@@ -1,8 +1,15 @@
/* SPDX-FileCopyrightText: 202 3 Blender Authors
/* SPDX-FileCopyrightText: 201 3 Jorge Jimenez <jorge@iryoku.com>
* SPDX-FileCopyrightText: 2013 Jose I. Echevarria <joseignacioechevarria@gmail.com>
* SPDX-FileCopyrightText: 2013 Belen Masia <bmasia@unizar.es>
* SPDX-FileCopyrightText: 2013 Fernando Navarro <fernandn@microsoft.com>
* SPDX-FileCopyrightText: 2013 Diego Gutierrez <diegog@unizar.es>
* SPDX-FileCopyrightText: 2019-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
* SPDX-License-Identifier: MIT AND GPL-2.0-or-later */
# include "BLI_assert.h"
# include "BLI_math_vector.hh"
# include "BLI_smaa_textures.h"
# include "IMB_colormanagement.hh"
@@ -19,30 +26,1403 @@
namespace blender : : realtime_compositor {
static void set_shader_luminance_coefficients ( GPUShader * shader , ResultType type )
/**
* _______ ___ ___ ___ ___
* / || \/ | / \ / \
* | (---- | \ / | / ^ \ / ^ \
* \ \ | |\/| | / /_\ \ / /_\ \
* ----) | | | | | / _____ \ / _____ \
* |_______/ |__| |__| /__/ \__\ /__/ \__\
*
* E N H A N C E D
* S U B P I X E L M O R P H O L O G I C A L A N T I A L I A S I N G
*
* http://www.iryoku.com/smaa/
*
* Hi, welcome aboard!
*
* Here you'll find instructions to get the shader up and running as fast as
* possible.
*
* IMPORTANTE NOTICE: when updating, remember to update both this file and the
* precomputed textures! They may change from version to version.
*
* The shader has three passes, chained together as follows:
*
* |input|------------------<2D>
* v |
* [ SMAA*EdgeDetection ] |
* v |
* |edgesTex| |
* v |
* [ SMAABlendingWeightCalculation ] |
* v |
* |blendTex| |
* v |
* [ SMAANeighborhoodBlending ] <------<2D>
* v
* |output|
*
* Note that each [pass] has its own vertex and pixel shader. Remember to use
* over-sized triangles instead of quads to avoid over-shading along the
* diagonal.
*
* You've three edge detection methods to choose from: luma, color or depth.
* They represent different quality/performance and anti-aliasing/sharpness
* tradeoffs, so our recommendation is for you to choose the one that best
* suits your particular scenario:
*
* - Depth edge detection is usually the fastest but it may miss some edges.
*
* - Luma edge detection is usually more expensive than depth edge detection,
* but catches visible edges that depth edge detection can miss.
*
* - Color edge detection is usually the most expensive one but catches
* chroma-only edges.
*
* For quick-starters: just use luma edge detection.
*
* The general advice is to not rush the integration process and ensure each
* step is done correctly (don't try to integrate SMAA T2x with predicated edge
* detection from the start!). Ok then, let's go!
*
* 1. The first step is to create two RGBA temporal render targets for holding
* |edgesTex| and |blendTex|.
*
* In DX10 or DX11, you can use a RG render target for the edges texture.
* In the case of NVIDIA GPUs, using RG render targets seems to actually be
* slower.
*
* On the Xbox 360, you can use the same render target for resolving both
* |edgesTex| and |blendTex|, as they aren't needed simultaneously.
*
* 2. Both temporal render targets |edgesTex| and |blendTex| must be cleared
* each frame. Do not forget to clear the alpha channel!
*
* 3. The next step is loading the two supporting precalculated textures,
* 'areaTex' and 'searchTex'. You'll find them in the 'Textures' folder as
* C++ headers, and also as regular DDS files. They'll be needed for the
* 'SMAABlendingWeightCalculation' pass.
*
* If you use the C++ headers, be sure to load them in the format specified
* inside of them.
*
* You can also compress 'areaTex' and 'searchTex' using BC5 and BC4
* respectively, if you have that option in your content processor pipeline.
* When compressing then, you get a non-perceptible quality decrease, and a
* marginal performance increase.
*
* 4. All samplers must be set to linear filtering and clamp.
*
* After you get the technique working, remember that 64-bit inputs have
* half-rate linear filtering on GCN.
*
* If SMAA is applied to 64-bit color buffers, switching to point filtering
* when accessing them will increase the performance. Search for
* 'SMAASamplePoint' to see which textures may benefit from point
* filtering, and where (which is basically the color input in the edge
* detection and resolve passes).
*
* 5. All texture reads and buffer writes must be non-sRGB, with the exception
* of the input read and the output write in
* 'SMAANeighborhoodBlending' (and only in this pass!). If sRGB reads in
* this last pass are not possible, the technique will work anyway, but
* will perform anti-aliasing in gamma space.
*
* IMPORTANT: for best results the input read for the color/luma edge
* detection should *NOT* be sRGB.
*
* 6. Before including SMAA.h you'll have to setup the render target metrics,
* the target and any optional configuration defines. Optionally you can
* use a preset.
*
* You have the following targets available:
* SMAA_HLSL_3
* SMAA_HLSL_4
* SMAA_HLSL_4_1
* SMAA_GLSL_3 *
* SMAA_GLSL_4 *
*
* * (See SMAA_INCLUDE_VS and SMAA_INCLUDE_PS below).
*
* And four presets:
* SMAA_PRESET_LOW (%60 of the quality)
* SMAA_PRESET_MEDIUM (%80 of the quality)
* SMAA_PRESET_HIGH (%95 of the quality)
* SMAA_PRESET_ULTRA (%99 of the quality)
*
* For example:
* #define SMAA_RT_METRICS float4(1.0 / 1280.0, 1.0 / 720.0, 1280.0, 720.0)
* #define SMAA_HLSL_4
* #define SMAA_PRESET_HIGH
* #include "SMAA.h"
*
* Note that SMAA_RT_METRICS doesn't need to be a macro, it can be a
* uniform variable. The code is designed to minimize the impact of not
* using a constant value, but it is still better to hard-code it.
*
* Depending on how you encoded 'areaTex' and 'searchTex', you may have to
* add (and customize) the following defines before including SMAA.h:
* #define SMAA_AREATEX_SELECT(sample) sample.rg
* #define SMAA_SEARCHTEX_SELECT(sample) sample.r
*
* If your engine is already using porting macros, you can define
* SMAA_CUSTOM_SL, and define the porting functions by yourself.
*
* 7. Then, you'll have to setup the passes as indicated in the scheme above.
* You can take a look into SMAA.fx, to see how we did it for our demo.
* Checkout the function wrappers, you may want to copy-paste them!
*
* 8. It's recommended to validate the produced |edgesTex| and |blendTex|.
* You can use a screenshot from your engine to compare the |edgesTex|
* and |blendTex| produced inside of the engine with the results obtained
* with the reference demo.
*
* 9. After you get the last pass to work, it's time to optimize. You'll have
* to initialize a stencil buffer in the first pass (discard is already in
* the code), then mask execution by using it the second pass. The last
* pass should be executed in all pixels.
*
*
* After this point you can choose to enable predicated thresholding,
* temporal supersampling and motion blur integration:
*
* a) If you want to use predicated thresholding, take a look into
* SMAA_PREDICATION; you'll need to pass an extra texture in the edge
* detection pass.
*
* b) If you want to enable temporal supersampling (SMAA T2x):
*
* 1. The first step is to render using sub-pixel jitters. I won't go into
* detail, but it's as simple as moving each vertex position in the
* vertex shader, you can check how we do it in our DX10 demo.
*
* 2. Then, you must setup the temporal resolve. You may want to take a look
* into SMAAResolve for resolving 2x modes. After you get it working, you'll
* probably see ghosting everywhere. But fear not, you can enable the
* CryENGINE temporal reprojection by setting the SMAA_REPROJECTION macro.
* Check out SMAA_DECODE_VELOCITY if your velocity buffer is encoded.
*
* 3. The next step is to apply SMAA to each sub-pixel jittered frame, just as
* done for 1x.
*
* 4. At this point you should already have something usable, but for best
* results the proper area textures must be set depending on current jitter.
* For this, the parameter 'subsampleIndices' of
* 'SMAABlendingWeightCalculationPS' must be set as follows, for our T2x
* mode:
*
* @SUBSAMPLE_INDICES
*
* | S# | Camera Jitter | subsampleIndices |
* +----+------------------+---------------------+
* | 0 | ( 0.25, -0.25) | float4(1, 1, 1, 0) |
* | 1 | (-0.25, 0.25) | float4(2, 2, 2, 0) |
*
* These jitter positions assume a bottom-to-top y axis. S# stands for the
* sample number.
*
* More information about temporal supersampling here:
* http://iryoku.com/aacourse/downloads/13-Anti-Aliasing-Methods-in-CryENGINE-3.pdf
*
* c) If you want to enable spatial multisampling (SMAA S2x):
*
* 1. The scene must be rendered using MSAA 2x. The MSAA 2x buffer must be
* created with:
* - DX10: see below (*)
* - DX10.1: D3D10_STANDARD_MULTISAMPLE_PATTERN or
* - DX11: D3D11_STANDARD_MULTISAMPLE_PATTERN
*
* This allows to ensure that the subsample order matches the table in
* @SUBSAMPLE_INDICES.
