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bf1b023f12
- A new port of crt-royale. More faithful to original. It uses the same mask textures. - The only thing not ported is the original geometry pass. It was replaced by geom curvature code. - It's configured for 1080p displays. 4k displays need to adjust param mask_triad_size_desired from 3.0 to 4.0. OBS: It's up to you decide if the two versions should be maintained.
318 lines
15 KiB
HLSL
318 lines
15 KiB
HLSL
#ifndef BLOOM_FUNCTIONS_H
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#define BLOOM_FUNCTIONS_H
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///////////////////////////// GPL LICENSE NOTICE /////////////////////////////
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// crt-royale: A full-featured CRT shader, with cheese.
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// Copyright (C) 2014 TroggleMonkey <trogglemonkey@gmx.com>
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//
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// This program is free software; you can redistribute it and/or modify it
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// under the terms of the GNU General Public License as published by the Free
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// Software Foundation; either version 2 of the License, or any later version.
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//
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// This program is distributed in the hope that it will be useful, but WITHOUT
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// ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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// FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
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// more details.
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//
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// You should have received a copy of the GNU General Public License along with
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// this program; if not, write to the Free Software Foundation, Inc., 59 Temple
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// Place, Suite 330, Boston, MA 02111-1307 USA
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///////////////////////////////// DESCRIPTION ////////////////////////////////
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// These utility functions and constants help several passes determine the
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// size and center texel weight of the phosphor bloom in a uniform manner.
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////////////////////////////////// INCLUDES //////////////////////////////////
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// We need to calculate the correct blur sigma using some .cgp constants:
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#include "user-settings.fxh"
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#include "derived-settings-and-constants.fxh"
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#include "blur-functions.fxh"
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/////////////////////////////// BLOOM CONSTANTS //////////////////////////////
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// Compute constants with manual inlines of the functions below:
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static const float bloom_diff_thresh = 1.0/256.0;
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/////////////////////////////////// HELPERS //////////////////////////////////
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float get_min_sigma_to_blur_triad(const float triad_size,
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const float thresh)
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{
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// Requires: 1.) triad_size is the final phosphor triad size in pixels
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// 2.) thresh is the max desired pixel difference in the
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// blurred triad (e.g. 1.0/256.0).
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// Returns: Return the minimum sigma that will fully blur a phosphor
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// triad on the screen to an even color, within thresh.
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// This closed-form function was found by curve-fitting data.
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// Estimate: max error = ~0.086036, mean sq. error = ~0.0013387:
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return -0.05168 + 0.6113*triad_size -
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1.122*triad_size*sqrt(0.000416 + thresh);
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// Estimate: max error = ~0.16486, mean sq. error = ~0.0041041:
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//return 0.5985*triad_size - triad_size*sqrt(thresh)
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}
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float get_absolute_scale_blur_sigma(const float thresh)
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{
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// Requires: 1.) min_expected_triads must be a global float. The number
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// of horizontal phosphor triads in the final image must be
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// >= min_allowed_viewport_triads.x for realistic results.
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// 2.) bloom_approx_scale_x must be a global float equal to the
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// absolute horizontal scale of BLOOM_APPROX.
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// 3.) bloom_approx_scale_x/min_allowed_viewport_triads.x
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// should be <= 1.1658025090 to keep the final result <
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// 0.62666015625 (the largest sigma ensuring the largest
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// unused texel weight stays < 1.0/256.0 for a 3x3 blur).
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// 4.) thresh is the max desired pixel difference in the
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// blurred triad (e.g. 1.0/256.0).
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// Returns: Return the minimum Gaussian sigma that will blur the pass
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// output as much as it would have taken to blur away
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// bloom_approx_scale_x horizontal phosphor triads.
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// Description:
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// BLOOM_APPROX should look like a downscaled phosphor blur. Ideally, we'd
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// use the same blur sigma as the actual phosphor bloom and scale it down
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// to the current resolution with (bloom_approx_scale_x/viewport_size_x), but
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// we don't know the viewport size in this pass. Instead, we'll blur as
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// much as it would take to blur away min_allowed_viewport_triads.x. This
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// will blur "more than necessary" if the user actually uses more triads,
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// but that's not terrible either, because blurring a constant fraction of
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// the viewport may better resemble a true optical bloom anyway (since the
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// viewport will generally be about the same fraction of each player's
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// field of view, regardless of screen size and resolution).
