diff --git a/src/core/gpu_hw_shadergen.cpp b/src/core/gpu_hw_shadergen.cpp index 05bfb7585..d302699fa 100644 --- a/src/core/gpu_hw_shadergen.cpp +++ b/src/core/gpu_hw_shadergen.cpp @@ -727,10 +727,9 @@ void FilteredSampleFromVRAM(TEXPAGE_VALUE texpage, float2 coords, float4 uv_limi )"; } - else if (texture_filter == GPUTextureFilter::MMPX || texture_filter == GPUTextureFilter::MMPXEnhanced) + else if (texture_filter == GPUTextureFilter::MMPX) { DefineMacro(ss, "TEXTURE_ALPHA_BLENDING", false); - DefineMacro(ss, "MMPX_ENHANCED", (texture_filter == GPUTextureFilter::MMPXEnhanced)); ss << "#define src(xoffs, yoffs) packUnorm4x8(SampleFromVRAM(texpage, clamp(bcoords + float2((xoffs), (yoffs)), " "uv_limits.xy, uv_limits.zw)))\n"; @@ -743,11 +742,7 @@ void FilteredSampleFromVRAM(TEXPAGE_VALUE texpage, float2 coords, float4 uv_limi ss << R"( uint luma(uint C) { uint alpha = (C & 0xFF000000u) >> 24; -#if MMPX_ENHANCED - return (((C & 0x00FF0000u) >> 16) + ((C & 0x0000FF00u) >> 8) + (C & 0x000000FFu)) + (255u - alpha) * 3; -#else return (((C & 0x00FF0000u) >> 16) + ((C & 0x0000FF00u) >> 8) + (C & 0x000000FFu) + 1u) * (256u - alpha); -#endif } bool all_eq2(uint B, uint A0, uint A1) { @@ -774,26 +769,150 @@ bool none_eq4(uint B, uint A0, uint A1, uint A2, uint A3) { return B != A0 && B != A1 && B != A2 && B != A3; } -#if MMPX_ENHANCED - -// Calculate the RGB distance between two ABGR8 colors -float rgb_distance(uint a, uint b) +void FilteredSampleFromVRAM(TEXPAGE_VALUE texpage, float2 coords, float4 uv_limits, out float4 texcol, out float ialpha) { - vec4 ca = unpackUnorm4x8(a); - vec4 cb = unpackUnorm4x8(b); - return distance(ca.rgb, cb.rgb); + float2 bcoords = floor(coords); + + uint A = src(-1, -1), B = src(+0, -1), C = src(+1, -1); + uint D = src(-1, +0), E = src(+0, +0), F = src(+1, +0); + uint G = src(-1, +1), H = src(+0, +1), I = src(+1, +1); + + uint J = E, K = E, L = E, M = E; + + if (((A ^ E) | (B ^ E) | (C ^ E) | (D ^ E) | (F ^ E) | (G ^ E) | (H ^ E) | (I ^ E)) != 0u) { + uint P = src(+0, -2), S = src(+0, +2); + uint Q = src(-2, +0), R = src(+2, +0); + uint Bl = luma(B), Dl = luma(D), El = luma(E), Fl = luma(F), Hl = luma(H); + + // 1:1 slope rules + if ((D == B && D != H && D != F) && (El >= Dl || E == A) && any_eq3(E, A, C, G) && ((El < Dl) || A != D || E != P || E != Q)) J = D; + if ((B == F && B != D && B != H) && (El >= Bl || E == C) && any_eq3(E, A, C, I) && ((El < Bl) || C != B || E != P || E != R)) K = B; + if ((H == D && H != F && H != B) && (El >= Hl || E == G) && any_eq3(E, A, G, I) && ((El < Hl) || G != H || E != S || E != Q)) L = H; + if ((F == H && F != B && F != D) && (El >= Fl || E == I) && any_eq3(E, C, G, I) && ((El < Fl) || I != H || E != R || E != S)) M = F; + + // Intersection rules + if ((E != F && all_eq4(E, C, I, D, Q) && all_eq2(F, B, H)) && (F != src(+3, +0))) K = M = F; + if ((E != D && all_eq4(E, A, G, F, R) && all_eq2(D, B, H)) && (D != src(-3, +0))) J = L = D; + if ((E != H && all_eq4(E, G, I, B, P) && all_eq2(H, D, F)) && (H != src(+0, +3))) L = M = H; + if ((E != B && all_eq4(E, A, C, H, S) && all_eq2(B, D, F)) && (B != src(+0, -3))) J = K = B; + if (Bl < El && all_eq4(E, G, H, I, S) && none_eq4(E, A, D, C, F)) J = K = B; + if (Hl < El && all_eq4(E, A, B, C, P) && none_eq4(E, D, G, I, F)) L = M = H; + if (Fl < El && all_eq4(E, A, D, G, Q) && none_eq4(E, B, C, I, H)) K = M = F; + if (Dl < El && all_eq4(E, C, F, I, R) && none_eq4(E, B, A, G, H)) J = L = D; + + // 2:1 slope rules + if (H != B) { + if (H != A && H != E && H != C) { + if (all_eq3(H, G, F, R) && none_eq2(H, D, src(+2, -1))) L = M; + if (all_eq3(H, I, D, Q) && none_eq2(H, F, src(-2, -1))) M = L; + } + + if (B != I && B != G && B != E) { + if (all_eq3(B, A, F, R) && none_eq2(B, D, src(+2, +1))) J = K; + if (all_eq3(B, C, D, Q) && none_eq2(B, F, src(-2, +1))) K = J; + } + } // H !== B + + if (F != D) { + if (D != I && D != E && D != C) { + if (all_eq3(D, A, H, S) && none_eq2(D, B, src(+1, +2))) J = L; + if (all_eq3(D, G, B, P) && none_eq2(D, H, src(+1, -2))) L = J; + } + + if (F != E && F != A && F != G) { + if (all_eq3(F, C, H, S) && none_eq2(F, B, src(-1, +2))) K = M; + if (all_eq3(F, I, B, P) && none_eq2(F, H, src(-1, -2))) M = K; + } + } // F !