gfx/blur: Fix type mismatch in OpenGL shaders

This commit is contained in:
Michael Fabian 'Xaymar' Dirks 2021-06-10 04:30:56 +02:00
parent 9daee80594
commit a517514d37
3 changed files with 27 additions and 29 deletions

View file

@ -37,15 +37,12 @@
//------------------------------------------------------------------------------
// Defines
//------------------------------------------------------------------------------
#define MAX_BLUR_SIZE 128
#define MAX_BLUR_SIZE 128u
//------------------------------------------------------------------------------
// Technique: Directional / Area
//------------------------------------------------------------------------------
float4 PSBlur1D(VertexInformation vtx) : TARGET {
float4 final = pImage.Sample(LinearClampSampler, vtx.uv);
bool is_odd = ((uint(round(pSize)) % 2) == 1);
// y = yes, s = skip, b = break
// Size-> | 1| 2| 3| 4| 5| 6| 7|
// -------+--+--+--+--+--+--+--+
@ -58,19 +55,14 @@ float4 PSBlur1D(VertexInformation vtx) : TARGET {
// n=7 | | | | | | b| b|
// n=8 | | | | | | | |
// Loop unrolling is only possible with a fixed known maximum.
// Some compilers may unroll up to x iterations, but most will not.
for (int n = 1; n <= MAX_BLUR_SIZE; n+=2) {
// Different from normal box, early exit instead of late exit.
if (n >= pSize) {
break;
}
float2 nstep = (pImageTexel * pStepScale) * (n + 0.5);
float4 final = pImage.Sample(LinearClampSampler, vtx.uv);
for (uint n = 1u; (n < uint(pSize)) && (n < MAX_BLUR_SIZE); n += 2u) {
float2 nstep = (pImageTexel * pStepScale) * (float(n) + 0.5);
final += pImage.Sample(LinearClampSampler, vtx.uv + nstep) * 2.;
final += pImage.Sample(LinearClampSampler, vtx.uv - nstep) * 2.;
}
if (is_odd) {
if ((uint(pSize) % 2u) == 1u) {
float2 nstep = (pImageTexel * pStepScale) * pSize;
final += pImage.Sample(LinearClampSampler, vtx.uv + nstep);
final += pImage.Sample(LinearClampSampler, vtx.uv - nstep);

View file

@ -81,5 +81,5 @@ float2 rotateAround(float2 pt, float2 cpt, float angle) {
}
float kernelAt(uint i) {
return ((float[4])(pKernel[floor(i/4)]))[i%4];
return pKernel[i/4u][i%4u];
}

View file

@ -9,7 +9,7 @@
//------------------------------------------------------------------------------
// Defines
//------------------------------------------------------------------------------
#define MAX_SAMPLES 128
#define MAX_SAMPLES 128u
//------------------------------------------------------------------------------
// Technique: Directional / Area
@ -23,18 +23,20 @@ float4 PSBlur1D(VertexInformation vtx) : TARGET {
// Calculate the actual Gaussian Blur
// 1. Sample the center immediately.
float kernel = kernelAt(0);
float kernel = kernelAt(0u);
weights += kernel;
float4 final = pImage.Sample(LinearClampSampler, vtx.uv) * kernel;
// 2. Then sample both + and - coordinates in one go to reduce code iterations.
for (uint step = 1; (step < pSize) && (step < MAX_SAMPLES); step++) {
float2 offset = uvstep * step;
for (uint step = 1u; (step < uint(pSize)) && (step < MAX_SAMPLES); step++) {
float2 offset = uvstep * float2(step, step);
kernel = kernelAt(step);
weights += kernel * 2;
weights += kernel * 2.;
final += pImage.Sample(LinearClampSampler, vtx.uv + offset) * kernel;
final += pImage.Sample(LinearClampSampler, vtx.uv - offset) * kernel;
}
// 3. Ensure we always have a total of 1.0, even if the kernel is bad.
final /= weights;
@ -60,18 +62,20 @@ float4 PSRotate(VertexInformation vtx) : TARGET {
// Calculate the actual Gaussian Blur
// 1. Sample the center immediately.
float kernel = kernelAt(0);
float kernel = kernelAt(0u);
weights += kernel;
float4 final = pImage.Sample(LinearClampSampler, vtx.uv) * kernel;
// 2. Then sample both + and - coordinates in one go to reduce code iterations.
for (uint step = 1; (step < pSize) && (step < MAX_SAMPLES); step++) {
for (uint step = 1u; (step < uint(pSize)) && (step < MAX_SAMPLES); step++) {
float offset = angstep * step;
kernel = kernelAt(step);
weights += kernel * 2;
weights += kernel * 2.;
final += pImage.Sample(LinearClampSampler, rotateAround(vtx.uv, pCenter, offset)) * kernel;
final += pImage.Sample(LinearClampSampler, rotateAround(vtx.uv, pCenter, -offset)) * kernel;
}
// 3. Ensure we always have a total of 1.0, even if the kernel is bad.
final /= weights;
@ -98,18 +102,20 @@ float4 PSZoom(VertexInformation vtx) : TARGET {
// Calculate the actual Gaussian Blur
// 1. Sample the center immediately.
float kernel = kernelAt(0);
float kernel = kernelAt(0u);
weights += kernel;
float4 final = pImage.Sample(LinearClampSampler, vtx.uv) * kernel;
// 2. Then sample both + and - coordinates in one go to reduce code iterations.
for (uint step = 1; (step < pSize) && (step < MAX_SAMPLES); step++) {
for (uint step = 1u; (step < uint(pSize)) && (step < MAX_SAMPLES); step++) {
float2 offset = dir * step * dist;
kernel = kernelAt(step);
weights += kernel * 2;
weights += kernel * 2.;
final += pImage.Sample(LinearClampSampler, vtx.uv + offset) * kernel;
final += pImage.Sample(LinearClampSampler, vtx.uv - offset) * kernel;
}
// 3. Ensure we always have a total of 1.0, even if the kernel is bad.
final /= weights;