*
* (*) In the case of DX10, we refer the reader to:
* - SMAA::detectMSAAOrder and
* - SMAA::msaaReorder
*
* These functions allow matching the standard multisample patterns by
* detecting the subsample order for a specific GPU, and reordering
* them appropriately.
*
* 2. A shader must be run to output each subsample into a separate buffer
* (DX10 is required). You can use SMAASeparate for this purpose, or just do
* it in an existing pass (for example, in the tone mapping pass, which has
* the advantage of feeding tone mapped subsamples to SMAA, which will yield
* better results).
*
* 3. The full SMAA 1x pipeline must be run for each separated buffer, storing
* the results in the final buffer. The second run should alpha blend with
* the existing final buffer using a blending factor of 0.5.
* 'subsampleIndices' must be adjusted as in the SMAA T2x case (see point
* b).
*
* d) If you want to enable temporal supersampling on top of SMAA S2x
* (which actually is SMAA 4x):
*
* 1. SMAA 4x consists on temporally jittering SMAA S2x, so the first step is
* to calculate SMAA S2x for current frame. In this case, 'subsampleIndices'
* must be set as follows:
*
* | F# | S# | Camera Jitter | Net Jitter | subsampleIndices |
* +----+----+--------------------+-------------------+----------------------+
* | 0 | 0 | ( 0.125, 0.125) | ( 0.375, -0.125) | float4(5, 3, 1, 3) |
* | 0 | 1 | ( 0.125, 0.125) | (-0.125, 0.375) | float4(4, 6, 2, 3) |
* +----+----+--------------------+-------------------+----------------------+
* | 1 | 2 | (-0.125, -0.125) | ( 0.125, -0.375) | float4(3, 5, 1, 4) |
* | 1 | 3 | (-0.125, -0.125) | (-0.375, 0.125) | float4(6, 4, 2, 4) |
*
* These jitter positions assume a bottom-to-top y axis. F# stands for the
* frame number. S# stands for the sample number.
*
* 2. After calculating SMAA S2x for current frame (with the new subsample
* indices), previous frame must be reprojected as in SMAA T2x mode (see
* point b).
*
* e) If motion blur is used, you may want to do the edge detection pass
* together with motion blur. This has two advantages:
*
* 1. Pixels under heavy motion can be omitted from the edge detection process.
* For these pixels we can just store "no edge", as motion blur will take
* care of them.
* 2. The center pixel tap is reused.
*
* Note that in this case depth testing should be used instead of stenciling,
* as we have to write all the pixels in the motion blur pass.
*
* That's it!
*/
/* ----------------------------------------------------------------------------
* Blender's Defines */
# define SMAA_CUSTOM_SL
# define SMAA_AREATEX_SELECT(sample) sample.xy()
# define SMAA_SEARCHTEX_SELECT(sample) sample.x
# define SMAATexture2D(tex) const Result &tex
# define SMAATexturePass2D(tex) tex
# define SMAASampleLevelZero(tex, coord) tex.sample_bilinear_extended(coord)
# define SMAASampleLevelZeroPoint(tex, coord) tex.sample_bilinear_extended(coord)
# define SMAASampleLevelZeroOffset(tex, coord, offset, size) \
tex.sample_bilinear_extended(coord + float2(offset) / float2(size))
# define SMAASample(tex, coord) tex.sample_bilinear_extended(coord)
# define SMAASamplePoint(tex, coord) tex.sample_nearest_extended(coord)
# define SMAASamplePointOffset(tex, coord, offset, size) \
tex.sample_nearest_extended(coord + float2(offset) / float2(size))
# define SMAASampleOffset(tex, coord, offset, size) \
tex.sample_bilinear_extended(coord + float2(offset) / float2(size))
# define SMAA_FLATTEN
# define SMAA_BRANCH
# define lerp(a, b, t) math::interpolate(a, b, t)
# define saturate(a) math::clamp(a, 0.0f, 1.0f)
# define mad(a, b, c) (a * b + c)
/* ----------------------------------------------------------------------------
* SMAA Presets */
/**
* Note that if you use one of these presets, the following configuration
* macros will be ignored if set in the "Configurable Defines" section.
*/
# if defined(SMAA_PRESET_LOW)
# define SMAA_THRESHOLD 0.15f
# define SMAA_MAX_SEARCH_STEPS 4
# define SMAA_DISABLE_DIAG_DETECTION
# define SMAA_DISABLE_CORNER_DETECTION
# elif defined(SMAA_PRESET_MEDIUM)
# define SMAA_THRESHOLD 0.1f
# define SMAA_MAX_SEARCH_STEPS 8
# define SMAA_DISABLE_DIAG_DETECTION
# define SMAA_DISABLE_CORNER_DETECTION
# elif defined(SMAA_PRESET_HIGH)
# define SMAA_THRESHOLD 0.1f
# define SMAA_MAX_SEARCH_STEPS 16
# define SMAA_MAX_SEARCH_STEPS_DIAG 8
# define SMAA_CORNER_ROUNDING 25
# elif defined(SMAA_PRESET_ULTRA)
# define SMAA_THRESHOLD 0.05f
# define SMAA_MAX_SEARCH_STEPS 32
# define SMAA_MAX_SEARCH_STEPS_DIAG 16
# define SMAA_CORNER_ROUNDING 25
# endif
/* ----------------------------------------------------------------------------
* Configurable Defines */
/**
* SMAA_THRESHOLD specifies the threshold or sensitivity to edges.
* Lowering this value you will be able to detect more edges at the expense of
* performance.
*
* Range: [0, 0.5]
* 0.1 is a reasonable value, and allows to catch most visible edges.
* 0.05 is a rather overkill value, that allows to catch 'em all.
*
* If temporal supersampling is used, 0.2 could be a reasonable value, as low
* contrast edges are properly filtered by just 2x.
*/
# ifndef SMAA_THRESHOLD
# define SMAA_THRESHOLD 0.1f
# endif
/**
* SMAA_DEPTH_THRESHOLD specifies the threshold for depth edge detection.
*
* Range: depends on the depth range of the scene.
*/
# ifndef SMAA_DEPTH_THRESHOLD
# define SMAA_DEPTH_THRESHOLD (0.1f * SMAA_THRESHOLD)
# endif
/**
* SMAA_MAX_SEARCH_STEPS specifies the maximum steps performed in the
* horizontal/vertical pattern searches, at each side of the pixel.
*
* In number of pixels, it's actually the double. So the maximum line length
* perfectly handled by, for example 16, is 64 (by perfectly, we meant that
* longer lines won't look as good, but still anti-aliased).
*
* Range: [0, 112]
*/
# ifndef SMAA_MAX_SEARCH_STEPS
# define SMAA_MAX_SEARCH_STEPS 16
# endif
/**
* SMAA_MAX_SEARCH_STEPS_DIAG specifies the maximum steps performed in the
* diagonal pattern searches, at each side of the pixel. In this case we jump
* one pixel at time, instead of two.
*
* Range: [0, 20]
*
* On high-end machines it is cheap (between a 0.8x and 0.9x slower for 16
* steps), but it can have a significant impact on older machines.
*
* Define SMAA_DISABLE_DIAG_DETECTION to disable diagonal processing.
*/
# ifndef SMAA_MAX_SEARCH_STEPS_DIAG
# define SMAA_MAX_SEARCH_STEPS_DIAG 8
# endif
/**
* SMAA_CORNER_ROUNDING specifies how much sharp corners will be rounded.
*
* Range: [0, 100]
*
* Define SMAA_DISABLE_CORNER_DETECTION to disable corner processing.
*/
# ifndef SMAA_CORNER_ROUNDING
# define SMAA_CORNER_ROUNDING 25
# endif
/**
* If there is an neighbor edge that has SMAA_LOCAL_CONTRAST_FACTOR times
* bigger contrast than current edge, current edge will be discarded.
*
* This allows to eliminate spurious crossing edges, and is based on the fact
* that, if there is too much contrast in a direction, that will hide
* perceptually contrast in the other neighbors.
*/
# ifndef SMAA_LOCAL_CONTRAST_ADAPTATION_FACTOR
# define SMAA_LOCAL_CONTRAST_ADAPTATION_FACTOR 2.0f
# endif
/**
* Predicated thresholding allows to better preserve texture details and to
* improve performance, by decreasing the number of detected edges using an
* additional buffer like the light accumulation buffer, object ids or even the
* depth buffer (the depth buffer usage may be limited to indoor or short range
* scenes).
*
* It locally decreases the luma or color threshold if an edge is found in an
* additional buffer (so the global threshold can be higher).
*
* This method was developed by Playstation EDGE MLAA team, and used in
* Killzone 3, by using the light accumulation buffer. More information here:
* http://iryoku.com/aacourse/downloads/06-MLAA-on-PS3.pptx
*/
# ifndef SMAA_PREDICATION
# define SMAA_PREDICATION 0
# endif
/**
* Threshold to be used in the additional predication buffer.
