OpenGL Updates - fix effects for both D3D & OGL

I had to edit this via the GitHub editor. I finish up my changes, and for some reason the pcsx2 repository won't let me read or write to it, since the last merge. I checked my other repositories, and they're working fine. ?.?
This commit is contained in:
Kieran Hanrahan 2014-11-10 23:46:50 +00:00
parent e6e534c13a
commit d228ad3ddd
1 changed files with 106 additions and 61 deletions

View File

@ -17,6 +17,7 @@
#ifndef SHADER_MODEL
#define GLSL 1
#extension GL_ARB_gpu_shader5 : enable
#else
#define GLSL 0
#endif
@ -38,7 +39,10 @@
#define float2 vec2
#define float3 vec3
#define float4 vec4
#define float4x3 mat4x3
#define static
#define frac fract
#define mul(x, y) y * x
#define lerp(x,y,s) mix(x,y,s)
#define saturate(x) clamp(x, 0.0, 1.0)
#define SamplerState sampler2D
@ -117,6 +121,15 @@ float4 sample_tex(SamplerState texSample, float2 t)
#endif
}
float4 sample_texLevel(SamplerState texSample, float2 t, float lod)
{
#if (GLSL == 1)
return texture(texSample, t, lod);
#else
return Texture.Sample(texSample, t, lod);
#endif
}
/*------------------------------------------------------------------------------
[FXAA CODE SECTION]
@ -164,6 +177,22 @@ struct FxaaTex { SamplerState smpl; Texture2D tex; };
#define FxaaSat(x) saturate(x)
#endif
#if (GLSL == 1)
#define FxaaBool bool
#define FxaaDiscard discard
#define FxaaSat(x) clamp(x, 0.0, 1.0)
#define FxaaTex sampler2D
#define FxaaTexTop(t, p) textureLod(t, p, 0.0)
#define FxaaTexOff(t, p, o, r) textureLodOffset(t, p, 0.0, o)
#if (FXAA_GATHER4_ALPHA == 1)
// use #extension GL_ARB_gpu_shader5 : enable
#define FxaaTexAlpha4(t, p) textureGather(t, p, 3)
#define FxaaTexOffAlpha4(t, p, o) textureGatherOffset(t, p, o, 3)
#define FxaaTexGreen4(t, p) textureGather(t, p, 1)
#define FxaaTexOffGreen4(t, p, o) textureGatherOffset(t, p, o, 1)
#endif
#endif
#define FXAA_QUALITY__P0 1.0
#define FXAA_QUALITY__P1 1.0
#define FXAA_QUALITY__P2 1.0
@ -488,10 +517,16 @@ float4 FxaaPixelShader(float2 pos, FxaaTex tex, float2 fxaaRcpFrame, float fxaaS
float4 FxaaPass(float4 FxaaColor, float2 texcoord)
{
FxaaTex tex;
#if(GLSL == 1)
tex = TextureSampler;
vec2 PixelSize = textureSize(tex, 0);
FxaaColor = FxaaPixelShader(texcoord, tex, 1.0/PixelSize.xy, FxaaSubpixMax, FxaaEdgeThreshold, FxaaEdgeThresholdMin);
#else
tex.tex = Texture;
tex.smpl = TextureSampler;
FxaaColor = FxaaPixelShader(texcoord, tex, pixelSize.xy, FxaaSubpixMax, FxaaEdgeThreshold, FxaaEdgeThresholdMin);
#endif
return FxaaColor;
}
@ -661,8 +696,8 @@ float4 BicubicFilter(SamplerState texSample, float2 texcoord)
float texelSizeX = pixelSize.x;
float texelSizeY = pixelSize.y;
float4 nSum = (float4)0.0;
float4 nDenom = (float4)0.0;
float4 nSum = float4(0.0, 0.0, 0.0, 0.0);
float4 nDenom = float4(0.0, 0.0, 0.0, 0.0);
float a = frac(texcoord.x * screenSize.x);
float b = frac(texcoord.y * screenSize.y);
