#ifndef XENIA_GPU_D3D12_SHADERS_PIXEL_FORMATS_HLSLI_ #define XENIA_GPU_D3D12_SHADERS_PIXEL_FORMATS_HLSLI_ // Assuming the original number has only 10 bits. uint4 XeSNorm10To16(uint4 s10) { uint4 signs = s10 >> 9u; // -512 and -511 are both -1.0, but with -512 the conversion will overflow. s10 = s10 == 0x200u ? 0x201u : s10; // Take the absolute value. s10 = (s10 ^ (signs ? 0x3FFu : 0u)) + signs; // Expand the 9-bit absolute value to 15 bits like unorm. s10 = (s10 << 6u) | (s10 >> 3u); // Apply the sign. return (s10 ^ (signs ? 0xFFFFu : 0u)) + signs; } // Assuming the original number has only 11 bits. uint4 XeSNorm11To16(uint4 s11) { uint4 signs = s11 >> 10u; // -1024 and -1023 are both -1.0, but with -1024 the conversion will overflow. s11 = s11 == 0x400u ? 0x401u : s11; // Take the absolute value. s11 = (s11 ^ (signs ? 0x7FFu : 0u)) + signs; // Expand the 10-bit absolute value to 15 bits like unorm. s11 = (s11 << 5u) | (s11 >> 5u); // Apply the sign. return (s11 ^ (signs ? 0xFFFFu : 0u)) + signs; } // https://github.com/Microsoft/DirectXTex/blob/master/DirectXTex/DirectXTexConvert.cpp uint XeFloat32To7e3(uint4 rgba_f32u32) { // Keep only positive integers and saturate to 31.875 (also dropping NaNs). // Was previously done with `asuint(clamp(asint(rgb_f32u32), 0, 0x41FF0000))`, // but FXC decides to ignore the uint->int cast, and negative numbers become // 0x41FF0000. rgba_f32u32.rgb = min( (rgba_f32u32.rgb <= 0x7FFFFFFFu) ? rgba_f32u32.rgb : (0u).xxx, 0x41FF0000u); uint3 denormalized = ((rgba_f32u32.rgb & 0x7FFFFFu) | 0x800000u) >> min((125u).xxx - (rgba_f32u32.rgb >> 23u), 24u); uint3 rgb_f10u32 = (rgba_f32u32.rgb < 0x3E800000u) ? denormalized : (rgba_f32u32.rgb + 0xC2000000u); rgb_f10u32 = ((rgb_f10u32 + 0x7FFFu + ((rgb_f10u32 >> 16u) & 1u)) >> 16u) & 0x3FFu; // Rounding alpha to the nearest integer. // https://docs.microsoft.com/en-us/windows/desktop/direct3d10/d3d10-graphics-programming-guide-resources-data-conversion return rgb_f10u32.r | (rgb_f10u32.g << 10u) | (rgb_f10u32.b << 20u) | (uint(round(saturate(asfloat(rgba_f32u32.a)) * 3.0)) << 30u); } uint4 XeFloat7e3To32(uint rgba_packed) { uint3 rgb_f10u32 = (rgba_packed.xxx >> uint3(0u, 10u, 20u)) & 0x3FFu; uint3 mantissa = rgb_f10u32 & 0x7Fu; uint3 exponent = rgb_f10u32 >> 7u; // Normalize the values for the denormalized components. // Exponent = 1; // do { Exponent--; Mantissa <<= 1; } while ((Mantissa & 0x80) == 0); bool3 is_denormalized = exponent == 0u; uint3 mantissa_lzcnt = (7u).xxx - firstbithigh(mantissa); exponent = is_denormalized ? ((1u).xxx - mantissa_lzcnt) : exponent; mantissa = is_denormalized ? ((mantissa << mantissa_lzcnt) & 0x7Fu) : mantissa; // Combine into 32-bit float bits and clear zeros. uint3 rgb_f32u32 = (rgb_f10u32 != 0u) ? (((exponent + 124u) << 23u) | (mantissa << 16u)) : (0u).xxx; return uint4(rgb_f32u32, asuint(float(rgba_packed >> 30u) * (1.0 / 3.0))); } // Based on CFloat24 from d3dref9.dll and the 6e4 code from: // https://github.com/Microsoft/DirectXTex/blob/master/DirectXTex/DirectXTexConvert.cpp // 6e4 has a different exponent bias allowing [0,512) values, 20e4 allows [0,2). // We also can't clamp the stored value to 1 as load->store->load must be