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// Assume an extremely large viewport size for asymptotic results.
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return bloom_approx_scale_x/max_viewport_size_x *
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get_min_sigma_to_blur_triad(
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max_viewport_size_x/min_allowed_viewport_triads.x, thresh);
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}
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float get_center_weight(const float sigma)
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{
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// Given a Gaussian blur sigma, get the blur weight for the center texel.
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#ifdef RUNTIME_PHOSPHOR_BLOOM_SIGMA
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return get_fast_gaussian_weight_sum_inv(sigma);
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#else
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const float denom_inv = 0.5/(sigma*sigma);
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const float w0 = 1.0;
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const float w1 = exp(-1.0 * denom_inv);
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const float w2 = exp(-4.0 * denom_inv);
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const float w3 = exp(-9.0 * denom_inv);
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const float w4 = exp(-16.0 * denom_inv);
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const float w5 = exp(-25.0 * denom_inv);
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const float w6 = exp(-36.0 * denom_inv);
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const float w7 = exp(-49.0 * denom_inv);
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const float w8 = exp(-64.0 * denom_inv);
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const float w9 = exp(-81.0 * denom_inv);
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const float w10 = exp(-100.0 * denom_inv);
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const float w11 = exp(-121.0 * denom_inv);
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const float w12 = exp(-144.0 * denom_inv);
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const float w13 = exp(-169.0 * denom_inv);
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const float w14 = exp(-196.0 * denom_inv);
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const float w15 = exp(-225.0 * denom_inv);
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const float w16 = exp(-256.0 * denom_inv);
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const float w17 = exp(-289.0 * denom_inv);
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const float w18 = exp(-324.0 * denom_inv);
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const float w19 = exp(-361.0 * denom_inv);
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const float w20 = exp(-400.0 * denom_inv);
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const float w21 = exp(-441.0 * denom_inv);
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// Note: If the implementation uses a smaller blur than the max allowed,
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// the worst case scenario is that the center weight will be overestimated,
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// so we'll put a bit more energy into the brightpass...no huge deal.
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// Then again, if the implementation uses a larger blur than the max
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// "allowed" because of dynamic branching, the center weight could be
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// underestimated, which is more of a problem...consider always using
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#ifdef PHOSPHOR_BLOOM_TRIADS_LARGER_THAN_12_PIXELS
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// 43x blur:
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const float weight_sum_inv = 1.0 /
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(w0 + 2.0 * (w1 + w2 + w3 + w4 + w5 + w6 + w7 + w8 + w9 + w10 +
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w11 + w12 + w13 + w14 + w15 + w16 + w17 + w18 + w19 + w20 + w21));
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#else
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#ifdef PHOSPHOR_BLOOM_TRIADS_LARGER_THAN_9_PIXELS
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// 31x blur:
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const float weight_sum_inv = 1.0 /
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(w0 + 2.0 * (w1 + w2 + w3 + w4 + w5 + w6 + w7 +
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w8 + w9 + w10 + w11 + w12 + w13 + w14 + w15));
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#else
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#ifdef PHOSPHOR_BLOOM_TRIADS_LARGER_THAN_6_PIXELS
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// 25x blur:
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const float weight_sum_inv = 1.0 / (w0 + 2.0 * (
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w1 + w2 + w3 + w4 + w5 + w6 + w7 + w8 + w9 + w10 + w11 + w12));
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#else
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#ifdef PHOSPHOR_BLOOM_TRIADS_LARGER_THAN_3_PIXELS
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// 17x blur:
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const float weight_sum_inv = 1.0 / (w0 + 2.0 * (
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w1 + w2 + w3 + w4 + w5 + w6 + w7 + w8));
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#else
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// 9x blur:
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const float weight_sum_inv = 1.0 / (w0 + 2.0 * (w1 + w2 + w3 + w4));
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#endif // PHOSPHOR_BLOOM_TRIADS_LARGER_THAN_3_PIXELS
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#endif // PHOSPHOR_BLOOM_TRIADS_LARGER_THAN_6_PIXELS
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#endif // PHOSPHOR_BLOOM_TRIADS_LARGER_THAN_9_PIXELS
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#endif // PHOSPHOR_BLOOM_TRIADS_LARGER_THAN_12_PIXELS
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const float center_weight = weight_sum_inv * weight_sum_inv;
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return center_weight;
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#endif
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}
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float3 tex2DblurNfast(const sampler2D tex, const float2 tex_uv,
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const float2 dxdy, const float sigma)
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{
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// If sigma is static, we can safely branch and use the smallest blur
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// that's big enough. Ignore #define hints, because we'll only use a
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// large blur if we actually need it, and the branches cost nothing.