@ -766,14 +801,19 @@ float4 GaussianPass(float4 color, float2 texcoord)
#if (BICUBLIC_SCALAR == 1)
float4 BicubicScalar(in SamplerState tex, in float2 uv, in float2 texSize)
{
float2 rec_nrCP = float2(1.0/texSize.x, 1.0/texSize.y);
float2 inputSize = float2(1.0/texSize.x, 1.0/texSize.y);
float2 coord_hg = uv * texSize - 0.5;
float2 index = floor(coord_hg);
float2 f = coord_hg - index;
#if (GLSL == 1)
mat4 M = mat4( -1.0, 3.0,-3.0, 1.0, 3.0,-6.0, 3.0, 0.0,
-3.0, 0.0, 3.0, 0.0, 1.0, 4.0, 1.0, 0.0 );
#else
float4x4 M = { -1.0, 3.0,-3.0, 1.0, 3.0,-6.0, 3.0, 0.0,
-3.0, 0.0, 3.0, 0.0, 1.0, 4.0, 1.0, 0.0 };
#endif
M /= 6.0;
float4 wx = mul(float4(f.x*f.x*f.x, f.x*f.x, f.x, 1.0), M);
@ -793,10 +833,10 @@ float4 BicubicScalar(in SamplerState tex, in float2 uv, in float2 texSize)
float2 coord01 = index + float2(h0.x, h1.y);
float2 coord11 = index + h1;
coord00 = (coord00 + 0.5) * rec_nrCP;
coord10 = (coord10 + 0.5) * rec_nrCP;
coord01 = (coord01 + 0.5) * rec_nrCP;
coord11 = (coord11 + 0.5) * rec_nrCP;
coord00 = (coord00 + 0.5) * inputSize;
coord10 = (coord10 + 0.5) * inputSize;
coord01 = (coord01 + 0.5) * inputSize;
coord11 = (coord11 + 0.5) * inputSize;
float4 tex00 = sample_texLevel(tex, coord00, 0);
float4 tex10 = sample_texLevel(tex, coord10, 0);
@ -805,6 +845,7 @@ float4 BicubicScalar(in SamplerState tex, in float2 uv, in float2 texSize)
tex00 = lerp(tex01, tex00, float4(g0.y, g0.y, g0.y, g0.y));
tex10 = lerp(tex11, tex10, float4(g0.y, g0.y, g0.y, g0.y));
float4 res = lerp(tex10, tex00, float4(g0.x, g0.x, g0.x, g0.x));
return res;
@ -822,31 +863,34 @@ float4 BiCubicScalarPass(float4 color, float2 texcoord)
------------------------------------------------------------------------------*/
#if (LANCZOS_SCALAR == 1)
float3 pixel(float xpos, float ypos)
float3 PixelPos(float xpos, float ypos)
{
return sample_tex(TextureSampler, float2(xpos, ypos)).rgb;
}
float3 line_run(float ypos, float4 xpos, float4 linetaps)
{
return mul(linetaps, float4x3(pixel(xpos.x, ypos), pixel(xpos.y, ypos),
pixel(xpos.z, ypos), pixel(xpos.w, ypos)));
}
float4 weight4(float x)
float4 WeightQuad(float x)
{
#define FIX(c) max(abs(c), 1e-5);
const float PI = 3.1415926535897932384626433832795;
float4 sample = FIX(PI * float4(1.0 + x, x, 1.0 - x, 2.0 - x));
float4 ret = sin(sample) * sin(sample / 2.0) / (sample * sample);
float4 weight = FIX(PI * float4(1.0 + x, x, 1.0 - x, 2.0 - x));
float4 ret = sin(weight) * sin(weight / 2.0) / (weight * weight);
return ret / dot(ret, float4(1.0, 1.0, 1.0, 1.0));
}
float4 LanczosScalar(float2 texcoord, float2 texSize)
float3 LineRun(float ypos, float4 xpos, float4 linetaps)
{
float2 stepxy = 1.0 / texSize;
return mul(linetaps, float4x3(
PixelPos(xpos.x, ypos),
PixelPos(xpos.y, ypos),
PixelPos(xpos.z, ypos),
PixelPos(xpos.w, ypos)));
}
float4 LanczosScalar(float2 texcoord, float2 inputSize)
{
float2 stepxy = float2(1.0/inputSize.x, 1.0/inputSize.y);
