forked from BilalY/Rasagar
221 lines
7.6 KiB
HLSL
221 lines
7.6 KiB
HLSL
#include "GraniteShaderLibBase.hlsl"
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#define VtAddressMode_Wrap 0
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#define VtAddressMode_Clamp 1
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#define VtAddressMode_Udim 2
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#define VtFilter_Anisotropic 0
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#define VtLevel_Automatic 0
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#define VtLevel_Lod 1
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#define VtLevel_Bias 2
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#define VtLevel_Derivatives 3
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#define VtUvSpace_Regular 0
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#define VtUvSpace_PreTransformed 1
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#define VtSampleQuality_Low 0
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#define VtSampleQuality_High 1
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struct VtInputParameters
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{
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float2 uv;
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float lodOrOffset;
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float2 dx;
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float2 dy;
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int addressMode;
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int filterMode;
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int levelMode;
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int uvMode;
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int sampleQuality;
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int enableGlobalMipBias;
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};
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int VirtualTexturingLookup(
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in GraniteConstantBuffers grCB,
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in GraniteTranslationTexture translationTable,
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in VtInputParameters input,
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out GraniteLookupData graniteLookupData,
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out float4 resolveResult
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)
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{
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GraniteStreamingTextureConstantBuffer grSTCB = grCB.streamingTextureBuffer;
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GraniteTilesetConstantBuffer tsCB = grCB.tilesetBuffer;
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float2 texCoord = input.uv;
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float2 dx;
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float2 dy;
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float mipLevel; //interger
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if (input.levelMode == VtLevel_Automatic)
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{
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dx = ddx(texCoord);
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dy = ddy(texCoord);
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}
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else if (input.levelMode == VtLevel_Bias)
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{
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// We can't simply add the bias after the mip-calculation since the derivatives
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// are also used when sampling the cache so make sure we apply bias by scaling derivatives
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if ( input.sampleQuality == VtSampleQuality_High )
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{
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float offsetPow2 = pow(2.0f, input.lodOrOffset);
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dx = ddx(texCoord) * offsetPow2;
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dy = ddy(texCoord) * offsetPow2;
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}
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// In low quality we don't care about cache derivatives and will add the bias later
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else
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{
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dx = ddx(texCoord);
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dy = ddy(texCoord);
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}
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}
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else if (input.levelMode == VtLevel_Derivatives)
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{
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dx = input.dx;
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dy = input.dy;
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}
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else /*input.levelMode == VtLevel_Lod*/
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{
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//gra_TrilinearOffset ensures we do round-nearest for no-trilinear and
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//round-floor for trilinear.
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float clampedLevel = clamp(input.lodOrOffset + gra_TrilinearOffset, 0.0f, gra_NumLevels);
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mipLevel = floor(clampedLevel);
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dx = float2(frac(clampedLevel), 0.0f); // trilinear blend ratio
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dy = float2(0.0f,0.0f);
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}
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// Transform the derivatives to atlas space if needed
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if (input.uvMode == VtUvSpace_Regular && input.levelMode != VtLevel_Lod)
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{
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dx = gra_Transform.zw * dx;
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dy = gra_Transform.zw * dy;
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}
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if (input.levelMode != VtLevel_Lod)
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{
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#ifdef VT_GLOBAL_MIP_BIAS_MULTIPLIER
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if (input.enableGlobalMipBias)
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{
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dx *= VT_GLOBAL_MIP_BIAS_MULTIPLIER;
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dy *= VT_GLOBAL_MIP_BIAS_MULTIPLIER;
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}
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#endif
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mipLevel = GranitePrivate_CalcMiplevelAnisotropic(grCB.tilesetBuffer, grCB.streamingTextureBuffer, dx, dy);
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// Simply add it here derivatives are wrong from this point onwards but not used anymore
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if ( input.sampleQuality == VtSampleQuality_Low && input.levelMode == VtLevel_Bias)
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{
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mipLevel += input.lodOrOffset;
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// GranitePrivate_CalcMiplevelAnisotropic will already clamp between 0 gra_NumLevels
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// But we need to do it again here. The alternative is modifying dx,dy before passing to
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// GranitePrivate_CalcMiplevelAnisotropic adding a pow2 + 4 fmuls so probably
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// the exra clamp is more appropriate here.
