Values < 1.0 zoom out; range (0, inf) static const float2 geom_overscan_static = float2(1.0, 1.0);// * 1.005 * (1.0, 240/224.0) // Compute a proper pixel-space to texture-space matrix even without ddx()/ // ddy()? This is ~8.5% slower but improves antialiasing/subpixel filtering // with strong curvature (static option only for now). static const bool geom_force_correct_tangent_matrix = true; // BORDERS: // Rounded border size in texture uv coords: static const float border_size_static = 0.015; // range [0, 0.5] // Border darkness: Moderate values darken the border smoothly, and high // values make the image very dark just inside the border: static const float border_darkness_static = 2.0; // range [0, inf) // Border compression: High numbers compress border transitions, narrowing // the dark border area. static const float border_compress_static = 2.5; // range [1, inf) #endif // USER_SETTINGS_H //////////////////////////// END USER-SETTINGS ////////////////////////// //#include "derived-settings-and-constants.h" //////////////////// BEGIN DERIVED-SETTINGS-AND-CONSTANTS //////////////////// #ifndef DERIVED_SETTINGS_AND_CONSTANTS_H #define DERIVED_SETTINGS_AND_CONSTANTS_H ///////////////////////////// GPL LICENSE NOTICE ///////////////////////////// // crt-royale: A full-featured CRT shader, with cheese. // Copyright (C) 2014 TroggleMonkey // // This program is free software; you can redistribute it and/or modify it // under the terms of the GNU General Public License as published by the Free // Software Foundation; either version 2 of the License, or any later version. // // This program is distributed in the hope that it will be useful, but WITHOUT // ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or // FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for // more details. // // You should have received a copy of the GNU General Public License along with // this program; if not, write to the Free Software Foundation, Inc., 59 Temple // Place, Suite 330, Boston, MA 02111-1307 USA ///////////////////////////////// DESCRIPTION //////////////////////////////// // These macros and constants can be used across the whole codebase. // Unlike the values in user-settings.cgh, end users shouldn't modify these. /////////////////////////////// BEGIN INCLUDES /////////////////////////////// //#include "../user-settings.h" ///////////////////////////// BEGIN USER-SETTINGS //////////////////////////// #ifndef USER_SETTINGS_H #define USER_SETTINGS_H ///////////////////////////// DRIVER CAPABILITIES //////////////////////////// // The Cg compiler uses different "profiles" with different capabilities. // This shader requires a Cg compilation profile >= arbfp1, but a few options // require higher profiles like fp30 or fp40. The shader can't detect profile // or driver capabilities, so instead you must comment or uncomment the lines // below with "//" before "#define." Disable an option if you get compilation // errors resembling those listed. Generally speaking, all of these options // will run on nVidia cards, but only DRIVERS_ALLOW_TEX2DBIAS (if that) is // likely to run on ATI/AMD, due to the Cg compiler's profile limitations. // Derivatives: Unsupported on fp20, ps_1_1, ps_1_2, ps_1_3, and arbfp1. // Among other things, derivatives help us fix anisotropic filtering artifacts // with curved manually tiled phosphor mask coords. Related errors: // error C3004: function "float2 ddx(float2);" not supported in this profile // error C3004: function "float2 ddy(float2);" not supported in this profile //#define DRIVERS_ALLOW_DERIVATIVES // Fine derivatives: Unsupported on older ATI cards. // Fine derivatives enable 2x2 fragment block communication, letting us perform // fast single-pass blur operations. If your card uses coarse derivatives and // these are enabled, blurs could look broken. Derivatives are a prerequisite. #ifdef DRIVERS_ALLOW_DERIVATIVES #define DRIVERS_ALLOW_FINE_DERIVATIVES #endif // Dynamic looping: Requires an fp30 or newer profile. // This makes phosphor mask resampling faster in some cases. Related errors: // error C5013: profile does not support "for" statements and "for" could not // be unrolled //#define DRIVERS_ALLOW_DYNAMIC_BRANCHES // Without DRIVERS_ALLOW_DYNAMIC_BRANCHES, we need to use unrollable loops. // Using one static loop avoids overhead if the user is right, but if the user // is wrong (loops are allowed), breaking a loop into if-blocked pieces with a // binary search can potentially save some iterations. However, it may fail: // error C6001: Temporary register limit of 32 exceeded; 35 registers // needed to compile program //#define ACCOMODATE_POSSIBLE_DYNAMIC_LOOPS // tex2Dlod: Requires an fp40 or newer profile. This can be used to disable // anisotropic filtering, thereby fixing related artifacts. Related errors: // error C3004: function "float4 tex2Dlod(sampler2D, float4);" not supported in // this profile //#define DRIVERS_ALLOW_TEX2DLOD // tex2Dbias: Requires an fp30 or newer profile. This can be used to alleviate // artifacts from anisotropic filtering and mipmapping. Related errors: // error C3004: function "float4 tex2Dbias(sampler2D, float4);" not supported // in this profile //#define DRIVERS_ALLOW_TEX2DBIAS // Integrated graphics compatibility: Integrated graphics like Intel HD 4000 // impose stricter limitations on register counts and instructions. Enable // INTEGRATED_GRAPHICS_COMPATIBILITY_MODE if you still see error C6001 or: // error C6002: Instruction limit of 1024 exceeded: 1523 instructions needed // to compile program. // Enabling integrated graphics compatibility mode will automatically disable: // 1.) PHOSPHOR_MASK_MANUALLY_RESIZE: The phosphor mask will be softer. // (This may be reenabled in a later release.) // 2.) RUNTIME_GEOMETRY_MODE // 3.) The high-quality 4x4 Gaussian resize for the bloom approximation //#define INTEGRATED_GRAPHICS_COMPATIBILITY_MODE //////////////////////////// USER CODEPATH OPTIONS /////////////////////////// // To disable a #define option, turn its line into a comment with "//." // RUNTIME VS. COMPILE-TIME OPTIONS (Major Performance Implications): // Enable runtime shader parameters in the Retroarch (etc.) GUI? They override // many of the options in this file and allow real-time tuning, but many of // them are slower. Disabling them and using this text file will boost FPS. #define RUNTIME_SHADER_PARAMS_ENABLE // Specify the phosphor bloom sigma at runtime? This option is 10% slower, but // it's the only way to do a wide-enough full bloom with a runtime dot pitch. #define RUNTIME_PHOSPHOR_BLOOM_SIGMA // Specify antialiasing weight parameters at runtime? (Costs ~20% with cubics) #define RUNTIME_ANTIALIAS_WEIGHTS // Specify subpixel offsets at runtime? (WARNING: EXTREMELY EXPENSIVE!) //#define RUNTIME_ANTIALIAS_SUBPIXEL_OFFSETS // Make beam_horiz_filter and beam_horiz_linear_rgb_weight into runtime shader // parameters? This will require more math or dynamic branching. #define RUNTIME_SCANLINES_HORIZ_FILTER_COLORSPACE // Specify the tilt at runtime? This makes things about 3% slower. #define RUNTIME_GEOMETRY_TILT // Specify the geometry mode at runtime? #define RUNTIME_GEOMETRY_MODE // Specify the phosphor mask type (aperture grille, slot mask, shadow mask) and // mode (Lanczos-resize, hardware resize, or tile 1:1) at runtime, even without // dynamic branches? This is cheap if mask_resize_viewport_scale is small. #define FORCE_RUNTIME_PHOSPHOR_MASK_MODE_TYPE_SELECT // PHOSPHOR MASK: // Manually resize the phosphor mask for best results (slower)? Disabling this // removes the option to do so, but it may be faster without dynamic branches. #define PHOSPHOR_MASK_MANUALLY_RESIZE // If we sinc-resize the mask, should we Lanczos-window it (slower but better)? #define PHOSPHOR_MASK_RESIZE_LANCZOS_WINDOW // Larger blurs are expensive, but we need them to blur larger triads. We can // detect the right blur if the triad size is static or our profile allows // dynamic branches, but otherwise we use the largest blur the user indicates // they might need: #define PHOSPHOR_BLOOM_TRIADS_LARGER_THAN_3_PIXELS //#define PHOSPHOR_BLOOM_TRIADS_LARGER_THAN_6_PIXELS //#define PHOSPHOR_BLOOM_TRIADS_LARGER_THAN_9_PIXELS //#define PHOSPHOR_BLOOM_TRIADS_LARGER_THAN_12_PIXELS // Here's a helpful chart: // MaxTriadSize BlurSize MinTriadCountsByResolution // 3.0 9.0 480/640/960/1920 triads at 1080p/1440p/2160p/4320p, 4:3 aspect // 6.0 17.0 240/320/480/960 triads at 1080p/1440p/2160p/4320p, 4:3 aspect // 9.0 25.0 160/213/320/640 triads at 1080p/1440p/2160p/4320p, 4:3 aspect // 12.0 31.0 120/160/240/480 triads at 1080p/1440p/2160p/4320p, 4:3 aspect // 18.0 43.0 80/107/160/320 triads at 1080p/1440p/2160p/4320p, 4:3 aspect /////////////////////////////// USER PARAMETERS ////////////////////////////// // Note: Many of these static parameters are overridden by runtime shader // parameters when those are enabled. However, many others are static codepath // options that were cleaner or more convert to code as static constants. // GAMMA: static const float crt_gamma_static = 2.5; // range [1, 5] static const float lcd_gamma_static = 2.2; // range [1, 5] // LEVELS MANAGEMENT: // Control the final multiplicative image contrast: static const float levels_contrast_static = 1.0; // range [0, 4) // We auto-dim to avoid clipping between passes and restore brightness // later. Control the dim factor here: Lower values clip less but crush // blacks more (static only for now). static const float levels_autodim_temp = 0.5; // range (0, 1] default is 0.5 but that was unnecessarily dark for me, so I set it to 1.0 // HALATION/DIFFUSION/BLOOM: // Halation weight: How much energy should be lost to electrons bounding // around under the CRT glass and exciting random phosphors? static const float halation_weight_static = 0.0; // range [0, 1] // Refractive diffusion weight: How much light should spread/diffuse from // refracting through the CRT glass? static const float diffusion_weight_static = 0.075; // range [0, 1] // Underestimate brightness: Bright areas bloom more, but we can base the // bloom brightpass on a lower brightness to sharpen phosphors, or a higher // brightness to soften them. Low values clip, but >= 0.8 looks okay. static const float bloom_underestimate_levels_static = 0.8; // range [0, 5] // Blur all colors more than necessary for a softer phosphor bloom? static const float bloom_excess_static = 0.0; // range [0, 1] // The BLOOM_APPROX pass approximates a phosphor blur early on with a small // blurred resize of the input (convergence offsets are applied as well). // There are three filter options (static option only for now): // 0.) Bilinear resize: A fast, close approximation to a 4x4 resize // if min_allowed_viewport_triads and the BLOOM_APPROX resolution are sane // and beam_max_sigma is low. // 1.) 3x3 resize blur: Medium speed, soft/smeared from bilinear blurring, // always uses a static sigma regardless of beam_max_sigma or // mask_num_triads_desired. // 2.) True 4x4 Gaussian resize: Slowest, technically correct. // These options are more pronounced for the fast, unbloomed shader version. #ifndef RADEON_FIX static const float bloom_approx_filter_static = 2.0; #else static const float bloom_approx_filter_static = 1.0; #endif // ELECTRON BEAM SCANLINE DISTRIBUTION: // How many scanlines should contribute light to each pixel? Using more // scanlines is slower (especially for a generalized Gaussian) but less // distorted with larger beam sigmas (especially for a pure Gaussian). The // max_beam_sigma at which the closest unused weight is guaranteed < // 1.0/255.0 (for a 3x antialiased pure Gaussian) is: // 2 scanlines: max_beam_sigma = 0.2089; distortions begin ~0.34; 141.7 FPS pure, 131.9 FPS generalized // 3 scanlines, max_beam_sigma = 0.3879; distortions begin ~0.52; 137.5 FPS pure; 123.8 FPS generalized // 4 scanlines, max_beam_sigma = 0.5723; distortions begin ~0.70; 134.7 FPS pure; 117.2 FPS generalized // 5 scanlines, max_beam_sigma = 0.7591; distortions begin ~0.89; 131.6 FPS pure; 112.1 FPS generalized // 6 scanlines, max_beam_sigma = 0.9483; distortions begin ~1.08; 127.9 FPS pure; 105.6 FPS generalized static const float beam_num_scanlines = 3.0; // range [2, 6] // A generalized Gaussian beam varies shape with color too, now just width. // It's slower but more flexible (static option only for now). static const bool beam_generalized_gaussian = true; // What kind of scanline antialiasing do you want? // 0: Sample weights at 1x; 1: Sample weights at 3x; 2: Compute an integral // Integrals are slow (especially for generalized Gaussians) and rarely any // better than 3x antialiasing (static option only for now). static const float beam_antialias_level = 1.0; // range [0, 2] // Min/max standard deviations for scanline beams: Higher values widen and // soften scanlines. Depending on other options, low min sigmas can alias. static const float beam_min_sigma_static = 0.02; // range (0, 1] static const float beam_max_sigma_static = 0.3; // range (0, 1] // Beam width varies as a function of color: A power function (0) is more // configurable, but a spherical function (1) gives the widest beam // variability without aliasing (static option only for now). static const float beam_spot_shape_function = 0.0; // Spot shape power: Powers <= 1 give smoother spot shapes but lower // sharpness. Powers >= 1.0 are awful unless mix/max sigmas are close. static const float beam_spot_power_static = 1.0/3.0; // range (0, 16] // Generalized Gaussian max shape parameters: Higher values give flatter // scanline plateaus and steeper dropoffs, simultaneously widening and // sharpening scanlines at the cost of aliasing. 2.0 is pure Gaussian, and // values > ~40.0 cause artifacts with integrals. static const float beam_min_shape_static = 2.0; // range [2, 32] static const float beam_max_shape_static = 4.0; // range [2, 32] // Generalized Gaussian shape power: Affects how quickly the distribution // changes shape from Gaussian to steep/plateaued as color increases from 0 // to 1.0. Higher powers appear softer for most colors, and lower powers // appear sharper for most colors. static const float beam_shape_power_static = 1.0/4.0; // range (0, 16] // What filter should be used to sample scanlines horizontally? // 0: Quilez (fast), 1: Gaussian (configurable), 2: Lanczos2 (sharp) static const float beam_horiz_filter_static = 0.0; // Standard deviation for horizontal Gaussian resampling: static const float beam_horiz_sigma_static = 0.35; // range (0, 2/3] // Do horizontal scanline sampling in linear RGB (correct light mixing), // gamma-encoded RGB (darker, hard spot shape, may better match bandwidth- // limiting circuitry in some CRT's), or a weighted avg.? static const float beam_horiz_linear_rgb_weight_static = 1.0; // range [0, 1] // Simulate scanline misconvergence? This needs 3x horizontal texture // samples and 3x texture samples of BLOOM_APPROX and HALATION_BLUR in // later passes (static option only for now). static const bool beam_misconvergence = true; // Convergence offsets in x/y directions for R/G/B scanline beams in units // of scanlines. Positive offsets go right/down; ranges [-2, 2] static const float2 convergence_offsets_r_static = float2(0.1, 0.2); static const float2 convergence_offsets_g_static = float2(0.3, 0.4); static const float2 convergence_offsets_b_static = float2(0.5, 0.6); // Detect interlacing (static option only for now)? static const bool interlace_detect = true; // Assume 1080-line sources are interlaced? static const bool interlace_1080i_static = false; // For interlaced sources, assume TFF (top-field first) or BFF order? // (Whether this matters depends on the nature of the interlaced input.) static const bool interlace_bff_static = false; // ANTIALIASING: // What AA level do you want for curvature/overscan/subpixels? Options: // 0x (none), 1x (sample subpixels), 4x, 5x, 6x, 7x, 8x, 12x, 16x, 20x, 24x // (Static option only for now) static const float aa_level = 12.0; // range [0, 24] // What antialiasing filter do you want (static option only)? Options: // 0: Box (separable), 1: Box (cylindrical), // 