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#ifndef RUNTIME_PHOSPHOR_BLOOM_SIGMA
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#define PHOSPHOR_BLOOM_BRANCH_FOR_BLUR_SIZE
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#else
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// It's still worth branching if the profile supports dynamic branches:
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// It's much faster than using a hugely excessive blur, but each branch
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// eats ~1% FPS.
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#ifdef DRIVERS_ALLOW_DYNAMIC_BRANCHES
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#define PHOSPHOR_BLOOM_BRANCH_FOR_BLUR_SIZE
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#endif
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#endif
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// Failed optimization notes:
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// I originally created a same-size mipmapped 5-tap separable blur10 that
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// could handle any sigma by reaching into lower mip levels. It was
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// as fast as blur25fast for runtime sigmas and a tad faster than
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// blur31fast for static sigmas, but mipmapping two viewport-size passes
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// ate 10% of FPS across all codepaths, so it wasn't worth it.
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#ifdef PHOSPHOR_BLOOM_BRANCH_FOR_BLUR_SIZE
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if(sigma <= blur9_std_dev)
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{
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return tex2Dblur9fast(tex, tex_uv, dxdy, sigma);
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}
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else if(sigma <= blur17_std_dev)
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{
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return tex2Dblur17fast(tex, tex_uv, dxdy, sigma);
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}
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else if(sigma <= blur25_std_dev)
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{
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return tex2Dblur25fast(tex, tex_uv, dxdy, sigma);
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}
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else if(sigma <= blur31_std_dev)
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{
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return tex2Dblur31fast(tex, tex_uv, dxdy, sigma);
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}
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else
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{
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return tex2Dblur43fast(tex, tex_uv, dxdy, sigma);
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}
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#else
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// If we can't afford to branch, we can only guess at what blur
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// size we need. Therefore, use the largest blur allowed.
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#ifdef PHOSPHOR_BLOOM_TRIADS_LARGER_THAN_12_PIXELS
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return tex2Dblur43fast(tex, tex_uv, dxdy, sigma);
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#else
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#ifdef PHOSPHOR_BLOOM_TRIADS_LARGER_THAN_9_PIXELS
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return tex2Dblur31fast(tex, tex_uv, dxdy, sigma);
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#else
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#ifdef PHOSPHOR_BLOOM_TRIADS_LARGER_THAN_6_PIXELS
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return tex2Dblur25fast(tex, tex_uv, dxdy, sigma);
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#else
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#ifdef PHOSPHOR_BLOOM_TRIADS_LARGER_THAN_3_PIXELS
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return tex2Dblur17fast(tex, tex_uv, dxdy, sigma);
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#else
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return tex2Dblur9fast(tex, tex_uv, dxdy, sigma);
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#endif // PHOSPHOR_BLOOM_TRIADS_LARGER_THAN_3_PIXELS
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#endif // PHOSPHOR_BLOOM_TRIADS_LARGER_THAN_6_PIXELS
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#endif // PHOSPHOR_BLOOM_TRIADS_LARGER_THAN_9_PIXELS
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#endif // PHOSPHOR_BLOOM_TRIADS_LARGER_THAN_12_PIXELS
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#endif // PHOSPHOR_BLOOM_BRANCH_FOR_BLUR_SIZE
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}
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float get_bloom_approx_sigma(const float output_size_x_runtime,
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const float estimated_viewport_size_x)
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{
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// Requires: 1.) output_size_x_runtime == BLOOM_APPROX.output_size.x.
