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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.
244 lines
12 KiB
HLSL
244 lines
12 KiB
HLSL
#ifndef QUAD_PIXEL_COMMUNICATION_H
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#define QUAD_PIXEL_COMMUNICATION_H
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///////////////////////////////// MIT LICENSE ////////////////////////////////
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// Copyright (C) 2014 TroggleMonkey*
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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///////////////////////////////// DISCLAIMER /////////////////////////////////
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// *This code was inspired by "Shader Amortization using Pixel Quad Message
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// Passing" by Eric Penner, published in GPU Pro 2, Chapter VI.2. My intent
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// is not to plagiarize his fundamentally similar code and assert my own
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// copyright, but the algorithmic helper functions require so little code that
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// implementations can't vary by much except bugfixes and conventions. I just
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// wanted to license my own particular code here to avoid ambiguity and make it
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// clear that as far as I'm concerned, people can do as they please with it.
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///////////////////////////////// DESCRIPTION ////////////////////////////////
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// Given screen pixel numbers, derive a "quad vector" describing a fragment's
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// position in its 2x2 pixel quad. Given that vector, obtain the values of any
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// variable at neighboring fragments.
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// Requires: Using this file in general requires:
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// 1.) ddx() and ddy() are present in the current Cg profile.
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// 2.) The GPU driver is using fine/high-quality derivatives.
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// Functions will give incorrect results if this is not true,
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// so a test function is included.
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///////////////////// QUAD-PIXEL COMMUNICATION PRIMITIVES ////////////////////
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float4 get_quad_vector_naive(const float4 output_pixel_num_wrt_uvxy)
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{
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// Requires: Two measures of the current fragment's output pixel number
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// in the range ([0, IN.output_size.x), [0, IN.output_size.y)):
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// 1.) output_pixel_num_wrt_uvxy.xy increase with uv coords.
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// 2.) output_pixel_num_wrt_uvxy.zw increase with screen xy.
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// Returns: Two measures of the fragment's position in its 2x2 quad:
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// 1.) The .xy components are its 2x2 placement with respect to
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// uv direction (the origin (0, 0) is at the top-left):
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// top-left = (-1.0, -1.0) top-right = ( 1.0, -1.0)
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// bottom-left = (-1.0, 1.0) bottom-right = ( 1.0, 1.0)
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// You need this to arrange/weight shared texture samples.
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// 2.) The .zw components are its 2x2 placement with respect to
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// screen xy direction (IN.position); the origin varies.
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// quad_gather needs this measure to work correctly.
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// Note: quad_vector.zw = quad_vector.xy * float2(
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// ddx(output_pixel_num_wrt_uvxy.x),
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// ddy(output_pixel_num_wrt_uvxy.y));
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// Caveats: This function assumes the GPU driver always starts 2x2 pixel
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// quads at even pixel numbers. This assumption can be wrong
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// for odd output resolutions (nondeterministically so).
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const float4 pixel_odd = frac(output_pixel_num_wrt_uvxy * 0.5) * 2.0;
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const float4 quad_vector = pixel_odd * 2.0 - 1.0.xxxx;
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return quad_vector;
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}
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float4 get_quad_vector(const float4 output_pixel_num_wrt_uvxy)
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{
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// Requires: Same as get_quad_vector_naive() (see that first).
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// Returns: Same as get_quad_vector_naive() (see that first), but it's
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// correct even if the 2x2 pixel quad starts at an odd pixel,
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// which can occur at odd resolutions.
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const float4 quad_vector_guess =
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get_quad_vector_naive(output_pixel_num_wrt_uvxy);
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// If quad_vector_guess.zw doesn't increase with screen xy, we know
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// the 2x2 pixel quad starts at an odd pixel:
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const float2 odd_start_mirror = 0.5 * float2(ddx(quad_vector_guess.z),
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ddy(quad_vector_guess.w));
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return quad_vector_guess * odd_start_mirror.xyxy;
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}
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float4 get_quad_vector(const float2 output_pixel_num_wrt_uv)
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{
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// Requires: 1.) ddx() and ddy() are present in the current Cg profile.
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// 2.) output_pixel_num_wrt_uv must increase with uv coords and
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// measure the current fragment's output pixel number in:
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// ([0, IN.output_size.x), [0, IN.output_size.y))
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// Returns: Same as get_quad_vector_naive() (see that first), but it's
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// correct even if the 2x2 pixel quad starts at an odd pixel,
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// which can occur at odd resolutions.
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// Caveats: This function requires less information than the version
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// taking a float4, but it's potentially slower.
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// Do screen coords increase with or against uv? Get the direction
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// with respect to (uv.x, uv.y) for (screen.x, screen.y) in {-1, 1}.
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const float2 screen_uv_mirror = float2(ddx(output_pixel_num_wrt_uv.x),
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ddy(output_pixel_num_wrt_uv.y));
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const float2 pixel_odd_wrt_uv = frac(output_pixel_num_wrt_uv * 0.5) * 2.0;
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const float2 quad_vector_uv_guess = (pixel_odd_wrt_uv - 0.5.xx) * 2.0;
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const float2 quad_vector_screen_guess = quad_vector_uv_guess * screen_uv_mirror;
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// If quad_vector_screen_guess doesn't increase with screen xy, we know
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// the 2x2 pixel quad starts at an odd pixel:
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const float2 odd_start_mirror = 0.5 * float2(ddx(quad_vector_screen_guess.x),
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ddy(quad_vector_screen_guess.y));
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const float4 quad_vector_guess = float4(
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quad_vector_uv_guess, quad_vector_screen_guess);
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return quad_vector_guess * odd_start_mirror.xyxy;
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}
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void quad_gather(const float4 quad_vector, const float4 curr,
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out float4 adjx, out float4 adjy, out float4 diag)
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{
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// Requires: 1.) ddx() and ddy() are present in the current Cg profile.