2: Tent (separable), 3: Tent (cylindrical), // 4: Gaussian (separable), 5: Gaussian (cylindrical), // 6: Cubic* (separable), 7: Cubic* (cylindrical, poor) // 8: Lanczos Sinc (separable), 9: Lanczos Jinc (cylindrical, poor) // * = Especially slow with RUNTIME_ANTIALIAS_WEIGHTS static const float aa_filter = 6.0; // range [0, 9] // Flip the sample grid on odd/even frames (static option only for now)? static const bool aa_temporal = false; // Use RGB subpixel offsets for antialiasing? The pixel is at green, and // the blue offset is the negative r offset; range [0, 0.5] static const float2 aa_subpixel_r_offset_static = float2(-1.0/3.0, 0.0);//float2(0.0); // Cubics: See http://www.imagemagick.org/Usage/filter/#mitchell // 1.) "Keys cubics" with B = 1 - 2C are considered the highest quality. // 2.) C = 0.5 (default) is Catmull-Rom; higher C's apply sharpening. // 3.) C = 1.0/3.0 is the Mitchell-Netravali filter. // 4.) C = 0.0 is a soft spline filter. static const float aa_cubic_c_static = 0.5; // range [0, 4] // Standard deviation for Gaussian antialiasing: Try 0.5/aa_pixel_diameter. static const float aa_gauss_sigma_static = 0.5; // range [0.0625, 1.0] // PHOSPHOR MASK: // Mask type: 0 = aperture grille, 1 = slot mask, 2 = EDP shadow mask static const float mask_type_static = 1.0; // range [0, 2] // We can sample the mask three ways. Pick 2/3 from: Pretty/Fast/Flexible. // 0.) Sinc-resize to the desired dot pitch manually (pretty/slow/flexible). // This requires PHOSPHOR_MASK_MANUALLY_RESIZE to be #defined. // 1.) Hardware-resize to the desired dot pitch (ugly/fast/flexible). This // is halfway decent with LUT mipmapping but atrocious without it. // 2.) Tile it without resizing at a 1:1 texel:pixel ratio for flat coords // (pretty/fast/inflexible). Each input LUT has a fixed dot pitch. // This mode reuses the same masks, so triads will be enormous unless // you change the mask LUT filenames in your .cgp file. static const float mask_sample_mode_static = 0.0; // range [0, 2] // Prefer setting the triad size (0.0) or number on the screen (1.0)? // If RUNTIME_PHOSPHOR_BLOOM_SIGMA isn't #defined, the specified triad size // will always be used to calculate the full bloom sigma statically. static const float mask_specify_num_triads_static = 0.0; // range [0, 1] // Specify the phosphor triad size, in pixels. Each tile (usually with 8 // triads) will be rounded to the nearest integer tile size and clamped to // obey minimum size constraints (imposed to reduce downsize taps) and // maximum size constraints (imposed to have a sane MASK_RESIZE FBO size). // To increase the size limit, double the viewport-relative scales for the // two MASK_RESIZE passes in crt-royale.cgp and user-cgp-contants.h. // range [1, mask_texture_small_size/mask_triads_per_tile] static const float mask_triad_size_desired_static = 24.0 / 8.0; // If mask_specify_num_triads is 1.0/true, we'll go by this instead (the // final size will be rounded and constrained as above); default 480.0 static const float mask_num_triads_desired_static = 480.0; // How many lobes should the sinc/Lanczos resizer use? More lobes require // more samples and avoid moire a bit better, but some is unavoidable // depending on the destination size (static option for now). static const float mask_sinc_lobes = 3.0; // range [2, 4] // The mask is resized using a variable number of taps in each dimension, // but some Cg profiles always fetch a constant number of taps no matter // what (no dynamic branching). We can limit the maximum number of taps if // we statically limit the minimum phosphor triad size. Larger values are // faster, but the limit IS enforced (static option only, forever); // range [1, mask_texture_small_size/mask_triads_per_tile] // TODO: Make this 1.0 and compensate with smarter sampling! static const float mask_min_allowed_triad_size = 2.0; // GEOMETRY: // Geometry mode: // 0: Off (default), 1: Spherical mapping (like cgwg's), // 2: Alt. spherical mapping (more bulbous), 3: Cylindrical/Trinitron static const float geom_mode_static = 0.0; // range [0, 3] // Radius of curvature: Measured in units of your viewport's diagonal size. static const float geom_radius_static = 2.0; // range [1/(2*pi), 1024] // View dist is the distance from the player to their physical screen, in // units of the viewport's diagonal size. It controls the field of view. static const float geom_view_dist_static = 2.0; // range [0.5, 1024] // Tilt angle in radians (clockwise around up and right vectors): static const float2 geom_tilt_angle_static = float2(0.0, 0.0); // range [-pi, pi] // Aspect ratio: When the true viewport size is unknown, this value is used // to help convert between the phosphor triad size and count, along with // the mask_resize_viewport_scale constant from user-cgp-constants.h. Set // this equal to Retroarch's display aspect ratio (DAR) for best results; // range [1, geom_max_aspect_ratio from user-cgp-constants.h]; // default (256/224)*(54/47) = 1.313069909 (see below) static const float geom_aspect_ratio_static = 1.313069909; // Before getting into overscan, here's some general aspect ratio info: // - DAR = display aspect ratio = SAR * PAR; as in your Retroarch setting // - SAR = storage aspect ratio = DAR / PAR; square pixel emulator frame AR // - PAR = pixel aspect ratio = DAR / SAR; holds regardless of cropping // Geometry processing has to "undo" the screen-space 2D DAR to calculate // 3D view vectors, then reapplies the aspect ratio to the simulated CRT in // uv-space. To ensure the source SAR is intended for a ~4:3 DAR, either: // a.) Enable Retroarch's "Crop Overscan" // b.) Readd horizontal padding: Set overscan to e.g. N*(1.0, 240.0/224.0) // Real consoles use horizontal black padding in the signal, but emulators // often crop this without cropping the vertical padding; a 256x224 [S]NES // frame (8:7 SAR) is intended for a ~4:3 DAR, but a 256x240 frame is not. // The correct [S]NES PAR is 54:47, found by blargg and NewRisingSun: // http://board.zsnes.com/phpBB3/viewtopic.php?f=22&t=11928&start=50 // http://forums.nesdev.com/viewtopic.php?p=24815#p24815 // For flat output, it's okay to set DAR = [existing] SAR * [correct] PAR // without doing a. or b., but horizontal image borders will be tighter // than vertical ones, messing up curvature and overscan. Fixing the // padding first corrects this. // Overscan: Amount to "zoom in" before cropping. You can zoom uniformly // or adjust x/y independently to e.g. readd horizontal padding, as noted // above: Values < 1.0 zoom out; range (0, inf) static const float2 geom_overscan_static = float2(1.0, 1.0);// * 1.005 * (1.0, 240/224.0) // Compute a proper pixel-space to texture-space matrix even without ddx()/ // ddy()? This is ~8.5% slower but improves antialiasing/subpixel filtering // with strong curvature (static option only for now). static const bool geom_force_correct_tangent_matrix = true; // BORDERS: // Rounded border size in texture uv coords: static const float border_size_static = 0.015; // range [0, 0.5] // Border darkness: Moderate values darken the border smoothly, and high // values make the image very dark just inside the border: static const float border_darkness_static = 2.0; // range [0, inf) // Border compression: High numbers compress border transitions, narrowing // the dark border area. static const float border_compress_static = 2.5; // range [1, inf) #endif // USER_SETTINGS_H ///////////////////////////// END USER-SETTINGS //////////////////////////// //#include "user-cgp-constants.h" ///////////////////////// BEGIN USER-CGP-CONSTANTS ///////////////////////// #ifndef USER_CGP_CONSTANTS_H #define USER_CGP_CONSTANTS_H // IMPORTANT: // These constants MUST be set appropriately for the settings in crt-royale.cgp // (or whatever related .cgp file you're using). If they aren't, you're likely // to get artifacts, the wrong phosphor mask size, etc. I wish these could be // set directly in the .cgp file to make things easier, but...they can't. // PASS SCALES AND RELATED CONSTANTS: // Copy the absolute scale_x for BLOOM_APPROX. There are two major versions of // this shader: One does a viewport-scale bloom, and the other skips it. The // latter benefits from a higher bloom_approx_scale_x, so save both separately: static const float bloom_approx_size_x = 320.0; static const float bloom_approx_size_x_for_fake = 400.0; // Copy the viewport-relative scales of the phosphor mask resize passes // (MASK_RESIZE and the pass immediately preceding it): static const float2 mask_resize_viewport_scale = float2(0.0625, 0.0625); // Copy the geom_max_aspect_ratio used to calculate the MASK_RESIZE scales, etc.: static const float geom_max_aspect_ratio = 4.0/3.0; // PHOSPHOR MASK TEXTURE CONSTANTS: // Set the following constants to reflect the properties of the phosphor mask // texture named in crt-royale.cgp. The shader optionally resizes a mask tile // based on user settings, then repeats a single tile until filling the screen. // The shader must know the input texture size (default 64x64), and to manually // resize, it must also know the horizontal triads per tile (default 8). static const float2 mask_texture_small_size = float2(64.0, 64.0); static const float2 mask_texture_large_size = float2(512.0, 512.0); static const float mask_triads_per_tile = 8.0; // We need the average brightness of the phosphor mask to compensate for the // dimming it causes. The following four values are roughly correct for the // masks included with the shader. Update the value for any LUT texture you // change. [Un]comment "#define PHOSPHOR_MASK_GRILLE14" depending on whether // the loaded aperture grille uses 14-pixel or 15-pixel stripes (default 15). //#define PHOSPHOR_MASK_GRILLE14 static const float mask_grille14_avg_color = 50.6666666/255.0; // TileableLinearApertureGrille14Wide7d33Spacing*.png // TileableLinearApertureGrille14Wide10And6Spacing*.png static const float mask_grille15_avg_color = 53.0/255.0; // TileableLinearApertureGrille15Wide6d33Spacing*.png // TileableLinearApertureGrille15Wide8And5d5Spacing*.png static const float mask_slot_avg_color = 46.0/255.0; // TileableLinearSlotMask15Wide9And4d5Horizontal8VerticalSpacing*.png // TileableLinearSlotMaskTall15Wide9And4d5Horizontal9d14VerticalSpacing*.png static const float mask_shadow_avg_color = 41.0/255.0; // TileableLinearShadowMask*.png // TileableLinearShadowMaskEDP*.png #ifdef PHOSPHOR_MASK_GRILLE14 static const float mask_grille_avg_color = mask_grille14_avg_color; #else static const float mask_grille_avg_color = mask_grille15_avg_color; #endif #endif // USER_CGP_CONSTANTS_H ////////////////////////// END USER-CGP-CONSTANTS ////////////////////////// //////////////////////////////// END INCLUDES //////////////////////////////// /////////////////////////////// FIXED SETTINGS /////////////////////////////// // Avoid dividing by zero; using a macro overloads for float, float2, etc.: #define FIX_ZERO(c) (max(abs(c), 0.0000152587890625)) // 2^-16 // Ensure the first pass decodes CRT gamma and the last encodes LCD gamma. #ifndef SIMULATE_CRT_ON_LCD #define SIMULATE_CRT_ON_LCD #endif // Manually tiling a manually resized texture creates texture coord derivative // discontinuities and confuses anisotropic filtering, causing discolored tile // seams in the phosphor mask. Workarounds: // a.) Using tex2Dlod disables anisotropic filtering for tiled masks. It's // downgraded to tex2Dbias without DRIVERS_ALLOW_TEX2DLOD #defined and // disabled without DRIVERS_ALLOW_TEX2DBIAS #defined either. // b.) "Tile flat twice" requires drawing two full tiles without border padding // to the resized mask FBO, and it's incompatible with same-pass curvature. // (Same-pass curvature isn't used but could be in the future...maybe.) // c.) "Fix discontinuities" requires derivatives and drawing one tile with // border padding to the resized mask FBO, but it works with same-pass // curvature. It's disabled without DRIVERS_ALLOW_DERIVATIVES #defined. // Precedence: a, then, b, then c (if multiple strategies are #defined). #define ANISOTROPIC_TILING_COMPAT_TEX2DLOD // 129.7 FPS, 4x, flat; 101.8 at fullscreen #define ANISOTROPIC_TILING_COMPAT_TILE_FLAT_TWICE // 128.1 FPS, 4x, flat; 101.5 at fullscreen #define ANISOTROPIC_TILING_COMPAT_FIX_DISCONTINUITIES // 124.4 FPS, 4x, flat; 97.4 at fullscreen // Also, manually resampling the phosphor mask is slightly blurrier with // anisotropic filtering. (Resampling with mipmapping is even worse: It // creates artifacts, but only with the fully bloomed shader.) The difference // is subtle with small triads, but you can fix it for a small cost. //#define ANISOTROPIC_RESAMPLING_COMPAT_TEX2DLOD ////////////////////////////// DERIVED SETTINGS ////////////////////////////// // Intel HD 4000 GPU's can't handle manual mask resizing (for now), setting the // geometry mode at runtime, or a 4x4 true Gaussian resize. Disable // incompatible settings ASAP. (INTEGRATED_GRAPHICS_COMPATIBILITY_MODE may be // #defined by either user-settings.h or a wrapper .cg that #includes the // current .cg pass.) #ifdef INTEGRATED_GRAPHICS_COMPATIBILITY_MODE #ifdef PHOSPHOR_MASK_MANUALLY_RESIZE #undef PHOSPHOR_MASK_MANUALLY_RESIZE #endif #ifdef RUNTIME_GEOMETRY_MODE #undef RUNTIME_GEOMETRY_MODE #endif // Mode 2 (4x4 Gaussian resize) won't work, and mode 1 (3x3 blur) is // inferior in most cases, so replace 2.0 with 0.0: static const float bloom_approx_filter = bloom_approx_filter_static > 1.5 ? 0.0 : bloom_approx_filter_static; #else static const float bloom_approx_filter = bloom_approx_filter_static; #endif // Disable slow runtime paths if static parameters are used. Most of these // won't be a problem anyway once the params are disabled, but some will. #ifndef RUNTIME_SHADER_PARAMS_ENABLE #ifdef RUNTIME_PHOSPHOR_BLOOM_SIGMA #undef RUNTIME_PHOSPHOR_BLOOM_SIGMA #endif #ifdef RUNTIME_ANTIALIAS_WEIGHTS #undef RUNTIME_ANTIALIAS_WEIGHTS #endif #ifdef RUNTIME_ANTIALIAS_SUBPIXEL_OFFSETS #undef RUNTIME_ANTIALIAS_SUBPIXEL_OFFSETS #endif #ifdef RUNTIME_SCANLINES_HORIZ_FILTER_COLORSPACE #undef RUNTIME_SCANLINES_HORIZ_FILTER_COLORSPACE #endif #ifdef RUNTIME_GEOMETRY_TILT #undef RUNTIME_GEOMETRY_TILT #endif #ifdef RUNTIME_GEOMETRY_MODE #undef RUNTIME_GEOMETRY_MODE #endif #ifdef FORCE_RUNTIME_PHOSPHOR_MASK_MODE_TYPE_SELECT #undef FORCE_RUNTIME_PHOSPHOR_MASK_MODE_TYPE_SELECT #endif #endif // Make tex2Dbias a backup for tex2Dlod for wider compatibility. #ifdef ANISOTROPIC_TILING_COMPAT_TEX2DLOD #define ANISOTROPIC_TILING_COMPAT_TEX2DBIAS #endif #ifdef ANISOTROPIC_RESAMPLING_COMPAT_TEX2DLOD #define ANISOTROPIC_RESAMPLING_COMPAT_TEX2DBIAS #endif // Rule out unavailable anisotropic compatibility strategies: #ifndef DRIVERS_ALLOW_DERIVATIVES #ifdef ANISOTROPIC_TILING_COMPAT_FIX_DISCONTINUITIES #undef ANISOTROPIC_TILING_COMPAT_FIX_DISCONTINUITIES #endif #endif #ifndef DRIVERS_ALLOW_TEX2DLOD #ifdef ANISOTROPIC_TILING_COMPAT_TEX2DLOD #undef ANISOTROPIC_TILING_COMPAT_TEX2DLOD #endif #ifdef ANISOTROPIC_RESAMPLING_COMPAT_TEX2DLOD #undef ANISOTROPIC_RESAMPLING_COMPAT_TEX2DLOD #endif #ifdef ANTIALIAS_DISABLE_ANISOTROPIC #undef ANTIALIAS_DISABLE_ANISOTROPIC #endif #endif #ifndef DRIVERS_ALLOW_TEX2DBIAS #ifdef ANISOTROPIC_TILING_COMPAT_TEX2DBIAS #undef ANISOTROPIC_TILING_COMPAT_TEX2DBIAS #endif #ifdef ANISOTROPIC_RESAMPLING_COMPAT_TEX2DBIAS #undef ANISOTROPIC_RESAMPLING_COMPAT_TEX2DBIAS #endif #endif // Prioritize anisotropic tiling compatibility strategies by performance and // disable unused strategies. This concentrates all the nesting in one place. #ifdef ANISOTROPIC_TILING_COMPAT_TEX2DLOD #ifdef ANISOTROPIC_TILING_COMPAT_TEX2DBIAS #undef ANISOTROPIC_TILING_COMPAT_TEX2DBIAS #endif #ifdef ANISOTROPIC_TILING_COMPAT_TILE_FLAT_TWICE #undef ANISOTROPIC_TILING_COMPAT_TILE_FLAT_TWICE #endif #ifdef ANISOTROPIC_TILING_COMPAT_FIX_DISCONTINUITIES #undef ANISOTROPIC_TILING_COMPAT_FIX_DISCONTINUITIES #endif #else #ifdef ANISOTROPIC_TILING_COMPAT_TEX2DBIAS #ifdef ANISOTROPIC_TILING_COMPAT_TILE_FLAT_TWICE #undef ANISOTROPIC_TILING_COMPAT_TILE_FLAT_TWICE #endif #ifdef ANISOTROPIC_TILING_COMPAT_FIX_DISCONTINUITIES #undef ANISOTROPIC_TILING_COMPAT_FIX_DISCONTINUITIES #endif #else // ANISOTROPIC_TILING_COMPAT_TILE_FLAT_TWICE is only compatible with // flat texture coords in the same pass, but that's all we use. #ifdef ANISOTROPIC_TILING_COMPAT_TILE_FLAT_TWICE #ifdef ANISOTROPIC_TILING_COMPAT_FIX_DISCONTINUITIES #undef ANISOTROPIC_TILING_COMPAT_FIX_DISCONTINUITIES #endif #endif #endif #endif // The tex2Dlod and tex2Dbias strategies share a lot in common, and we can // reduce some #ifdef nesting in the next section by essentially OR'ing them: #ifdef ANISOTROPIC_TILING_COMPAT_TEX2DLOD #define ANISOTROPIC_TILING_COMPAT_TEX2DLOD_FAMILY #endif #ifdef ANISOTROPIC_TILING_COMPAT_TEX2DBIAS #define ANISOTROPIC_TILING_COMPAT_TEX2DLOD_FAMILY #endif // Prioritize anisotropic resampling compatibility strategies the same way: #ifdef ANISOTROPIC_RESAMPLING_COMPAT_TEX2DLOD #ifdef ANISOTROPIC_RESAMPLING_COMPAT_TEX2DBIAS #undef ANISOTROPIC_RESAMPLING_COMPAT_TEX2DBIAS #endif #endif /////////////////////// DERIVED PHOSPHOR MASK CONSTANTS ////////////////////// // If we can use the large mipmapped LUT without mipmapping artifacts, we // should: It gives us more options for using fewer samples. #ifdef DRIVERS_ALLOW_TEX2DLOD #ifdef ANISOTROPIC_RESAMPLING_COMPAT_TEX2DLOD // TODO: Take advantage of this! #define PHOSPHOR_MASK_RESIZE_MIPMAPPED_LUT static const float2 mask_resize_src_lut_size = mask_texture_large_size; #else static const float2 mask_resize_src_lut_size = mask_texture_small_size; #endif #else static const float2 mask_resize_src_lut_size = mask_texture_small_size; #endif // tex2D's sampler2D parameter MUST be a uniform global, a uniform input to // main_fragment, or a static alias of one of the above. This makes it hard // to select the phosphor mask at runtime: We can't even assign to a uniform // global in the vertex shader or select a sampler2D in the vertex shader and // pass it to the fragment shader (even with explicit TEXUNIT# bindings), // because it just gives us the input texture or a black screen. However, we // can get around these limitations by calling tex2D three times with different // uniform samplers (or resizing the phosphor mask three times altogether). // With dynamic branches, we can process only one of these branches on top of // quickly discarding fragments we don't need (cgc seems able to overcome // limigations around dependent texture fetches inside of branches). Without // dynamic branches, we have to process every branch for every fragment...which // is slower. Runtime sampling mode selection is slower without dynamic // branches as well. Let the user's static #defines decide if it's worth it. #ifdef DRIVERS_ALLOW_DYNAMIC_BRANCHES #define RUNTIME_PHOSPHOR_MASK_MODE_TYPE_SELECT #else #ifdef FORCE_RUNTIME_PHOSPHOR_MASK_MODE_TYPE_SELECT #define RUNTIME_PHOSPHOR_MASK_MODE_TYPE_SELECT #endif #endif // We need to render some minimum number of tiles in the resize passes. // We need at least 1.0 just to repeat a single tile, and we need extra // padding beyond that for anisotropic filtering, discontinuitity fixing, // antialiasing, same-pass curvature (not currently used), etc. First // determine how many border texels and tiles we need, based on how the result // will be sampled: #ifdef GEOMETRY_EARLY static const float max_subpixel_offset = aa_subpixel_r_offset_static.x; // Most antialiasing filters have a base radius of 4.0 pixels: static const float max_aa_base_pixel_border = 4.0 + max_subpixel_offset; #else static const float max_aa_base_pixel_border = 0.0; #endif // Anisotropic filtering adds about 0.5 to the pixel border: #ifndef ANISOTROPIC_TILING_COMPAT_TEX2DLOD_FAMILY static const float max_aniso_pixel_border = max_aa_base_pixel_border + 0.5; #else static const float max_aniso_pixel_border = max_aa_base_pixel_border; #endif // Fixing discontinuities adds 1.0 more to the pixel border: #ifdef ANISOTROPIC_TILING_COMPAT_FIX_DISCONTINUITIES static const float max_tiled_pixel_border = max_aniso_pixel_border + 1.0; #else static const float max_tiled_pixel_border = max_aniso_pixel_border; #endif // Convert the pixel border to an integer texel border. Assume same-pass // curvature about triples the texel frequency: #ifdef GEOMETRY_EARLY static const float max_mask_texel_border = ceil(max_tiled_pixel_border * 3.0); #else static const float max_mask_texel_border = ceil(max_tiled_pixel_border); #endif // Convert the texel border to a tile border using worst-case assumptions: static const float max_mask_tile_border = max_mask_texel_border/ (mask_min_allowed_triad_size * mask_triads_per_tile); // Finally, set the number of resized tiles to render to MASK_RESIZE, and set // the starting texel (inside borders) for sampling it. #ifndef GEOMETRY_EARLY #ifdef ANISOTROPIC_TILING_COMPAT_TILE_FLAT_TWICE // Special case: Render two tiles without borders. Anisotropic // filtering doesn't seem to be a problem here. static const float mask_resize_num_tiles = 1.0 + 1.0; static const float mask_start_texels = 0.0; #else static const float mask_resize_num_tiles = 1.0 + 2.0 * max_mask_tile_border; static const float mask_start_texels = max_mask_texel_border; #endif #else static const float mask_resize_num_tiles = 1.0 + 2.0*max_mask_tile_border; static const float mask_start_texels = max_mask_texel_border; #endif // We have to fit mask_resize_num_tiles into an FBO with a viewport scale of // mask_resize_viewport_scale. This limits the maximum final triad size. // Estimate the minimum number of triads we can split the screen into in each // dimension (we'll be as correct as mask_resize_viewport_scale is): static const float mask_resize_num_triads = mask_resize_num_tiles * mask_triads_per_tile; static const float2 min_allowed_viewport_triads = float2(mask_resize_num_triads) / mask_resize_viewport_scale; //////////////////////// COMMON MATHEMATICAL CONSTANTS /////////////////////// static const float pi = 3.141592653589; // We often want to find the location of the previous texel, e.g.: // const float2 curr_texel = uv * texture_size; // const float2 prev_texel = floor(curr_texel - float2(0.5)) + float2(0.5); // const float2 prev_texel_uv = prev_texel / texture_size; // However, many GPU drivers round incorrectly around exact texel locations. // We need to subtract a little less than 0.5 before flooring, and some GPU's // require this value to be farther from 0.5 than others; define it here. // const float2 prev_texel = // floor(curr_texel - float2(under_half)) + float2(0.5); static const float under_half = 0.4995; #endif // DERIVED_SETTINGS_AND_CONSTANTS_H ///////////////////////////// END DERIVED-SETTINGS-AND-CONSTANTS //////////////////////////// //#include "../../../../include/special-functions.h" /////////////////////////// BEGIN SPECIAL-FUNCTIONS ////////////////////////// #ifndef SPECIAL_FUNCTIONS_H #define SPECIAL_FUNCTIONS_H ///////////////////////////////// MIT LICENSE //////////////////////////////// // Copyright (C) 2014 TroggleMonkey // // 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. ///////////////////////////////// DESCRIPTION //////////////////////////////// // This file implements the following mathematical special functions: // 1.) erf() = 2/sqrt(pi) * indefinite_integral(e**(-x**2)) // 2.) gamma(s), a real-numbered extension of the integer factorial function // It also implements normalized_ligamma(s, z), a normalized lower incomplete // gamma function for s < 0.5 only. Both gamma() and normalized_ligamma() can // be called with an _impl suffix to use an implementation version with a few // extra precomputed parameters (which may be useful for the caller to reuse). // See below for details. // // Design Rationale: // Pretty much every line of code in this file is duplicated four times for // different input types (float4/float3/float2/float). This is unfortunate, // but Cg doesn't allow function templates. Macros would be far less verbose, // but they would make the code harder to document and read. I don't expect // these functions will require a whole lot of maintenance changes unless // someone ever has need for more robust incomplete gamma functions, so code // duplication seems to be the lesser evil in this case. /////////////////////////// GAUSSIAN ERROR FUNCTION ////////////////////////// float4 erf6(float4 x) { // Requires: x is the standard parameter to erf(). // Returns: Return an Abramowitz/Stegun approximation of erf(), where: // erf(x) = 2/sqrt(pi) * integral(e**(-x**2)) // This approximation has a max absolute error of 2.5*10**-5 // with solid numerical robustness and efficiency. See: // https://en.wikipedia.org/wiki/Error_function#Approximation_with_elementary_functions static const float4 one = float4(1.0); const float4 sign_x = sign(x); const float4 t = one/(one + 0.47047*abs(x)); const float4 result = one - t*(0.3480242 + t*(-0.0958798 + t*0.7478556))* exp(-(x*x)); return result * sign_x; } float3 erf6(const float3 x) { // Float3 version: static const float3 one = float3(1.0); const float3 sign_x = sign(x); const float3 t = one/(one + 0.47047*abs(x)); const float3 result = one - t*(0.3480242 + t*(-0.0958798 + t*0.7478556))* exp(-(x*x)); return result * sign_x; } float2 erf6(const float2 x) { // Float2 version: static const float2 one = float2(1.0); const float2 sign_x = sign(x); const float2 t = one/(one + 0.47047*abs(x)); const float2 result = one - t*(0.3480242 + t*(-0.0958798 + t*0.7478556))* exp(-(x*x)); return result * sign_x; } float erf6(const float x) { // Float version: const float sign_x = sign(x); const float t = 1.0/(1.0 + 0.47047*abs(x)); const float result = 1.0 - t*(0.3480242 + t*(-0.0958798 + t*0.7478556))* exp(-(x*x)); return result * sign_x; } float4 erft(const float4 x) { // Requires: x is the standard parameter to erf(). // Returns: Approximate erf() with the hyperbolic tangent. The error is // visually noticeable, but it's blazing fast and perceptually // close...at least on ATI hardware. See: // http://www.maplesoft.com/applications/view.aspx?SID=5525&view=html // Warning: Only use this if your hardware drivers correctly implement // tanh(): My nVidia 8800GTS returns garbage output. return tanh(1.202760580 * x); } float3 erft(const float3 x) { // Float3 version: return tanh(1.202760580 * x); } float2 erft(const float2 x) { // Float2 version: return tanh(1.202760580 * x); } float erft(const float x) { // Float version: return tanh(1.202760580 * x); } inline float4 erf(const float4 x) { // Requires: x is the standard parameter to erf(). // Returns: Some approximation of erf(x), depending on user settings. #ifdef ERF_FAST_APPROXIMATION return erft(x); #else return erf6(x); #endif } inline float3 erf(const float3 x) { // Float3 version: #ifdef ERF_FAST_APPROXIMATION return erft(x); #else return erf6(x); #endif } inline float2 erf(const float2 x) { // Float2 version: #ifdef ERF_FAST_APPROXIMATION return erft(x); #else return erf6(x); #endif } inline float erf(const float x) { // Float version: #ifdef ERF_FAST_APPROXIMATION return erft(x); #else return erf6(x); #endif } /////////////////////////// COMPLETE GAMMA FUNCTION ////////////////////////// float4 gamma_impl(const float4 s, const float4 s_inv) { // Requires: 1.) s is the standard parameter to the gamma function, and // it should lie in the [0, 36] range. // 2.) s_inv = 1.0/s. This implementation function requires // the caller to precompute this value, giving users the // opportunity to reuse it. // Returns: Return approximate gamma function (real-numbered factorial) // output using the Lanczos approximation with two coefficients // calculated using Paul Godfrey's method here: // http://my.fit.edu/~gabdo/gamma.txt // An optimal g value for s in [0, 36] is ~1.12906830989, with // a maximum relative error of 0.000463 for 2**16 equally // evals. We could use three coeffs (0.0000346 error) without // hurting latency, but this allows more parallelism with // outside instructions. static const float4 g = float4(1.12906830989); static const float4 c0 = float4(0.8109119309638332633713423362694399653724431); static const float4 c1 = float4(0.4808354605142681877121661197951496120000040); static const float4 e = float4(2.71828182845904523536028747135266249775724709); const float4 sph = s + float4(0.5); const float4 lanczos_sum = c0 + c1/(s + float4(1.0)); const float4 base = (sph + g)/e; // or (s + g + float4(0.5))/e // gamma(s + 1) = base**sph * lanczos_sum; divide by s for gamma(s). // This has less error for small s's than (s -= 1.0) at the beginning. return (pow(base, sph) * lanczos_sum) * s_inv; } float3 gamma_impl(const float3 s, const float3 s_inv) { // Float3 version: static const float3 g = float3(1.12906830989); static const float3 c0 = float3(0.8109119309638332633713423362694399653724431); static const float3 c1 = float3(0.4808354605142681877121661197951496120000040); static const float3 e = float3(2.71828182845904523536028747135266249775724709); const float3 sph = s + float3(0.5); const float3 lanczos_sum = c0 + c1/(s + float3(1.0)); const float3 base = (sph + g)/e; return (pow(base, sph) * lanczos_sum) * s_inv; } float2 gamma_impl(const float2 s, const float2 s_inv) { // Float2 version: static const float2 g = float2(1.12906830989); static const float2 c0 = float2(0.8109119309638332633713423362694399653724431); static const float2 c1 = float2(0.4808354605142681877121661197951496120000040); static const float2 e = float2(2.71828182845904523536028747135266249775724709); const float2 sph = s + float2(0.5); const float2 lanczos_sum = c0 + c1/(s + float2(1.0)); const float2 base = (sph + g)/e; return (pow(base, sph) * lanczos_sum) * s_inv; } float gamma_impl(const float s, const float s_inv) { // Float version: static const float g = 1.12906830989; static const float c0 = 0.8109119309638332633713423362694399653724431; static const float c1 = 0.4808354605142681877121661197951496120000040; static const float e = 2.71828182845904523536028747135266249775724709; const float sph = s + 0.5; const float lanczos_sum = c0 + c1/(s + 1.0); const float base = (sph + g)/e; return (pow(base, sph) * lanczos_sum) * s_inv; } float4 gamma(const float4 s) { // Requires: s is the standard parameter to the gamma function, and it // should lie in the [0, 36] range. // Returns: Return approximate gamma function output with a maximum // relative error of 0.000463. See gamma_impl for details. return gamma_impl(s, float4(1.0)/s); } float3 gamma(const float3 s) { // Float3 version: return gamma_impl(s, float3(1.0)/s); } float2 gamma(const float2 s) { // Float2 version: return gamma_impl(s, float2(1.0)/s); } float gamma(const float s) { // Float version: return gamma_impl(s, 1.0/s); } //////////////// INCOMPLETE GAMMA FUNCTIONS (RESTRICTED INPUT) /////////////// // Lower incomplete gamma function for small s and z (implementation): float4 ligamma_small_z_impl(const float4 s, const float4 z, const float4 s_inv) { // Requires: 1.) s < ~0.5 // 2.) z <= ~0.775075 // 3.) s_inv = 1.0/s (precomputed for outside reuse) // Returns: A series representation for the lower incomplete gamma // function for small s and small z (4 terms). // The actual "rolled up" summation looks like: // last_sign = 1.0; last_pow = 1.0; last_factorial = 1.0; // sum = last_sign * last_pow / ((s + k) * last_factorial) // for(int i = 0; i < 4; ++i) // { // last_sign *= -1.0; last_pow *= z; last_factorial *= i; // sum += last_sign * last_pow / ((s + k) * last_factorial); // } // Unrolled, constant-unfolded and arranged for madds and parallelism: const float4 scale = pow(z, s); float4 sum = s_inv; // Summation iteration 0 result // Summation iterations 1, 2, and 3: const float4 z_sq = z*z; const float4 denom1 = s + float4(1.0); const float4 denom2 = 2.0*s + float4(4.0); const float4 denom3 = 6.0*s + float4(18.0); //float4 denom4 = 24.0*s + float4(96.0); sum -= z/denom1; sum += z_sq/denom2; sum -= z * z_sq/denom3; //sum += z_sq * z_sq / denom4; // Scale and return: return scale * sum; } float3 ligamma_small_z_impl(const float3 s, const float3 z, const float3 s_inv) { // Float3 version: const float3 scale = pow(z, s); float3 sum = s_inv; const float3 z_sq = z*z; const float3 denom1 = s + float3(1.0); const float3 denom2 = 2.0*s + float3(4.0); const float3 denom3 = 