96 lines
		
	
	
		
			3.2 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
			
		
		
	
	
			96 lines
		
	
	
		
			3.2 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
| #include "common.effect"
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| 
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| // # Linear Optimization
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| // While the normal way is to sample every texel in the pSize, linear optimization
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| //  takes advantage of the fact that most people, especially after compression,
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| //  will not be able to tell the difference between a linear approximation and
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| //  the actual thing.
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| //
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| // Instead of sampling every texel like this:
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| // 
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| //       |Tx|Tx|Tx|Tx|Tx|
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| //     Tx|-2|-1| 0|+1|+2|
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| // 
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| // Linear optimization will sample like this:
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| // 
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| //       |Tx|Tx|Tx|Tx|Tx|
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| //     Tx| -1  | 0|  +1 |
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| //
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| // This effectively removes half the necessary samples and looks identical when
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| //  when used with box blur. However there is an edge case when the blur width
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| //  is not a multiple of two, where two additional samples have to be spent on
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| //  reading the outer edge:
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| // 
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| //       |Tx|Tx|Tx|Tx|Tx|Tx|Tx|
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| //     Tx|-2| -1  | 0|  +1 |+2|
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| //
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| // or this alternative pattern that uses two less samples:
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| // 
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| //       |Tx|Tx|Tx|Tx|Tx|Tx|Tx|
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| //     Tx|  0  |  +1 |  +2 |+3|
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| //
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| // or this alternative pattern that also uses two less samples:
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| // 
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| //       |Tx|Tx|Tx|Tx|Tx|Tx|Tx|
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| //     Tx|  -2 | -1~~+1 |  +2 |
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| //
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| // With careful planning this can even be used for other types of Blur, such as
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| //  Gaussian Blur, which suffers a larger hit - however there are better and
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| //  faster alternatives than linear sampling with Gaussian Blur, such as
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| //  Dual Filtering ("Dual Kawase").
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| 
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| //------------------------------------------------------------------------------
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| // Defines
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| //------------------------------------------------------------------------------
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| #define MAX_BLUR_SIZE 128
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| 
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| //------------------------------------------------------------------------------
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| // Technique: Directional / Area
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| //------------------------------------------------------------------------------
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| float4 PSBlur1D(VertexInformation vtx) : TARGET {
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| 	float4 final = pImage.Sample(LinearClampSampler, vtx.uv) * GetKernelAt(0);
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| 	bool is_odd = ((int(round(pSize)) % 2) == 1);
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| 		
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| 	// y = yes, s = skip, b = break
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| 	// Size-> | 1| 2| 3| 4| 5| 6| 7|
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| 	// -------+--+--+--+--+--+--+--+
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| 	// n=1    | b| y| y| y| y| y| y|
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| 	// n=2    |  |bs| s| s| s| s| s|
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| 	// n=3    |  | b| b| y| y| y| y|
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| 	// n=4    |  |  |  |bs| s| s| s|
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| 	// n=5    |  |  |  | b| b| y| y|
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| 	// n=6    |  |  |  |  |  |bs| s|
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| 	// n=7    |  |  |  |  |  | b| b|
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| 	// n=8    |  |  |  |  |  |  |  |
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| 
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| 	// Loop unrolling is only possible with a fixed known maximum.
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| 	// Some compilers may unroll up to x iterations, but most will not.
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| 	for (int n = 1; n <= MAX_BLUR_SIZE; n+=2) {
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| 		// Different from normal box, early exit instead of late exit.
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| 		if (n >= pSize) {
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| 			break;
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| 		}
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| 
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| 		// TODO: Determine better position than 0.5 for gaussian approximation.
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| 		float2 nstep = (pImageTexel * pStepScale) * (n + 0.5);
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| 		float kernel = kernelAt(n) + kernelAt(n + 1);
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| 		final += pImage.Sample(LinearClampSampler, vtx.uv + nstep) * kernel;
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| 		final += pImage.Sample(LinearClampSampler, vtx.uv - nstep) * kernel;
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| 	}
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| 	if (is_odd) {
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| 		float kernel = kernelAt(pSize);
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| 		float2 nstep = (pImageTexel * pStepScale) * pSize;
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| 		final += pImage.Sample(LinearClampSampler, vtx.uv + nstep) * kernel;
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| 		final += pImage.Sample(LinearClampSampler, vtx.uv - nstep) * kernel;
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| 	}
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| 
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| 	return final;
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| }
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| 
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| technique Draw {
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| 	pass {
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| 		vertex_shader = VSDefault(vtx);
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| 		pixel_shader  = PSBlur1D(vtx);
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| 	}
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| }
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