Path: blob/master/servers/rendering/renderer_rd/shaders/effects/smaa_weight_calculation.glsl
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/** * Copyright (C) 2013 Jorge Jimenez ([email protected]) * Copyright (C) 2013 Jose I. Echevarria ([email protected]) * Copyright (C) 2013 Belen Masia ([email protected]) * Copyright (C) 2013 Fernando Navarro ([email protected]) * Copyright (C) 2013 Diego Gutierrez ([email protected]) * * Permission is hereby granted, free of charge, to any person obtaining a copy * this software and associated documentation files (the "Software"), to deal in * the Software without restriction, including without limitation the rights to * use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies * of the Software, and to permit persons to whom the Software is furnished to * do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included in * all copies or substantial portions of the Software. As clarification, there * is no requirement that the copyright notice and permission be included in * binary distributions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE * SOFTWARE. */ #[vertex] #version 450 layout(location = 0) out vec2 tex_coord; layout(location = 1) out vec2 pix_coord; layout(location = 2) out vec4 offset[3]; layout(push_constant, std430) uniform Params { vec2 inv_size; ivec2 size; vec4 subsample_indices; } params; #define SMAA_MAX_SEARCH_STEPS 32 void main() { vec2 vertex_base; if (gl_VertexIndex == 0) { vertex_base = vec2(-1.0, -1.0); } else if (gl_VertexIndex == 1) { vertex_base = vec2(-1.0, 3.0); } else { vertex_base = vec2(3.0, -1.0); } gl_Position = vec4(vertex_base, 0.0, 1.0); tex_coord = clamp(vertex_base, vec2(0.0, 0.0), vec2(1.0, 1.0)) * 2.0; // saturate(x) * 2.0 pix_coord = tex_coord * params.size.xy; offset[0] = fma(params.inv_size.xyxy, vec4(-0.25, -0.125, 1.25, -0.125), tex_coord.xyxy); offset[1] = fma(params.inv_size.xyxy, vec4(-0.125, -0.25, -0.125, 1.25), tex_coord.xyxy); offset[2] = fma(params.inv_size.xxyy, vec4(-2.0, 2.0, -2.0, 2.0) * SMAA_MAX_SEARCH_STEPS, vec4(offset[0].xz, offset[1].yw)); } #[fragment] #version 450 layout(location = 0) in vec2 tex_coord; layout(location = 1) in vec2 pix_coord; layout(location = 2) in vec4 offset[3]; layout(set = 0, binding = 0) uniform sampler2D edges_tex; layout(set = 1, binding = 0) uniform sampler2D area_tex; layout(set = 1, binding = 1) uniform sampler2D search_tex; layout(location = 0) out vec4 weights; layout(push_constant, std430) uniform Params { vec2 inv_size; ivec2 size; vec4 subsample_indices; } params; #define SMAA_MAX_SEARCH_STEPS 32 #define SMAA_MAX_SEARCH_STEPS_DIAG 16 #define SMAA_CORNER_ROUNDING 25 #ifndef SMAA_AREATEX_SELECT #define SMAA_AREATEX_SELECT(sample) sample.rg #endif #ifndef SMAA_SEARCHTEX_SELECT #define SMAA_SEARCHTEX_SELECT(sample) sample.r #endif #define SMAA_AREATEX_MAX_DISTANCE 16 #define SMAA_AREATEX_MAX_DISTANCE_DIAG 20 #define SMAA_AREATEX_PIXEL_SIZE (1.0 / vec2(160.0, 560.0)) #define SMAA_AREATEX_SUBTEX_SIZE (1.0 / 7.0) #define SMAA_SEARCHTEX_SIZE vec2(66.0, 33.0) #define SMAA_SEARCHTEX_PACKED_SIZE vec2(64.0, 16.0) #define SMAA_CORNER_ROUNDING_NORM (float(SMAA_CORNER_ROUNDING) / 100.0) void SMAAMovc(bvec2 cond, inout vec2 variable, vec2 value) { if (cond.x) { variable.x = value.x; } if (cond.y) { variable.y = value.y; } } vec2 SMAADecodeDiagBilinearAccess(vec2 e) { e.r = e.r * abs(5.0 * e.r - 5.0 * 0.75); return round(e); } vec4 SMAADecodeDiagBilinearAccess(vec4 e) { e.rb = e.rb * abs(5.0 * e.rb - 5.0 * 0.75); return round(e); } vec2 SMAASearchDiag1(vec2 tex_coord, vec2 dir, out vec2 e) { vec4 coord = vec4(tex_coord, -1.0, 1.0); vec3 t = vec3(params.inv_size.xy, 1.0); while (coord.z < float(SMAA_MAX_SEARCH_STEPS_DIAG - 1) && coord.w > 0.9) { coord.xyz = fma(t, vec3(dir, 1.0), coord.xyz); e = textureLod(edges_tex, coord.xy, 0.0).rg; coord.w = dot(e, vec2(0.5, 0.5)); } return coord.zw; } vec2 SMAASearchDiag2(vec2 tex_coord, vec2 dir, out vec2 e) { vec4 coord = vec4(tex_coord, -1.0, 1.0); coord.x += 0.25 * params.inv_size.x; vec3 t = vec3(params.inv_size.xy, 1.0); while (coord.z < float(SMAA_MAX_SEARCH_STEPS_DIAG - 1) && coord.w > 0.9) { coord.xyz = fma(t, vec3(dir, 1.0), coord.xyz); e = textureLod(edges_tex, coord.xy, 0.0).rg; e = SMAADecodeDiagBilinearAccess(e); coord.w = dot(e, vec2(0.5, 0.5)); } return coord.zw; } vec2 SMAAAreaDiag(vec2 dist, vec2 e, float offset) { vec2 coord = fma(vec2(SMAA_AREATEX_MAX_DISTANCE_DIAG, SMAA_AREATEX_MAX_DISTANCE_DIAG), e, dist); coord = fma(SMAA_AREATEX_PIXEL_SIZE, coord, 0.5 * SMAA_AREATEX_PIXEL_SIZE); coord.x += 0.5; coord.y += SMAA_AREATEX_SUBTEX_SIZE * offset; return SMAA_AREATEX_SELECT(textureLod(area_tex, coord, 0.0)); } vec2 SMAACalculateDiagWeights(vec2 tex_coord, vec2 e, vec4 subsample_indices) { vec2 weights = vec2(0.0, 0.0); vec4 d; vec2 end; if (e.r > 0.0) { d.xz = SMAASearchDiag1(tex_coord, vec2(-1.0, 1.0), end); d.x += float(end.y > 0.9); } else { d.xz = vec2(0.0, 0.0); } d.yw = SMAASearchDiag1(tex_coord, vec2(1.0, -1.0), end); if (d.x + d.y > 2.0) { vec4 coords = fma(vec4(-d.x + 0.25, d.x, d.y, -d.y - 0.25), params.inv_size.xyxy, tex_coord.xyxy); vec4 c; c.xy = textureLodOffset(edges_tex, coords.xy, 0.0, ivec2(-1, 0)).rg; c.zw = textureLodOffset(edges_tex, coords.zw, 0.0, ivec2(1, 0)).rg; c.yxwz = SMAADecodeDiagBilinearAccess(c.xyzw); vec2 cc = fma(vec2(2.0, 2.0), c.xz, c.yw); SMAAMovc(bvec2(step(0.9, d.zw)), cc, vec2(0.0, 0.0)); weights += SMAAAreaDiag(d.xy, cc, subsample_indices.z); } d.xz = SMAASearchDiag2(tex_coord, vec2(-1.0, -1.0), end); if (textureLodOffset(edges_tex, tex_coord, 0.0, ivec2(1, 0)).r > 0.0) { d.yw = SMAASearchDiag2(tex_coord, vec2(1.0, 1.0), end); d.y += float(end.y > 0.9); } else { d.yw = vec2(0.0, 0.0); } if (d.x + d.y > 2.0) { vec4 coords = fma(vec4(-d.x, -d.x, d.y, d.y), params.inv_size.xyxy, tex_coord.xyxy); vec4 c; c.x = textureLodOffset(edges_tex, coords.xy, 0.0, ivec2(-1, 0)).g; c.y = textureLodOffset(edges_tex, coords.xy, 0.0, ivec2(0, -1)).r; c.zw = textureLodOffset(edges_tex, coords.zw, 0.0, ivec2(1, 0)).gr; vec2 cc = fma(vec2(2.0, 2.0), c.xz, c.yw); SMAAMovc(bvec2(step(0.9, d.zw)), cc, vec2(0.0, 0.0)); weights += SMAAAreaDiag(d.xy, cc, subsample_indices.w).gr; } return weights; } float SMAASearchLength(vec2 e, float offset) { vec2 scale = SMAA_SEARCHTEX_SIZE * vec2(0.5, -1.0); vec2 bias = SMAA_SEARCHTEX_SIZE * vec2(offset, 1.0); scale += vec2(-1.0, 1.0); bias += vec2(0.5, -0.5); scale *= 1.0 / SMAA_SEARCHTEX_PACKED_SIZE; bias *= 1.0 / SMAA_SEARCHTEX_PACKED_SIZE; return SMAA_SEARCHTEX_SELECT(textureLod(search_tex, fma(scale, e, bias), 0.0)); } float SMAASearchXLeft(vec2 tex_coord, float end) { vec2 e = vec2(0.0, 1.0); while (tex_coord.x > end && e.g > 0.8281 && e.r == 0.0) { e = textureLod(edges_tex, tex_coord, 0.0).rg; tex_coord = fma(-vec2(2.0, 0.0), params.inv_size.xy, tex_coord); } float offset = fma(-(255.0 / 127.0), SMAASearchLength(e, 0.0), 3.25); return fma(params.inv_size.x, offset, tex_coord.x); } float SMAASearchXRight(vec2 tex_coord, float end) { vec2 e = vec2(0.0, 1.0); while (tex_coord.x < end && e.g > 0.8281 && e.r == 0.0) { e = textureLod(edges_tex, tex_coord, 0.0).rg; tex_coord = fma(vec2(2.0, 0.0), params.inv_size.xy, tex_coord); } float offset = fma(-(255.0 / 127.0), SMAASearchLength(e, 0.5), 3.25); return fma(-params.inv_size.x, offset, tex_coord.x); } float SMAASearchYUp(vec2 tex_coord, float end) { vec2 e = vec2(1.0, 0.0); while (tex_coord.y > end && e.r > 0.8281 && e.g == 0.0) { e = textureLod(edges_tex, tex_coord, 0.0).rg; tex_coord = fma(-vec2(0.0, 2.0), params.inv_size.xy, tex_coord); } float offset = fma(-(255.0 / 127.0), SMAASearchLength(e.gr, 0.0), 3.25); return fma(params.inv_size.y, offset, tex_coord.y); } float SMAASearchYDown(vec2 tex_coord, float end) { vec2 e = vec2(1.0, 0.0); while (tex_coord.y < end && e.r > 0.8281 && e.g == 0.0) { e = textureLod(edges_tex, tex_coord, 0.0).rg; tex_coord = fma(vec2(0.0, 2.0), params.inv_size.xy, tex_coord); } float offset = fma(-(255.0 / 127.0), SMAASearchLength(e.gr, 0.5), 3.25); return fma(-params.inv_size.y, offset, tex_coord.y); } vec2 SMAAArea(vec2 dist, float e1, float e2, float offset) { vec2 tex_coord = fma(vec2(SMAA_AREATEX_MAX_DISTANCE, SMAA_AREATEX_MAX_DISTANCE), round(4.0 * vec2(e1, e2)), dist); tex_coord = fma(SMAA_AREATEX_PIXEL_SIZE, tex_coord, 0.5 * SMAA_AREATEX_PIXEL_SIZE); tex_coord.y = fma(SMAA_AREATEX_SUBTEX_SIZE, offset, tex_coord.y); return SMAA_AREATEX_SELECT(textureLod(area_tex, tex_coord, 0.0)); } void SMAADetectHorizontalCornerPattern(inout vec2 weights, vec4 coord, vec2 d) { vec2 left_right = step(d.xy, d.yx); vec2 rounding = (1.0 - SMAA_CORNER_ROUNDING_NORM) * left_right; rounding /= left_right.x + left_right.y; vec2 factor = vec2(1.0, 1.0); factor.x -= rounding.x * textureLodOffset(edges_tex, coord.xy, 0.0, ivec2(0, 1)).r; factor.x -= rounding.y * textureLodOffset(edges_tex, coord.zw, 0.0, ivec2(1, 1)).r; factor.y -= rounding.x * textureLodOffset(edges_tex, coord.xy, 0.0, ivec2(0, -2)).r; factor.y -= rounding.y * textureLodOffset(edges_tex, coord.zw, 0.0, ivec2(1, -2)).r; weights *= clamp(factor, 0.0, 1.0); } void SMAADetectVerticalCornerPattern(inout vec2 weights, vec4 coord, vec2 d) { vec2 left_right = step(d.xy, d.yx); vec2 rounding = (1.0 - SMAA_CORNER_ROUNDING_NORM) * left_right; rounding /= left_right.x + left_right.y; vec2 factor = vec2(1.0, 1.0); factor.x -= rounding.x * textureLodOffset(edges_tex, coord.xy, 0.0, ivec2(1, 0)).g; factor.x -= rounding.y * textureLodOffset(edges_tex, coord.zw, 0.0, ivec2(1, 1)).g; factor.y -= rounding.x * textureLodOffset(edges_tex, coord.xy, 0.0, ivec2(-2, 0)).g; factor.y -= rounding.y * textureLodOffset(edges_tex, coord.zw, 0.0, ivec2(-2, 1)).g; weights *= clamp(factor, 0.0, 1.0); } void main() { weights = vec4(0.0, 0.0, 0.0, 0.0); vec2 e = textureLod(edges_tex, tex_coord, 0.0).rg; if (e.g > 0.0) { // Edge at north. weights.rg = SMAACalculateDiagWeights(tex_coord, e, params.subsample_indices); if (weights.r == -weights.g) { vec2 d; vec3 coords; coords.x = SMAASearchXLeft(offset[0].xy, offset[2].x); coords.y = offset[1].y; d.x = coords.x; float e1 = textureLod(edges_tex, coords.xy, 0.0).r; coords.z = SMAASearchXRight(offset[0].zw, offset[2].y); d.y = coords.z; d = abs(round(fma(params.size.xx, d, -pix_coord.xx))); vec2 sqrt_d = sqrt(d); float e2 = textureLodOffset(edges_tex, coords.zy, 0.0, ivec2(1, 0)).r; weights.rg = SMAAArea(sqrt_d, e1, e2, params.subsample_indices.y); coords.y = tex_coord.y; SMAADetectHorizontalCornerPattern(weights.rg, coords.xyzy, d); } else { e.r = 0.0; } } if (e.r > 0.0) { // Edge at west. vec2 d; vec3 coords; coords.y = SMAASearchYUp(offset[1].xy, offset[2].z); coords.x = offset[0].x; d.x = coords.y; float e1 = textureLod(edges_tex, coords.xy, 0.0).g; coords.z = SMAASearchYDown(offset[1].zw, offset[2].w); d.y = coords.z; d = abs(round(fma(params.size.yy, d, -pix_coord.yy))); vec2 sqrt_d = sqrt(d); float e2 = textureLodOffset(edges_tex, coords.xz, 0.0, ivec2(0, 1)).g; weights.ba = SMAAArea(sqrt_d, e1, e2, params.subsample_indices.x); coords.x = tex_coord.x; SMAADetectVerticalCornerPattern(weights.ba, coords.xyxz, d); } }