6.0*s + float3(18.0); sum -= z/denom1; sum += z_sq/denom2; sum -= z * z_sq/denom3; return scale * sum; } float2 ligamma_small_z_impl(const float2 s, const float2 z, const float2 s_inv) { // Float2 version: const float2 scale = pow(z, s); float2 sum = s_inv; const float2 z_sq = z*z; const float2 denom1 = s + float2(1.0); const float2 denom2 = 2.0*s + float2(4.0); const float2 denom3 = 6.0*s + float2(18.0); sum -= z/denom1; sum += z_sq/denom2; sum -= z * z_sq/denom3; return scale * sum; } float ligamma_small_z_impl(const float s, const float z, const float s_inv) { // Float version: const float scale = pow(z, s); float sum = s_inv; const float z_sq = z*z; const float denom1 = s + 1.0; const float denom2 = 2.0*s + 4.0; const float denom3 = 6.0*s + 18.0; sum -= z/denom1; sum += z_sq/denom2; sum -= z * z_sq/denom3; return scale * sum; } // Upper incomplete gamma function for small s and large z (implementation): float4 uigamma_large_z_impl(const float4 s, const float4 z) { // Requires: 1.) s < ~0.5 // 2.) z > ~0.775075 // Returns: Gauss's continued fraction representation for the upper // incomplete gamma function (4 terms). // The "rolled up" continued fraction looks like this. The denominator // is truncated, and it's calculated "from the bottom up:" // denom = float4('inf'); // float4 one = float4(1.0); // for(int i = 4; i > 0; --i) // { // denom = ((i * 2.0) - one) + z - s + (i * (s - i))/denom; // } // Unrolled and constant-unfolded for madds and parallelism: const float4 numerator = pow(z, s) * exp(-z); float4 denom = float4(7.0) + z - s; denom = float4(5.0) + z - s + (3.0*s - float4(9.0))/denom; denom = float4(3.0) + z - s + (2.0*s - float4(4.0))/denom; denom = float4(1.0) + z - s + (s - float4(1.0))/denom; return numerator / denom; } float3 uigamma_large_z_impl(const float3 s, const float3 z) { // Float3 version: const float3 numerator = pow(z, s) * exp(-z); float3 denom = float3(7.0) + z - s; denom = float3(5.0) + z - s + (3.0*s - float3(9.0))/denom; denom = float3(3.0) + z - s + (2.0*s - float3(4.0))/denom; denom = float3(1.0) + z - s + (s - float3(1.0))/denom; return numerator / denom; } float2 uigamma_large_z_impl(const float2 s, const float2 z) { // Float2 version: const float2 numerator = pow(z, s) * exp(-z); float2 denom = float2(7.0) + z - s; denom = float2(5.0) + z - s + (3.0*s - float2(9.0))/denom; denom = float2(3.0) + z - s + (2.0*s - float2(4.0))/denom; denom = float2(1.0) + z - s + (s - float2(1.0))/denom; return numerator / denom; } float uigamma_large_z_impl(const float s, const float z) { // Float version: const float numerator = pow(z, s) * exp(-z); float denom = 7.0 + z - s; denom = 5.0 + z - s + (3.0*s - 9.0)/denom; denom = 3.0 + z - s + (2.0*s - 4.0)/denom; denom = 1.0 + z - s + (s - 1.0)/denom; return numerator / denom; } // Normalized lower incomplete gamma function for small s (implementation): float4 normalized_ligamma_impl(const float4 s, const float4 z, const float4 s_inv, const float4 gamma_s_inv) { // Requires: 1.) s < ~0.5 // 2.) s_inv = 1/s (precomputed for outside reuse) // 3.) gamma_s_inv = 1/gamma(s) (precomputed for outside reuse) // Returns: Approximate the normalized lower incomplete gamma function // for s < 0.5. Since we only care about s < 0.5, we only need // to evaluate two branches (not four) based on z. Each branch // uses four terms, with a max relative error of ~0.00182. The // branch threshold and specifics were adapted for fewer terms // from Gil/Segura/Temme's paper here: // http://oai.cwi.nl/oai/asset/20433/20433B.pdf // Evaluate both branches: Real branches test slower even when available. static const float4 thresh = float4(0.775075); bool4 z_is_large; z_is_large.x = z.x > thresh.x; z_is_large.y = z.y > thresh.y; z_is_large.z = z.z > thresh.z; z_is_large.w = z.w > thresh.w; const float4 large_z = float4(1.0) - uigamma_large_z_impl(s, z) * gamma_s_inv; const float4 small_z = ligamma_small_z_impl(s, z, s_inv) * gamma_s_inv; // Combine the results from both branches: bool4 inverse_z_is_large = not(z_is_large); return large_z * float4(z_is_large) + small_z * float4(inverse_z_is_large); } float3 normalized_ligamma_impl(const float3 s, const float3 z, const float3 s_inv, const float3 gamma_s_inv) { // Float3 version: static const float3 thresh = float3(0.775075); bool3 z_is_large; z_is_large.x = z.x > thresh.x; z_is_large.y = z.y > thresh.y; z_is_large.z = z.z > thresh.z; const float3 large_z = float3(1.0) - uigamma_large_z_impl(s, z) * gamma_s_inv; const float3 small_z = ligamma_small_z_impl(s, z, s_inv) * gamma_s_inv; bool3 inverse_z_is_large = not(z_is_large); return large_z * float3(z_is_large) + small_z * float3(inverse_z_is_large); } float2 normalized_ligamma_impl(const float2 s, const float2 z, const float2 s_inv, const float2 gamma_s_inv) { // Float2 version: static const float2 thresh = float2(0.775075); bool2 z_is_large; z_is_large.x = z.x > thresh.x; z_is_large.y = z.y > thresh.y; const float2 large_z = float2(1.0) - uigamma_large_z_impl(s, z) * gamma_s_inv; const float2 small_z = ligamma_small_z_impl(s, z, s_inv) * gamma_s_inv; bool2 inverse_z_is_large = not(z_is_large); return large_z * float2(z_is_large) + small_z * float2(inverse_z_is_large); } float normalized_ligamma_impl(const float s, const float z, const float s_inv, const float gamma_s_inv) { // Float version: static const float thresh = 0.775075; const bool z_is_large = z > thresh; const float large_z = 1.0 - uigamma_large_z_impl(s, z) * gamma_s_inv; const float small_z = ligamma_small_z_impl(s, z, s_inv) * gamma_s_inv; return large_z * float(z_is_large) + small_z * float(!z_is_large); } // Normalized lower incomplete gamma function for small s: float4 normalized_ligamma(const float4 s, const float4 z) { // Requires: s < ~0.5 // Returns: Approximate the normalized lower incomplete gamma function // for s < 0.5. See normalized_ligamma_impl() for details. const float4 s_inv = float4(1.0)/s; const float4 gamma_s_inv = float4(1.0)/gamma_impl(s, s_inv); return normalized_ligamma_impl(s, z, s_inv, gamma_s_inv); } float3 normalized_ligamma(const float3 s, const float3 z) { // Float3 version: const float3 s_inv = float3(1.0)/s; const float3 gamma_s_inv = float3(1.0)/gamma_impl(s, s_inv); return normalized_ligamma_impl(s, z, s_inv, gamma_s_inv); } float2 normalized_ligamma(const float2 s, const float2 z) { // Float2 version: const float2 s_inv = float2(1.0)/s; const float2 gamma_s_inv = float2(1.0)/gamma_impl(s, s_inv); return normalized_ligamma_impl(s, z, s_inv, gamma_s_inv); } float normalized_ligamma(const float s, const float z) { // Float version: const float s_inv = 1.0/s; const float gamma_s_inv = 1.0/gamma_impl(s, s_inv); return normalized_ligamma_impl(s, z, s_inv, gamma_s_inv); } #endif // SPECIAL_FUNCTIONS_H //////////////////////////// END SPECIAL-FUNCTIONS /////////////////////////// //#include "../../../../include/gamma-management.h" //////////////////////////// BEGIN GAMMA-MANAGEMENT ////////////////////////// #ifndef GAMMA_MANAGEMENT_H #define GAMMA_MANAGEMENT_H ///////////////////////////////// MIT LICENSE //////////////////////////////// // Copyright (C) 2014 TroggleMonkey // // 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. ///////////////////////////////// DESCRIPTION //////////////////////////////// // This file provides gamma-aware tex*D*() and encode_output() functions. // Requires: Before #include-ing this file, the including file must #define // the following macros when applicable and follow their rules: // 1.) #define FIRST_PASS if this is the first pass. // 2.) #define LAST_PASS if this is the last pass. // 3.) If sRGB is available, set srgb_framebufferN = "true" for // every pass except the last in your .cgp preset. // 4.) If sRGB isn't available but you want gamma-correctness with // no banding, #define GAMMA_ENCODE_EVERY_FBO each pass. // 5.) #define SIMULATE_CRT_ON_LCD if desired (precedence over 5-7) // 6.) #define SIMULATE_GBA_ON_LCD if desired (precedence over 6-7) // 7.) #define SIMULATE_LCD_ON_CRT if desired (precedence over 7) // 8.) #define SIMULATE_GBA_ON_CRT if desired (precedence over -) // If an option in [5, 8] is #defined in the first or last pass, it // should be #defined for both. It shouldn't make a difference // whether it's #defined for intermediate passes or not. // Optional: The including file (or an earlier included file) may optionally // #define a number of macros indicating it will override certain // macros and associated constants are as follows: // static constants with either static or uniform constants. The // 1.) OVERRIDE_STANDARD_GAMMA: The user must first define: // static const float ntsc_gamma // static const float pal_gamma // static const float crt_reference_gamma_high // static const float crt_reference_gamma_low // static const float lcd_reference_gamma // static const float crt_office_gamma // static const float lcd_office_gamma // 2.) OVERRIDE_DEVICE_GAMMA: The user must first define: // static const float crt_gamma // static const float gba_gamma // static const float lcd_gamma // 3.) OVERRIDE_FINAL_GAMMA: The user must first define: // static const float input_gamma // static const float intermediate_gamma // static const float output_gamma // (intermediate_gamma is for GAMMA_ENCODE_EVERY_FBO.) // 4.) OVERRIDE_ALPHA_ASSUMPTIONS: The user must first define: // static const bool assume_opaque_alpha // The gamma constant overrides must be used in every pass or none, // and OVERRIDE_FINAL_GAMMA bypasses all of the SIMULATE* macros. // OVERRIDE_ALPHA_ASSUMPTIONS may be set on a per-pass basis. // Usage: After setting macros appropriately, ignore gamma correction and // replace all tex*D*() calls with equivalent gamma-aware // tex*D*_linearize calls, except: // 1.) When you read an LUT, use regular tex*D or a gamma-specified // function, depending on its gamma encoding: // tex*D*_linearize_gamma (takes a runtime gamma parameter) // 2.) If you must read pass0's original input in a later pass, use // tex2D_linearize_ntsc_gamma. If you want to read pass0's // input with gamma-corrected bilinear filtering, consider // creating a first linearizing pass and reading from the input // of pass1 later. // Then, return encode_output(color) from every fragment shader. // Finally, use the global gamma_aware_bilinear boolean if you want // to statically branch based on whether bilinear filtering is // gamma-correct or not (e.g. for placing Gaussian blur samples). // // Detailed Policy: // tex*D*_linearize() functions enforce a consistent gamma-management policy // based on the FIRST_PASS and GAMMA_ENCODE_EVERY_FBO settings. They assume // their input texture has the same encoding characteristics as the input for // the current pass (which doesn't apply to the exceptions listed above). // Similarly, encode_output() enforces a policy based on the LAST_PASS and // GAMMA_ENCODE_EVERY_FBO settings. Together, they result in one of the // following two pipelines. // Typical pipeline with intermediate sRGB framebuffers: // linear_color = pow(pass0_encoded_color, input_gamma); // intermediate_output = linear_color; // Automatic sRGB encoding // linear_color = intermediate_output; // Automatic sRGB decoding // final_output = pow(intermediate_output, 1.0/output_gamma); // Typical pipeline without intermediate sRGB framebuffers: // linear_color = pow(pass0_encoded_color, input_gamma); // intermediate_output = pow(linear_color, 1.0/intermediate_gamma); // linear_color = pow(intermediate_output, intermediate_gamma); // final_output = pow(intermediate_output, 1.0/output_gamma); // Using GAMMA_ENCODE_EVERY_FBO is much slower, but it's provided as a way to // easily get gamma-correctness without banding on devices where sRGB isn't // supported. // // Use This Header to Maximize Code Reuse: // The purpose of this header is to provide a consistent interface for texture // reads and output gamma-encoding that localizes and abstracts away all the // annoying details. This greatly reduces the amount of code in each shader // pass that depends on the pass number in the .cgp preset or whether sRGB // FBO's are being used: You can trivially change the gamma behavior of your // whole pass by commenting or uncommenting 1-3 #defines. To reuse the same // code in your first, Nth, and last passes, you can even put it all in another // header file and #include it from skeleton .cg files that #define the // appropriate pass-specific settings. // // Rationale for Using Three Macros: // This file uses GAMMA_ENCODE_EVERY_FBO instead of an opposite macro like // SRGB_PIPELINE to ensure sRGB is assumed by default, which hopefully imposes // a lower maintenance burden on each pass. At first glance it seems we could // accomplish everything with two macros: GAMMA_CORRECT_IN / GAMMA_CORRECT_OUT. // This works for simple use cases where input_gamma == output_gamma, but it // breaks down for more complex scenarios like CRT simulation, where the pass // number determines the gamma encoding of the input and output. /////////////////////////////// BASE CONSTANTS /////////////////////////////// // Set standard gamma constants, but allow users to override them: #ifndef OVERRIDE_STANDARD_GAMMA // Standard encoding gammas: static const float ntsc_gamma = 2.2; // Best to use NTSC for PAL too? static const float pal_gamma = 2.8; // Never actually 2.8 in practice // Typical device decoding gammas (only use for emulating devices): // CRT/LCD reference gammas are higher than NTSC and Rec.709 video standard // gammas: The standards purposely undercorrected for an analog CRT's // assumed 2.5 reference display gamma to maintain contrast in assumed // [dark] viewing conditions: http://www.poynton.com/PDFs/GammaFAQ.pdf // These unstated assumptions about display gamma and perceptual rendering // intent caused a lot of confusion, and more modern CRT's seemed to target // NTSC 2.2 gamma with circuitry. LCD displays seem to have followed suit // (they struggle near black with 2.5 gamma anyway), especially PC/laptop // displays designed to view sRGB in bright environments. (Standards are // also in flux again with BT.1886, but it's underspecified for displays.) static const float crt_reference_gamma_high = 2.5; // In (2.35, 2.55) static const float crt_reference_gamma_low = 2.35; // In (2.35, 2.55) static const float lcd_reference_gamma = 2.5; // To match CRT static const float crt_office_gamma = 2.2; // Circuitry-adjusted for NTSC static const float lcd_office_gamma = 2.2; // Approximates sRGB #endif // OVERRIDE_STANDARD_GAMMA // Assuming alpha == 1.0 might make it easier for users to avoid some bugs, // but only if they're aware of it. #ifndef OVERRIDE_ALPHA_ASSUMPTIONS static const bool assume_opaque_alpha = false; #endif /////////////////////// DERIVED CONSTANTS AS FUNCTIONS /////////////////////// // gamma-management.h should be compatible with overriding gamma values with // runtime user parameters, but we can only define other global constants in // terms of static constants, not uniform user parameters. To get around this // limitation, we need to define derived constants using functions. // Set device gamma constants, but allow users to override them: #ifdef OVERRIDE_DEVICE_GAMMA // The user promises to globally define the appropriate constants: inline float get_crt_gamma() { return crt_gamma; } inline float get_gba_gamma() { return gba_gamma; } inline float get_lcd_gamma() { return lcd_gamma; } #else inline float get_crt_gamma() { return crt_reference_gamma_high; } inline float get_gba_gamma() { return 3.5; } // Game Boy Advance; in (3.0, 4.0) inline float get_lcd_gamma() { return lcd_office_gamma; } #endif // OVERRIDE_DEVICE_GAMMA // Set decoding/encoding gammas for the first/lass passes, but allow overrides: #ifdef OVERRIDE_FINAL_GAMMA // The user promises to globally define the appropriate constants: inline float get_intermediate_gamma() { return intermediate_gamma; } inline float get_input_gamma() { return input_gamma; } inline float get_output_gamma() { return output_gamma; } #else // If we gamma-correct every pass, always use ntsc_gamma between passes to // ensure middle passes don't need to care if anything is being