*
* Range: depends on the input, so you'll have to find the magic number that
* works for you.
*/
# ifndef SMAA_PREDICATION_THRESHOLD
# define SMAA_PREDICATION_THRESHOLD 0.01f
# endif
/**
* How much to scale the global threshold used for luma or color edge
* detection when using predication.
*
* Range: [1, 5]
*/
# ifndef SMAA_PREDICATION_SCALE
# define SMAA_PREDICATION_SCALE 2.0f
# endif
/**
* How much to locally decrease the threshold.
*
* Range: [0, 1]
*/
# ifndef SMAA_PREDICATION_STRENGTH
# define SMAA_PREDICATION_STRENGTH 0.4f
# endif
/**
* Temporal reprojection allows to remove ghosting artifacts when using
* temporal supersampling. We use the CryEngine 3 method which also introduces
* velocity weighting. This feature is of extreme importance for totally
* removing ghosting. More information here:
* http://iryoku.com/aacourse/downloads/13-Anti-Aliasing-Methods-in-CryENGINE-3.pdf
*
* Note that you'll need to setup a velocity buffer for enabling reprojection.
* For static geometry, saving the previous depth buffer is a viable
* alternative.
*/
# ifndef SMAA_REPROJECTION
# define SMAA_REPROJECTION 0
# endif
/**
* SMAA_REPROJECTION_WEIGHT_SCALE controls the velocity weighting. It allows to
* remove ghosting trails behind the moving object, which are not removed by
* just using reprojection. Using low values will exhibit ghosting, while using
* high values will disable temporal supersampling under motion.
*
* Behind the scenes, velocity weighting removes temporal supersampling when
* the velocity of the subsamples differs (meaning they are different objects).
*
* Range: [0, 80]
*/
# ifndef SMAA_REPROJECTION_WEIGHT_SCALE
# define SMAA_REPROJECTION_WEIGHT_SCALE 30.0f
# endif
/**
* On some compilers, discard cannot be used in vertex shaders. Thus, they need
* to be compiled separately.
*/
# ifndef SMAA_INCLUDE_VS
# define SMAA_INCLUDE_VS 1
# endif
# ifndef SMAA_INCLUDE_PS
# define SMAA_INCLUDE_PS 1
# endif
/* ----------------------------------------------------------------------------
* Texture Access Defines */
# ifndef SMAA_AREATEX_SELECT
# if defined(SMAA_HLSL_3)
# define SMAA_AREATEX_SELECT(sample) sample.ra
# else
# define SMAA_AREATEX_SELECT(sample) sample.rg
# endif
# endif
# ifndef SMAA_SEARCHTEX_SELECT
# define SMAA_SEARCHTEX_SELECT(sample) sample.r
# endif
# ifndef SMAA_DECODE_VELOCITY
# define SMAA_DECODE_VELOCITY(sample) sample.rg
# endif
/* ----------------------------------------------------------------------------
* Non-Configurable Defines */
# define SMAA_AREATEX_MAX_DISTANCE 16
# define SMAA_AREATEX_MAX_DISTANCE_DIAG 20
# define SMAA_AREATEX_PIXEL_SIZE (1.0f / float2(160.0f, 560.0f))
# define SMAA_AREATEX_SUBTEX_SIZE (1.0f / 7.0f)
# define SMAA_SEARCHTEX_SIZE float2(66.0f, 33.0f)
# define SMAA_SEARCHTEX_PACKED_SIZE float2(64.0f, 16.0f)
# define SMAA_CORNER_ROUNDING_NORM (float(SMAA_CORNER_ROUNDING) / 100.0f)
/* ----------------------------------------------------------------------------
* Porting Functions */
# if defined(SMAA_HLSL_3)
# define SMAATexture2D(tex) sampler2D tex
# define SMAATexturePass2D(tex) tex
# define SMAASampleLevelZero(tex, coord) tex2Dlod(tex, float4(coord, 0.0, 0.0))
# define SMAASampleLevelZeroPoint(tex, coord) tex2Dlod(tex, float4(coord, 0.0, 0.0))
/* clang-format off */
# define SMAASampleLevelZeroOffset(tex, coord, offset) tex2Dlod(tex, float4(coord + offset * SMAA_RT_METRICS.xy, 0.0, 0.0))
/* clang-format on */
# define SMAASample(tex, coord) tex2D(tex, coord)
# define SMAASamplePoint(tex, coord) tex2D(tex, coord)
# define SMAASampleOffset(tex, coord, offset) tex2D(tex, coord + offset * SMAA_RT_METRICS.xy)
# define SMAA_FLATTEN [flatten]
# define SMAA_BRANCH [branch]
# endif
# if defined(SMAA_HLSL_4) || defined(SMAA_HLSL_4_1)
SamplerState LinearSampler
{
Filter = MIN_MAG_LINEAR_MIP_POINT ;
AddressU = Clamp ;
AddressV = Clamp ;
} ;
SamplerState PointSampler
{
Filter = MIN_MAG_MIP_POINT ;
AddressU = Clamp ;
AddressV = Clamp ;
} ;
# define SMAATexture2D(tex) Texture2D tex
# define SMAATexturePass2D(tex) tex
# define SMAASampleLevelZero(tex, coord) tex.SampleLevel(LinearSampler, coord, 0)
# define SMAASampleLevelZeroPoint(tex, coord) tex.SampleLevel(PointSampler, coord, 0)
/* clang-format off */
# define SMAASampleLevelZeroOffset(tex, coord, offset) tex.SampleLevel(LinearSampler, coord, 0, offset)
/* clang-format on */
# define SMAASample(tex, coord) tex.Sample(LinearSampler, coord)
# define SMAASamplePoint(tex, coord) tex.Sample(PointSampler, coord)
# define SMAASampleOffset(tex, coord, offset) tex.Sample(LinearSampler, coord, offset)
# define SMAA_FLATTEN [flatten]
# define SMAA_BRANCH [branch]
# define SMAATexture2DMS2(tex) Texture2DMS<float4, 2> tex
# define SMAALoad(tex, pos, sample) tex.Load(pos, sample)
# if defined(SMAA_HLSL_4_1)
# define SMAAGather(tex, coord) tex.Gather(LinearSampler, coord, 0)
# endif
# endif
# if defined(SMAA_GLSL_3) || defined(SMAA_GLSL_4) || defined(GPU_METAL) || defined(GPU_VULKAN)
# define SMAATexture2D(tex) sampler2D tex
# define SMAATexturePass2D(tex) tex
# define SMAASampleLevelZero(tex, coord) textureLod(tex, coord, 0.0)
# define SMAASampleLevelZeroPoint(tex, coord) textureLod(tex, coord, 0.0)
# define SMAASampleLevelZeroOffset(tex, coord, offset) textureLodOffset(tex, coord, 0.0, offset)
# define SMAASample(tex, coord) texture(tex, coord)
# define SMAASamplePoint(tex, coord) texture(tex, coord)
# define SMAASampleOffset(tex, coord, offset) texture(tex, coord, offset)
# define SMAA_FLATTEN
# define SMAA_BRANCH
# define lerp(a, b, t) mix(a, b, t)
# define saturate(a) clamp(a, 0.0, 1.0)
# if defined(SMAA_GLSL_4)
# define SMAAGather(tex, coord) textureGather(tex, coord)
# endif
# if defined(SMAA_GLSL_4)
# define mad(a, b, c) fma(a, b, c)
# elif defined(GPU_VULKAN)
/* NOTE(Vulkan) mad macro doesn't work, define each override as work-around. */
vec4 mad ( vec4 a , vec4 b , vec4 c )
{
return fma ( a , b , c ) ;
}
vec3 mad ( vec3 a , vec3 b , vec3 c )
{
return fma ( a , b , c ) ;
}
vec2 mad ( vec2 a , vec2 b , vec2 c )
{
return fma ( a , b , c ) ;
}
float mad ( float a , float b , float c )
{
return fma ( a , b , c ) ;
}
# else
# define mad(a, b, c) (a * b + c)
# endif
/* NOTE(Metal): Types already natively declared in MSL. */
# ifndef GPU_METAL
# define float2 vec2
# define float3 vec3
# define float4 vec4
# define int2 ivec2
# define int3 ivec3
# define int4 ivec4
# define bool2 bvec2
# define bool3 bvec3
# define bool4 bvec4
# endif
# endif
/* clang-format off */
# if !defined(SMAA_HLSL_3) && !defined(SMAA_HLSL_4) && !defined(SMAA_HLSL_4_1) && !defined(SMAA_GLSL_3) && !defined(SMAA_GLSL_4) && !defined(SMAA_CUSTOM_SL)
# error you must define the shading language: SMAA_HLSL_*, SMAA_GLSL_* or SMAA_CUSTOM_SL
# endif
/* clang-format on */
/* ----------------------------------------------------------------------------
* Misc functions */
/**
* Conditional move:
*/
static void SMAAMovc ( float2 cond , float2 & variable , float2 value )
{
/* Use select function (select(genType A, genType B, genBType cond)). */
variable = math : : interpolate ( variable , value , cond ) ;
}
static void SMAAMovc ( float4 cond , float4 & variable , float4 value )
{
/* Use select function (select(genType A, genType B, genBType cond)). */
variable = math : : interpolate ( variable , value , cond ) ;
}
