Duckstation/data/resources/shaders/reshade/Shaders/crt-royale/lib/gamma-management.fxh

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#ifndef _GAMMA_MANAGEMENT_H
#define _GAMMA_MANAGEMENT_H
///////////////////////////////// MIT LICENSE ////////////////////////////////
// Copyright (C) 2014 TroggleMonkey
// Copyright (C) 2020 Alex Gunter
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
#include "helper-functions-and-macros.fxh"
/////////////////////////////// BASE CONSTANTS ///////////////////////////////
// Set standard gamma constants, but allow users to override them:
#ifndef OVERRIDE_STANDARD_GAMMA
// Standard encoding gammas:
static const float ntsc_gamma = 2.2; // Best to use NTSC for PAL too?
static const float pal_gamma = 2.8; // Never actually 2.8 in practice
// Typical device decoding gammas (only use for emulating devices):
// CRT/LCD reference gammas are higher than NTSC and Rec.709 video standard
// gammas: The standards purposely undercorrected for an analog CRT's
// assumed 2.5 reference display gamma to maintain contrast in assumed
// [dark] viewing conditions: http://www.poynton.com/PDFs/GammaFAQ.pdf
// These unstated assumptions about display gamma and perceptual rendering
// intent caused a lot of confusion, and more modern CRT's seemed to target
// NTSC 2.2 gamma with circuitry. LCD displays seem to have followed suit
// (they struggle near black with 2.5 gamma anyway), especially PC/laptop
// displays designed to view sRGB in bright environments. (Standards are
// also in flux again with BT.1886, but it's underspecified for displays.)
static const float crt_reference_gamma_high = 2.5; // In (2.35, 2.55)
static const float crt_reference_gamma_low = 2.35; // In (2.35, 2.55)
static const float lcd_reference_gamma = 2.5; // To match CRT
static const float crt_office_gamma = 2.2; // Circuitry-adjusted for NTSC
static const float lcd_office_gamma = 2.2; // Approximates sRGB
#endif // OVERRIDE_STANDARD_GAMMA
// Assuming alpha == 1.0 might make it easier for users to avoid some bugs,
// but only if they're aware of it.
#ifndef OVERRIDE_ALPHA_ASSUMPTIONS
static const bool assume_opaque_alpha = false;
#endif
/////////////////////// DERIVED CONSTANTS AS FUNCTIONS ///////////////////////
// gamma-management.h should be compatible with overriding gamma values with
// runtime user parameters, but we can only define other global constants in
// terms of static constants, not uniform user parameters. To get around this
// limitation, we need to define derived constants using functions.
// Set device gamma constants, but allow users to override them:
#if _OVERRIDE_DEVICE_GAMMA
// The user promises to globally define the appropriate constants:
float get_crt_gamma() { return crt_gamma; }
float get_gba_gamma() { return gba_gamma; }
float get_lcd_gamma() { return lcd_gamma; }
#else
float get_crt_gamma() { return crt_reference_gamma_high; }
float get_gba_gamma() { return 3.5; } // Game Boy Advance; in (3.0, 4.0)
float get_lcd_gamma() { return lcd_office_gamma; }
#endif // _OVERRIDE_DEVICE_GAMMA
// Set decoding/encoding gammas for the first/lass passes, but allow overrides:
#ifdef OVERRIDE_FINAL_GAMMA
// The user promises to globally define the appropriate constants:
float get_intermediate_gamma() { return intermediate_gamma; }
float get_input_gamma() { return input_gamma; }
float get_output_gamma() { return output_gamma; }
#else
// If we gamma-correct every pass, always use ntsc_gamma between passes to
// ensure middle passes don't need to care if anything is being simulated:
// TODO: Figure out the correct way to configure this now that intermediate
// FBOs all use get_intermediate_gamma() directly. Also refer to the
// original code to confirm when a shader uses ntsc_gamma despite
// GAMMA_ENCODE_EVERY_FBO being undefined.
// float get_intermediate_gamma() { return ntsc_gamma; }
float get_intermediate_gamma() { return 1.0; }
#if GAMMA_SIMULATION_MODE == _SIMULATE_CRT_ON_LCD
float get_input_gamma() { return get_crt_gamma(); }
float get_output_gamma() { return get_lcd_gamma(); }
#else
#if GAMMA_SIMULATION_MODE == _SIMULATE_GBA_ON_LCD
float get_input_gamma() { return get_gba_gamma(); }
float get_output_gamma() { return get_lcd_gamma(); }
#else
#if GAMMA_SIMULATION_MODE == _SIMULATE_LCD_ON_CRT
float get_input_gamma() { return get_lcd_gamma(); }
float get_output_gamma() { return get_crt_gamma(); }
#else
#if GAMMA_SIMULATION_MODE == _SIMULATE_GBA_ON_CRT
float get_input_gamma() { return get_gba_gamma(); }
float get_output_gamma() { return get_crt_gamma(); }
#else // Don't simulate anything:
float get_input_gamma() { return ntsc_gamma; }
float get_output_gamma() { return ntsc_gamma; }
#endif // _SIMULATE_GBA_ON_CRT
#endif // _SIMULATE_LCD_ON_CRT
#endif // _SIMULATE_GBA_ON_LCD
#endif // _SIMULATE_CRT_ON_LCD
#endif // OVERRIDE_FINAL_GAMMA
// Set decoding/encoding gammas for the current pass. Use static constants for
// linearize_input and gamma_encode_output, because they aren't derived, and
// they let the compiler do dead-code elimination.