simulated: inline float get_intermediate_gamma() { return ntsc_gamma; } #ifdef SIMULATE_CRT_ON_LCD inline float get_input_gamma() { return get_crt_gamma(); } inline float get_output_gamma() { return get_lcd_gamma(); } #else #ifdef SIMULATE_GBA_ON_LCD inline float get_input_gamma() { return get_gba_gamma(); } inline float get_output_gamma() { return get_lcd_gamma(); } #else #ifdef SIMULATE_LCD_ON_CRT inline float get_input_gamma() { return get_lcd_gamma(); } inline float get_output_gamma() { return get_crt_gamma(); } #else #ifdef SIMULATE_GBA_ON_CRT inline float get_input_gamma() { return get_gba_gamma(); } inline float get_output_gamma() { return get_crt_gamma(); } #else // Don't simulate anything: inline float get_input_gamma() { return ntsc_gamma; } inline float get_output_gamma() { return ntsc_gamma; } #endif // SIMULATE_GBA_ON_CRT #endif // SIMULATE_LCD_ON_CRT #endif // SIMULATE_GBA_ON_LCD #endif // SIMULATE_CRT_ON_LCD #endif // OVERRIDE_FINAL_GAMMA // Set decoding/encoding gammas for the current pass. Use static constants for // linearize_input and gamma_encode_output, because they aren't derived, and // they let the compiler do dead-code elimination. #ifndef GAMMA_ENCODE_EVERY_FBO #ifdef FIRST_PASS static const bool linearize_input = true; inline float get_pass_input_gamma() { return get_input_gamma(); } #else static const bool linearize_input = false; inline float get_pass_input_gamma() { return 1.0; } #endif #ifdef LAST_PASS static const bool gamma_encode_output = true; inline float get_pass_output_gamma() { return get_output_gamma(); } #else static const bool gamma_encode_output = false; inline float get_pass_output_gamma() { return 1.0; } #endif #else static const bool linearize_input = true; static const bool gamma_encode_output = true; #ifdef FIRST_PASS inline float get_pass_input_gamma() { return get_input_gamma(); } #else inline float get_pass_input_gamma() { return get_intermediate_gamma(); } #endif #ifdef LAST_PASS inline float get_pass_output_gamma() { return get_output_gamma(); } #else inline float get_pass_output_gamma() { return get_intermediate_gamma(); } #endif #endif // Users might want to know if bilinear filtering will be gamma-correct: static const bool gamma_aware_bilinear = !linearize_input; ////////////////////// COLOR ENCODING/DECODING FUNCTIONS ///////////////////// inline float4 encode_output(const float4 color) { if(gamma_encode_output) { if(assume_opaque_alpha) { return float4(pow(color.rgb, float3(1.0/get_pass_output_gamma())), 1.0); } else { return float4(pow(color.rgb, float3(1.0/get_pass_output_gamma())), color.a); } } else { return color; } } inline float4 decode_input(const float4 color) { if(linearize_input) { if(assume_opaque_alpha) { return float4(pow(color.rgb, float3(get_pass_input_gamma())), 1.0); } else { return float4(pow(color.rgb, float3(get_pass_input_gamma())), color.a); } } else { return color; } } inline float4 decode_gamma_input(const float4 color, const float3 gamma) { if(assume_opaque_alpha) { return float4(pow(color.rgb, gamma), 1.0); } else { return float4(pow(color.rgb, gamma), color.a); } } //TODO/FIXME: I have no idea why replacing the lookup wrappers with this macro fixes the blurs being offset ¯\_(ツ)_/¯ //#define tex2D_linearize(C, D) decode_input(vec4(texture(C, D))) // EDIT: it's the 'const' in front of the coords that's doing it /////////////////////////// TEXTURE LOOKUP WRAPPERS ////////////////////////// // "SMART" LINEARIZING TEXTURE LOOKUP FUNCTIONS: // Provide a wide array of linearizing texture lookup wrapper functions. The // Cg shader spec Retroarch uses only allows for 2D textures, but 1D and 3D // lookups are provided for completeness in case that changes someday. Nobody // is likely to use the *fetch and *proj functions, but they're included just // in case. The only tex*D texture sampling functions omitted are: // - tex*Dcmpbias // - tex*Dcmplod // - tex*DARRAY* // - tex*DMS* // - Variants returning integers // Standard line length restrictions are ignored below for vertical brevity. /* // tex1D: inline float4 tex1D_linearize(const sampler1D tex, const float tex_coords) { return decode_input(tex1D(tex, tex_coords)); } inline float4 tex1D_linearize(const sampler1D tex, const float2 tex_coords) { return decode_input(tex1D(tex, tex_coords)); } inline float4 tex1D_linearize(const sampler1D tex, const float tex_coords, const int texel_off) { return decode_input(tex1D(tex, tex_coords, texel_off)); } inline float4 tex1D_linearize(const sampler1D tex, const float2 tex_coords, const int texel_off) { return decode_input(tex1D(tex, tex_coords, texel_off)); } inline float4 tex1D_linearize(const sampler1D tex, const float tex_coords, const float dx, const float dy) { return decode_input(tex1D(tex, tex_coords, dx, dy)); } inline float4 tex1D_linearize(const sampler1D tex, const float2 tex_coords, const float dx, const float dy) { return decode_input(tex1D(tex, tex_coords, dx, dy)); } inline float4 tex1D_linearize(const sampler1D tex, const float tex_coords, const float dx, const float dy, const int texel_off) { return decode_input(tex1D(tex, tex_coords, dx, dy, texel_off)); } inline float4 tex1D_linearize(const sampler1D tex, const float2 tex_coords, const float dx, const float dy, const int texel_off) { return decode_input(tex1D(tex, tex_coords, dx, dy, texel_off)); } // tex1Dbias: inline float4 tex1Dbias_linearize(const sampler1D tex, const float4 tex_coords) { return decode_input(tex1Dbias(tex, tex_coords)); } inline float4 tex1Dbias_linearize(const sampler1D tex, const float4 tex_coords, const int texel_off) { return decode_input(tex1Dbias(tex, tex_coords, texel_off)); } // tex1Dfetch: inline float4 tex1Dfetch_linearize(const sampler1D tex, const int4 tex_coords) { return decode_input(tex1Dfetch(tex, tex_coords)); } inline float4 tex1Dfetch_linearize(const sampler1D tex, const int4 tex_coords, const int texel_off) { return decode_input(tex1Dfetch(tex, tex_coords, texel_off)); } // tex1Dlod: inline float4 tex1Dlod_linearize(const sampler1D tex, const float4 tex_coords) { return decode_input(tex1Dlod(tex, tex_coords)); } inline float4 tex1Dlod_linearize(const sampler1D tex, const float4 tex_coords, const int texel_off) { return decode_input(tex1Dlod(tex, tex_coords, texel_off)); } // tex1Dproj: inline float4 tex1Dproj_linearize(const sampler1D tex, const float2 tex_coords) { return decode_input(tex1Dproj(tex, tex_coords)); } inline float4 tex1Dproj_linearize(const sampler1D tex, const float3 tex_coords) { return decode_input(tex1Dproj(tex, tex_coords)); } inline float4 tex1Dproj_linearize(const sampler1D tex, const float2 tex_coords, const int texel_off) { return decode_input(tex1Dproj(tex, tex_coords, texel_off)); } inline float4 tex1Dproj_linearize(const sampler1D tex, const float3 tex_coords, const int texel_off) { return decode_input(tex1Dproj(tex, tex_coords, texel_off)); } */ // tex2D: inline float4 tex2D_linearize(const sampler2D tex, float2 tex_coords) { return decode_input(COMPAT_TEXTURE(tex, tex_coords)); } inline float4 tex2D_linearize(const sampler2D tex, float3 tex_coords) { return decode_input(COMPAT_TEXTURE(tex, tex_coords.xy)); } inline float4 tex2D_linearize(const sampler2D tex, float2 tex_coords, int texel_off) { return decode_input(textureLod(tex, tex_coords, texel_off)); } inline float4 tex2D_linearize(const sampler2D tex, float3 tex_coords, int texel_off) { return decode_input(textureLod(tex, tex_coords.xy, texel_off)); } //inline float4 tex2D_linearize(const sampler2D tex, const float2 tex_coords, const float2 dx, const float2 dy) //{ return decode_input(COMPAT_TEXTURE(tex, tex_coords, dx, dy)); } //inline float4 tex2D_linearize(const sampler2D tex, const float3 tex_coords, const float2 dx, const float2 dy) //{ return decode_input(COMPAT_TEXTURE(tex, tex_coords, dx, dy)); } //inline float4 tex2D_linearize(const sampler2D tex, const float2 tex_coords, const float2 dx, const float2 dy, const int texel_off) //{ return decode_input(COMPAT_TEXTURE(tex, tex_coords, dx, dy, texel_off)); } //inline float4 tex2D_linearize(const sampler2D tex, const float3 tex_coords, const float2 dx, const float2 dy, const int texel_off) //{ return decode_input(COMPAT_TEXTURE(tex, tex_coords, dx, dy, texel_off)); } // tex2Dbias: //inline float4 tex2Dbias_linearize(const sampler2D tex, const float4 tex_coords) //{ return decode_input(tex2Dbias(tex, tex_coords)); } //inline float4 tex2Dbias_linearize(const sampler2D tex, const float4 tex_coords, const int texel_off) //{ return decode_input(tex2Dbias(tex, tex_coords, texel_off)); } // tex2Dfetch: //inline float4 tex2Dfetch_linearize(const sampler2D tex, const int4 tex_coords) //{ return decode_input(tex2Dfetch(tex, tex_coords)); } //inline float4 tex2Dfetch_linearize(const sampler2D tex, const int4 tex_coords, const int texel_off) //{ return decode_input(tex2Dfetch(tex, tex_coords, texel_off)); } // tex2Dlod: inline float4 tex2Dlod_linearize(const sampler2D tex, float4 tex_coords) { return decode_input(textureLod(tex, tex_coords.xy, 0.0)); } inline float4 tex2Dlod_linearize(const sampler2D tex, float4 tex_coords, int texel_off) { return decode_input(textureLod(tex, tex_coords.xy, texel_off)); } /* // tex2Dproj: inline float4 tex2Dproj_linearize(const sampler2D tex, const float3 tex_coords) { return decode_input(tex2Dproj(tex, tex_coords)); } inline float4 tex2Dproj_linearize(const sampler2D tex, const float4 tex_coords) { return decode_input(tex2Dproj(tex, tex_coords)); } inline float4 tex2Dproj_linearize(const sampler2D tex, const float3 tex_coords, const int texel_off) { return decode_input(tex2Dproj(tex, tex_coords, texel_off)); } inline float4 tex2Dproj_linearize(const sampler2D tex, const float4 tex_coords, const int texel_off) { return decode_input(tex2Dproj(tex, tex_coords, texel_off)); } */ /* // tex3D: inline float4 tex3D_linearize(const sampler3D tex, const float3 tex_coords) { return decode_input(tex3D(tex, tex_coords)); } inline float4 tex3D_linearize(const sampler3D tex, const float3 tex_coords, const int texel_off) { return decode_input(tex3D(tex, tex_coords, texel_off)); } inline float4 tex3D_linearize(const sampler3D tex, const float3 tex_coords, const float3 dx, const float3 dy) { return decode_input(tex3D(tex, tex_coords, dx, dy)); } inline float4 tex3D_linearize(const sampler3D tex, const float3 tex_coords, const float3 dx, const float3 dy, const int texel_off) { return decode_input(tex3D(tex, tex_coords, dx, dy, texel_off)); } // tex3Dbias: inline float4 tex3Dbias_linearize(const sampler3D tex, const float4 tex_coords) { return decode_input(tex3Dbias(tex, tex_coords)); } inline float4 tex3Dbias_linearize(const sampler3D tex, const float4 tex_coords, const int texel_off) { return decode_input(tex3Dbias(tex, tex_coords, texel_off)); } // tex3Dfetch: inline float4 tex3Dfetch_linearize(const sampler3D tex, const int4 tex_coords) { return decode_input(tex3Dfetch(tex, tex_coords)); } inline float4 tex3Dfetch_linearize(const sampler3D tex, const int4 tex_coords, const int texel_off) { return decode_input(tex3Dfetch(tex, tex_coords, texel_off)); } // tex3Dlod: inline float4 tex3Dlod_linearize(const sampler3D tex, const float4 tex_coords) { return decode_input(tex3Dlod(tex, tex_coords)); } inline float4 tex3Dlod_linearize(const sampler3D tex, const float4 tex_coords, const int texel_off) { return decode_input(tex3Dlod(tex, tex_coords, texel_off)); } // tex3Dproj: inline float4 tex3Dproj_linearize(const sampler3D tex, const float4 tex_coords) { return decode_input(tex3Dproj(tex, tex_coords)); } inline float4 tex3Dproj_linearize(const sampler3D tex, const float4 tex_coords, const int texel_off) { return decode_input(tex3Dproj(tex, tex_coords, texel_off)); } /////////* // NONSTANDARD "SMART" LINEARIZING TEXTURE LOOKUP FUNCTIONS: // This narrow selection of nonstandard tex2D* functions can be useful: // tex2Dlod0: Automatically fill in the tex2D LOD parameter for mip level 0. //inline float4 tex2Dlod0_linearize(const sampler2D tex, const float2 tex_coords) //{ return decode_input(tex2Dlod(tex, float4(tex_coords, 0.0, 0.0))); } //inline float4 tex2Dlod0_linearize(const sampler2D tex, const float2 tex_coords, const int texel_off) //{ return decode_input(tex2Dlod(tex, float4(tex_coords, 0.0, 0.0), texel_off)); } // MANUALLY LINEARIZING TEXTURE LOOKUP FUNCTIONS: // Provide a narrower selection of tex2D* wrapper functions that decode an // input sample with a specified gamma value. These are useful for reading // LUT's and for reading the input of pass0 in a later pass. // tex2D: inline float4 tex2D_linearize_gamma(const sampler2D tex, const float2 tex_coords, const float3 gamma) { return decode_gamma_input(COMPAT_TEXTURE(tex, tex_coords), gamma); } inline float4 tex2D_linearize_gamma(const sampler2D tex, const float3 tex_coords, const float3 gamma) { return decode_gamma_input(COMPAT_TEXTURE(tex, tex_coords.xy), gamma); } //inline float4 tex2D_linearize_gamma(const sampler2D tex, const float2 tex_coords, const int texel_off, const float3 gamma) //{ return decode_gamma_input(COMPAT_TEXTURE(tex, tex_coords, texel_off), gamma); } //inline float4 tex2D_linearize_gamma(const sampler2D tex, const float3 tex_coords, const int texel_off, const float3 gamma) //{ return decode_gamma_input(COMPAT_TEXTURE(tex, tex_coords, texel_off), gamma); } //inline float4 tex2D_linearize_gamma(const sampler2D tex, const float2 tex_coords, const float2 dx, const float2 dy, const float3 gamma) //{ return decode_gamma_input(COMPAT_TEXTURE(tex, tex_coords, dx, dy), gamma); } //inline float4 tex2D_linearize_gamma(const sampler2D tex, const float3 tex_coords, const float2 dx, const float2 dy, const float3 gamma) //{ return decode_gamma_input(COMPAT_TEXTURE(tex, tex_coords, dx, dy), gamma); } //inline float4 tex2D_linearize_gamma(const sampler2D tex, const float2 tex_coords, const float2 dx, const float2 dy, const int texel_off, const float3 gamma) //{ return decode_gamma_input(COMPAT_TEXTURE(tex, tex_coords, dx, dy, texel_off), gamma); } //inline float4 tex2D_linearize_gamma(const sampler2D tex, const float3 tex_coords, const float2 dx, const float2 dy, const int texel_off, const float3 gamma) //{ return decode_gamma_input(COMPAT_TEXTURE(tex, tex_coords, dx, dy, texel_off), gamma); } /* // tex2Dbias: inline float4 tex2Dbias_linearize_gamma(const sampler2D tex, const float4 tex_coords, const float3 gamma) { return decode_gamma_input(tex2Dbias(tex, tex_coords), gamma); } inline float4 tex2Dbias_linearize_gamma(const sampler2D tex, const float4 tex_coords, const int texel_off, const float3 gamma) { return decode_gamma_input(tex2Dbias(tex, tex_coords, texel_off), gamma); } // tex2Dfetch: inline float4 tex2Dfetch_linearize_gamma(const sampler2D tex, const int4 tex_coords, const float3 gamma) { return decode_gamma_input(tex2Dfetch(tex, tex_coords), gamma); } inline float4 tex2Dfetch_linearize_gamma(const sampler2D tex, const int4 tex_coords, const int texel_off, const float3 gamma) { return decode_gamma_input(tex2Dfetch(tex, tex_coords, texel_off), gamma); } */ // tex2Dlod: inline float4 tex2Dlod_linearize_gamma(const sampler2D tex, float4 tex_coords, float3 gamma) { return decode_gamma_input(textureLod(tex, tex_coords.xy, 0.0), gamma); } inline float4 tex2Dlod_linearize_gamma(const sampler2D tex, float4 tex_coords, int texel_off, float3 gamma) { return decode_gamma_input(textureLod(tex, tex_coords.xy, texel_off), gamma); } #endif // GAMMA_MANAGEMENT_H //////////////////////////// END GAMMA-MANAGEMENT ////////////////////////// //////////////////////////////// END INCLUDES //////////////////////////////// ///////////////////////////// SCANLINE FUNCTIONS ///////////////////////////// inline float3 get_gaussian_sigma(const float3 color, const float sigma_range) { // Requires: Globals: // 1.) beam_min_sigma and beam_max_sigma are global floats // containing the desired minimum and maximum beam standard // deviations, for dim and bright colors respectively. // 2.) beam_max_sigma must be > 0.0 // 3.) beam_min_sigma must be in (0.0, beam_max_sigma] // 4.) beam_spot_power must be defined as a global float. // Parameters: // 1.) color is the underlying source color along