[GPU] More exact PWL texture/RT gamma conversion

This commit is contained in:
Triang3l
2022-06-07 21:26:34 +03:00
parent 55a91afcc7
commit 56f72da137
6 changed files with 238 additions and 77 deletions

View File

@@ -17,6 +17,91 @@ namespace xe {
namespace gpu {
namespace xenos {
// Based on X360GammaToLinear and X360LinearToGamma from the Source Engine, with
// additional logic from Direct3D 9 code in game executable disassembly, located
// via the floating-point constants involved.
// https://github.com/ValveSoftware/source-sdk-2013/blob/master/mp/src/mathlib/color_conversion.cpp#L329
// These are provided here in part as a reference for shader translators.
float PWLGammaToLinear(float gamma) {
// Not found in game executables, so just using the logic similar to that in
// the Source Engine.
gamma = xe::saturate_unsigned(gamma);
float scale, offset;
// While the compiled code for linear to gamma conversion uses `vcmpgtfp
// constant, value` comparison (constant > value, or value < constant), it's
// preferable to use `value >= constant` condition for the higher pieces, as
// it will never pass for NaN, and in case of NaN, the 0...64/255 case will be
// selected regardless of whether it's saturated before or after the
// comparisons (always pre-saturating here, but shader translators may choose
// to saturate later for convenience), as saturation will flush NaN to 0.
if (gamma >= 96.0f / 255.0f) {
if (gamma >= 192.0f / 255.0f) {
scale = 8.0f / 1024.0f;
offset = -1024.0f;
} else {
scale = 4.0f / 1024.0f;
offset = -256.0f;
}
} else {
if (gamma >= 64.0f / 255.0f) {
scale = 2.0f / 1024.0f;
offset = -64.0f;
} else {
scale = 1.0f / 1024.0f;
offset = 0.0f;
// No `floor` term in this case in the Source Engine, but for the largest
// value, 1.0, `floor(255.0f * (1.0f / 1024.0f))` is 0 anyway.
}
}
// Though in the Source Engine, the 1/1024 multiplication is done for the
// truncated part specifically, pre-baking it into the scale is lossless -
// both 1024 and `scale` are powers of 2.
float linear = gamma * ((255.0f * 1024.0f) * scale) + offset;
// For consistency with linear to gamma, and because it's more logical here
// (0 rather than 1 at -epsilon), using `trunc` instead of `floor`.
linear += std::trunc(linear * scale);
linear *= 1.0f / 1023.0f;
// Clamping is not necessary (1 * (255 * 8) - 1024 + 7 is exactly 1023).
return linear;
}
float LinearToPWLGamma(float linear) {
linear = xe::saturate_unsigned(linear);
float scale, offset;
// While the compiled code uses `vcmpgtfp constant, value` comparison
// (constant > value, or value < constant), it's preferable to use `value >=
// constant` condition for the higher pieces, as it will never pass for NaN,
// and in case of NaN, the 0...64/1023 case will be selected regardless of
// whether it's saturated before or after the comparisons (always
// pre-saturating here, but shader translators may choose to saturate later
// for convenience), as saturation will flush NaN to 0.
if (linear >= 128.0f / 1023.0f) {
if (linear >= 512.0f / 1023.0f) {
scale = 1023.0f / 8.0f;
offset = 128.0f / 255.0f;
} else {
scale = 1023.0f / 4.0f;
offset = 64.0f / 255.0f;
}
} else {
if (linear >= 64.0f / 1023.0f) {
scale = 1023.0f / 2.0f;
offset = 32.0f / 255.0f;
} else {
scale = 1023.0f;
offset = 0.0f;
}
}
// The truncation isn't in X360LinearToGamma in the Source Engine, but is
// there in Direct3D 9 disassembly (the `vrfiz` instructions).
// It also prevents conversion of 1.0 to 1.0034313725490196078431372549016
// that's handled via clamping in the Source Engine.
// 127.875 (1023 / 8) is truncated to 127, which, after scaling, becomes
// 127 / 255, and when 128 / 255 is added, the result is 1.
return std::trunc(linear * scale) * (1.0f / 255.0f) + offset;
}
// https://github.com/Microsoft/DirectXTex/blob/master/DirectXTex/DirectXTexConvert.cpp
float Float7e3To32(uint32_t f10) {