# if SMAA_INCLUDE_VS
/* ----------------------------------------------------------------------------
* Vertex Shaders */
/**
* Edge Detection Vertex Shader
*/
static void SMAAEdgeDetectionVS ( float2 texcoord , int2 size , float4 offset [ 3 ] )
{
offset [ 0 ] = float4 ( texcoord . xy ( ) , texcoord . xy ( ) ) +
float4 ( - 1.0f , 0.0f , 0.0f , - 1.0f ) / float4 ( size , size ) ;
offset [ 1 ] = float4 ( texcoord . xy ( ) , texcoord . xy ( ) ) +
float4 ( 1.0f , 0.0f , 0.0f , 1.0f ) / float4 ( size , size ) ;
offset [ 2 ] = float4 ( texcoord . xy ( ) , texcoord . xy ( ) ) +
float4 ( - 2.0f , 0.0f , 0.0f , - 2.0f ) / float4 ( size , size ) ;
}
/**
* Blend Weight Calculation Vertex Shader
*/
static void SMAABlendingWeightCalculationVS ( float2 texcoord ,
int2 size ,
float2 & pixcoord ,
float4 offset [ 3 ] )
{
pixcoord = texcoord * float2 ( size ) ;
/* We will use these offsets for the searches later on (see @PSEUDO_GATHER4): */
offset [ 0 ] = float4 ( texcoord . xy ( ) , texcoord . xy ( ) ) +
float4 ( - 0.25f , - 0.125f , 1.25f , - 0.125f ) / float4 ( size , size ) ;
offset [ 1 ] = float4 ( texcoord . xy ( ) , texcoord . xy ( ) ) +
float4 ( - 0.125f , - 0.25f , - 0.125f , 1.25f ) / float4 ( size , size ) ;
/* And these for the searches, they indicate the ends of the loops: */
offset [ 2 ] = float4 ( offset [ 0 ] . x , offset [ 0 ] . z , offset [ 1 ] . y , offset [ 1 ] . w ) +
( float4 ( - 2.0f , 2.0f , - 2.0f , 2.0f ) * float ( SMAA_MAX_SEARCH_STEPS ) ) /
float4 ( float2 ( size . x ) , float2 ( size . y ) ) ;
}
/**
* Neighborhood Blending Vertex Shader
*/
static void SMAANeighborhoodBlendingVS ( float2 texcoord , int2 size , float4 & offset )
{
offset = float4 ( texcoord , texcoord ) + float4 ( 1.0f , 0.0f , 0.0f , 1.0f ) / float4 ( size , size ) ;
}
# endif /* SMAA_INCLUDE_VS */
/**
* Luma Edge Detection
*
* IMPORTANT NOTICE: luma edge detection requires gamma-corrected colors, and
* thus 'colorTex' should be a non-sRGB texture.
*/
static float2 SMAALumaEdgeDetectionPS ( float2 texcoord ,
float4 offset [ 3 ] ,
SMAATexture2D ( colorTex ) ,
# if SMAA_PREDICATION
SMAATexture2D ( predicationTex ) ,
# endif
float edge_threshold ,
float3 luminance_coefficients ,
float local_contrast_adaptation_factor )
{
# if SMAA_PREDICATION
float2 threshold = SMAACalculatePredicatedThreshold (
texcoord , offset , SMAATexturePass2D ( predicationTex ) ) ;
# else
/* Calculate the threshold: */
float2 threshold = float2 ( edge_threshold , edge_threshold ) ;
# endif
/* Calculate lumas: */
// float4 weights = float4(0.2126, 0.7152, 0.0722, 0.0);
float4 weights = float4 ( luminance_coefficients , 0.0f ) ;
float L = math : : dot ( SMAASamplePoint ( colorTex , texcoord ) , weights ) ;
float Lleft = math : : dot ( SMAASamplePoint ( colorTex , offset [ 0 ] . xy ( ) ) , weights ) ;
float Ltop = math : : dot ( SMAASamplePoint ( colorTex , offset [ 0 ] . zw ( ) ) , weights ) ;
/* We do the usual threshold: */
float4 delta ;
float2 delta_left_top = math : : abs ( L - float2 ( Lleft , Ltop ) ) ;
delta . x = delta_left_top . x ;
delta . y = delta_left_top . y ;
float2 edges = math : : step ( threshold , delta . xy ( ) ) ;
/* Then return early if there is no edge: */
if ( math : : dot ( edges , float2 ( 1.0f , 1.0f ) ) = = 0.0f ) {
return float2 ( 0.0f ) ;
}
/* Calculate right and bottom deltas: */
float Lright = math : : dot ( SMAASamplePoint ( colorTex , offset [ 1 ] . xy ( ) ) , weights ) ;
float Lbottom = math : : dot ( SMAASamplePoint ( colorTex , offset [ 1 ] . zw ( ) ) , weights ) ;
float2 delta_right_bottom = math : : abs ( L - float2 ( Lright , Lbottom ) ) ;
delta . z = delta_right_bottom . x ;
delta . w = delta_right_bottom . y ;
/* Calculate the maximum delta in the direct neighborhood: */
float2 maxDelta = math : : max ( delta . xy ( ) , delta . zw ( ) ) ;
/* Calculate left-left and top-top deltas: */
float Lleftleft = math : : dot ( SMAASamplePoint ( colorTex , offset [ 2 ] . xy ( ) ) , weights ) ;
float Ltoptop = math : : dot ( SMAASamplePoint ( colorTex , offset [ 2 ] . zw ( ) ) , weights ) ;
float2 delta_left_left_top_top = math : : abs ( float2 ( Lleft , Ltop ) - float2 ( Lleftleft , Ltoptop ) ) ;
delta . z = delta_left_left_top_top . x ;
delta . w = delta_left_left_top_top . y ;
/* Calculate the final maximum delta: */
maxDelta = math : : max ( maxDelta . xy ( ) , delta . zw ( ) ) ;
float finalDelta = math : : max ( maxDelta . x , maxDelta . y ) ;
/* Local contrast adaptation: */
edges * = math : : step ( finalDelta , local_contrast_adaptation_factor * delta . xy ( ) ) ;
return edges ;
}
/* ----------------------------------------------------------------------------
* Diagonal Search Functions */
# if !defined(SMAA_DISABLE_DIAG_DETECTION)
/**
* Allows to decode two binary values from a bilinear-filtered access.
*/
static float2 SMAADecodeDiagBilinearAccess ( float2 e )
{
/* Bilinear access for fetching 'e' have a 0.25 offset, and we are
* interested in the R and G edges:
*
* +---G---+-------+
* | x o R x |
* +-------+-------+
*
* Then, if one of these edge is enabled:
* Red: `(0.75 * X + 0.25 * 1) => 0.25 or 1.0`
* Green: `(0.75 * 1 + 0.25 * X) => 0.75 or 1.0`
*
* This function will unpack the values `(mad + mul + round)`:
* wolframalpha.com: `round(x * abs(5 * x - 5 * 0.75))` plot 0 to 1
*/
e . x = e . x * math : : abs ( 5.0f * e . x - 5.0f * 0.75f ) ;
return math : : round ( e ) ;
}
static float4 SMAADecodeDiagBilinearAccess ( float4 e )
{
e . x = e . x * math : : abs ( 5.0f * e . x - 5.0f * 0.75f ) ;
e . z = e . z * math : : abs ( 5.0f * e . z - 5.0f * 0.75f ) ;
return math : : round ( e ) ;
}
/**
* These functions allows to perform diagonal pattern searches.
*/
static float2 SMAASearchDiag1 (
SMAATexture2D ( edgesTex ) , float2 texcoord , float2 dir , int2 size , float2 & e )
{
float4 coord = float4 ( texcoord , - 1.0f , 1.0f ) ;
float3 t = float3 ( 1.0f / float2 ( size ) , 1.0f ) ;
while ( coord . z < float ( SMAA_MAX_SEARCH_STEPS_DIAG - 1 ) & & coord . w > 0.9f ) {
float3 increment = mad ( t , float3 ( dir , 1.0f ) , coord . xyz ( ) ) ;
coord . x = increment . x ;
coord . y = increment . y ;
coord . z = increment . z ;
e = SMAASamplePoint ( edgesTex , coord . xy ( ) ) . xy ( ) ;
coord . w = math : : dot ( e , float2 ( 0.5f , 0.5f ) ) ;
}
return coord . zw ( ) ;
}
static float2 SMAASearchDiag2 (
SMAATexture2D ( edgesTex ) , float2 texcoord , float2 dir , int2 size , float2 & e )
{
float4 coord = float4 ( texcoord , - 1.0f , 1.0f ) ;
coord . x + = 0.25f / size . x ; /* See @SearchDiag2Optimization */
float3 t = float3 ( 1.0f / float2 ( size ) , 1.0f ) ;
while ( coord . z < float ( SMAA_MAX_SEARCH_STEPS_DIAG - 1 ) & & coord . w > 0.9f ) {
float3 increment = mad ( t , float3 ( dir , 1.0f ) , coord . xyz ( ) ) ;
coord . x = increment . x ;
coord . y = increment . y ;
coord . z = increment . z ;
/* @SearchDiag2Optimization */
/* Fetch both edges at once using bilinear filtering: */
e = SMAASampleLevelZero ( edgesTex , coord . xy ( ) ) . xy ( ) ;
e = SMAADecodeDiagBilinearAccess ( e ) ;
/* Non-optimized version: */
// e.g = SMAASampleLevelZero(edgesTex, coord.xy).g;
// e.r = SMAASampleLevelZeroOffset(edgesTex, coord.xy, int2(1, 0), size).r;
coord . w = math : : dot ( e , float2 ( 0.5f , 0.5f ) ) ;
}
return coord . zw ( ) ;
}
/**
* Similar to SMAAArea, this calculates the area corresponding to a certain
* diagonal distance and crossing edges 'e'.
