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Xenia-Canary/src/xenia/ui/shaders/dither_8bpc.xesli
2022-06-16 21:39:16 +03:00

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/**
******************************************************************************
* 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. *
******************************************************************************
*/
#ifndef XENIA_UI_SHADERS_DITHER_8BPC_XESLI_
#define XENIA_UI_SHADERS_DITHER_8BPC_XESLI_
#include "xesl.xesli"
#include "noise.xesli"
xesl_staticConst float xe_dither_8bpc_noise[] = {
// The conversion to 8bpc in the fixed-function output-merger is done as
// floor(saturate(color) * 255.0 + 0.5). This dithering function effectively
// replaces that 0.5 offset, done for rounding to the nearest, with the noise.
// To do that, first, 0.5/255 needs to be subtracted from the color, and
// then the noise value `[0, 255/256] / 255` from xe_dither_8bpc_noise needs
// to be added. However, due to rounding (because division by 255.0 is
// inexact), subtracting 0.5/255 from exact 8-bit integer color values
// (including, for instance, 1.0, or 255/255) may result in the result being
// smaller than the original exact 8-bit value where the noise value is 0. So,
// remapping the noise to the `[0.5/256, 255.5/256] / 255` range. Another way
// of preventing rounding issues is doing it manually and returning only exact
// integer 8-bit color values divided by 255, but that would assume that the
// render target is specifically 8bpc, so it's better to avoid that in case
// the window system, for instance, provides a 10bpc render target (for which
// dithering is still done here for more consistency between displays, but
// some addition precision would still be desirable).
XeBlueNoise16x16Values0Until256(1.0 / 256.0 / 255.0,
(-0.5 + 0.5 / 256.0) / 255.0)
};
float XeDitherOffset8bpc(xesl_uint2 pixel_coord) {
pixel_coord &= 15u;
return xe_dither_8bpc_noise[pixel_coord.y * 16u + pixel_coord.x];
}
#endif // XENIA_UI_SHADERS_DITHER_8BPC_XESLI_