// #ifndef GAMMA_ENCODE_EVERY_FBO
// #ifdef FIRST_PASS
// static const bool linearize_input = true;
// float get_pass_input_gamma() { return get_input_gamma(); }
// #else
// static const bool linearize_input = false;
// float get_pass_input_gamma() { return 1.0; }
// #endif
// #ifdef LAST_PASS
// static const bool gamma_encode_output = true;
// float get_pass_output_gamma() { return get_output_gamma(); }
// #else
// static const bool gamma_encode_output = false;
// float get_pass_output_gamma() { return 1.0; }
// #endif
// #else
// static const bool linearize_input = true;
// static const bool gamma_encode_output = true;
// #ifdef FIRST_PASS
// float get_pass_input_gamma() { return get_input_gamma(); }
// #else
// float get_pass_input_gamma() { return get_intermediate_gamma(); }
// #endif
// #ifdef LAST_PASS
// float get_pass_output_gamma() { return get_output_gamma(); }
// #else
// float get_pass_output_gamma() { return get_intermediate_gamma(); }
// #endif
// #endif
// Users might want to know if bilinear filtering will be gamma-correct:
// static const bool gamma_aware_bilinear = !linearize_input;
////////////////////// COLOR ENCODING/DECODING FUNCTIONS /////////////////////
float4 encode_output_opaque(const float4 color, const float gamma)
{
static const float3 g = 1.0 / float3(gamma, gamma, gamma);
return float4(pow(color.rgb, g), 1);
}
float4 decode_input_opaque(const float4 color, const float gamma)
{
static const float3 g = float3(gamma, gamma, gamma);
return float4(pow(color.rgb, g), 1);
}
float4 encode_output(const float4 color, const float gamma)
{
static const float3 g = 1.0 / float3(gamma, gamma, gamma);
return float4(pow(color.rgb, g), color.a);
}
float4 decode_input(const float4 color, const float gamma)
{
static const float3 g = float3(gamma, gamma, gamma);
return float4(pow(color.rgb, g), color.a);
}
/////////////////////////// TEXTURE LOOKUP WRAPPERS //////////////////////////
// "SMART" LINEARIZING TEXTURE LOOKUP FUNCTIONS:
// Provide a wide array of linearizing texture lookup wrapper functions. The
// Cg shader spec Retroarch uses only allows for 2D textures, but 1D and 3D
// lookups are provided for completeness in case that changes someday. Nobody
// is likely to use the *fetch and *proj functions, but they're included just
// in case. The only tex*D texture sampling functions omitted are:
// - tex*Dcmpbias
// - tex*Dcmplod
// - tex*DARRAY*
// - tex*DMS*
// - Variants returning integers
// Standard line length restrictions are ignored below for vertical brevity.
// tex2D:
float4 tex2D_linearize(const sampler2D tex, const float2 tex_coords, const float gamma)
{ return decode_input(tex2D(tex, tex_coords), gamma); }
float4 tex2D_linearize(const sampler2D tex, const float3 tex_coords, const float gamma)
{ return decode_input(tex2D(tex, tex_coords.xy), gamma); }
// float4 tex2D_linearize(const sampler2D tex, const float2 tex_coords, const int texel_off, const float gamma)
// { return decode_input(tex2Dlod(tex, float4(tex_coords.x, tex_coords.y, 0, 0), texel_off), gamma); }
// float4 tex2D_linearize(const sampler2D tex, const float3 tex_coords, const int texel_off, const float gamma)
// { return decode_input(tex2Dlod(tex, float4(tex_coords.x, tex_coords.y, 0, 0), texel_off), gamma); }
// tex2Dlod:
float4 tex2Dlod_linearize(const sampler2D tex, const float2 tex_coords, const float gamma)
{ return decode_input(tex2Dlod(tex, float4(tex_coords, 0, 0), 0.0), gamma); }
float4 tex2Dlod_linearize(const sampler2D tex, const float4 tex_coords, const float gamma)
{ return decode_input(tex2Dlod(tex, float4(tex_coords.xy, 0, 0), 0.0), gamma); }
// float4 tex2Dlod_linearize(const sampler2D tex, const float4 tex_coords, const int texel_off, const float gamma)
// { return decode_input(tex2Dlod(tex, float4(tex_coords.x, tex_coords.y, 0, 0), texel_off), gamma); }
#endif // _GAMMA_MANAGEMENT_H