*/
static float2 SMAAAreaDiag ( SMAATexture2D ( areaTex ) , float2 dist , float2 e , float offset )
{
float2 texcoord = mad (
float2 ( SMAA_AREATEX_MAX_DISTANCE_DIAG , SMAA_AREATEX_MAX_DISTANCE_DIAG ) , e , dist ) ;
/* We do a scale and bias for mapping to texel space: */
texcoord = mad ( SMAA_AREATEX_PIXEL_SIZE , texcoord , 0.5f * SMAA_AREATEX_PIXEL_SIZE ) ;
/* Diagonal areas are on the second half of the texture: */
texcoord . x + = 0.5f ;
/* Move to proper place, according to the sub-pixel offset: */
texcoord . y + = SMAA_AREATEX_SUBTEX_SIZE * offset ;
/* Do it! */
return SMAA_AREATEX_SELECT ( SMAASampleLevelZero ( areaTex , texcoord ) ) ;
}
/**
* This searches for diagonal patterns and returns the corresponding weights.
*/
static float2 SMAACalculateDiagWeights ( SMAATexture2D ( edgesTex ) ,
SMAATexture2D ( areaTex ) ,
float2 texcoord ,
float2 e ,
float4 subsampleIndices ,
int2 size )
{
float2 weights = float2 ( 0.0f , 0.0f ) ;
/* Search for the line ends: */
float4 d ;
float2 end ;
if ( e . x > 0.0f ) {
float2 negative_diagonal = SMAASearchDiag1 (
SMAATexturePass2D ( edgesTex ) , texcoord , float2 ( - 1.0f , 1.0f ) , size , end ) ;
d . x = negative_diagonal . x ;
d . z = negative_diagonal . y ;
d . x + = float ( end . y > 0.9f ) ;
}
else {
d . x = 0.0f ;
d . z = 0.0f ;
}
float2 positive_diagonal = SMAASearchDiag1 (
SMAATexturePass2D ( edgesTex ) , texcoord , float2 ( 1.0 , - 1.0 ) , size , end ) ;
d . y = positive_diagonal . x ;
d . w = positive_diagonal . y ;
SMAA_BRANCH
if ( d . x + d . y > 2.0f ) { /* `d.x + d.y + 1 > 3`. */
/* Fetch the crossing edges: */
float4 coords = float4 ( texcoord , texcoord ) +
float4 ( - d . x + 0.25f , d . x , d . y , - d . y - 0.25f ) / float4 ( size , size ) ;
float4 c ;
float2 left_edge = SMAASampleLevelZeroOffset ( edgesTex , coords . xy ( ) , int2 ( - 1 , 0 ) , size ) . xy ( ) ;
float2 right_edge = SMAASampleLevelZeroOffset ( edgesTex , coords . zw ( ) , int2 ( 1 , 0 ) , size ) . xy ( ) ;
c . x = left_edge . x ;
c . y = left_edge . y ;
c . z = right_edge . x ;
c . w = right_edge . y ;
float4 decoded_access = SMAADecodeDiagBilinearAccess ( c ) ;
c . y = decoded_access . x ;
c . x = decoded_access . y ;
c . w = decoded_access . z ;
c . z = decoded_access . w ;
/* Non-optimized version: */
// float4 coords = mad(float4(-d.x, d.x, d.y, -d.y), SMAA_RT_METRICS.xyxy, texcoord.xyxy);
// float4 c;
// c.x = SMAASampleLevelZeroOffset(edgesTex, coords.xy, int2(-1, 0), size).g;
// c.y = SMAASampleLevelZeroOffset(edgesTex, coords.xy, int2( 0, 0), size).r;
// c.z = SMAASampleLevelZeroOffset(edgesTex, coords.zw, int2( 1, 0), size).g;
// c.w = SMAASampleLevelZeroOffset(edgesTex, coords.zw, int2( 1, -1), size).r;
/* Merge crossing edges at each side into a single value: */
float2 cc = mad ( float2 ( 2.0f , 2.0f ) , float2 ( c . x , c . z ) , float2 ( c . y , c . w ) ) ;
/* Remove the crossing edge if we didn't found the end of the line: */
SMAAMovc ( math : : step ( 0.9f , d . zw ( ) ) , cc , float2 ( 0.0f , 0.0f ) ) ;
/* Fetch the areas for this line: */
weights + = SMAAAreaDiag ( SMAATexturePass2D ( areaTex ) , d . xy ( ) , cc , subsampleIndices . z ) ;
}
/* Search for the line ends: */
float2 negative_diagonal = SMAASearchDiag2 (
SMAATexturePass2D ( edgesTex ) , texcoord , float2 ( - 1.0f , - 1.0f ) , size , end ) ;
d . x = negative_diagonal . x ;
d . z = negative_diagonal . y ;
if ( SMAASamplePointOffset ( edgesTex , texcoord , int2 ( 1 , 0 ) , size ) . x > 0.0f ) {
float2 positive_diagonal = SMAASearchDiag2 (
SMAATexturePass2D ( edgesTex ) , texcoord , float2 ( 1.0f , 1.0f ) , size , end ) ;
d . y = positive_diagonal . x ;
d . w = positive_diagonal . y ;
d . y + = float ( end . y > 0.9f ) ;
}
else {
d . y = 0.0f ;
d . w = 0.0f ;
}
SMAA_BRANCH
if ( d . x + d . y > 2.0f ) { /* `d.x + d.y + 1 > 3` */
/* Fetch the crossing edges: */
float4 coords = float4 ( texcoord , texcoord ) + float4 ( - d . x , - d . x , d . y , d . y ) / float4 ( size , size ) ;
float4 c ;
c . x = SMAASampleLevelZeroOffset ( edgesTex , coords . xy ( ) , int2 ( - 1 , 0 ) , size ) . y ;
c . y = SMAASampleLevelZeroOffset ( edgesTex , coords . xy ( ) , int2 ( 0 , - 1 ) , size ) . x ;
float2 left_edge = SMAASampleLevelZeroOffset ( edgesTex , coords . zw ( ) , int2 ( 1 , 0 ) , size ) . xy ( ) ;
c . z = left_edge . y ;
c . w = left_edge . x ;
float2 cc = mad ( float2 ( 2.0f , 2.0f ) , float2 ( c . x , c . z ) , float2 ( c . y , c . w ) ) ;
/* Remove the crossing edge if we didn't found the end of the line: */
SMAAMovc ( math : : step ( 0.9f , d . zw ( ) ) , cc , float2 ( 0.0f , 0.0f ) ) ;
/* Fetch the areas for this line: */
float2 area = SMAAAreaDiag ( SMAATexturePass2D ( areaTex ) , d . xy ( ) , cc , subsampleIndices . w ) . xy ( ) ;
weights . x + = area . y ;
weights . y + = area . x ;
}
return weights ;
}
# endif
/* ----------------------------------------------------------------------------
* Horizontal/Vertical Search Functions */
/**
* This allows to determine how much length should we add in the last step
* of the searches. It takes the bilinearly interpolated edge (see
* @PSEUDO_GATHER4), and adds 0, 1 or 2, depending on which edges and
* crossing edges are active.
*/
static float SMAASearchLength ( SMAATexture2D ( searchTex ) , float2 e , float offset )
{
/* The texture is flipped vertically, with left and right cases taking half
* of the space horizontally: */
float2 scale = SMAA_SEARCHTEX_SIZE * float2 ( 0.5f , - 1.0f ) ;
float2 bias = SMAA_SEARCHTEX_SIZE * float2 ( offset , 1.0f ) ;
/* Scale and bias to access texel centers: */
scale + = float2 ( - 1.0f , 1.0f ) ;
bias + = float2 ( 0.5f , - 0.5f ) ;
/* Convert from pixel coordinates to texcoords:
* (We use SMAA_SEARCHTEX_PACKED_SIZE because the texture is cropped). */
scale * = 1.0f / SMAA_SEARCHTEX_PACKED_SIZE ;
bias * = 1.0f / SMAA_SEARCHTEX_PACKED_SIZE ;
/* Lookup the search texture: */
return SMAA_SEARCHTEX_SELECT ( SMAASampleLevelZero ( searchTex , mad ( scale , e , bias ) ) ) ;
}
/**
* Horizontal/vertical search functions for the 2nd pass.