exact. uint4 XeFloat32To20e4(uint4 f32u32) { // Keep only positive (high bit set means negative for both float and int) and // saturate to the maximum representable value near 2 (also dropping NaNs). f32u32 = min((f32u32 <= 0x7FFFFFFFu) ? f32u32 : (0u).xxxx, 0x3FFFFFF8u); uint4 denormalized = ((f32u32 & 0x7FFFFFu) | 0x800000u) >> min((113u).xxxx - (f32u32 >> 23u), 24u); uint4 f24u32 = (f32u32 < 0x38800000u) ? denormalized : (f32u32 + 0xC8000000u); return ((f24u32 + 3u + ((f24u32 >> 3u) & 1u)) >> 3u) & 0xFFFFFFu; } uint4 XeFloat20e4To32(uint4 f24u32) { uint4 mantissa = f24u32 & 0xFFFFFu; uint4 exponent = f24u32 >> 20u; // Normalize the values for the denormalized components. // Exponent = 1; // do { Exponent--; Mantissa <<= 1; } while ((Mantissa & 0x100000) == 0); bool4 is_denormalized = exponent == 0u; uint4 mantissa_lzcnt = (20u).xxxx - firstbithigh(mantissa); exponent = is_denormalized ? ((1u).xxxx - mantissa_lzcnt) : exponent; mantissa = is_denormalized ? ((mantissa << mantissa_lzcnt) & 0xFFFFFu) : mantissa; // Combine into 32-bit float bits and clear zeros. return (f24u32 != 0u) ? (((exponent + 112u) << 23u) | (mantissa << 3u)) : (0u).xxxx; } // Sorts the color indices of four DXT3/DXT5 or DXT1 opaque blocks so they can // be used as the weights for the second endpoint, from 0 to 3. To get the // weights for the first endpoint, apply bitwise NOT to the result. uint4 XeDXTHighColorWeights(uint4 codes) { // Initially 00 = 3:0, 01 = 0:3, 10 = 2:1, 11 = 1:2. // Swap bits. 00 = 3:0, 01 = 2:1, 10 = 0:3, 11 = 1:2. codes = ((codes & 0x55555555u) << 1u) | ((codes & 0xAAAAAAAAu) >> 1u); // Swap 10 and 11. 00 = 3:0, 01 = 2:1, 10 = 1:2, 11 = 0:3. return codes ^ ((codes & 0xAAAAAAAAu) >> 1u); } // Converts endpoint RGB (first in the low 16 bits, second in the high) of four // DXT blocks to 8-bit, with 2 unused bits between each component to allow for // overflow when multiplying by values up to 3 (so multiplication can be done // for all components at once). void XeDXTColorEndpointsTo8In10(uint4 rgb_565, out uint4 rgb_10b_low, out uint4 rgb_10b_high) { // Converting 5:6:5 to 8:8:8 similar to how Compressonator does that. // https://github.com/GPUOpen-Tools/Compressonator/blob/master/Compressonator/Source/Codec/DXTC/Codec_DXTC_RGBA.cpp#L429 rgb_10b_low = ((rgb_565 & 31u) << 23u) | ((rgb_565 & (7u << 2u)) << (20u - 2u)) | ((rgb_565 & (63u << 5u)) << (12u - 5u)) | ((rgb_565 & (3u << 9u)) << (10u - 9u)) | ((rgb_565 & (31u << 11u)) >> (11u - 3u)) | ((rgb_565 & (7u << 13u)) >> 13u); rgb_10b_high = ((rgb_565 & (31u << 16u)) << (23u - 16u)) | ((rgb_565 & (7u << 18u)) << (20u - 18u)) | ((rgb_565 & (63u << 21u)) >> (21u - 12u)) | ((rgb_565 & (3u << 25u)) >> (25u - 10u)) | ((rgb_565 & (31u << 27u)) >> (27u - 3u)) | ((rgb_565 & (7u << 29u)) >> 29u); } // Gets the colors of one row of four DXT opaque blocks. Endpoint colors can be // obtained using XeDXTColorEndpointsTo8In10 (8 bits with 2 bits of free space // between each), weights can be obtained using XeDXTHighColorWeights. Alpha is // set to 0 in the result. Weights must be shifted right by 8 * row index before // calling. void XeDXTFourBlocksRowToRGB8( uint4 rgb_10b_low, uint4 rgb_10b_high, uint4 weights_high, out