mirror of
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548 lines
27 KiB
C
548 lines
27 KiB
C
#ifndef GAMMA_MANAGEMENT_H
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#define GAMMA_MANAGEMENT_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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///////////////////////////////// DESCRIPTION ////////////////////////////////
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// This file provides gamma-aware tex*D*() and encode_output() functions.
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// Requires: Before #include-ing this file, the including file must #define
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// the following macros when applicable and follow their rules:
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// 1.) #define FIRST_PASS if this is the first pass.
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// 2.) #define LAST_PASS if this is the last pass.
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// 3.) If sRGB is available, set srgb_framebufferN = "true" for
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// every pass except the last in your .cgp preset.
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// 4.) If sRGB isn't available but you want gamma-correctness with
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// no banding, #define GAMMA_ENCODE_EVERY_FBO each pass.
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// 5.) #define SIMULATE_CRT_ON_LCD if desired (precedence over 5-7)
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// 6.) #define SIMULATE_GBA_ON_LCD if desired (precedence over 6-7)
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// 7.) #define SIMULATE_LCD_ON_CRT if desired (precedence over 7)
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// 8.) #define SIMULATE_GBA_ON_CRT if desired (precedence over -)
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// If an option in [5, 8] is #defined in the first or last pass, it
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// should be #defined for both. It shouldn't make a difference
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// whether it's #defined for intermediate passes or not.
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// Optional: The including file (or an earlier included file) may optionally
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// #define a number of macros indicating it will override certain
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// macros and associated constants are as follows:
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// static constants with either static or uniform constants. The
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// 1.) OVERRIDE_STANDARD_GAMMA: The user must first define:
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// static const float ntsc_gamma
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// static const float pal_gamma
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// static const float crt_reference_gamma_high
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// static const float crt_reference_gamma_low
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// static const float lcd_reference_gamma
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// static const float crt_office_gamma
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// static const float lcd_office_gamma
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// 2.) OVERRIDE_DEVICE_GAMMA: The user must first define:
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// static const float crt_gamma
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// static const float gba_gamma
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// static const float lcd_gamma
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// 3.) OVERRIDE_FINAL_GAMMA: The user must first define:
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// static const float input_gamma
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// static const float intermediate_gamma
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// static const float output_gamma
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// (intermediate_gamma is for GAMMA_ENCODE_EVERY_FBO.)
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// 4.) OVERRIDE_ALPHA_ASSUMPTIONS: The user must first define:
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// static const bool assume_opaque_alpha
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// The gamma constant overrides must be used in every pass or none,
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// and OVERRIDE_FINAL_GAMMA bypasses all of the SIMULATE* macros.
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// OVERRIDE_ALPHA_ASSUMPTIONS may be set on a per-pass basis.
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// Usage: After setting macros appropriately, ignore gamma correction and
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// replace all tex*D*() calls with equivalent gamma-aware
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// tex*D*_linearize calls, except:
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// 1.) When you read an LUT, use regular tex*D or a gamma-specified
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// function, depending on its gamma encoding:
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// tex*D*_linearize_gamma (takes a runtime gamma parameter)
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// 2.) If you must read pass0's original input in a later pass, use
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// tex2D_linearize_ntsc_gamma. If you want to read pass0's
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// input with gamma-corrected bilinear filtering, consider
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// creating a first linearizing pass and reading from the input
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// of pass1 later.
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// Then, return encode_output(color) from every fragment shader.
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// Finally, use the global gamma_aware_bilinear boolean if you want
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// to statically branch based on whether bilinear filtering is
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// gamma-correct or not (e.g. for placing Gaussian blur samples).
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//
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// Detailed Policy:
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// tex*D*_linearize() functions enforce a consistent gamma-management policy
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// based on the FIRST_PASS and GAMMA_ENCODE_EVERY_FBO settings. They assume
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// their input texture has the same encoding characteristics as the input for
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// the current pass (which doesn't apply to the exceptions listed above).
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// Similarly, encode_output() enforces a policy based on the LAST_PASS and
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// GAMMA_ENCODE_EVERY_FBO settings. Together, they result in one of the
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// following two pipelines.