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// 2.) The GPU driver is using fine/high-quality derivatives.
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// 3.) quad_vector describes the current fragment's location in
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// its 2x2 pixel quad using get_quad_vector()'s conventions.
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// 4.) curr is any vector you wish to get neighboring values of.
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// Returns: Values of an input vector (curr) at neighboring fragments
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// adjacent x, adjacent y, and diagonal (via out parameters).
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adjx = curr - ddx(curr) * quad_vector.z;
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adjy = curr - ddy(curr) * quad_vector.w;
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diag = adjx - ddy(adjx) * quad_vector.w;
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}
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void quad_gather(const float4 quad_vector, const float3 curr,
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out float3 adjx, out float3 adjy, out float3 diag)
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{
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// Float3 version
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adjx = curr - ddx(curr) * quad_vector.z;
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adjy = curr - ddy(curr) * quad_vector.w;
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diag = adjx - ddy(adjx) * quad_vector.w;
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}
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void quad_gather(const float4 quad_vector, const float2 curr,
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out float2 adjx, out float2 adjy, out float2 diag)
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{
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// Float2 version
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adjx = curr - ddx(curr) * quad_vector.z;
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adjy = curr - ddy(curr) * quad_vector.w;
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diag = adjx - ddy(adjx) * quad_vector.w;
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}
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float4 quad_gather(const float4 quad_vector, const float curr)
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{
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// Float version:
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// Returns: return.x == current
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// return.y == adjacent x
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// return.z == adjacent y
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// return.w == diagonal
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float4 all = curr.xxxx;
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all.y = all.x - ddx(all.x) * quad_vector.z;
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all.zw = all.xy - ddy(all.xy) * quad_vector.w;
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return all;
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}
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float4 quad_gather_sum(const float4 quad_vector, const float4 curr)
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{
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// Requires: Same as quad_gather()
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// Returns: Sum of an input vector (curr) at all fragments in a quad.
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float4 adjx, adjy, diag;
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quad_gather(quad_vector, curr, adjx, adjy, diag);
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return (curr + adjx + adjy + diag);
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}
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float3 quad_gather_sum(const float4 quad_vector, const float3 curr)
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{
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// Float3 version:
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float3 adjx, adjy, diag;
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quad_gather(quad_vector, curr, adjx, adjy, diag);
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return (curr + adjx + adjy + diag);
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}
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float2 quad_gather_sum(const float4 quad_vector, const float2 curr)
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{
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// Float2 version:
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float2 adjx, adjy, diag;
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quad_gather(quad_vector, curr, adjx, adjy, diag);
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return (curr + adjx + adjy + diag);
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}
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float quad_gather_sum(const float4 quad_vector, const float curr)
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{
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// Float version:
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const float4 all_values = quad_gather(quad_vector, curr);
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return (all_values.x + all_values.y + all_values.z + all_values.w);
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}
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bool fine_derivatives_working(const float4 quad_vector, float4 curr)
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{
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// Requires: 1.) ddx() and ddy() are present in the current Cg profile.
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// 2.) quad_vector describes the current fragment's location in
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// its 2x2 pixel quad using get_quad_vector()'s conventions.
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// 3.) curr must be a test vector with non-constant derivatives
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// (its value should change nonlinearly across fragments).
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// Returns: true if fine/hybrid/high-quality derivatives are used, or
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// false if coarse derivatives are used or inconclusive
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// Usage: Test whether quad-pixel communication is working!
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// Method: We can confirm fine derivatives are used if the following
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// holds (ever, for any value at any fragment):
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// (ddy(curr) != ddy(adjx)) or (ddx(curr) != ddx(adjy))
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// The more values we test (e.g. test a float4 two ways), the
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// easier it is to demonstrate fine derivatives are working.
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// TODO: Check for floating point exact comparison issues!
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float4 ddx_curr = ddx(curr);
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float4 ddy_curr = ddy(curr);
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float4 adjx = curr - ddx_curr * quad_vector.z;
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float4 adjy = curr - ddy_curr * quad_vector.w;
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bool ddy_different = any(ddy_curr != ddy(adjx));
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bool ddx_different = any(ddx_curr != ddx(adjy));
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return any(bool2(ddy_different, ddx_different));
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}
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bool fine_derivatives_working_fast(const float4 quad_vector, float curr)
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{
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// Requires: Same as fine_derivatives_working()
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// Returns: Same as fine_derivatives_working()
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// Usage: This is faster than fine_derivatives_working() but more
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// likely to return false negatives, so it's less useful for
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// offline testing/debugging. It's also useless as the basis
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// for dynamic runtime branching as of May 2014: Derivatives
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// (and quad-pixel communication) are currently disallowed in
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// branches. However, future GPU's may allow you to use them
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// in dynamic branches if you promise the branch condition
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// evaluates the same for every fragment in the quad (and/or if
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// the driver enforces that promise by making a single fragment
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// control branch decisions). If that ever happens, this
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// version may become a more economical choice.
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float ddx_curr = ddx(curr);
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float ddy_curr = ddy(curr);
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float adjx = curr - ddx_curr * quad_vector.z;
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return (ddy_curr != ddy(adjx));
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}
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#endif // QUAD_PIXEL_COMMUNICATION_H
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