float2 pos = texcoord + stepxy;
float2 f = frac(pos / stepxy);
@ -856,15 +900,15 @@ float4 LanczosScalar(float2 texcoord, float2 texSize)
xystart.x + stepxy.x * 2.0,
xystart.x + stepxy.x * 3.0);
float4 linetaps = weight4(f.x);
float4 columntaps = weight4(f.y);
float4 linetaps = WeightQuad(f.x);
float4 columntaps = WeightQuad(f.y);
// final sum and weight normalization
return float4(mul(columntaps, float4x3(
line_run(xystart.y, xpos, linetaps),
line_run(xystart.y + stepxy.y, xpos, linetaps),
line_run(xystart.y + stepxy.y * 2.0, xpos, linetaps),
line_run(xystart.y + stepxy.y * 3.0, xpos, linetaps))), 1.0);
LineRun(xystart.y, xpos, linetaps),
LineRun(xystart.y + stepxy.y, xpos, linetaps),
LineRun(xystart.y + stepxy.y * 2.0, xpos, linetaps),
LineRun(xystart.y + stepxy.y * 3.0, xpos, linetaps))), 1.0);
}
float4 LanczosScalarPass(float4 color, float2 texcoord)
@ -926,8 +970,8 @@ float4 SampleBicubic(in SamplerState texSample, in float2 texcoord)
float texelSizeX = pixelSize.x * float(SharpenBias);
float texelSizeY = pixelSize.y * float(SharpenBias);
float4 nSum = (float4)0.0;
float4 nDenom = (float4)0.0;
float4 nSum = float4(0.0, 0.0, 0.0, 0.0);
float4 nDenom = float4(0.0, 0.0, 0.0, 0.0);
float a = frac(texcoord.x * screenSize.x);
float b = frac(texcoord.y * screenSize.y);
@ -985,7 +1029,11 @@ float4 TexSharpenPass(float4 color, float2 texcoord)
#if (PIXEL_VIBRANCE == 1)
float4 VibrancePass(float4 color, float2 texcoord)
{
#if (GLSL == 1)
float3 luma = float3(RGBLuminance(color.rgb));
#else
float luma = RGBLuminance(color.rgb);
#endif
float colorMax = max(color.r, max(color.g, color.b));
float colorMin = min(color.r, min(color.g, color.b));
@ -1171,11 +1219,7 @@ float3 ColorCorrection(float3 color)
return saturate(color);
}
#if (GLSL == 1)
float4 TonemapPass(float4 color, float2 texcoord)
#else
float4 TonemapPass(float4 color, float2 texcoord) : COLOR0
#endif
{
const float delta = 0.001f;
const float wpoint = pow(1.002f, 2.0f);
@ -1204,6 +1248,7 @@ float4 TonemapPass(float4 color, float2 texcoord) : COLOR0
float3 XYZ = mul(RGB2XYZ, color.rgb);
#endif
// XYZ -> Yxy conversion
float3 Yxy;
@ -1247,6 +1292,7 @@ float4 TonemapPass(float4 color, float2 texcoord) : COLOR0
0.0556434,-0.2040259, 1.0572252 };
#endif
#if (GLSL == 1)
color.rgb = XYZ2RGB * XYZ;
#else
@ -1267,7 +1313,11 @@ float4 ContrastPass(float4 color, float2 texcoord)
float CurveBlend = CurvesContrast;
#if (CurveType != 2)
#if (GLSL == 1)
float3 luma = float3(RGBLuminance(color.rgb));
#else
float3 luma = (float3)RGBLuminance(color.rgb);
#endif
float3 chroma = color.rgb - luma;
#endif
@ -1329,17 +1379,17 @@ static const float3 thresholds = float3(5.0, 8.0, 6.0);
float3 GetYUV(float3 rgb)
{
#if (LumaConversion == 1)
#if (GLSL == 1)
mat3 RGB2YUV = mat3(
0.2126, 0.09991, 0.615,
0.7152, -0.33609, -0.55861,
0.0722, 0.436, -0.05639 );
#else
float3x3 RGB2YUV = {
0.2126, 0.7152, 0.0722,