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mipLevel = clamp(mipLevel, 0.0f, gra_NumLevels);
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}
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mipLevel = floor(mipLevel + 0.5f); //round nearest
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}
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// Apply clamp/wrap mode if needed and transform into atlas space
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// If the user passes in pre-transformed texture coords clamping and wrapping should be handled by the user
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if (input.uvMode == VtUvSpace_Regular)
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{
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if (input.addressMode == VtAddressMode_Wrap)
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{
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texCoord = frac(input.uv);
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}
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else if (input.addressMode == VtAddressMode_Clamp)
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{
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float2 epsilon2 = float2(gra_AssetWidthRcp, gra_AssetHeightRcp);
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texCoord = clamp(input.uv, epsilon2, float2(1,1) - epsilon2);
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}
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else if (input.addressMode == VtAddressMode_Udim)
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{
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// not modified (i.e outside of the 0-1 range, atlas transform below will take care of it)
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texCoord = input.uv;
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}
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texCoord = Granite_Transform(gra_StreamingTextureCB, texCoord);
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}
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// calculate resolver data
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float2 level0NumTiles = float2(gra_Level0NumTilesX, gra_Level0NumTilesX*gra_NumTilesYScale);
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float2 virtualTilesUv = floor(texCoord * level0NumTiles * pow(0.5, mipLevel));
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resolveResult = GranitePrivate_MakeResolveOutput(tsCB, virtualTilesUv, mipLevel);
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float4 translationTableData;
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if (input.levelMode != VtLevel_Lod)
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{
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// Look up the physical page indexes and the number of pages on the mipmap
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// level of the page in the translation texture
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// Note: this is equal for both anisotropic and linear sampling
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// We could use a sample bias here for 'auto' mip level detection
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#if (GRA_LOAD_INSTR==0)
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translationTableData = GranitePrivate_SampleLevel_Translation(translationTable, texCoord, mipLevel);
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#else
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translationTableData = GranitePrivate_Load(translationTable, gra_Int3(virtualTilesUv, mipLevel));
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#endif
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}
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else
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{
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// Look up the physical page indexes and the number of pages on the mipmap
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// level of the page in the translation texture
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// Note: this is equal for both anisotropic and linear sampling
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// We could use a sample bias here for 'auto' mip level detection
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#if (GRA_LOAD_INSTR==0)
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translationTableData = GranitePrivate_SampleLevel_Translation(translationTable, texCoord, mipLevel);
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#else
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translationTableData = GranitePrivate_Load(translationTable, gra_Int3(virtualTilesUv, mipLevel));
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#endif
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}
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graniteLookupData.translationTableData = translationTableData;
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graniteLookupData.textureCoordinates = texCoord;
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graniteLookupData.dX = dx;
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graniteLookupData.dY = dy;
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return 1;
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}
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int VirtualTexturingSample(
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in GraniteTilesetConstantBuffer tsCB,
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in GraniteLookupData graniteLookupData,
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in GraniteCacheTexture cacheTexture,
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in int layer,
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in int levelMode,
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in int quality,
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out float4 result)
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{
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// Convert from pixels to [0-1] and look up in the physical page texture
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float2 deltaScale;
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float3 cacheCoord = GranitePrivate_TranslateCoord(tsCB, graniteLookupData.textureCoordinates, graniteLookupData.translationTableData, layer, deltaScale);
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if ( levelMode != VtLevel_Lod )
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{
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if ( quality == VtSampleQuality_Low )
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{
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// This leads to small artefacts at tile borders but is generally not noticable unless the texture
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// is greatly magnified
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result = GranitePrivate_SampleArray(cacheTexture, cacheCoord);
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}
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else /* quality == VtSampleQuality_High */
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{
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deltaScale *= gra_LodBiasPow2;
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// Calculate the delta scale this works by first converting the [0-1] texcoord deltas to
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// pixel deltas on the current mip level, then dividing by the cache size to convert to [0-1] cache deltas
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float2 sampDeltaX = graniteLookupData.dX*deltaScale;
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float2 sampDeltaY = graniteLookupData.dY*deltaScale;
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result = GranitePrivate_SampleGradArray(cacheTexture, cacheCoord, sampDeltaX, sampDeltaY);
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}
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}
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else
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{
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result = GranitePrivate_SampleLevelArray(cacheTexture, cacheCoord, graniteLookupData.dX.x);
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}
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return 1;
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}
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