/** ****************************************************************************** * Xenia : Xbox 360 Emulator Research Project * ****************************************************************************** * Copyright 2022 Ben Vanik. All rights reserved. * * Released under the BSD license - see LICENSE in the root for more details. * ****************************************************************************** */ #include "../../ui/shaders/xesl.xesli" float XeApplyPWLGamma(uint input_value, xesl_uint2 ramp_value) { // output = base + (multiplier * delta) / increment // https://developer.amd.com/wordpress/media/2012/10/RRG-216M56-03oOEM.pdf // The lower 6 bits of the base and the delta are 0 (though enforcing that in // the shader is not necessary). // The `(multiplier * delta) / increment` part may result in a nonzero value // in the lower 6 bits of the result, however, so doing `* (1.0f / 64.0f)` // instead of `>> 6` to preserve them (if the render target is 16bpc rather // than 10bpc, for instance). return xesl_saturate( (float(ramp_value.x) + float((input_value & 7u) * ramp_value.y) * (1.0 / 8.0)) * (1.0 / (64.0 * 1023.0))); } #ifdef XE_APPLY_GAMMA_COMPUTE #ifdef XE_APPLY_GAMMA_FXAA_LUMA #define XE_APPLY_GAMMA_DEST_FORMAT xesl_imageFormat_rgba16f #else #define XE_APPLY_GAMMA_DEST_FORMAT xesl_imageFormat_rgb10_a2 #endif xesl_pushConstants_begin(b0, space0) xesl_uint2 xe_apply_gamma_size; xesl_pushConstants_end #define xesl_localSize_x 16 #define xesl_localSize_y 8 #define xesl_localSize_z 1 xesl_entry_bindings_begin_compute xesl_pushConstants_binding(buffer(0)) xesl_entry_binding_next xesl_texture(xesl_utextureBuffer, xe_apply_gamma_ramp, set=0, binding=0, t0, space0, texture(0)) xesl_entry_binding_next xesl_texture(xesl_texture2D, xe_apply_gamma_source, set=1, binding=0, t1, space0, texture(1)) xesl_entry_binding_next xesl_writeImage(xesl_image2D, XE_APPLY_GAMMA_DEST_FORMAT, xe_apply_gamma_dest, set=2, binding=0, u0, space0, texture(2)) xesl_entry_bindings_end_inputs_begin_compute xesl_entry_input_globalInvocationID xesl_entry_inputs_end_code_begin_compute xesl_uint2 pixel_index = xesl_GlobalInvocationID.xy; xesl_dont_flatten if (any(xesl_greaterThanEqual(pixel_index, xesl_pushConstant(xe_apply_gamma_size)))) { return; } #else xesl_entry_outputs_begin xesl_entry_output_target(xesl_float4, xe_apply_gamma_dest, 0) xesl_entry_outputs_end_stageInputs_begin xesl_entry_stageInputs_end_bindings_begin_pixel xesl_texture(xesl_utextureBuffer, xe_apply_gamma_ramp, set=0, binding=0, t0, space0, texture(0)) xesl_entry_binding_next xesl_texture(xesl_texture2D, xe_apply_gamma_source, set=1, binding=0, t1, space0, texture(1)) xesl_entry_bindings_end_inputs_begin xesl_entry_input_fragCoord xesl_entry_inputs_end_code_begin xesl_uint2 pixel_index = xesl_uint2(xesl_FragCoord.xy); #endif // XE_APPLY_GAMMA_COMPUTE // UNORM conversion according to the Direct3D 10+ rules. xesl_uint3 apply_gamma_input = xesl_uint3( xesl_texelFetch2D(xe_apply_gamma_source, pixel_index, 0).rgb * 1023.0 + 0.5); // TODO(Triang3l): If this is ever used for gamma other than 128 entries for a // 10bpc front buffer, handle the increment from DC_LUTA/B_CONTROL. Currently // assuming it's 2^3 = 8, or 1024 / 128. xesl_float4 apply_gamma_output; apply_gamma_output.r = XeApplyPWLGamma( apply_gamma_input.r, xesl_texelFetchBuffer(xe_apply_gamma_ramp, (apply_gamma_input.r >> 3u) * 3u).rg); apply_gamma_output.g = XeApplyPWLGamma( apply_gamma_input.g, xesl_texelFetchBuffer(xe_apply_gamma_ramp, (apply_gamma_input.g >> 3u) * 3u + 1u).rg); apply_gamma_output.b = XeApplyPWLGamma( apply_gamma_input.b, xesl_texelFetchBuffer(xe_apply_gamma_ramp, (apply_gamma_input.b >> 3u) * 3u + 2u).rg); #ifdef XE_APPLY_GAMMA_FXAA_LUMA // Perceptual luma. apply_gamma_output.a = dot(apply_gamma_output.rgb, xesl_float3(0.299, 0.587, 0.114)); #else apply_gamma_output.a = 1.0; #endif #ifdef XE_APPLY_GAMMA_COMPUTE xesl_imageStore2DRGBA(xe_apply_gamma_dest, pixel_index, apply_gamma_output); xesl_entry_code_end_compute #else xesl_Output(xe_apply_gamma_dest) = apply_gamma_output; xesl_entry_code_end #endif