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// This is included for dynamic codepaths just in case the
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// following two globals are incorrect:
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// 2.) bloom_approx_size_x_for_skip should == the same
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// if PHOSPHOR_BLOOM_FAKE is #defined
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// 3.) bloom_approx_size_x should == the same otherwise
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// Returns: For gaussian4x4, return a dynamic small bloom sigma that's
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// as close to optimal as possible given available information.
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// For blur3x3, return the a static small bloom sigma that
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// works well for typical cases. Otherwise, we're using simple
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// bilinear filtering, so use static calculations.
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// Assume the default static value. This is a compromise that ensures
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// typical triads are blurred, even if unusually large ones aren't.
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static const float mask_num_triads_static =
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max(min_allowed_viewport_triads.x, mask_num_triads_desired_static);
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const float mask_num_triads_from_size =
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estimated_viewport_size_x/mask_triad_size_desired;
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const float mask_num_triads_runtime = max(min_allowed_viewport_triads.x,
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lerp(mask_num_triads_from_size, mask_num_triads_desired,
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mask_specify_num_triads));
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// Assume an extremely large viewport size for asymptotic results:
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static const float max_viewport_size_x = 1080.0*1024.0*(4.0/3.0);
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if(bloom_approx_filter > 1.5) // 4x4 true Gaussian resize
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{
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// Use the runtime num triads and output size:
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const float asymptotic_triad_size =
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max_viewport_size_x/mask_num_triads_runtime;
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const float asymptotic_sigma = get_min_sigma_to_blur_triad(
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asymptotic_triad_size, bloom_diff_thresh);
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const float bloom_approx_sigma =
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asymptotic_sigma * output_size_x_runtime/max_viewport_size_x;
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// The BLOOM_APPROX input has to be ORIG_LINEARIZED to avoid moire, but
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// account for the Gaussian scanline sigma from the last pass too.
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// The bloom will be too wide horizontally but tall enough vertically.
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return length(float2(bloom_approx_sigma, beam_max_sigma));
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}
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else // 3x3 blur resize (the bilinear resize doesn't need a sigma)
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{
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// We're either using blur3x3 or bilinear filtering. The biggest
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// reason to choose blur3x3 is to avoid dynamic weights, so use a
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// static calculation.
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#ifdef PHOSPHOR_BLOOM_FAKE
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static const float output_size_x_static =
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bloom_approx_size_x_for_fake;
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#else
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static const float output_size_x_static = bloom_approx_size_x;
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#endif
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static const float asymptotic_triad_size =
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max_viewport_size_x/mask_num_triads_static;
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const float asymptotic_sigma = get_min_sigma_to_blur_triad(
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asymptotic_triad_size, bloom_diff_thresh);
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const float bloom_approx_sigma =
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asymptotic_sigma * output_size_x_static/max_viewport_size_x;
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// The BLOOM_APPROX input has to be ORIG_LINEARIZED to avoid moire, but
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// try accounting for the Gaussian scanline sigma from the last pass
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// too; use the static default value:
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return length(float2(bloom_approx_sigma, beam_max_sigma_static));
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}
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}
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float get_final_bloom_sigma(const float bloom_sigma_runtime)
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{
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// Requires: 1.) bloom_sigma_runtime is a precalculated sigma that's
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// optimal for the [known] triad size.
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// 2.) Call this from a fragment shader (not a vertex shader),
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// or blurring with static sigmas won't be constant-folded.
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// Returns: Return the optimistic static sigma if the triad size is
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// known at compile time. Otherwise return the optimal runtime
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// sigma (10% slower) or an implementation-specific compromise
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// between an optimistic or pessimistic static sigma.
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// Notes: Call this from the fragment shader, NOT the vertex shader,
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// so static sigmas can be constant-folded!
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const float bloom_sigma_optimistic = get_min_sigma_to_blur_triad(
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mask_triad_size_desired_static, bloom_diff_thresh);
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#ifdef RUNTIME_PHOSPHOR_BLOOM_SIGMA
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return bloom_sigma_runtime;
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#else
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// Overblurring looks as bad as underblurring, so assume average-size
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// triads, not worst-case huge triads:
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return bloom_sigma_optimistic;
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#endif
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}
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#endif // BLOOM_FUNCTIONS_H
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