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// Typical pipeline with intermediate sRGB framebuffers:
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// linear_color = pow(pass0_encoded_color, input_gamma);
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// intermediate_output = linear_color; // Automatic sRGB encoding
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// linear_color = intermediate_output; // Automatic sRGB decoding
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// final_output = pow(intermediate_output, 1.0/output_gamma);
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// Typical pipeline without intermediate sRGB framebuffers:
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// linear_color = pow(pass0_encoded_color, input_gamma);
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// intermediate_output = pow(linear_color, 1.0/intermediate_gamma);
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// linear_color = pow(intermediate_output, intermediate_gamma);
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// final_output = pow(intermediate_output, 1.0/output_gamma);
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// Using GAMMA_ENCODE_EVERY_FBO is much slower, but it's provided as a way to
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// easily get gamma-correctness without banding on devices where sRGB isn't
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// supported.
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//
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// Use This Header to Maximize Code Reuse:
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// The purpose of this header is to provide a consistent interface for texture
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// reads and output gamma-encoding that localizes and abstracts away all the
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// annoying details. This greatly reduces the amount of code in each shader
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// pass that depends on the pass number in the .cgp preset or whether sRGB
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// FBO's are being used: You can trivially change the gamma behavior of your
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// whole pass by commenting or uncommenting 1-3 #defines. To reuse the same
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// code in your first, Nth, and last passes, you can even put it all in another
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// header file and #include it from skeleton .cg files that #define the
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// appropriate pass-specific settings.
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//
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// Rationale for Using Three Macros:
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// This file uses GAMMA_ENCODE_EVERY_FBO instead of an opposite macro like
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// SRGB_PIPELINE to ensure sRGB is assumed by default, which hopefully imposes
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// a lower maintenance burden on each pass. At first glance it seems we could
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// accomplish everything with two macros: GAMMA_CORRECT_IN / GAMMA_CORRECT_OUT.
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// This works for simple use cases where input_gamma == output_gamma, but it
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// breaks down for more complex scenarios like CRT simulation, where the pass
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// number determines the gamma encoding of the input and output.
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/////////////////////////////// BASE CONSTANTS ///////////////////////////////
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// Set standard gamma constants, but allow users to override them:
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#ifndef OVERRIDE_STANDARD_GAMMA
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// Standard encoding gammas:
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static const float ntsc_gamma = 2.2; // Best to use NTSC for PAL too?
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static const float pal_gamma = 2.8; // Never actually 2.8 in practice
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// Typical device decoding gammas (only use for emulating devices):
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// CRT/LCD reference gammas are higher than NTSC and Rec.709 video standard
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// gammas: The standards purposely undercorrected for an analog CRT's
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// assumed 2.5 reference display gamma to maintain contrast in assumed
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// [dark] viewing conditions: http://www.poynton.com/PDFs/GammaFAQ.pdf
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// These unstated assumptions about display gamma and perceptual rendering
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// intent caused a lot of confusion, and more modern CRT's seemed to target
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// NTSC 2.2 gamma with circuitry. LCD displays seem to have followed suit
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// (they struggle near black with 2.5 gamma anyway), especially PC/laptop
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// displays designed to view sRGB in bright environments. (Standards are
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// also in flux again with BT.1886, but it's underspecified for displays.)
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static const float crt_reference_gamma_high = 2.5; // In (2.35, 2.55)
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static const float crt_reference_gamma_low = 2.35; // In (2.35, 2.55)
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static const float lcd_reference_gamma = 2.5; // To match CRT
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static const float crt_office_gamma = 2.2; // Circuitry-adjusted for NTSC
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static const float lcd_office_gamma = 2.2; // Approximates sRGB
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#endif // OVERRIDE_STANDARD_GAMMA
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// Assuming alpha == 1.0 might make it easier for users to avoid some bugs,
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// but only if they're aware of it.
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#ifndef OVERRIDE_ALPHA_ASSUMPTIONS
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static const bool assume_opaque_alpha = false;
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#endif
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/////////////////////// DERIVED CONSTANTS AS FUNCTIONS ///////////////////////
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// gamma-management.h should be compatible with overriding gamma values with
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// runtime user parameters, but we can only define other global constants in
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// terms of static constants, not uniform user parameters. To get around this
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// limitation, we need to define derived constants using functions.