a scanline // 2.) sigma_range = beam_max_sigma - beam_min_sigma; we take // sigma_range as a parameter to avoid repeated computation // when beam_{min, max}_sigma are runtime shader parameters // Optional: Users may set beam_spot_shape_function to 1 to define the // inner f(color) subfunction (see below) as: // f(color) = sqrt(1.0 - (color - 1.0)*(color - 1.0)) // Otherwise (technically, if beam_spot_shape_function < 0.5): // f(color) = pow(color, beam_spot_power) // Returns: The standard deviation of the Gaussian beam for "color:" // sigma = beam_min_sigma + sigma_range * f(color) // Details/Discussion: // The beam's spot shape vaguely resembles an aspect-corrected f() in the // range [0, 1] (not quite, but it's related). f(color) = color makes // spots look like diamonds, and a spherical function or cube balances // between variable width and a soft/realistic shape. A beam_spot_power // > 1.0 can produce an ugly spot shape and more initial clipping, but the // final shape also differs based on the horizontal resampling filter and // the phosphor bloom. For instance, resampling horizontally in nonlinear // light and/or with a sharp (e.g. Lanczos) filter will sharpen the spot // shape, but a sixth root is still quite soft. A power function (default // 1.0/3.0 beam_spot_power) is most flexible, but a fixed spherical curve // has the highest variability without an awful spot shape. // // beam_min_sigma affects scanline sharpness/aliasing in dim areas, and its // difference from beam_max_sigma affects beam width variability. It only // affects clipping [for pure Gaussians] if beam_spot_power > 1.0 (which is // a conservative estimate for a more complex constraint). // // beam_max_sigma affects clipping and increasing scanline width/softness // as color increases. The wider this is, the more scanlines need to be // evaluated to avoid distortion. For a pure Gaussian, the max_beam_sigma // at which the first unused scanline always has a weight < 1.0/255.0 is: // num scanlines = 2, max_beam_sigma = 0.2089; distortions begin ~0.34 // num scanlines = 3, max_beam_sigma = 0.3879; distortions begin ~0.52 // num scanlines = 4, max_beam_sigma = 0.5723; distortions begin ~0.70 // num scanlines = 5, max_beam_sigma = 0.7591; distortions begin ~0.89 // num scanlines = 6, max_beam_sigma = 0.9483; distortions begin ~1.08 // Generalized Gaussians permit more leeway here as steepness increases. if(beam_spot_shape_function < 0.5) { // Use a power function: return float3(beam_min_sigma) + sigma_range * pow(color, float3(beam_spot_power)); } else { // Use a spherical function: const float3 color_minus_1 = color - float3(1.0); return float3(beam_min_sigma) + sigma_range * sqrt(float3(1.0) - color_minus_1*color_minus_1); } } inline float3 get_generalized_gaussian_beta(const float3 color, const float shape_range) { // Requires: Globals: // 1.) beam_min_shape and beam_max_shape are global floats // containing the desired min/max generalized Gaussian // beta parameters, for dim and bright colors respectively. // 2.) beam_max_shape must be >= 2.0 // 3.) beam_min_shape must be in [2.0, beam_max_shape] // 4.) beam_shape_power must be defined as a global float. // Parameters: // 1.) color is the underlying source color along a scanline // 2.) shape_range = beam_max_shape - beam_min_shape; we take // shape_range as a parameter to avoid repeated computation // when beam_{min, max}_shape are runtime shader parameters // Returns: The type-I generalized Gaussian "shape" parameter beta for // the given color. // Details/Discussion: // Beta affects the scanline distribution as follows: // a.) beta < 2.0 narrows the peak to a spike with a discontinuous slope // b.) beta == 2.0 just degenerates to a Gaussian // c.) beta > 2.0 flattens and widens the peak, then drops off more steeply // than a Gaussian. Whereas high sigmas widen and soften peaks, high // beta widen and sharpen peaks at the risk of aliasing. // Unlike high beam_spot_powers, high beam_shape_powers actually soften shape // transitions, whereas lower ones sharpen them (at the risk of aliasing). return beam_min_shape + shape_range * pow(color, float3(beam_shape_power)); } float3 scanline_gaussian_integral_contrib(const float3 dist, const float3 color, const float pixel_height, const float sigma_range) { // Requires: 1.) dist is the distance of the [potentially separate R/G/B] // point(s) from a scanline in units of scanlines, where // 1.0 means the sample point straddles the next scanline. // 2.) color is the underlying source color along a scanline. // 3.) pixel_height is the output pixel height in scanlines. // 4.) Requirements of get_gaussian_sigma() must be met. // Returns: Return a scanline's light output over a given pixel. // Details: // The CRT beam profile follows a roughly Gaussian distribution which is // wider for bright colors than dark ones. The integral over the full // range of a Gaussian function is always 1.0, so we can vary the beam // with a standard deviation without affecting brightness. 'x' = distance: // gaussian sample = 1/(sigma*sqrt(2*pi)) * e**(-(x**2)/(2*sigma**2)) // gaussian integral = 0.5 (1.0 + erf(x/(sigma * sqrt(2)))) // Use a numerical approximation of the "error function" (the Gaussian // indefinite integral) to find the definite integral of the scanline's // average brightness over a given pixel area. Even if curved coords were // used in this pass, a flat scalar pixel height works almost as well as a // pixel height computed from a full pixel-space to scanline-space matrix. const float3 sigma = get_gaussian_sigma(color, sigma_range); const float3 ph_offset = float3(pixel_height * 0.5); const float3 denom_inv = 1.0/(sigma*sqrt(2.0)); const float3 integral_high = erf((dist + ph_offset)*denom_inv); const float3 integral_low = erf((dist - ph_offset)*denom_inv); return color * 0.5*(integral_high - integral_low)/pixel_height; } float3 scanline_generalized_gaussian_integral_contrib(float3 dist, float3 color, float pixel_height, float sigma_range, float shape_range) { // Requires: 1.) Requirements of scanline_gaussian_integral_contrib() // must be met. // 2.) Requirements of get_gaussian_sigma() must be met. // 3.) Requirements of get_generalized_gaussian_beta() must be // met. // Returns: Return a scanline's light output over a given pixel. // A generalized Gaussian distribution allows the shape (beta) to vary // as well as the width (alpha). "gamma" refers to the gamma function: // generalized sample = // beta/(2*alpha*gamma(1/beta)) * e**(-(|x|/alpha)**beta) // ligamma(s, z) is the lower incomplete gamma function, for which we only // implement two of four branches (because we keep 1/beta <= 0.5): // generalized integral = 0.5 + 0.5* sign(x) * // ligamma(1/beta, (|x|/alpha)**beta)/gamma(1/beta) // See get_generalized_gaussian_beta() for a discussion of beta. // We base alpha on the intended Gaussian sigma, but it only strictly // models models standard deviation at beta == 2, because the standard // deviation depends on both alpha and beta (keeping alpha independent is // faster and preserves intuitive behavior and a full spectrum of results). const float3 alpha = sqrt(2.0) * get_gaussian_sigma(color, sigma_range); const float3 beta = get_generalized_gaussian_beta(color, shape_range); const float3 alpha_inv = float3(1.0)/alpha; const float3 s = float3(1.0)/beta; const float3 ph_offset = float3(pixel_height * 0.5); // Pass beta to gamma_impl to avoid repeated divides. Similarly pass // beta (i.e. 1/s) and 1/gamma(s) to normalized_ligamma_impl. const float3 gamma_s_inv = float3(1.0)/gamma_impl(s, beta); const float3 dist1 = dist + ph_offset; const float3 dist0 = dist - ph_offset; const float3 integral_high = sign(dist1) * normalized_ligamma_impl( s, pow(abs(dist1)*alpha_inv, beta), beta, gamma_s_inv); const float3 integral_low = sign(dist0) * normalized_ligamma_impl( s, pow(abs(dist0)*alpha_inv, beta), beta, gamma_s_inv); return color * 0.5*(integral_high - integral_low)/pixel_height; } float3 scanline_gaussian_sampled_contrib(const float3 dist, const float3 color, const float pixel_height, const float sigma_range) { // See scanline_gaussian integral_contrib() for detailed comments! // gaussian sample = 1/(sigma*sqrt(2*pi)) * e**(-(x**2)/(2*sigma**2)) const float3 sigma = get_gaussian_sigma(color, sigma_range); // Avoid repeated divides: const float3 sigma_inv = float3(1.0)/sigma; const float3 inner_denom_inv = 0.5 * sigma_inv * sigma_inv; const float3 outer_denom_inv = sigma_inv/sqrt(2.0*pi); if(beam_antialias_level > 0.5) { // Sample 1/3 pixel away in each direction as well: const float3 sample_offset = float3(pixel_height/3.0); const float3 dist2 = dist + sample_offset; const float3 dist3 = abs(dist - sample_offset); // Average three pure Gaussian samples: const float3 scale = color/3.0 * outer_denom_inv; const float3 weight1 = exp(-(dist*dist)*inner_denom_inv); const float3 weight2 = exp(-(dist2*dist2)*inner_denom_inv); const float3 weight3 = exp(-(dist3*dist3)*inner_denom_inv); return scale * (weight1 + weight2 + weight3); } else { return color*exp(-(dist*dist)*inner_denom_inv)*outer_denom_inv; } } float3 scanline_generalized_gaussian_sampled_contrib(float3 dist, float3 color, float pixel_height, float sigma_range, float shape_range) { // See scanline_generalized_gaussian_integral_contrib() for details! // generalized sample = // beta/(2*alpha*gamma(1/beta)) * e**(-(|x|/alpha)**beta) const float3 alpha = sqrt(2.0) * get_gaussian_sigma(color, sigma_range); const float3 beta = get_generalized_gaussian_beta(color, shape_range); // Avoid repeated divides: const float3 alpha_inv = float3(1.0)/alpha; const float3 beta_inv = float3(1.0)/beta; const float3 scale = color * beta * 0.5 * alpha_inv / gamma_impl(beta_inv, beta); if(beam_antialias_level > 0.5) { // Sample 1/3 pixel closer to and farther from the scanline too. const float3 sample_offset = float3(pixel_height/3.0); const float3 dist2 = dist + sample_offset; const float3 dist3 = abs(dist - sample_offset); // Average three generalized Gaussian samples: const float3 weight1 = exp(-pow(abs(dist*alpha_inv), beta)); const float3 weight2 = exp(-pow(abs(dist2*alpha_inv), beta)); const float3 weight3 = exp(-pow(abs(dist3*alpha_inv), beta)); return scale/3.0 * (weight1 + weight2 + weight3); } else { return scale * exp(-pow(abs(dist*alpha_inv), beta)); } } inline float3 scanline_contrib(float3 dist, float3 color, float pixel_height, const float sigma_range, const float shape_range) { // Requires: 1.) Requirements of scanline_gaussian_integral_contrib() // must be met. // 2.) Requirements of get_gaussian_sigma() must be met. // 3.) Requirements of get_generalized_gaussian_beta() must be // met. // Returns: Return a scanline's light output over a given pixel, using // a generalized or pure Gaussian distribution and sampling or // integrals as desired by user codepath choices. if(beam_generalized_gaussian) { if(beam_antialias_level > 1.5) { return scanline_generalized_gaussian_integral_contrib( dist, color, pixel_height, sigma_range, shape_range); } else { return scanline_generalized_gaussian_sampled_contrib( dist, color, pixel_height, sigma_range, shape_range); } } else { if(beam_antialias_level > 1.5) { return scanline_gaussian_integral_contrib( dist, color, pixel_height, sigma_range); } else { return scanline_gaussian_sampled_contrib( dist, color, pixel_height, sigma_range); } } } inline float3 get_raw_interpolated_color(const float3 color0, const float3 color1, const float3 color2, const float3 color3, const float4 weights) { // Use max to avoid bizarre artifacts from negative colors: return max(mul(weights, float4x3(color0, color1, color2, color3)), 0.0); } float3 get_interpolated_linear_color(const float3 color0, const float3 color1, const float3 color2, const float3 color3, const float4 weights) { // Requires: 1.) Requirements of include/gamma-management.h must be met: // intermediate_gamma must be globally defined, and input // colors are interpreted as linear RGB unless you #define // GAMMA_ENCODE_EVERY_FBO (in which case they are // interpreted as gamma-encoded with intermediate_gamma). // 2.) color0-3 are colors sampled from a texture with tex2D(). // They are interpreted as defined in requirement 1. // 3.) weights contains weights for each color, summing to 1.0. // 4.) beam_horiz_linear_rgb_weight must be defined as a global // float in [0.0, 1.0] describing how much blending should // be done in linear RGB (rest is gamma-corrected RGB). // 5.) RUNTIME_SCANLINES_HORIZ_FILTER_COLORSPACE must be #defined // if beam_horiz_linear_rgb_weight is anything other than a // static constant, or we may try branching at runtime // without dynamic branches allowed (slow). // Returns: Return an interpolated color lookup between the four input // colors based on the weights in weights. The final color will // be a linear RGB value, but the blending will be done as // indicated above. const float intermediate_gamma = get_intermediate_gamma(); // Branch if beam_horiz_linear_rgb_weight is static (for free) or if the // profile allows dynamic branches (faster than computing extra pows): #ifndef RUNTIME_SCANLINES_HORIZ_FILTER_COLORSPACE #define SCANLINES_BRANCH_FOR_LINEAR_RGB_WEIGHT #else #ifdef DRIVERS_ALLOW_DYNAMIC_BRANCHES #define SCANLINES_BRANCH_FOR_LINEAR_RGB_WEIGHT #endif #endif #ifdef SCANLINES_BRANCH_FOR_LINEAR_RGB_WEIGHT // beam_horiz_linear_rgb_weight is static, so we can branch: #ifdef GAMMA_ENCODE_EVERY_FBO const float3 gamma_mixed_color = pow(get_raw_interpolated_color( color0, color1, color2, color3, weights), float3(intermediate_gamma)); if(beam_horiz_linear_rgb_weight > 0.0) { const float3 linear_mixed_color = get_raw_interpolated_color( pow(color0, float3(intermediate_gamma)), pow(color1, float3(intermediate_gamma)), pow(color2, float3(intermediate_gamma)), pow(color3, float3(intermediate_gamma)), weights); return lerp(gamma_mixed_color, linear_mixed_color, beam_horiz_linear_rgb_weight); } else { return gamma_mixed_color; } #else const float3 linear_mixed_color = get_raw_interpolated_color( color0, color1, color2, color3, weights); if(beam_horiz_linear_rgb_weight < 1.0) { const float3 gamma_mixed_color = get_raw_interpolated_color( pow(color0, float3(1.0/intermediate_gamma)), pow(color1, float3(1.0/intermediate_gamma)), pow(color2, float3(1.0/intermediate_gamma)), pow(color3, float3(1.0/intermediate_gamma)), weights); return lerp(gamma_mixed_color, linear_mixed_color, beam_horiz_linear_rgb_weight); } else { return linear_mixed_color; } #endif // GAMMA_ENCODE_EVERY_FBO #else #ifdef GAMMA_ENCODE_EVERY_FBO // Inputs: color0-3 are colors in gamma-encoded RGB. const float3 gamma_mixed_color = pow(get_raw_interpolated_color( color0, color1, color2, color3, weights), intermediate_gamma); const float3 linear_mixed_color = get_raw_interpolated_color( pow(color0, float3(intermediate_gamma)), pow(color1, float3(intermediate_gamma)), pow(color2, float3(intermediate_gamma)), pow(color3, float3(intermediate_gamma)), weights); return lerp(gamma_mixed_color, linear_mixed_color, beam_horiz_linear_rgb_weight); #else // Inputs: color0-3 are colors in linear RGB. const float3 linear_mixed_color = get_raw_interpolated_color( color0, color1, color2, color3, weights); const float3 gamma_mixed_color = get_raw_interpolated_color( pow(color0, float3(1.0/intermediate_gamma)), pow(color1, float3(1.0/intermediate_gamma)), pow(color2, float3(1.0/intermediate_gamma)), pow(color3, float3(1.0/intermediate_gamma)), weights); // wtf fixme // const float beam_horiz_linear_rgb_weight1 = 1.0; return lerp(gamma_mixed_color, linear_mixed_color, beam_horiz_linear_rgb_weight); #endif // GAMMA_ENCODE_EVERY_FBO #endif // SCANLINES_BRANCH_FOR_LINEAR_RGB_WEIGHT } float3 get_scanline_color(const sampler2D tex, const float2 scanline_uv, const float2 uv_step_x, const float4 weights) { // Requires: 1.) scanline_uv must be vertically snapped to the caller's // desired line or scanline and horizontally snapped to the // texel just left of the output pixel (color1) // 2.) uv_step_x must contain the horizontal uv distance // between texels. // 3.) weights must contain interpolation filter