*/
static float SMAASearchXLeft (
SMAATexture2D ( edgesTex ) , SMAATexture2D ( searchTex ) , float2 texcoord , float end , int2 size )
{
/**
* @PSEUDO_GATHER4
* This texcoord has been offset by (-0.25, -0.125) in the vertex shader to
* sample between edge, thus fetching four edges in a row.
* Sampling with different offsets in each direction allows to disambiguate
* which edges are active from the four fetched ones.
*/
float2 e = float2 ( 0.0f , 1.0f ) ;
while ( texcoord . x > end & & e . y > 0.8281f & & /* Is there some edge not activated? */
e . x = = 0.0f ) /* Or is there a crossing edge that breaks the line? */
{
e = SMAASampleLevelZero ( edgesTex , texcoord ) . xy ( ) ;
texcoord = texcoord - float2 ( 2.0f , 0.0f ) / float2 ( size ) ;
}
float offset = mad (
- ( 255.0f / 127.0f ) , SMAASearchLength ( SMAATexturePass2D ( searchTex ) , e , 0.0f ) , 3.25f ) ;
return texcoord . x + offset / size . x ;
/* Non-optimized version:
* We correct the previous (-0.25, -0.125) offset we applied: */
// texcoord.x += 0.25 * SMAA_RT_METRICS.x;
/* The searches are bias by 1, so adjust the coords accordingly: */
// texcoord.x += SMAA_RT_METRICS.x;
/* Disambiguate the length added by the last step: */
// texcoord.x += 2.0 * SMAA_RT_METRICS.x; /* Undo last step. */
// texcoord.x -= SMAA_RT_METRICS.x * (255.0 / 127.0) *
// SMAASearchLength(SMAATexturePass2D(searchTex), e, 0.0);
// return mad(SMAA_RT_METRICS.x, offset, texcoord.x);
}
static float SMAASearchXRight (
SMAATexture2D ( edgesTex ) , SMAATexture2D ( searchTex ) , float2 texcoord , float end , int2 size )
{
float2 e = float2 ( 0.0f , 1.0f ) ;
while ( texcoord . x < end & & e . y > 0.8281f & & /* Is there some edge not activated? */
e . x = = 0.0f ) /* Or is there a crossing edge that breaks the line? */
{
e = SMAASampleLevelZero ( edgesTex , texcoord ) . xy ( ) ;
texcoord = texcoord + float2 ( 2.0f , 0.0f ) / float2 ( size ) ;
}
float offset = mad (
- ( 255.0f / 127.0f ) , SMAASearchLength ( SMAATexturePass2D ( searchTex ) , e , 0.5f ) , 3.25f ) ;
return texcoord . x - offset / size . x ;
}
static float SMAASearchYUp (
SMAATexture2D ( edgesTex ) , SMAATexture2D ( searchTex ) , float2 texcoord , float end , int2 size )
{
float2 e = float2 ( 1.0f , 0.0f ) ;
while ( texcoord . y > end & & e . x > 0.8281f & & /* Is there some edge not activated? */
e . y = = 0.0f ) /* Or is there a crossing edge that breaks the line? */
{
e = SMAASampleLevelZero ( edgesTex , texcoord ) . xy ( ) ;
texcoord = texcoord - float2 ( 0.0f , 2.0f ) / float2 ( size ) ;
}
float2 flipped_edge = float2 ( e . y , e . x ) ;
float offset = mad ( - ( 255.0f / 127.0f ) ,
SMAASearchLength ( SMAATexturePass2D ( searchTex ) , flipped_edge , 0.0f ) ,
3.25f ) ;
return texcoord . y + offset / size . y ;
}
static float SMAASearchYDown (
SMAATexture2D ( edgesTex ) , SMAATexture2D ( searchTex ) , float2 texcoord , float end , int2 size )
{
float2 e = float2 ( 1.0f , 0.0f ) ;
while ( texcoord . y < end & & e . x > 0.8281f & & /* Is there some edge not activated? */
e . y = = 0.0f ) /* Or is there a crossing edge that breaks the line? */
{
e = SMAASampleLevelZero ( edgesTex , texcoord ) . xy ( ) ;
texcoord = texcoord + float2 ( 0.0f , 2.0f ) / float2 ( size ) ;
}
float2 flipped_edge = float2 ( e . y , e . x ) ;
float offset = mad ( - ( 255.0f / 127.0f ) ,
SMAASearchLength ( SMAATexturePass2D ( searchTex ) , flipped_edge , 0.5f ) ,
3.25f ) ;
return texcoord . y - offset / size . y ;
}
/**
* Ok, we have the distance and both crossing edges. So, what are the areas
* at each side of current edge?
*/
static float2 SMAAArea ( SMAATexture2D ( areaTex ) , float2 dist , float e1 , float e2 , float offset )
{
/* Rounding prevents precision errors of bilinear filtering: */
float2 texcoord = mad ( float2 ( SMAA_AREATEX_MAX_DISTANCE , SMAA_AREATEX_MAX_DISTANCE ) ,
math : : round ( 4.0f * float2 ( e1 , e2 ) ) ,
dist ) ;
/* We do a scale and bias for mapping to texel space: */
texcoord = mad ( SMAA_AREATEX_PIXEL_SIZE , texcoord , 0.5f * SMAA_AREATEX_PIXEL_SIZE ) ;
/* Move to proper place, according to the sub-pixel offset: */
texcoord . y = mad ( SMAA_AREATEX_SUBTEX_SIZE , offset , texcoord . y ) ;
/* Do it! */
return SMAA_AREATEX_SELECT ( SMAASampleLevelZero ( areaTex , texcoord ) ) ;
}
/* ----------------------------------------------------------------------------
* Corner Detection Functions */
static void SMAADetectHorizontalCornerPattern ( SMAATexture2D ( edgesTex ) ,
float2 & weights ,
float4 texcoord ,
float2 d ,
int2 size ,
int corner_rounding )
{
# if !defined(SMAA_DISABLE_CORNER_DETECTION)
float2 leftRight = math : : step ( d , float2 ( d . y , d . x ) ) ;
float2 rounding = ( 1.0f - corner_rounding / 100.0f ) * leftRight ;
rounding / = leftRight . x + leftRight . y ; /* Reduce blending for pixels in the center of a line. */
float2 factor = float2 ( 1.0f , 1.0f ) ;
factor . x - = rounding . x * SMAASampleLevelZeroOffset ( edgesTex , texcoord . xy ( ) , int2 ( 0 , 1 ) , size ) . x ;
factor . x - = rounding . y * SMAASampleLevelZeroOffset ( edgesTex , texcoord . zw ( ) , int2 ( 1 , 1 ) , size ) . x ;
factor . y - = rounding . x * SMAASampleLevelZeroOffset ( edgesTex , texcoord . xy ( ) , int2 ( 0 , - 2 ) , size ) . x ;
factor . y - = rounding . y * SMAASampleLevelZeroOffset ( edgesTex , texcoord . zw ( ) , int2 ( 1 , - 2 ) , size ) . x ;
weights * = saturate ( factor ) ;
# endif
}
static void SMAADetectVerticalCornerPattern ( SMAATexture2D ( edgesTex ) ,
float2 & weights ,
float4 texcoord ,
float2 d ,
int2 size ,
int corner_rounding )
{
# if !defined(SMAA_DISABLE_CORNER_DETECTION)
float2 leftRight = math : : step ( d , float2 ( d . y , d . x ) ) ;
float2 rounding = ( 1.0f - corner_rounding / 100.0f ) * leftRight ;
rounding / = leftRight . x + leftRight . y ;
float2 factor = float2 ( 1.0f , 1.0f ) ;
factor . x - = rounding . x * SMAASampleLevelZeroOffset ( edgesTex , texcoord . xy ( ) , int2 ( 1 , 0 ) , size ) . y ;
factor . x - = rounding . y * SMAASampleLevelZeroOffset ( edgesTex , texcoord . zw ( ) , int2 ( 1 , 1 ) , size ) . y ;
factor . y - = rounding . x * SMAASampleLevelZeroOffset ( edgesTex , texcoord . xy ( ) , int2 ( - 2 , 0 ) , size ) . y ;
factor . y - = rounding . y * SMAASampleLevelZeroOffset ( edgesTex , texcoord . zw ( ) , int2 ( - 2 , 1 ) , size ) . y ;
weights * = saturate ( factor ) ;
# endif
}
/* ----------------------------------------------------------------------------
* Blending Weight Calculation Pixel Shader (Second Pass) */
static float4 SMAABlendingWeightCalculationPS ( float2 texcoord ,
float2 pixcoord ,
float4 offset [ 3 ] ,
SMAATexture2D ( edgesTex ) ,
SMAATexture2D ( areaTex ) ,
SMAATexture2D ( searchTex ) ,
float4 subsampleIndices ,
int2 size ,
int corner_rounding )
{
/* Just pass zero for SMAA 1x, see @SUBSAMPLE_INDICES. */
float4 weights = float4 ( 0.0f , 0.0f , 0.0f , 0.0f ) ;
float2 e = SMAASamplePoint ( edgesTex , texcoord ) . xy ( ) ;
SMAA_BRANCH
if ( e . y > 0.0f ) { /* Edge at north. */
# if !defined(SMAA_DISABLE_DIAG_DETECTION)
/* Diagonals have both north and west edges, so searching for them in
* one of the boundaries is enough. */
float2 diagonal_weights = SMAACalculateDiagWeights ( SMAATexturePass2D ( edgesTex ) ,
SMAATexturePass2D ( areaTex ) ,
texcoord ,
e ,
subsampleIndices ,
size ) ;
weights . x = diagonal_weights . x ;
weights . y = diagonal_weights . y ;
/* We give priority to diagonals, so if we find a diagonal we skip