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// Set device gamma constants, but allow users to override them:
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#ifdef OVERRIDE_DEVICE_GAMMA
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// The user promises to globally define the appropriate constants:
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inline float get_crt_gamma() { return crt_gamma; }
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inline float get_gba_gamma() { return gba_gamma; }
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inline float get_lcd_gamma() { return lcd_gamma; }
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#else
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inline float get_crt_gamma() { return crt_reference_gamma_high; }
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inline float get_gba_gamma() { return 3.5; } // Game Boy Advance; in (3.0, 4.0)
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inline float get_lcd_gamma() { return lcd_office_gamma; }
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#endif // OVERRIDE_DEVICE_GAMMA
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// Set decoding/encoding gammas for the first/lass passes, but allow overrides:
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#ifdef OVERRIDE_FINAL_GAMMA
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// The user promises to globally define the appropriate constants:
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inline float get_intermediate_gamma() { return intermediate_gamma; }
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inline float get_input_gamma() { return input_gamma; }
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inline float get_output_gamma() { return output_gamma; }
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#else
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// If we gamma-correct every pass, always use ntsc_gamma between passes to
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// ensure middle passes don't need to care if anything is being simulated:
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inline float get_intermediate_gamma() { return ntsc_gamma; }
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#ifdef SIMULATE_CRT_ON_LCD
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inline float get_input_gamma() { return get_crt_gamma(); }
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inline float get_output_gamma() { return get_lcd_gamma(); }
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#else
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#ifdef SIMULATE_GBA_ON_LCD
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inline float get_input_gamma() { return get_gba_gamma(); }
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inline float get_output_gamma() { return get_lcd_gamma(); }
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#else
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#ifdef SIMULATE_LCD_ON_CRT
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inline float get_input_gamma() { return get_lcd_gamma(); }
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inline float get_output_gamma() { return get_crt_gamma(); }
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#else
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#ifdef SIMULATE_GBA_ON_CRT
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inline float get_input_gamma() { return get_gba_gamma(); }
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inline float get_output_gamma() { return get_crt_gamma(); }
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#else // Don't simulate anything:
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inline float get_input_gamma() { return ntsc_gamma; }
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inline float get_output_gamma() { return ntsc_gamma; }
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#endif // SIMULATE_GBA_ON_CRT
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#endif // SIMULATE_LCD_ON_CRT
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#endif // SIMULATE_GBA_ON_LCD
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#endif // SIMULATE_CRT_ON_LCD
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#endif // OVERRIDE_FINAL_GAMMA
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// Set decoding/encoding gammas for the current pass. Use static constants for
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// linearize_input and gamma_encode_output, because they aren't derived, and
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// they let the compiler do dead-code elimination.