weights for // color0, color1, color2, and color3, where color1 is just // left of the output pixel. // Returns: Return a horizontally interpolated texture lookup using 2-4 // nearby texels, according to weights and the conventions of // get_interpolated_linear_color(). // We can ignore the outside texture lookups for Quilez resampling. const float3 color1 = COMPAT_TEXTURE(tex, scanline_uv).rgb; const float3 color2 = COMPAT_TEXTURE(tex, scanline_uv + uv_step_x).rgb; float3 color0 = float3(0.0); float3 color3 = float3(0.0); if(beam_horiz_filter > 0.5) { color0 = COMPAT_TEXTURE(tex, scanline_uv - uv_step_x).rgb; color3 = COMPAT_TEXTURE(tex, scanline_uv + 2.0 * uv_step_x).rgb; } // Sample the texture as-is, whether it's linear or gamma-encoded: // get_interpolated_linear_color() will handle the difference. return get_interpolated_linear_color(color0, color1, color2, color3, weights); } float3 sample_single_scanline_horizontal(const sampler2D tex, const float2 tex_uv, const float2 tex_size, const float2 texture_size_inv) { // TODO: Add function requirements. // Snap to the previous texel and get sample dists from 2/4 nearby texels: const float2 curr_texel = tex_uv * tex_size; // Use under_half to fix a rounding bug right around exact texel locations. const float2 prev_texel = floor(curr_texel - float2(under_half)) + float2(0.5); const float2 prev_texel_hor = float2(prev_texel.x, curr_texel.y); const float2 prev_texel_hor_uv = prev_texel_hor * texture_size_inv; const float prev_dist = curr_texel.x - prev_texel_hor.x; const float4 sample_dists = float4(1.0 + prev_dist, prev_dist, 1.0 - prev_dist, 2.0 - prev_dist); // Get Quilez, Lanczos2, or Gaussian resize weights for 2/4 nearby texels: float4 weights; if(beam_horiz_filter < 0.5) { // Quilez: const float x = sample_dists.y; const float w2 = x*x*x*(x*(x*6.0 - 15.0) + 10.0); weights = float4(0.0, 1.0 - w2, w2, 0.0); } else if(beam_horiz_filter < 1.5) { // Gaussian: float inner_denom_inv = 1.0/(2.0*beam_horiz_sigma*beam_horiz_sigma); weights = exp(-(sample_dists*sample_dists)*inner_denom_inv); } else { // Lanczos2: const float4 pi_dists = FIX_ZERO(sample_dists * pi); weights = 2.0 * sin(pi_dists) * sin(pi_dists * 0.5) / (pi_dists * pi_dists); } // Ensure the weight sum == 1.0: const float4 final_weights = weights/dot(weights, float4(1.0)); // Get the interpolated horizontal scanline color: const float2 uv_step_x = float2(texture_size_inv.x, 0.0); return get_scanline_color( tex, prev_texel_hor_uv, uv_step_x, final_weights); } float3 sample_rgb_scanline_horizontal(const sampler2D tex, const float2 tex_uv, const float2 tex_size, const float2 texture_size_inv) { // TODO: Add function requirements. // Rely on a helper to make convergence easier. if(beam_misconvergence) { const float3 convergence_offsets_rgb = get_convergence_offsets_x_vector(); const float3 offset_u_rgb = convergence_offsets_rgb * texture_size_inv.xxx; const float2 scanline_uv_r = tex_uv - float2(offset_u_rgb.r, 0.0); const float2 scanline_uv_g = tex_uv - float2(offset_u_rgb.g, 0.0); const float2 scanline_uv_b = tex_uv - float2(offset_u_rgb.b, 0.0); const float3 sample_r = sample_single_scanline_horizontal( tex, scanline_uv_r, tex_size, texture_size_inv); const float3 sample_g = sample_single_scanline_horizontal( tex, scanline_uv_g, tex_size, texture_size_inv); const float3 sample_b = sample_single_scanline_horizontal( tex, scanline_uv_b, tex_size, texture_size_inv); return float3(sample_r.r, sample_g.g, sample_b.b); } else { return sample_single_scanline_horizontal(tex, tex_uv, tex_size, texture_size_inv); } } float2 get_last_scanline_uv(const float2 tex_uv, const float2 tex_size, const float2 texture_size_inv, const float2 il_step_multiple, const float frame_count, out float dist) { // Compute texture coords for the last/upper scanline, accounting for // interlacing: With interlacing, only consider even/odd scanlines every // other frame. Top-field first (TFF) order puts even scanlines on even // frames, and BFF order puts them on odd frames. Texels are centered at: // frac(tex_uv * tex_size) == x.5 // Caution: If these coordinates ever seem incorrect, first make sure it's // not because anisotropic filtering is blurring across field boundaries. // Note: TFF/BFF won't matter for sources that double-weave or similar. // wtf fixme // const float interlace_bff1 = 1.0; const float field_offset = floor(il_step_multiple.y * 0.75) * fmod(frame_count + float(interlace_bff), 2.0); const float2 curr_texel = tex_uv * tex_size; // Use under_half to fix a rounding bug right around exact texel locations. const float2 prev_texel_num = floor(curr_texel - float2(under_half)); const float wrong_field = fmod( prev_texel_num.y + field_offset, il_step_multiple.y); const float2 scanline_texel_num = prev_texel_num - float2(0.0, wrong_field); // Snap to the center of the previous scanline in the current field: const float2 scanline_texel = scanline_texel_num + float2(0.5); const float2 scanline_uv = scanline_texel * texture_size_inv; // Save the sample's distance from the scanline, in units of scanlines: dist = (curr_texel.y - scanline_texel.y)/il_step_multiple.y; return scanline_uv; } inline bool is_interlaced(float num_lines) { // Detect interlacing based on the number of lines in the source. if(interlace_detect) { // NTSC: 525 lines, 262.5/field; 486 active (2 half-lines), 243/field // NTSC Emulators: Typically 224 or 240 lines // PAL: 625 lines, 312.5/field; 576 active (typical), 288/field // PAL Emulators: ? // ATSC: 720p, 1080i, 1080p // Where do we place our cutoffs? Assumptions: // 1.) We only need to care about active lines. // 2.) Anything > 288 and <= 576 lines is probably interlaced. // 3.) Anything > 576 lines is probably not interlaced... // 4.) ...except 1080 lines, which is a crapshoot (user decision). // 5.) Just in case the main program uses calculated video sizes, // we should nudge the float thresholds a bit. const bool sd_interlace = ((num_lines > 288.5) && (num_lines < 576.5)); const bool hd_interlace = bool(interlace_1080i) ? ((num_lines > 1079.5) && (num_lines < 1080.5)) : false; return (sd_interlace || hd_interlace); } else { return false; } } #endif // SCANLINE_FUNCTIONS_H ///////////////////////////// END SCANLINE-FUNCTIONS //////////////////////////// //#include "../../../../include/gamma-management.h" //////////////////////////// BEGIN GAMMA-MANAGEMENT ////////////////////////// #ifndef GAMMA_MANAGEMENT_H #define GAMMA_MANAGEMENT_H ///////////////////////////////// MIT LICENSE //////////////////////////////// // Copyright (C) 2014 TroggleMonkey // // 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. ///////////////////////////////// DESCRIPTION //////////////////////////////// // This file provides gamma-aware tex*D*() and encode_output() functions. // Requires: Before #include-ing this file, the including file must #define // the following macros when applicable and follow their rules: // 1.) #define FIRST_PASS if this is the first pass. // 2.) #define LAST_PASS if this is the last pass. // 3.) If sRGB is available, set srgb_framebufferN = "true" for // every pass except the last in your .cgp preset. // 4.) If sRGB isn't available but you want gamma-correctness with // no banding, #define GAMMA_ENCODE_EVERY_FBO each pass. // 5.) #define SIMULATE_CRT_ON_LCD if desired (precedence over 5-7) // 6.) #define SIMULATE_GBA_ON_LCD if desired (precedence over 6-7) // 7.) #define SIMULATE_LCD_ON_CRT if desired (precedence over 7) // 8.) #define SIMULATE_GBA_ON_CRT if desired (precedence over -) // If an option in [5, 8] is #defined in the first or last pass, it // should be #defined for both. It shouldn't make a difference // whether it's #defined for intermediate passes or not. // Optional: The including file (or an earlier included file) may optionally // #define a number of macros indicating it will override certain // macros and associated constants are as follows: // static constants with either static or uniform constants. The // 1.) OVERRIDE_STANDARD_GAMMA: The user must first define: // static const float ntsc_gamma // static const float pal_gamma // static const float crt_reference_gamma_high // static const float crt_reference_gamma_low // static const float lcd_reference_gamma // static const float crt_office_gamma // static const float lcd_office_gamma // 2.) OVERRIDE_DEVICE_GAMMA: The user must first define: // static const float crt_gamma // static const float gba_gamma // static const float lcd_gamma // 3.) OVERRIDE_FINAL_GAMMA: The user must first define: // static const float input_gamma // static const float intermediate_gamma // static const float output_gamma // (intermediate_gamma is for GAMMA_ENCODE_EVERY_FBO.) // 4.) OVERRIDE_ALPHA_ASSUMPTIONS: The user must first define: // static const bool assume_opaque_alpha // The gamma constant overrides must be used in every pass or none, // and OVERRIDE_FINAL_GAMMA bypasses all of the SIMULATE* macros. // OVERRIDE_ALPHA_ASSUMPTIONS may be set on a per-pass basis. // Usage: After setting macros appropriately, ignore gamma correction and // replace all tex*D*() calls with equivalent gamma-aware // tex*D*_linearize calls, except: // 1.) When you read an LUT, use regular tex*D or a gamma-specified // function, depending on its gamma encoding: // tex*D*_linearize_gamma (takes a runtime gamma parameter) // 2.) If you must read pass0's original input in a later pass, use // tex2D_linearize_ntsc_gamma. If you want to read pass0's // input with gamma-corrected bilinear filtering, consider // creating a first linearizing pass and reading from the input // of pass1 later. // Then, return encode_output(color) from every fragment shader. // Finally, use the global gamma_aware_bilinear boolean if you want // to statically branch based on whether bilinear filtering is // gamma-correct or not (e.g. for placing Gaussian blur samples). // // Detailed Policy: // tex*D*_linearize() functions enforce a consistent gamma-management policy // based on the FIRST_PASS and GAMMA_ENCODE_EVERY_FBO settings. They assume // their input texture has the same encoding characteristics as the input for // the current pass (which doesn't apply to the exceptions listed above). // Similarly, encode_output() enforces a policy based on the LAST_PASS and // GAMMA_ENCODE_EVERY_FBO settings. Together, they result in one of the // following two pipelines. // Typical pipeline with intermediate sRGB framebuffers: // linear_color = pow(pass0_encoded_color, input_gamma); // intermediate_output = linear_color; // Automatic sRGB encoding // linear_color = intermediate_output; // Automatic sRGB decoding // final_output = pow(intermediate_output, 1.0/output_gamma); // Typical pipeline without intermediate sRGB framebuffers: // linear_color = pow(pass0_encoded_color, input_gamma); // intermediate_output = pow(linear_color, 1.0/intermediate_gamma); // linear_color = pow(intermediate_output, intermediate_gamma); // final_output = pow(intermediate_output, 1.0/output_gamma); // Using GAMMA_ENCODE_EVERY_FBO is much slower, but it's provided as a way to // easily get gamma-correctness without banding on devices where sRGB isn't // supported. // // Use This Header to Maximize Code Reuse: // The purpose of this header is to provide a consistent interface for texture // reads and output gamma-encoding that localizes and abstracts away all the // annoying details. This greatly reduces the amount of code in each shader // pass that depends on the pass number in the .cgp preset or whether sRGB // FBO's are being used: You can trivially change the gamma behavior of your // whole pass by commenting or uncommenting 1-3 #defines. To reuse the same // code in your first, Nth, and last passes, you can even put it all in another // header file and #include it from skeleton .cg files that #define the // appropriate pass-specific settings. // // Rationale for Using Three Macros: // This file uses GAMMA_ENCODE_EVERY_FBO instead of an opposite macro like // SRGB_PIPELINE to ensure sRGB is assumed by default, which hopefully imposes // a lower maintenance burden on each pass. At first glance it seems we could // accomplish everything with two macros: GAMMA_CORRECT_IN / GAMMA_CORRECT_OUT. // This works for simple use cases where input_gamma == output_gamma, but it // breaks down for more complex scenarios like CRT simulation, where the pass // number determines the gamma encoding of the input and output. /////////////////////////////// BASE CONSTANTS /////////////////////////////// // Set standard gamma constants, but allow users to override them: #ifndef OVERRIDE_STANDARD_GAMMA // Standard encoding gammas: static const float ntsc_gamma = 2.2; // Best to use NTSC for PAL too? static const float pal_gamma = 2.8; // Never actually 2.8 in practice // Typical device decoding gammas (only use for emulating devices): // CRT/LCD reference gammas are higher than NTSC and Rec.709 video standard // gammas: The standards purposely undercorrected for an analog CRT's // assumed 2.5 reference display gamma to maintain contrast in assumed // [dark] viewing conditions: http://www.poynton.com/PDFs/GammaFAQ.pdf // These unstated assumptions about display gamma and perceptual rendering // intent caused a lot of confusion, and more modern CRT's seemed to target // NTSC 2.2 gamma with circuitry. LCD displays seem to have followed suit // (they struggle near black with 2.5 gamma anyway), especially PC/laptop // displays designed to view sRGB in bright environments. (Standards are // also in flux again with BT.1886, but it's underspecified for displays.) static const float crt_reference_gamma_high = 2.5; // In (2.35, 2.55) static const float crt_reference_gamma_low = 2.35; // In (2.35, 2.55) static const float lcd_reference_gamma = 2.5; // To match CRT static const float crt_office_gamma = 2.2; // Circuitry-adjusted for NTSC static const float lcd_office_gamma = 2.2; // Approximates sRGB #endif // OVERRIDE_STANDARD_GAMMA // Assuming alpha == 1.0 might make it easier for users to avoid some bugs, // but only if they're aware of it. #ifndef OVERRIDE_ALPHA_ASSUMPTIONS static const bool assume_opaque_alpha = false; #endif /////////////////////// DERIVED CONSTANTS AS FUNCTIONS /////////////////////// // gamma-management.h should be compatible with overriding gamma values with // runtime user parameters, but we can only define other global constants in // terms of static constants, not uniform user parameters. To get around this // limitation, we need to define derived constants using functions. // Set device gamma constants, but allow users to override them: #ifdef OVERRIDE_DEVICE_GAMMA // The user promises to globally define the appropriate constants: inline float get_crt_gamma() { return crt_gamma; } inline float get_gba_gamma() { return gba_gamma; } inline float get_lcd_gamma() { return lcd_gamma; } #else inline float get_crt_gamma() { return crt_reference_gamma_high; } inline float get_gba_gamma() { return 3.5; } // Game Boy Advance; in (3.0, 4.0) inline float get_lcd_gamma() { return lcd_office_gamma; } #endif // OVERRIDE_DEVICE_GAMMA // Set decoding/encoding gammas for the first/lass passes, but allow overrides: #ifdef OVERRIDE_FINAL_GAMMA // The user promises to globally define the appropriate constants: inline float get_intermediate_gamma() { return intermediate_gamma; } inline float get_input_gamma() { return input_gamma; } inline float get_output_gamma() { return output_gamma; } #else // If we gamma-correct every pass, always use ntsc_gamma between passes to // ensure middle passes don't need to care if anything is being simulated: inline float get_intermediate_gamma() { return ntsc_gamma; } #ifdef SIMULATE_CRT_ON_LCD inline float get_input_gamma() { return get_crt_gamma(); } inline float get_output_gamma() { return get_lcd_gamma(); } #else #ifdef SIMULATE_GBA_ON_LCD inline float get_input_gamma() { return get_gba_gamma(); } inline float get_output_gamma() { return get_lcd_gamma(); } #else #ifdef SIMULATE_LCD_ON_CRT inline float get_input_gamma() { return get_lcd_gamma(); } inline float get_output_gamma() { return get_crt_gamma(); } #else #ifdef SIMULATE_GBA_ON_CRT