* horizontal/vertical processing. */
SMAA_BRANCH
if ( weights . x = = - weights . y ) { /* `weights.x + weights.y == 0.0` */
# endif
float2 d ;
/* Find the distance to the left: */
float3 coords ;
coords . x = SMAASearchXLeft ( SMAATexturePass2D ( edgesTex ) ,
SMAATexturePass2D ( searchTex ) ,
offset [ 0 ] . xy ( ) ,
offset [ 2 ] . x ,
size ) ;
coords . y =
offset [ 1 ] . y ; // offset[1].y = texcoord.y - 0.25 * SMAA_RT_METRICS.y (@CROSSING_OFFSET)
d . x = coords . x ;
/* Now fetch the left crossing edges, two at a time using bilinear
* filtering. Sampling at -0.25 (see @CROSSING_OFFSET) enables to
* discern what value each edge has: */
float e1 = SMAASampleLevelZero ( edgesTex , coords . xy ( ) ) . x ;
/* Find the distance to the right: */
coords . z = SMAASearchXRight ( SMAATexturePass2D ( edgesTex ) ,
SMAATexturePass2D ( searchTex ) ,
offset [ 0 ] . zw ( ) ,
offset [ 2 ] . y ,
size ) ;
d . y = coords . z ;
/* We want the distances to be in pixel units (doing this here allows
* better interleaving of arithmetic and memory accesses): */
d = math : : abs ( math : : round ( mad ( float2 ( size . x ) , d , - float2 ( pixcoord . x ) ) ) ) ;
/* SMAAArea below needs a sqrt, as the areas texture is compressed quadratically: */
float2 sqrt_d = math : : sqrt ( d ) ;
/* Fetch the right crossing edges: */
float e2 =
SMAASampleLevelZeroOffset ( edgesTex , float2 ( coords . z , coords . y ) , int2 ( 1 , 0 ) , size ) . x ;
/* Ok, we know how this pattern looks like, now it is time for getting the actual area: */
float2 area = SMAAArea ( SMAATexturePass2D ( areaTex ) , sqrt_d , e1 , e2 , subsampleIndices . y ) ;
weights . x = area . x ;
weights . y = area . y ;
/* Fix corners: */
coords . y = texcoord . y ;
float2 corner_weight = weights . xy ( ) ;
SMAADetectHorizontalCornerPattern ( SMAATexturePass2D ( edgesTex ) ,
corner_weight ,
float4 ( coords . xy ( ) , coords . z , coords . y ) ,
d ,
size ,
corner_rounding ) ;
weights . x = corner_weight . x ;
weights . y = corner_weight . y ;
# if !defined(SMAA_DISABLE_DIAG_DETECTION)
}
else
e . x = 0.0f ; /* Skip vertical processing. */
# endif
}
SMAA_BRANCH
if ( e . x > 0.0f ) { /* Edge at west. */
float2 d ;
/* Find the distance to the top: */
float3 coords ;
coords . y = SMAASearchYUp ( SMAATexturePass2D ( edgesTex ) ,
SMAATexturePass2D ( searchTex ) ,
offset [ 1 ] . xy ( ) ,
offset [ 2 ] . z ,
size ) ;
coords . x = offset [ 0 ] . x ; // offset[1].x = texcoord.x - 0.25 * SMAA_RT_METRICS.x;
d . x = coords . y ;
/* Fetch the top crossing edges: */
float e1 = SMAASampleLevelZero ( edgesTex , coords . xy ( ) ) . y ;
/* Find the distance to the bottom: */
coords . z = SMAASearchYDown ( SMAATexturePass2D ( edgesTex ) ,
SMAATexturePass2D ( searchTex ) ,
offset [ 1 ] . zw ( ) ,
offset [ 2 ] . w ,
size ) ;
d . y = coords . z ;
/* We want the distances to be in pixel units: */
d = math : : abs ( math : : round ( mad ( float2 ( size . y ) , d , - float2 ( pixcoord . y ) ) ) ) ;
/* SMAAArea below needs a sqrt, as the areas texture is compressed quadratically: */
float2 sqrt_d = math : : sqrt ( d ) ;
/* Fetch the bottom crossing edges: */
float e2 = SMAASampleLevelZeroOffset ( edgesTex , float2 ( coords . x , coords . z ) , int2 ( 0 , 1 ) , size ) . y ;
/* Get the area for this direction: */
float2 area = SMAAArea ( SMAATexturePass2D ( areaTex ) , sqrt_d , e1 , e2 , subsampleIndices . x ) ;
weights . z = area . x ;
weights . w = area . y ;
/* Fix corners: */
coords . x = texcoord . x ;
float2 corner_weight = weights . zw ( ) ;
SMAADetectVerticalCornerPattern ( SMAATexturePass2D ( edgesTex ) ,
corner_weight ,
float4 ( coords . xy ( ) , coords . x , coords . z ) ,
d ,
size ,
corner_rounding ) ;
weights . z = corner_weight . x ;
weights . w = corner_weight . y ;
}
return weights ;
}
/* ----------------------------------------------------------------------------
* Neighborhood Blending Pixel Shader (Third Pass) */
static float4 SMAANeighborhoodBlendingPS ( float2 texcoord ,
float4 offset ,
SMAATexture2D ( colorTex ) ,
SMAATexture2D ( blendTex ) ,
# if SMAA_REPROJECTION
SMAATexture2D ( velocityTex ) ,
# endif
int2 size )
{
/* Fetch the blending weights for current pixel: */
float4 a ;
a . x = SMAASample ( blendTex , offset . xy ( ) ) . w ; // Right
a . y = SMAASample ( blendTex , offset . zw ( ) ) . y ; // Top
a . z = SMAASample ( blendTex , texcoord ) . z ; // Left
a . w = SMAASample ( blendTex , texcoord ) . x ; // Bottom
/* Is there any blending weight with a value greater than 0.0? */
SMAA_BRANCH
if ( math : : dot ( a , float4 ( 1.0f , 1.0f , 1.0f , 1.0f ) ) < 1e-5 f ) {
float4 color = SMAASampleLevelZero ( colorTex , texcoord ) ;
# if SMAA_REPROJECTION
float2 velocity = SMAA_DECODE_VELOCITY ( SMAASampleLevelZero ( velocityTex , texcoord ) ) ;
/* Pack velocity into the alpha channel: */
color . a = math : : sqrt ( 5.0f * math : : length ( velocity ) ) ;
# endif
return color ;
}
else {
bool h = math : : max ( a . x , a . z ) > math : : max ( a . y , a . w ) ; /* `max(horizontal) > max(vertical)`. */
/* Calculate the blending offsets: */
float4 blendingOffset = float4 ( 0.0f , a . y , 0.0f , a . w ) ;
float2 blendingWeight = float2 ( a . y , a . w ) ;
SMAAMovc ( float4 ( h ) , blendingOffset , float4 ( a . x , 0.0f , a . z , 0.0f ) ) ;
SMAAMovc ( float2 ( h ) , blendingWeight , float2 ( a . x , a . z ) ) ;
blendingWeight / = math : : dot ( blendingWeight , float2 ( 1.0f , 1.0f ) ) ;
/* Calculate the texture coordinates: */
float4 blendingCoord = float4 ( texcoord , texcoord ) + blendingOffset / float4 ( size , - size ) ;
/* We exploit bilinear filtering to mix current pixel with the chosen neighbor: */
float4 color = blendingWeight . x * SMAASampleLevelZero ( colorTex , blendingCoord . xy ( ) ) ;
color + = blendingWeight . y * SMAASampleLevelZero ( colorTex , blendingCoord . zw ( ) ) ;
# if SMAA_REPROJECTION
/* Anti-alias velocity for proper reprojection in a later stage: */
float2 velocity = blendingWeight . x *
SMAA_DECODE_VELOCITY ( SMAASampleLevelZero ( velocityTex , blendingCoord . xy ( ) ) ) ;
velocity + = blendingWeight . y *
SMAA_DECODE_VELOCITY ( SMAASampleLevelZero ( velocityTex , blendingCoord . zw ( ) ) ) ;
/* Pack velocity into the alpha channel: */
color . a = math : : sqrt ( 5.0f * math : : length ( velocity ) ) ;
# endif
return color ;
}
}
static float3 get_luminance_coefficients ( ResultType type )
{
switch ( type ) {
case ResultType : : Color : {
float luminance_coefficients [ 3 ] ;
float3 luminance_coefficients ;
IMB_colormanagement_get_luminance_coefficients ( luminance_coefficients ) ;
GPU_shader_uniform_3fv ( shader , " luminance_coefficients " , luminance_coefficients ) ;
return ;
}
case ResultType : : Vector : {
float luminance_coefficients [ 3 ] = { 1.0f , 1.0f , 1.0f } ;
GPU_shader_uniform_3fv ( shader , " luminance_coefficients " , luminance_coefficients ) ;
return ;
}
case ResultType : : Float : {
float luminance_coefficients [ 3 ] = { 1.0f , 0.0f , 0.0f } ;
GPU_shader_uniform_3fv ( shader , " luminance_coefficients " , luminance_coefficients ) ;
return ;
}
case ResultType : : Float2 : {
float luminance_coefficients [ 3 ] = { 1.0f , 1.0f , 0.0f } ;
GPU_shader_uniform_3fv ( shader , " luminance_coefficients " , luminance_coefficients ) ;
return ;
return luminance_coefficients ;
}
case ResultType : : Vector :
return float3 ( 1.0f , 1.0f , 1.0f ) ;
case ResultType : : Float :
return float3 ( 1.0f , 0.0f , 0.0f ) ;