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#ifndef GAMMA_ENCODE_EVERY_FBO
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#ifdef FIRST_PASS
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static const bool linearize_input = true;
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inline float get_pass_input_gamma() { return get_input_gamma(); }
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#else
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static const bool linearize_input = false;
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inline float get_pass_input_gamma() { return 1.0; }
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#endif
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#ifdef LAST_PASS
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static const bool gamma_encode_output = true;
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inline float get_pass_output_gamma() { return get_output_gamma(); }
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#else
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static const bool gamma_encode_output = false;
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inline float get_pass_output_gamma() { return 1.0; }
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#endif
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#else
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static const bool linearize_input = true;
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static const bool gamma_encode_output = true;
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#ifdef FIRST_PASS
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inline float get_pass_input_gamma() { return get_input_gamma(); }
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#else
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inline float get_pass_input_gamma() { return get_intermediate_gamma(); }
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#endif
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#ifdef LAST_PASS
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inline float get_pass_output_gamma() { return get_output_gamma(); }
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#else
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inline float get_pass_output_gamma() { return get_intermediate_gamma(); }
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#endif
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#endif
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// Users might want to know if bilinear filtering will be gamma-correct:
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static const bool gamma_aware_bilinear = !linearize_input;
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////////////////////// COLOR ENCODING/DECODING FUNCTIONS /////////////////////
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inline float4 encode_output(const float4 color)
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{
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if(gamma_encode_output)
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{
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if(assume_opaque_alpha)
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{
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return float4(pow(color.rgb, float3(1.0/get_pass_output_gamma())), 1.0);
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}
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else
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{
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return float4(pow(color.rgb, float3(1.0/get_pass_output_gamma())), color.a);
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}
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}
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else
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{
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return color;
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}
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}
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inline float4 decode_input(const float4 color)
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{
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if(linearize_input)
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{
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if(assume_opaque_alpha)
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{
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return float4(pow(color.rgb, float3(get_pass_input_gamma())), 1.0);
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}
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else
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{
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return float4(pow(color.rgb, float3(get_pass_input_gamma())), color.a);
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}
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}
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else
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{
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return color;
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}
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}
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inline float4 decode_gamma_input(const float4 color, const float3 gamma)
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{
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if(assume_opaque_alpha)
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{
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return float4(pow(color.rgb, gamma), 1.0);
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}
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else
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{
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return float4(pow(color.rgb, gamma), color.a);
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}
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}
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//TODO/FIXME: I have no idea why replacing the lookup wrappers with this macro fixes the blurs being offset ¯\_(ツ)_/¯
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//#define tex2D_linearize(C, D) decode_input(vec4(texture(C, D)))
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// EDIT: it's the 'const' in front of the coords that's doing it
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/////////////////////////// TEXTURE LOOKUP WRAPPERS //////////////////////////
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// "SMART" LINEARIZING TEXTURE LOOKUP FUNCTIONS:
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// Provide a wide array of linearizing texture lookup wrapper functions. The
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// Cg shader spec Retroarch uses only allows for 2D textures, but 1D and 3D
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// lookups are provided for completeness in case that changes someday. Nobody
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// is likely to use the *fetch and *proj functions, but they're included just
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// in case. The only tex*D texture sampling functions omitted are:
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// - tex*Dcmpbias
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// - tex*Dcmplod
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// - tex*DARRAY*
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// - tex*DMS*
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// - Variants returning integers
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// Standard line length restrictions are ignored below for vertical brevity.
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/*
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// tex1D:
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inline float4 tex1D_linearize(const sampler1D tex, const float tex_coords)
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{ return decode_input(tex1D(tex, tex_coords)); }
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inline float4 tex1D_linearize(const sampler1D tex, const float2 tex_coords)
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{ return decode_input(tex1D(tex, tex_coords)); }
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inline float4 tex1D_linearize(const sampler1D tex, const float tex_coords, const int texel_off)
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{ return decode_input(tex1D(tex, tex_coords, texel_off)); }
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inline float4 tex1D_linearize(const sampler1D tex, const float2 tex_coords, const int texel_off)
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{ return decode_input(tex1D(tex, tex_coords, texel_off)); }
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inline float4 tex1D_linearize(const sampler1D tex, const float tex_coords, const float dx, const float dy)
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{ return decode_input(tex1D(tex, tex_coords, dx, dy)); }
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inline float4 tex1D_linearize(const sampler1D tex, const float2 tex_coords, const float dx, const float dy)
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{ return decode_input(tex1D(tex, tex_coords, dx, dy)); }
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inline float4 tex1D_linearize(const sampler1D tex, const float tex_coords, const float dx, const float dy, const int texel_off)
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{ return decode_input(tex1D(tex, tex_coords, dx, dy, texel_off)); }
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inline float4 tex1D_linearize(const sampler1D tex, const float2 tex_coords, const float dx, const float dy, const int texel_off)
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{ return decode_input(tex1D(tex, tex_coords, dx, dy, texel_off)); }
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// tex1Dbias:
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inline float4 tex1Dbias_linearize(const sampler1D tex, const float4 tex_coords)
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{ return decode_input(tex1Dbias(tex, tex_coords)); }
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inline float4 tex1Dbias_linearize(const sampler1D tex, const float4 tex_coords, const int texel_off)
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{ return decode_input(tex1Dbias(tex, tex_coords, texel_off)); }
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// tex1Dfetch:
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inline float4 tex1Dfetch_linearize(const sampler1D tex, const int4 tex_coords)
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{ return decode_input(tex1Dfetch(tex, tex_coords)); }
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inline float4 tex1Dfetch_linearize(const sampler1D tex, const int4 tex_coords, const int texel_off)
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{ return decode_input(tex1Dfetch(tex, tex_coords, texel_off)); }
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// tex1Dlod:
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inline float4 tex1Dlod_linearize(const sampler1D tex, const float4 tex_coords)
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{ return decode_input(tex1Dlod(tex, tex_coords)); }
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inline float4 tex1Dlod_linearize(const sampler1D tex, const float4 tex_coords, const int texel_off)
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{ return decode_input(tex1Dlod(tex, tex_coords, texel_off)); }
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// tex1Dproj:
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inline float4 tex1Dproj_linearize(const sampler1D tex, const float2 tex_coords)
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{ return decode_input(tex1Dproj(tex, tex_coords)); }
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inline float4 tex1Dproj_linearize(const sampler1D tex, const float3 tex_coords)
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{ return decode_input(tex1Dproj(tex, tex_coords)); }
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inline float4 tex1Dproj_linearize(const sampler1D tex, const float2 tex_coords, const int texel_off)
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{ return decode_input(tex1Dproj(tex, tex_coords, texel_off)); }
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inline float4 tex1Dproj_linearize(const sampler1D tex, const float3 tex_coords, const int texel_off)
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{ return decode_input(tex1Dproj(tex, tex_coords, texel_off)); }
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*/
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// tex2D:
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inline float4 tex2D_linearize(const sampler2D tex, float2 tex_coords)
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{ return decode_input(texture(tex, tex_coords)); }
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inline float4 tex2D_linearize(const sampler2D tex, float3 tex_coords)
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{ return decode_input(texture(tex, tex_coords.xy)); }
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inline float4 tex2D_linearize(const sampler2D tex, float2 tex_coords, int texel_off)
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{ return decode_input(textureLod(tex, tex_coords, texel_off)); }
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inline float4 tex2D_linearize(const sampler2D tex, float3 tex_coords, int texel_off)
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{ return decode_input(textureLod(tex, tex_coords.xy, texel_off)); }
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//inline float4 tex2D_linearize(const sampler2D tex, const float2 tex_coords, const float2 dx, const float2 dy)
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//{ return decode_input(texture(tex, tex_coords, dx, dy)); }
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//inline float4 tex2D_linearize(const sampler2D tex, const float3 tex_coords, const float2 dx, const float2 dy)
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//{ return decode_input(texture(tex, tex_coords, dx, dy)); }
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//inline float4 tex2D_linearize(const sampler2D tex, const float2 tex_coords, const float2 dx, const float2 dy, const int texel_off)
