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UnrealEngine/Engine/Plugins/Runtime/MobileFSR/Shaders/Private/PostProcessMobileFFX_Common.ush
2025-05-18 13:04:45 +08:00

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// Copyright Epic Games, Inc. All Rights Reserved.
//------------------------------------------------------------------------------
// Copyright (c) 2021 Advanced Micro Devices, Inc. All rights reserved.
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files(the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and / or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions :
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
// THE SOFTWARE.
//------------------------------------------------------------------------------
// !!!
// FidelityFX Super Resolution - Common
// This header should be included after ffx_a.ush
// !!!
// =====================================================================================
//
// EOTF Conversions
//
// =====================================================================================
// FSR output device definitions : matching EFSR_OutputDevice enum in PostProcessFSR.cpp
#define FSR_SRGB 0
#define FSR_LINEAR 1
#define FSR_ST2084 2
#define FSR_scRGB 3
#define MAX_ODT_NITS_ENUM 0
#define CONVERT_TO_OUTPUT_DEVICE 0
#include "/Engine/Private/ACES/ACESCommon.ush"
#include "/Engine/Private/GammaCorrectionCommon.ush"
float4 LinearToGamma2(float4 Color) { return sqrt(Color); }
float3 LinearToGamma2(float3 Color) { return sqrt(Color); }
float2 LinearToGamma2(float2 Color) { return sqrt(Color); }
float LinearToGamma2(float Color) { return sqrt(Color); }
float4 Gamma2ToLinear(float4 Color) { return Color * Color; }
float3 Gamma2ToLinear(float3 Color) { return Color * Color; }
float2 Gamma2ToLinear(float2 Color) { return Color * Color; }
float Gamma2ToLinear(float Color) { return Color * Color; }
#if ENABLE_FP16
AH4 LinearToGamma2(AH4 Color) { return sqrt(Color); }
AH3 LinearToGamma2(AH3 Color) { return sqrt(Color); }
AH2 LinearToGamma2(AH2 Color) { return sqrt(Color); }
AH1 LinearToGamma2(AH1 Color) { return sqrt(Color); }
AH4 Gamma2ToLinear(AH4 Color) { return Color * Color; }
AH3 Gamma2ToLinear(AH3 Color) { return Color * Color; }
AH2 Gamma2ToLinear(AH2 Color) { return Color * Color; }
AH1 Gamma2ToLinear(AH1 Color) { return Color * Color; }
#endif
//-----------------------------------------------------------------
// only float3 ST2084ToLinear() is defined in GammaCorrectionCommon.ush
float ST2084ToLinear_F(float pq)
{
const float m1 = 0.1593017578125; // = 2610. / 4096. * .25;
const float m2 = 78.84375; // = 2523. / 4096. * 128;
const float c1 = 0.8359375; // = 2392. / 4096. * 32 - 2413./4096.*32 + 1;
const float c2 = 18.8515625; // = 2413. / 4096. * 32;
const float c3 = 18.6875; // = 2392. / 4096. * 32;
const float C = 10000.;
float Np = pow(pq, 1. / m2);
float L = Np - c1;
L = max(0., L);
L = L / (c2 - c3 * Np);
L = pow(L, 1. / m1);
float P = L * C;
return P;
}
float ST2084ToGamma2(float pq) { return LinearToGamma2(ST2084ToLinear_F(pq)); }
float2 ST2084ToGamma2(float2 pq) { return LinearToGamma2(float2(ST2084ToLinear_F(pq.r), ST2084ToLinear_F(pq.g))); }
float3 ST2084ToGamma2(float3 pq) { return LinearToGamma2(ST2084ToLinear(pq)); }
float4 ST2084ToGamma2(float4 pq) { return LinearToGamma2(float4(ST2084ToLinear(pq.rgb), ST2084ToLinear_F(pq.a))); }
//-----------------------------------------------------------------
// Either 1000 or 2000 depending on UE4 Tonemapper enum,
// should be provided by the engine
#if MAX_ODT_NITS_ENUM == 1
#define HDR_MAX_ODT_NITS 2000
#else
#define HDR_MAX_ODT_NITS 1000
#endif
#define HDR_MAX_NITS 10000
#define HDR_MAX_NITS_INV 0.0001f
// matches white point in ST2084ToScRGB()
#define HDR_WHITE_POINT 80.0f
float3 Gamma2ToScRGB(float3 Color)
{
const float3x3 Rec2020_2_sRGB = mul(XYZ_2_sRGB_MAT, Rec2020_2_XYZ_MAT);
const float MaxODTNits = HDR_MAX_ODT_NITS;
const float scRGBScale = MaxODTNits / HDR_WHITE_POINT;
// Gamma2 -> Linear encoding
float3 LinearColor_Rec2020 = Gamma2ToLinear(Color);
// Rec2020 -> sRGB primaries
float3 LinearColor_sRGB = mul(Rec2020_2_sRGB, LinearColor_Rec2020);
// Linear_sRGB -> scRGB
return LinearColor_sRGB * scRGBScale;
}
float3 scRGBToGamma2(float3 Color_scRGB)
{
const float3x3 sRGB_2_Rec2020 = mul(XYZ_2_Rec2020_MAT, sRGB_2_XYZ_MAT);
const float MaxODTNits = HDR_MAX_ODT_NITS;
const float scRGBScale = MaxODTNits / HDR_WHITE_POINT;
const float scRGBScaleInv = HDR_WHITE_POINT / MaxODTNits;
// normalize to [0-1]
Color_scRGB *= scRGBScaleInv;
// convert primaries sRGB -> Rec2020
float3 Color_Rec2020 = mul(sRGB_2_Rec2020, Color_scRGB);
// clamp negatives
Color_Rec2020 = max(Color_Rec2020, 0);
// Gamma2-encode
return LinearToGamma2(Color_Rec2020);
}
float3 LinearToScRGB(float3 LinearColor_Rec2020)
{
const float3x3 Rec2020_2_sRGB = mul(XYZ_2_sRGB_MAT, Rec2020_2_XYZ_MAT);
const float MaxODTNits = HDR_MAX_ODT_NITS;
const float scRGBScale = MaxODTNits / HDR_WHITE_POINT;
// Rec2020 -> sRGB primaries
float3 LinearColor_sRGB = mul(Rec2020_2_sRGB, LinearColor_Rec2020);
// Linear_sRGB -> scRGB
return LinearColor_sRGB * scRGBScale;
}