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Xenia-Canary/src/xenia/gpu/shaders/apply_gamma_table.xesli
2022-06-24 23:24:30 +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. *
******************************************************************************
*/
#include "../../ui/shaders/xesl.xesli"
#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_textureBuffer, 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_textureBuffer, 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 * 255.0 +
0.5);
// The ramp has blue in bits 0:9, green in 10:19, red in 20:29 - BGR passed as
// an R10G10B10A2 buffer.
xesl_float4 apply_gamma_output;
apply_gamma_output.r =
xesl_texelFetchBuffer(xe_apply_gamma_ramp, apply_gamma_input.r).b;
apply_gamma_output.g =
xesl_texelFetchBuffer(xe_apply_gamma_ramp, apply_gamma_input.g).g;
apply_gamma_output.b =
xesl_texelFetchBuffer(xe_apply_gamma_ramp, apply_gamma_input.b).r;
#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
// Perceptual luma.
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