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//{ return decode_input(texture(tex, tex_coords, dx, dy, texel_off)); }
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//inline float4 tex2D_linearize(const sampler2D tex, const float3 tex_coords, const float2 dx, const float2 dy, const int texel_off)
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//{ return decode_input(texture(tex, tex_coords, dx, dy, texel_off)); }
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// tex2Dbias:
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//inline float4 tex2Dbias_linearize(const sampler2D tex, const float4 tex_coords)
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//{ return decode_input(tex2Dbias(tex, tex_coords)); }
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//inline float4 tex2Dbias_linearize(const sampler2D tex, const float4 tex_coords, const int texel_off)
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//{ return decode_input(tex2Dbias(tex, tex_coords, texel_off)); }
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// tex2Dfetch:
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//inline float4 tex2Dfetch_linearize(const sampler2D tex, const int4 tex_coords)
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//{ return decode_input(tex2Dfetch(tex, tex_coords)); }
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//inline float4 tex2Dfetch_linearize(const sampler2D tex, const int4 tex_coords, const int texel_off)
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//{ return decode_input(tex2Dfetch(tex, tex_coords, texel_off)); }
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// tex2Dlod:
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inline float4 tex2Dlod_linearize(const sampler2D tex, float4 tex_coords)
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{ return decode_input(textureLod(tex, tex_coords.xy, 0.0)); }
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inline float4 tex2Dlod_linearize(const sampler2D tex, float4 tex_coords, int texel_off)
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{ return decode_input(textureLod(tex, tex_coords.xy, texel_off)); }
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/*
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// tex2Dproj:
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inline float4 tex2Dproj_linearize(const sampler2D tex, const float3 tex_coords)
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{ return decode_input(tex2Dproj(tex, tex_coords)); }
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inline float4 tex2Dproj_linearize(const sampler2D tex, const float4 tex_coords)
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{ return decode_input(tex2Dproj(tex, tex_coords)); }
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inline float4 tex2Dproj_linearize(const sampler2D tex, const float3 tex_coords, const int texel_off)
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{ return decode_input(tex2Dproj(tex, tex_coords, texel_off)); }
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inline float4 tex2Dproj_linearize(const sampler2D tex, const float4 tex_coords, const int texel_off)
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{ return decode_input(tex2Dproj(tex, tex_coords, texel_off)); }
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*/
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/*
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// tex3D:
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inline float4 tex3D_linearize(const sampler3D tex, const float3 tex_coords)
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{ return decode_input(tex3D(tex, tex_coords)); }
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inline float4 tex3D_linearize(const sampler3D tex, const float3 tex_coords, const int texel_off)
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{ return decode_input(tex3D(tex, tex_coords, texel_off)); }
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inline float4 tex3D_linearize(const sampler3D tex, const float3 tex_coords, const float3 dx, const float3 dy)
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{ return decode_input(tex3D(tex, tex_coords, dx, dy)); }
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inline float4 tex3D_linearize(const sampler3D tex, const float3 tex_coords, const float3 dx, const float3 dy, const int texel_off)
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{ return decode_input(tex3D(tex, tex_coords, dx, dy, texel_off)); }
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// tex3Dbias:
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inline float4 tex3Dbias_linearize(const sampler3D tex, const float4 tex_coords)
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{ return decode_input(tex3Dbias(tex, tex_coords)); }
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inline float4 tex3Dbias_linearize(const sampler3D tex, const float4 tex_coords, const int texel_off)
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{ return decode_input(tex3Dbias(tex, tex_coords, texel_off)); }
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// tex3Dfetch:
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inline float4 tex3Dfetch_linearize(const sampler3D tex, const int4 tex_coords)
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{ return decode_input(tex3Dfetch(tex, tex_coords)); }
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inline float4 tex3Dfetch_linearize(const sampler3D tex, const int4 tex_coords, const int texel_off)
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{ return decode_input(tex3Dfetch(tex, tex_coords, texel_off)); }
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// tex3Dlod:
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inline float4 tex3Dlod_linearize(const sampler3D tex, const float4 tex_coords)
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{ return decode_input(tex3Dlod(tex, tex_coords)); }
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inline float4 tex3Dlod_linearize(const sampler3D tex, const float4 tex_coords, const int texel_off)
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{ return decode_input(tex3Dlod(tex, tex_coords, texel_off)); }
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// tex3Dproj:
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inline float4 tex3Dproj_linearize(const sampler3D tex, const float4 tex_coords)
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{ return decode_input(tex3Dproj(tex, tex_coords)); }
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inline float4 tex3Dproj_linearize(const sampler3D tex, const float4 tex_coords, const int texel_off)
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{ return decode_input(tex3Dproj(tex, tex_coords, texel_off)); }
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/////////*
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// NONSTANDARD "SMART" LINEARIZING TEXTURE LOOKUP FUNCTIONS:
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// This narrow selection of nonstandard tex2D* functions can be useful:
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// tex2Dlod0: Automatically fill in the tex2D LOD parameter for mip level 0.