inline float get_input_gamma() { return get_gba_gamma(); } inline float get_output_gamma() { return get_crt_gamma(); } #else // Don't simulate anything: inline float get_input_gamma() { return ntsc_gamma; } inline float get_output_gamma() { return ntsc_gamma; } #endif // SIMULATE_GBA_ON_CRT #endif // SIMULATE_LCD_ON_CRT #endif // SIMULATE_GBA_ON_LCD #endif // SIMULATE_CRT_ON_LCD #endif // OVERRIDE_FINAL_GAMMA // Set decoding/encoding gammas for the current pass. Use static constants for // linearize_input and gamma_encode_output, because they aren't derived, and // they let the compiler do dead-code elimination. #ifndef GAMMA_ENCODE_EVERY_FBO #ifdef FIRST_PASS static const bool linearize_input = true; inline float get_pass_input_gamma() { return get_input_gamma(); } #else static const bool linearize_input = false; inline float get_pass_input_gamma() { return 1.0; } #endif #ifdef LAST_PASS static const bool gamma_encode_output = true; inline float get_pass_output_gamma() { return get_output_gamma(); } #else static const bool gamma_encode_output = false; inline float get_pass_output_gamma() { return 1.0; } #endif #else static const bool linearize_input = true; static const bool gamma_encode_output = true; #ifdef FIRST_PASS inline float get_pass_input_gamma() { return get_input_gamma(); } #else inline float get_pass_input_gamma() { return get_intermediate_gamma(); } #endif #ifdef LAST_PASS inline float get_pass_output_gamma() { return get_output_gamma(); } #else inline float get_pass_output_gamma() { return get_intermediate_gamma(); } #endif #endif // Users might want to know if bilinear filtering will be gamma-correct: static const bool gamma_aware_bilinear = !linearize_input; ////////////////////// COLOR ENCODING/DECODING FUNCTIONS ///////////////////// inline float4 encode_output(const float4 color) { if(gamma_encode_output) { if(assume_opaque_alpha) { return float4(pow(color.rgb, float3(1.0/get_pass_output_gamma())), 1.0); } else { return float4(pow(color.rgb, float3(1.0/get_pass_output_gamma())), color.a); } } else { return color; } } inline float4 decode_input(const float4 color) { if(linearize_input) { if(assume_opaque_alpha) { return float4(pow(color.rgb, float3(get_pass_input_gamma())), 1.0); } else { return float4(pow(color.rgb, float3(get_pass_input_gamma())), color.a); } } else { return color; } } inline float4 decode_gamma_input(const float4 color, const float3 gamma) { if(assume_opaque_alpha) { return float4(pow(color.rgb, gamma), 1.0); } else { return float4(pow(color.rgb, gamma), color.a); } } //TODO/FIXME: I have no idea why replacing the lookup wrappers with this macro fixes the blurs being offset ¯\_(ツ)_/¯ //#define tex2D_linearize(C, D) decode_input(vec4(COMPAT_TEXTURE(C, D))) // EDIT: it's the 'const' in front of the coords that's doing it /////////////////////////// TEXTURE LOOKUP WRAPPERS ////////////////////////// // "SMART" LINEARIZING TEXTURE LOOKUP FUNCTIONS: // Provide a wide array of linearizing texture lookup wrapper functions. The // Cg shader spec Retroarch uses only allows for 2D textures, but 1D and 3D // lookups are provided for completeness in case that changes someday. Nobody // is likely to use the *fetch and *proj functions, but they're included just // in case. The only tex*D texture sampling functions omitted are: // - tex*Dcmpbias // - tex*Dcmplod // - tex*DARRAY* // - tex*DMS* // - Variants returning integers // Standard line length restrictions are ignored below for vertical brevity. /* // tex1D: inline float4 tex1D_linearize(const sampler1D tex, const float tex_coords) { return decode_input(tex1D(tex, tex_coords)); } inline float4 tex1D_linearize(const sampler1D tex, const float2 tex_coords) { return decode_input(tex1D(tex, tex_coords)); } inline float4 tex1D_linearize(const sampler1D tex, const float tex_coords, const int texel_off) { return decode_input(tex1D(tex, tex_coords, texel_off)); } inline float4 tex1D_linearize(const sampler1D tex, const float2 tex_coords, const int texel_off) { return decode_input(tex1D(tex, tex_coords, texel_off)); } inline float4 tex1D_linearize(const sampler1D tex, const float tex_coords, const float dx, const float dy) { return decode_input(tex1D(tex, tex_coords, dx, dy)); } inline float4 tex1D_linearize(const sampler1D tex, const float2 tex_coords, const float dx, const float dy) { return decode_input(tex1D(tex, tex_coords, dx, dy)); } inline float4 tex1D_linearize(const sampler1D tex, const float tex_coords, const float dx, const float dy, const int texel_off) { return decode_input(tex1D(tex, tex_coords, dx, dy, texel_off)); } inline float4 tex1D_linearize(const sampler1D tex, const float2 tex_coords, const float dx, const float dy, const int texel_off) { return decode_input(tex1D(tex, tex_coords, dx, dy, texel_off)); } // tex1Dbias: inline float4 tex1Dbias_linearize(const sampler1D tex, const float4 tex_coords) { return decode_input(tex1Dbias(tex, tex_coords)); } inline float4 tex1Dbias_linearize(const sampler1D tex, const float4 tex_coords, const int texel_off) { return decode_input(tex1Dbias(tex, tex_coords, texel_off)); } // tex1Dfetch: inline float4 tex1Dfetch_linearize(const sampler1D tex, const int4 tex_coords) { return decode_input(tex1Dfetch(tex, tex_coords)); } inline float4 tex1Dfetch_linearize(const sampler1D tex, const int4 tex_coords, const int texel_off) { return decode_input(tex1Dfetch(tex, tex_coords, texel_off)); } // tex1Dlod: inline float4 tex1Dlod_linearize(const sampler1D tex, const float4 tex_coords) { return decode_input(tex1Dlod(tex, tex_coords)); } inline float4 tex1Dlod_linearize(const sampler1D tex, const float4 tex_coords, const int texel_off) { return decode_input(tex1Dlod(tex, tex_coords, texel_off)); } // tex1Dproj: inline float4 tex1Dproj_linearize(const sampler1D tex, const float2 tex_coords) { return decode_input(tex1Dproj(tex, tex_coords)); } inline float4 tex1Dproj_linearize(const sampler1D tex, const float3 tex_coords) { return decode_input(tex1Dproj(tex, tex_coords)); } inline float4 tex1Dproj_linearize(const sampler1D tex, const float2 tex_coords, const int texel_off) { return decode_input(tex1Dproj(tex, tex_coords, texel_off)); } inline float4 tex1Dproj_linearize(const sampler1D tex, const float3 tex_coords, const int texel_off) { return decode_input(tex1Dproj(tex, tex_coords, texel_off)); } */ // tex2D: inline float4 tex2D_linearize(const sampler2D tex, float2 tex_coords) { return decode_input(COMPAT_TEXTURE(tex, tex_coords)); } inline float4 tex2D_linearize(const sampler2D tex, float3 tex_coords) { return decode_input(COMPAT_TEXTURE(tex, tex_coords.xy)); } inline float4 tex2D_linearize(const sampler2D tex, float2 tex_coords, int texel_off) { return decode_input(textureLod(tex, tex_coords, texel_off)); } inline float4 tex2D_linearize(const sampler2D tex, float3 tex_coords, int texel_off) { return decode_input(textureLod(tex, tex_coords.xy, texel_off)); } //inline float4 tex2D_linearize(const sampler2D tex, const float2 tex_coords, const float2 dx, const float2 dy) //{ return decode_input(COMPAT_TEXTURE(tex, tex_coords, dx, dy)); } //inline float4 tex2D_linearize(const sampler2D tex, const float3 tex_coords, const float2 dx, const float2 dy) //{ return decode_input(COMPAT_TEXTURE(tex, tex_coords, dx, dy)); } //inline float4 tex2D_linearize(const sampler2D tex, const float2 tex_coords, const float2 dx, const float2 dy, const int texel_off) //{ return decode_input(COMPAT_TEXTURE(tex, tex_coords, dx, dy, texel_off)); } //inline float4 tex2D_linearize(const sampler2D tex, const float3 tex_coords, const float2 dx, const float2 dy, const int texel_off) //{ return decode_input(COMPAT_TEXTURE(tex, tex_coords, dx, dy, texel_off)); } // tex2Dbias: //inline float4 tex2Dbias_linearize(const sampler2D tex, const float4 tex_coords) //{ return decode_input(tex2Dbias(tex, tex_coords)); } //inline float4 tex2Dbias_linearize(const sampler2D tex, const float4 tex_coords, const int texel_off) //{ return decode_input(tex2Dbias(tex, tex_coords, texel_off)); } // tex2Dfetch: //inline float4 tex2Dfetch_linearize(const sampler2D tex, const int4 tex_coords) //{ return decode_input(tex2Dfetch(tex, tex_coords)); } //inline float4 tex2Dfetch_linearize(const sampler2D tex, const int4 tex_coords, const int texel_off) //{ return decode_input(tex2Dfetch(tex, tex_coords, texel_off)); } // tex2Dlod: inline float4 tex2Dlod_linearize(const sampler2D tex, float4 tex_coords) { return decode_input(textureLod(tex, tex_coords.xy, 0.0)); } inline float4 tex2Dlod_linearize(const sampler2D tex, float4 tex_coords, int texel_off) { return decode_input(textureLod(tex, tex_coords.xy, texel_off)); } /* // tex2Dproj: inline float4 tex2Dproj_linearize(const sampler2D tex, const float3 tex_coords) { return decode_input(tex2Dproj(tex, tex_coords)); } inline float4 tex2Dproj_linearize(const sampler2D tex, const float4 tex_coords) { return decode_input(tex2Dproj(tex, tex_coords)); } inline float4 tex2Dproj_linearize(const sampler2D tex, const float3 tex_coords, const int texel_off) { return decode_input(tex2Dproj(tex, tex_coords, texel_off)); } inline float4 tex2Dproj_linearize(const sampler2D tex, const float4 tex_coords, const int texel_off) { return decode_input(tex2Dproj(tex, tex_coords, texel_off)); } */ /* // tex3D: inline float4 tex3D_linearize(const sampler3D tex, const float3 tex_coords) { return decode_input(tex3D(tex, tex_coords)); } inline float4 tex3D_linearize(const sampler3D tex, const float3 tex_coords, const int texel_off) { return decode_input(tex3D(tex, tex_coords, texel_off)); } inline float4 tex3D_linearize(const sampler3D tex, const float3 tex_coords, const float3 dx, const float3 dy) { return decode_input(tex3D(tex, tex_coords, dx, dy)); } inline float4 tex3D_linearize(const sampler3D tex, const float3 tex_coords, const float3 dx, const float3 dy, const int texel_off) { return decode_input(tex3D(tex, tex_coords, dx, dy, texel_off)); } // tex3Dbias: inline float4 tex3Dbias_linearize(const sampler3D tex, const float4 tex_coords) { return decode_input(tex3Dbias(tex, tex_coords)); } inline float4 tex3Dbias_linearize(const sampler3D tex, const float4 tex_coords, const int texel_off) { return decode_input(tex3Dbias(tex, tex_coords, texel_off)); } // tex3Dfetch: inline float4 tex3Dfetch_linearize(const sampler3D tex, const int4 tex_coords) { return decode_input(tex3Dfetch(tex, tex_coords)); } inline float4 tex3Dfetch_linearize(const sampler3D tex, const int4 tex_coords, const int texel_off) { return decode_input(tex3Dfetch(tex, tex_coords, texel_off)); } // tex3Dlod: inline float4 tex3Dlod_linearize(const sampler3D tex, const float4 tex_coords) { return decode_input(tex3Dlod(tex, tex_coords)); } inline float4 tex3Dlod_linearize(const sampler3D tex, const float4 tex_coords, const int texel_off) { return decode_input(tex3Dlod(tex, tex_coords, texel_off)); } // tex3Dproj: inline float4 tex3Dproj_linearize(const sampler3D tex, const float4 tex_coords) { return decode_input(tex3Dproj(tex, tex_coords)); } inline float4 tex3Dproj_linearize(const sampler3D tex, const float4 tex_coords, const int texel_off) { return decode_input(tex3Dproj(tex, tex_coords, texel_off)); } /////////* // NONSTANDARD "SMART" LINEARIZING TEXTURE LOOKUP FUNCTIONS: // This narrow selection of nonstandard tex2D* functions can be useful: // tex2Dlod0: Automatically fill in the tex2D LOD parameter for mip level 0. //inline float4 tex2Dlod0_linearize(const sampler2D tex, const float2 tex_coords) //{ return decode_input(tex2Dlod(tex, float4(tex_coords, 0.0, 0.0))); } //inline float4 tex2Dlod0_linearize(const sampler2D tex, const float2 tex_coords, const int texel_off) //{ return decode_input(tex2Dlod(tex, float4(tex_coords, 0.0, 0.0), texel_off)); } // MANUALLY LINEARIZING TEXTURE LOOKUP FUNCTIONS: // Provide a narrower selection of tex2D* wrapper functions that decode an // input sample with a specified gamma value. These are useful for reading // LUT's and for reading the input of pass0 in a later pass. // tex2D: inline float4 tex2D_linearize_gamma(const sampler2D tex, const float2 tex_coords, const float3 gamma) { return decode_gamma_input(COMPAT_TEXTURE(tex, tex_coords), gamma); } inline float4 tex2D_linearize_gamma(const sampler2D tex, const float3 tex_coords, const float3 gamma) { return decode_gamma_input(COMPAT_TEXTURE(tex, tex_coords.xy), gamma); } //inline float4 tex2D_linearize_gamma(const sampler2D tex, const float2 tex_coords, const int texel_off, const float3 gamma) //{ return decode_gamma_input(COMPAT_TEXTURE(tex, tex_coords, texel_off), gamma); } //inline float4 tex2D_linearize_gamma(const sampler2D tex, const float3 tex_coords, const int texel_off, const float3 gamma) //{ return decode_gamma_input(COMPAT_TEXTURE(tex, tex_coords, texel_off), gamma); } //inline float4 tex2D_linearize_gamma(const sampler2D tex, const float2 tex_coords, const float2 dx, const float2 dy, const float3 gamma) //{ return decode_gamma_input(COMPAT_TEXTURE(tex, tex_coords, dx, dy), gamma); } //inline float4 tex2D_linearize_gamma(const sampler2D tex, const float3 tex_coords, const float2 dx, const float2 dy, const float3 gamma) //{ return decode_gamma_input(COMPAT_TEXTURE(tex, tex_coords, dx, dy), gamma); } //inline float4 tex2D_linearize_gamma(const sampler2D tex, const float2 tex_coords, const float2 dx, const float2 dy, const int texel_off, const float3 gamma) //{ return decode_gamma_input(COMPAT_TEXTURE(tex, tex_coords, dx, dy, texel_off), gamma); } //inline float4 tex2D_linearize_gamma(const sampler2D tex, const float3 tex_coords, const float2 dx, const float2 dy, const int texel_off, const float3 gamma) //{ return decode_gamma_input(COMPAT_TEXTURE(tex, tex_coords, dx, dy, texel_off), gamma); } /* // tex2Dbias: inline float4 tex2Dbias_linearize_gamma(const sampler2D tex, const float4 tex_coords, const float3 gamma) { return decode_gamma_input(tex2Dbias(tex, tex_coords), gamma); } inline float4 tex2Dbias_linearize_gamma(const sampler2D tex, const float4 tex_coords, const int texel_off, const float3 gamma) { return decode_gamma_input(tex2Dbias(tex, tex_coords, texel_off), gamma); } // tex2Dfetch: inline float4 tex2Dfetch_linearize_gamma(const sampler2D tex, const int4 tex_coords, const float3 gamma) { return decode_gamma_input(tex2Dfetch(tex, tex_coords), gamma); } inline float4 tex2Dfetch_linearize_gamma(const sampler2D tex, const int4 tex_coords, const int texel_off, const float3 gamma) { return decode_gamma_input(tex2Dfetch(tex, tex_coords, texel_off), gamma); } */ // tex2Dlod: inline float4 tex2Dlod_linearize_gamma(const sampler2D tex, float4 tex_coords, float3 gamma) { return decode_gamma_input(textureLod(tex, tex_coords.xy, 0.0), gamma); } inline float4 tex2Dlod_linearize_gamma(const sampler2D tex, float4 tex_coords, int texel_off, float3 gamma) { return decode_gamma_input(textureLod(tex, tex_coords.xy, texel_off), gamma); } #endif // GAMMA_MANAGEMENT_H //////////////////////////// END GAMMA-MANAGEMENT ////////////////////////// #undef COMPAT_PRECISION #undef COMPAT_TEXTURE void main() { gl_Position = position; vTexCoord = texCoord * 1.0001; // Detect interlacing: il_step_multiple indicates the step multiple between // lines: 1 is for progressive sources, and 2 is for interlaced sources. float2 video_size_ = video_size.xy; const float y_step = 1.0 + float(is_interlaced(video_size_.y)); il_step_multiple = float2(1.0, y_step); // Get the uv tex coords step between one texel (x) and scanline (y): uv_step = il_step_multiple / texture_size; // If shader parameters are used, {min, max}_{sigma, shape} are runtime // values. Compute {sigma, shape}_range outside of scanline_contrib() so // they aren't computed once per scanline (6 times per fragment and up to // 18 times per vertex): // TODO/FIXME: if these aren't used, why are they calculated? commenting for now // const floatsigma_range = max(beam_max_sigma, beam_min_sigma) - // beam_min_sigma; // const float shape_range = max(beam_max_shape, beam_min_shape) - // beam_min_shape; // We need the pixel height in scanlines for antialiased/integral sampling: const float ph = (video_size_.y / output_size.y) / il_step_multiple.y; pixel_height_in_scanlines = ph; }