case ResultType : : Float2 :
return float3 ( 1.0f , 1.0f , 0.0f ) ;
case ResultType : : Float3 :
/* GPU module does not support float3 outputs. */
break ;
@@ -52,17 +1432,19 @@ static void set_shader_luminance_coefficients(GPUShader *shader, ResultType type
}
BLI_assert_unreachable ( ) ;
return float3 ( 0.0f ) ;
}
static Result detect_edges ( Context & context ,
Result & input ,
float threshold ,
float local_contrast_adaptation_factor )
static Result detect_edges_gpu ( Context & context ,
Result & input ,
const float threshold ,
const float local_contrast_adaptation_factor )
{
GPUShader * shader = context . get_shader ( " compositor_smaa_edge_detection " ) ;
GPU_shader_bind ( shader ) ;
set_shader_ luminance_coefficients( shader , input . type ( ) ) ;
const float3 luminance_coefficients = get_luminance_coefficients ( input . type ( ) ) ;
GPU_shader_uniform_3fv ( shader , " luminance_coefficients " , luminance_coefficients ) ;
GPU_shader_uniform_1f ( shader , " smaa_threshold " , threshold ) ;
GPU_shader_uniform_1f (
shader , " smaa_local_contrast_adaptation_factor " , local_contrast_adaptation_factor ) ;
@@ -83,7 +1465,50 @@ static Result detect_edges(Context &context,
return edges ;
}
static Result calculate_blending_weights ( Context & context , Result & edges , int corner_rounding )
static Result detect_edges_cpu ( Context & context ,
Result & input ,
const float threshold ,
const float local_contrast_adaptation_factor )
{
const float3 luminance_coefficients = get_luminance_coefficients ( input . type ( ) ) ;
Result edges = context . create_result ( ResultType : : Float2 ) ;
edges . allocate_texture ( input . domain ( ) ) ;
const int2 size = input . domain ( ) . size ;
parallel_for ( size , [ & ] ( const int2 texel ) {
const float2 coordinates = ( float2 ( texel ) + float2 ( 0.5f ) ) / float2 ( size ) ;
float4 offset [ 3 ] ;
SMAAEdgeDetectionVS ( coordinates , size , offset ) ;
const float2 edge = SMAALumaEdgeDetectionPS ( coordinates ,
offset ,
input ,
threshold ,
luminance_coefficients ,
local_contrast_adaptation_factor ) ;
edges . store_pixel ( texel , float4 ( edge , 0.0f , 0.0f ) ) ;
} ) ;
return edges ;
}
static Result detect_edges ( Context & context ,
Result & input ,
const float threshold ,
const float local_contrast_adaptation_factor )
{
if ( context . use_gpu ( ) ) {
return detect_edges_gpu ( context , input , threshold , local_contrast_adaptation_factor ) ;
}
return detect_edges_cpu ( context , input , threshold , local_contrast_adaptation_factor ) ;
}
static Result calculate_blending_weights_gpu ( Context & context ,
Result & edges ,
const int corner_rounding )
{
GPUShader * shader = context . get_shader ( " compositor_smaa_blending_weight_calculation " ) ;
GPU_shader_bind ( shader ) ;
@@ -94,7 +1519,7 @@ static Result calculate_blending_weights(Context &context, Result &edges, int co
edges . bind_as_texture ( shader , " edges_tx " ) ;
const SMAAPrecomputedTextures & smaa_precomputed_textures =
context . cache_manager ( ) . smaa_precomputed_textures . get ( ) ;
context . cache_manager ( ) . smaa_precomputed_textures . get ( context ) ;
smaa_precomputed_textures . bind_area_texture ( shader , " area_tx " ) ;
smaa_precomputed_textures . bind_search_texture ( shader , " search_tx " ) ;
@@ -113,6 +1538,51 @@ static Result calculate_blending_weights(Context &context, Result &edges, int co
return weights ;
}
static Result calculate_blending_weights_cpu ( Context & context ,
Result & edges ,
const int corner_rounding )
{
const SMAAPrecomputedTextures & smaa_precomputed_textures =
context . cache_manager ( ) . smaa_precomputed_textures . get ( context ) ;
Result weights_result = context . create_result ( ResultType : : Color ) ;
weights_result . allocate_texture ( edges . domain ( ) ) ;
const int2 size = edges . domain ( ) . size ;
parallel_for ( size , [ & ] ( const int2 texel ) {
const float2 coordinates = ( float2 ( texel ) + float2 ( 0.5f ) ) / float2 ( size ) ;
float4 offset [ 3 ] ;
float2 pixel_coordinates ;
SMAABlendingWeightCalculationVS ( coordinates , size , pixel_coordinates , offset ) ;
const float4 weights = SMAABlendingWeightCalculationPS (
coordinates ,
pixel_coordinates ,
offset ,
edges ,
smaa_precomputed_textures . area_texture ,
smaa_precomputed_textures . search_texture ,
float4 ( 0.0f ) ,
size ,
corner_rounding ) ;
weights_result . store_pixel ( texel , weights ) ;
} ) ;
return weights_result ;
}
static Result calculate_blending_weights ( Context & context ,
Result & edges ,
const int corner_rounding )
{
if ( context . use_gpu ( ) ) {
return calculate_blending_weights_gpu ( context , edges , corner_rounding ) ;
}
return calculate_blending_weights_cpu ( context , edges , corner_rounding ) ;
}
static const char * get_blend_shader_name ( ResultType type )
{
switch ( type ) {
@@ -135,7 +1605,10 @@ static const char *get_blend_shader_name(ResultType type)
return " " ;
}
static void blend_neighborhood ( Context & context , Result & input , Result & weights , Result & output )
static void blend_neighborhood_gpu ( Context & context ,
Result & input ,
Result & weights ,
Result & output )
{
GPUShader * shader = context . get_shader ( get_blend_shader_name ( input . type ( ) ) ) ;
GPU_shader_bind ( shader ) ;
@@ -157,13 +1630,65 @@ static void blend_neighborhood(Context &context, Result &input, Result &weights,
output . unbind_as_image ( ) ;
}
static void blend_neighborhood_cpu ( Result & input , Result & weights , Result & output )
{
output . allocate_texture ( input . domain ( ) ) ;
const int2 size = input . domain ( ) . size ;
parallel_for ( size , [ & ] ( const int2 texel ) {
const float2 coordinates = ( float2 ( texel ) + float2 ( 0.5f ) ) / float2 ( size ) ;
float4 offset ;
SMAANeighborhoodBlendingVS ( coordinates , size , offset ) ;
const float4 result = SMAANeighborhoodBlendingPS ( coordinates , offset , input , weights , size ) ;
output . store_pixel ( texel , result ) ;
} ) ;
}
static void blend_neighborhood ( Context & context , Result & input , Result & weights , Result & output )
{
if ( context . use_gpu ( ) ) {
blend_neighborhood_gpu ( context , input , weights , output ) ;
}
else {
blend_neighborhood_cpu ( input , weights , output ) ;
}
}
static void compute_single_value ( Result & input , Result & output )
{
output . allocate_single_value ( ) ;
switch ( input . type ( ) ) {
case ResultType : : Color :
output . set_float_value ( input . get_float_value ( ) ) ;
case ResultType : : Vector :
output . set_vector_value ( input . get_vector_value ( ) ) ;
case ResultType : : Float2 :
output . set_float2_value ( input . get_float2_value ( ) ) ;
case ResultType : : Float :
output . set_float_value ( input . get_float_value ( ) ) ;
case ResultType : : Float3 :
output . set_float3_value ( input . get_float3_value ( ) ) ;
break ;
case ResultType : : Int2 :
output . set_int2_value ( input . get_int2_value ( ) ) ;
break ;
}
}
void smaa ( Context & context ,
Result & input ,
Result & output ,
float threshold ,
float local_contrast_adaptation_factor ,
int corner_rounding )
const float threshold ,
const float local_contrast_adaptation_factor ,
const int corner_rounding )
{
if ( input . is_single_value ( ) ) {
compute_single_value ( input , output ) ;
return ;
}
Result edges = detect_edges ( context , input , threshold , local_contrast_adaptation_factor ) ;
Result weights = calculate_blending_weights ( context , edges , corner_rounding ) ;
edges . release ( ) ;