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//inline float4 tex2Dlod0_linearize(const sampler2D tex, const float2 tex_coords)
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//{ return decode_input(tex2Dlod(tex, float4(tex_coords, 0.0, 0.0))); }
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//inline float4 tex2Dlod0_linearize(const sampler2D tex, const float2 tex_coords, const int texel_off)
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//{ return decode_input(tex2Dlod(tex, float4(tex_coords, 0.0, 0.0), texel_off)); }
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// MANUALLY LINEARIZING TEXTURE LOOKUP FUNCTIONS:
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// Provide a narrower selection of tex2D* wrapper functions that decode an
|
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// input sample with a specified gamma value. These are useful for reading
|
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// LUT's and for reading the input of pass0 in a later pass.
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// tex2D:
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inline float4 tex2D_linearize_gamma(const sampler2D tex, const float2 tex_coords, const float3 gamma)
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{ return decode_gamma_input(texture(tex, tex_coords), gamma); }
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inline float4 tex2D_linearize_gamma(const sampler2D tex, const float3 tex_coords, const float3 gamma)
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{ return decode_gamma_input(texture(tex, tex_coords.xy), gamma); }
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//inline float4 tex2D_linearize_gamma(const sampler2D tex, const float2 tex_coords, const int texel_off, const float3 gamma)
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//{ return decode_gamma_input(texture(tex, tex_coords, texel_off), gamma); }
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//inline float4 tex2D_linearize_gamma(const sampler2D tex, const float3 tex_coords, const int texel_off, const float3 gamma)
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//{ return decode_gamma_input(texture(tex, tex_coords, texel_off), gamma); }
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//inline float4 tex2D_linearize_gamma(const sampler2D tex, const float2 tex_coords, const float2 dx, const float2 dy, const float3 gamma)
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//{ return decode_gamma_input(texture(tex, tex_coords, dx, dy), gamma); }
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//inline float4 tex2D_linearize_gamma(const sampler2D tex, const float3 tex_coords, const float2 dx, const float2 dy, const float3 gamma)
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//{ return decode_gamma_input(texture(tex, tex_coords, dx, dy), gamma); }
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//inline float4 tex2D_linearize_gamma(const sampler2D tex, const float2 tex_coords, const float2 dx, const float2 dy, const int texel_off, const float3 gamma)
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//{ return decode_gamma_input(texture(tex, tex_coords, dx, dy, texel_off), gamma); }
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//inline float4 tex2D_linearize_gamma(const sampler2D tex, const float3 tex_coords, const float2 dx, const float2 dy, const int texel_off, const float3 gamma)
|
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//{ return decode_gamma_input(texture(tex, tex_coords, dx, dy, texel_off), gamma); }
|
|
/*
|
|
// tex2Dbias:
|
|
inline float4 tex2Dbias_linearize_gamma(const sampler2D tex, const float4 tex_coords, const float3 gamma)
|
|
{ return decode_gamma_input(tex2Dbias(tex, tex_coords), gamma); }
|
|
|
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inline float4 tex2Dbias_linearize_gamma(const sampler2D tex, const float4 tex_coords, const int texel_off, const float3 gamma)
|
|
{ return decode_gamma_input(tex2Dbias(tex, tex_coords, texel_off), gamma); }
|
|
|
|
// tex2Dfetch:
|
|
inline float4 tex2Dfetch_linearize_gamma(const sampler2D tex, const int4 tex_coords, const float3 gamma)
|
|
{ return decode_gamma_input(tex2Dfetch(tex, tex_coords), gamma); }
|
|
|
|
inline float4 tex2Dfetch_linearize_gamma(const sampler2D tex, const int4 tex_coords, const int texel_off, const float3 gamma)
|
|
{ return decode_gamma_input(tex2Dfetch(tex, tex_coords, texel_off), gamma); }
|
|
*/
|
|
// tex2Dlod:
|
|
inline float4 tex2Dlod_linearize_gamma(const sampler2D tex, float4 tex_coords, float3 gamma)
|
|
{ return decode_gamma_input(textureLod(tex, tex_coords.xy, 0.0), gamma); }
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|
|
|
inline float4 tex2Dlod_linearize_gamma(const sampler2D tex, float4 tex_coords, int texel_off, float3 gamma)
|
|
{ return decode_gamma_input(textureLod(tex, tex_coords.xy, texel_off), gamma); }
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#endif // GAMMA_MANAGEMENT_H
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