uint4 row_0, out uint4 row_1, out uint4 row_2, out uint4 row_3) { uint4 weights_low = ~weights_high; const uint4 weights_shifts = uint4(0u, 2u, 4u, 6u); uint4 block_row_10b_3x = ((weights_low.xxxx >> weights_shifts) & 3u) * rgb_10b_low.x + ((weights_high.xxxx >> weights_shifts) & 3u) * rgb_10b_high.x; row_0 = ((block_row_10b_3x & 1023u) / 3u) | ((((block_row_10b_3x >> 10u) & 1023u) / 3u) << 8u) | (((block_row_10b_3x >> 20u) / 3u) << 16u); block_row_10b_3x = ((weights_low.yyyy >> weights_shifts) & 3u) * rgb_10b_low.y + ((weights_high.yyyy >> weights_shifts) & 3u) * rgb_10b_high.y; row_1 = ((block_row_10b_3x & 1023u) / 3u) | ((((block_row_10b_3x >> 10u) & 1023u) / 3u) << 8u) | (((block_row_10b_3x >> 20u) / 3u) << 16u); block_row_10b_3x = ((weights_low.zzzz >> weights_shifts) & 3u) * rgb_10b_low.z + ((weights_high.zzzz >> weights_shifts) & 3u) * rgb_10b_high.z; row_2 = ((block_row_10b_3x & 1023u) / 3u) | ((((block_row_10b_3x >> 10u) & 1023u) / 3u) << 8u) | (((block_row_10b_3x >> 20u) / 3u) << 16u); block_row_10b_3x = ((weights_low.wwww >> weights_shifts) & 3u) * rgb_10b_low.w + ((weights_high.wwww >> weights_shifts) & 3u) * rgb_10b_high.w; row_3 = ((block_row_10b_3x & 1023u) / 3u) | ((((block_row_10b_3x >> 10u) & 1023u) / 3u) << 8u) | (((block_row_10b_3x >> 20u) / 3u) << 16u); } uint4 XeDXT3FourBlocksRowToA8(uint4 alpha4) { // (alpha4 & 0xFu) | ((alpha4 & 0xFu) << 4u) | // ((alpha4 & 0xF0u) << (8u - 4u)) | ((alpha4 & 0xF0u) << (12u - 4u)) | // ((alpha4 & 0xF00u) << (16u - 8u)) | ((alpha4 & 0xF00u) << (20u - 8u)) | // ((alpha4 & 0xF000u) << (24u - 12u)) | ((alpha4 & 0xF000u) << (28u - 12u)) return (alpha4 & 0xFu) | ((alpha4 & 0xFFu) << 4u) | ((alpha4 & 0xFF0u) << 8u) | ((alpha4 & 0xFF00u) << 12u) | ((alpha4 & 0xF000u) << 16u); } // & 0x249249 = bits 0 of 24 bits of DXT5 alpha codes. // & 0x492492 = bits 1 of 24 bits of DXT5 alpha codes. // & 0x924924 = bits 2 of 24 bits of DXT5 alpha codes. // Sorts half (24 bits) of the codes of four DXT5 alpha blocks so they can be // used as weights for the second endpoint, from 0 to 7, in alpha0 > alpha1 // mode. uint4 XeDXT5High8StepAlphaWeights(uint4 codes_24b) { // Initially 000 - first endpoint, 001 - second endpoint, 010 and above - // weights from 6:1 to 1:6. Need to make 001 111, and subtract 1 from 010 and // above. // Whether the bits are 000 (the first endpoint only). uint4 is_first = ((codes_24b & 0x249249u) | ((codes_24b & 0x492492u) >> 1u) | ((codes_24b & 0x924924u) >> 2u)) ^ 0x249249u; // Whether the bits are 001 (the second endpoint only). uint4 is_second = (codes_24b & 0x249249u) & ~((codes_24b & 0x492492u) >> 1u) & ~((codes_24b & 0x924924u) >> 2u); // Change 000 to 001 so subtracting 1 will result in 0 (and there will never // be overflow), subtract 1, and if the code was originally 001 (the second // endpoint only), make it 111. return ((codes_24b | is_first) - 0x249249u) | is_second | (is_second << 1u) | (is_second << 2u); } // Sorts half (24 bits) of the codes of four DXT5 alpha blocks so they can be // used as weights for the second endpoint, from 0 to 5, in alpha0 <= alpha1 // mode, except for 110 and 111 which represent 0 and 1 constants. uint4 XeDXT5High6StepAlphaWeights(uint4 