-0.09991, -0.33609, 0.436,
0.615, -0.55861, -0.05639 };
#else
float3x3 RGB2YUV = {
0.299, 0.587, 0.114,
-0.14713, -0.28886f, 0.436,
0.615, -0.51499, -0.10001 };
#endif
return mul(RGB2YUV, rgb);
@ -1347,17 +1397,17 @@ float3 GetYUV(float3 rgb)
float3 GetRGB(float3 yuv)
{
#if (LumaConversion == 1)
#if (GLSL == 1)
mat3 YUV2RGB = mat3(
1.000, 1.000, 1.000,
0.000, -0.21482, 2.12798,
1.28033, -0.38059, 0.000 );
#else
float3x3 YUV2RGB = {
1.000, 0.000, 1.28033,
1.000, -0.21482, -0.38059,
1.000, 2.12798, 0.000 };
#else
float3x3 YUV2RGB = {
1.000, 0.000, 1.13983,
1.000, -0.39465, -0.58060,
1.000, 2.03211, 0.000 };
#endif
return mul(YUV2RGB, yuv);
@ -1445,7 +1495,7 @@ float RGBCVtoHUE(float3 RGB, float C, float V)
float3 Delta = (V - RGB) / C;
Delta.rgb -= Delta.brg;
Delta.rgb += float3(2, 4, 6);
Delta.rgb += float3(2.0, 4.0, 6.0);
Delta.brg = step(V, RGB) * Delta.brg;
float H;
@ -1455,7 +1505,7 @@ float RGBCVtoHUE(float3 RGB, float C, float V)
float3 RGBtoHSV(float3 RGB)
{
float3 HSV = 0;
float3 HSV = float3(0.0, 0.0, 0.0);
HSV.z = max(RGB.r, max(RGB.g, RGB.b));
float M = min(RGB.r, min(RGB.g, RGB.b));
float C = HSV.z - M;
@ -1556,24 +1606,18 @@ float4 ColorGrading(float4 color, float2 texcoord)
#if (SCANLINES == 1)
float4 ScanlinesPass(float4 color, float2 texcoord, float4 fragcoord)
{
#if (ScanlineType == 3)
float amount = ScanlineBrightness;
float intensity = ScanlineIntensity;
float pos0 = ((texcoord.y + 1.0) * 170.0 * amount);
float pos1 = cos((frac(pos0 * ScanlineScale) - 0.5) * 3.1415926 * intensity) * 1.2;
color = lerp(float4(0, 0, 0, 0), color, pos1);
#else
float4 intensity;
#if (GLSL == 1)
fragcoord = gl_FragCoord;
#endif
#if (ScanlineType == 0)
if (frac(fragcoord.y * 0.5) > ScanlineScale)
if (frac(fragcoord.y * 0.25) > ScanlineScale)
#elif (ScanlineType == 1)
if (frac(fragcoord.x * 0.5) > ScanlineScale)
if (frac(fragcoord.x * 0.25) > ScanlineScale)
#elif (ScanlineType == 2)
if (frac(fragcoord.x * 0.5) > ScanlineScale && frac(fragcoord.y * 0.5) > ScanlineScale)
if (frac(fragcoord.x * 0.25) > ScanlineScale && frac(fragcoord.y * 0.5) > ScanlineScale)
#endif
{
intensity = float4(0.0, 0.0, 0.0, 0.0);
@ -1586,7 +1630,6 @@ float4 ScanlinesPass(float4 color, float2 texcoord, float4 fragcoord)
float level = (4.0 - texcoord.x) * ScanlineIntensity;
color = intensity * (0.5 - level) + color * 1.1;
#endif
return color;
}
@ -1687,11 +1730,13 @@ PS_OUTPUT ps_main(VS_OUTPUT input)
{
#if (GLSL == 1)
float2 texcoord = PSin.t;
float4 position = PSin.p;
float4 color = texture(TextureSampler, texcoord);
#else
PS_OUTPUT output;
float2 texcoord = input.t;
float4 position = input.p;
float4 color = sample_tex(TextureSampler, texcoord);
#endif
@ -1728,7 +1773,7 @@ PS_OUTPUT ps_main(VS_OUTPUT input)
#endif
#if (SCANLINES == 1)
color = ScanlinesPass(color, texcoord, input.p);
color = ScanlinesPass(color, texcoord, position);
#endif
#if (BLENDED_BLOOM == 1)