codes_24b) { // Initially: // 000 - first endpoint. // 001 - second endpoint. // 010 - 4:1. // 011 - 3:2. // 100 - 2:3. // 101 - 1:4. // 110 - constant 0. // 111 - constant 1. // Create 3-bit masks (111 or 000) of whether the codes represent 0 or 1 // constants to keep them 110 and 111 later. uint4 is_constant = codes_24b & 0x492492u & ((codes_24b & 0x924924u) >> 1u); is_constant |= (is_constant << 1u) | (is_constant >> 1u); // Store the codes for the constants (110 or 111), or 0 if not a constant. uint4 constant_values = ((codes_24b & 0x249249u) | (0x492492u | 0x924924u)) & is_constant; // Need to make 001 101, and subtract 1 from 010 and above (constants will be // handled separately later). // Whether the bits are 000 (the first endpoint only). uint4 is_first = ((codes_24b & 0x249249u) | ((codes_24b & 0x492492u) >> 1u) | ((codes_24b & 0x924924u) >> 2u)) ^ 0x249249u; // Whether the bits are 001 (the second endpoint only). uint4 is_second = (codes_24b & 0x249249u) & ~((codes_24b & 0x492492u) >> 1u) & ~((codes_24b & 0x924924u) >> 2u); // Change 000 to 001 so subtracting 1 will result in 0 (and there will never // be overflow), subtract 1, and if the code was originally 001 (the second // endpoint only), make it 101. codes_24b = ((codes_24b | is_first) - 0x249249u) | is_second | (is_second << 2u); // Make constants 110 and 111 again (they are 101 and 110 now). return (codes_24b & ~is_constant) | constant_values; } uint4 XeDXT5Four8StepBlocksRowToA8(uint4 end_low, uint4 end_high, uint4 weights_8step, uint4 weights_6step) { // Choose the mode. bool4 is_6step = end_low <= end_high; uint4 weights_high = is_6step ? weights_6step : weights_8step; uint4 weight_max = is_6step ? (5u.xxxx) : (7u.xxxx); // In the 6-step mode, make a mask for whether the weights are constants. uint4 is_constant = is_6step ? (weights_6step & 0x492u & ((weights_6step & 0x924u) >> 1u)) : (0u).xxxx; is_constant |= (is_constant << 1u) | (is_constant >> 1u); // Get the weights for the first endpoint and remove constant from the // interpolation (set weights of the endpoints to 0 for them). First need to // zero the weights of the second endpoint so 6 or 7 won't be subtracted from // 5 while getting the weights of the first endpoint. weights_high &= ~is_constant; uint4 weights_low = ((weight_max * 0x249u) - weights_high) & ~is_constant; // Interpolate. uint4 row = ((end_low * (weights_low & 7u) + end_high * (weights_high & 7u)) / weight_max) | (((end_low * ((weights_low >> 3u) & 7u) + end_high * ((weights_high >> 3u) & 7u)) / weight_max) << 8u) | (((end_low * ((weights_low >> 6u) & 7u) + end_high * ((weights_high >> 6u) & 7u)) / weight_max) << 16u) | (((end_low * ((weights_low >> 9u) & 7u) + end_high * ((weights_high >> 9u) & 7u)) / weight_max) << 24u); // Get the constant values as 1 bit per pixel separated by 7 bits. uint4 constant_values = weights_6step & is_constant; constant_values = (constant_values & 1u) | ((constant_values & (1u << 3u)) << (8u - 3u)) | ((constant_values & (1u << 6u)) << (16u - 6u)) | ((constant_values & (1u << 9u)) << (24u - 9u)); // Add constant 1 where needed. return row + constant_values * 0xFFu; } #endif // XENIA_GPU_D3D12_SHADERS_PIXEL_FORMATS_HLSLI_