== D + } // not constant + + // select quadrant based on fractional part of texture coordinates + float2 fpart = frac(coords); + uint res = (fpart.x < 0.5f) ? ((fpart.y < 0.5f) ? J : L) : ((fpart.y < 0.5f) ? K : M); + + ialpha = float(res != 0u); + texcol = unpackUnorm4x8(res); } -// Calculate the luminance difference between two ABGR8 colors and normalize it -float luma_distance(uint a, uint b) -{ - return abs(int(luma(a)) - int(luma(b))) * 0.0006535948f; // Multiplicative replacement for division by 1530 +#undef src +)"; + } + else if (texture_filter == GPUTextureFilter::MMPXEnhanced) + { + DefineMacro(ss, "TEXTURE_ALPHA_BLENDING", false); + DefineMacro(ss, "MMPX_ENHANCED", (texture_filter == GPUTextureFilter::MMPXEnhanced)); + + ss << "#define src(xoffs, yoffs) packUnorm4x8(SampleFromVRAM(texpage, clamp(bcoords + float2((xoffs), (yoffs)), " + "uv_limits.xy, uv_limits.zw)))\n"; + + /* + * This part of the shader is from MMPX.glc from https://casual-effects.com/research/McGuire2021PixelArt/index.html + * Copyright 2020 Morgan McGuire & Mara Gagiu. + * Provided under the Open Source MIT license https://opensource.org/licenses/MIT + */ + ss << R"( +uint luma(uint C) { + uint alpha = (C & 0xFF000000u) >> 24; + return (((C & 0x00FF0000u) >> 16) + ((C & 0x0000FF00u) >> 8) + (C & 0x000000FFu) + 1u) * (256u - alpha); } +bool all_eq2(uint B, uint A0, uint A1) { + return ((B ^ A0) | (B ^ A1)) == 0u; +} + +bool all_eq3(uint B, uint A0, uint A1, uint A2) { + return ((B ^ A0) | (B ^ A1) | (B ^ A2)) == 0u; +} + +bool all_eq4(uint B, uint A0, uint A1, uint A2, uint A3) { + return ((B ^ A0) | (B ^ A1) | (B ^ A2) | (B ^ A3)) == 0u; +} + +bool any_eq3(uint B, uint A0, uint A1, uint A2) { + return B == A0 || B == A1 || B == A2; +} + +bool none_eq2(uint B, uint A0, uint A1) { + return (B != A0) && (B != A1); +} + +bool none_eq4(uint B, uint A0, uint A1, uint A2, uint A3) { + return B != A0 && B != A1 && B != A2 && B != A3; +} + + +// Two-stage weak blending, mix/none +uint admix2d(uint a, uint b) { + float4 a_float = unpackUnorm4x8(a); + float4 b_float = unpackUnorm4x8(b); + float3 diff_rgb = a_float.rgb - b_float.rgb; + float rgbDist = dot(diff_rgb, diff_rgb); + + // Combine conditional judgments (reduce branches) + bool aIsBlack = dot(a_float.rgb, a_float.rgb) < 0.01; + //bool aIsTransparent = a_float.a < 0.01; + //bool bIsTransparent = b_float.a < 0.01; + + if (aIsBlack ) return b; + + // Determine blending mode based on distance + float4 result; + if (rgbDist < 1.0) { + // Close distance: linearly blend RGB and Alpha + result = (a_float + b_float) * 0.5; + } else { + // Far distance: return b + result = b_float; + } + + // Repack as uint + return packUnorm4x8(result); +} + + /*============================================================================= -Helper function for 4-pixel intersection pattern matching: Scores the number of -matches for specific morphological positions. Three morphological conditions -need to be met with a total score of 6. +Auxiliary function for 4-pixel cross determination: scores the number of matches at specific positions of the pattern. +Three pattern conditions are determined, requiring 6 points to be satisfied. ┌───┬───┬───┐ ┌───┬───┬───┐ │ A │ B │ C │ │ A │ B │ 1 │ ├───┼───┼───┤ ├───┼───┼───┤ @@ -810,23 +929,26 @@ bool countPatternMatches(uint LA, uint LB, uint L1, uint L2, uint L3, uint L4, u int score3 = 0; // Horizontal/vertical line pattern int scoreBonus = 0; - // Jointly judge the visual difference between two pixels using RGB distance and luminance distance - float pixelDist = rgb_distance(LA, LB)*0.356822 + luma_distance(LA, LB)*0.382; // The ratio is the golden ratio - - // Increase details for very similar colors and reduce details for highly contrasting colors (font edges). - if (pixelDist < 0.12) { // Colors are quite similar + // Replace Euclidean formula with dot product to save a square root calculation + float4 a_float = unpackUnorm4x8(LA); + float4 b_float = unpackUnorm4x8(LB); + float3 diff_rgb = a_float.rgb - b_float.rgb; + float rgbDist = dot(diff_rgb, diff_rgb); + + // Add details for very close colors, reduce details for highly different colors (font edges) + if (rgbDist < 0.06386) { // Point set after quadratic golden section, colors are quite close scoreBonus += 1; - } else if (pixelDist > 0.9) { // Black and white contrast + } else if (rgbDist > 2.18847) { // Point set after quadratic golden section, significant difference scoreBonus -= 1; - } + } - // Diagonal patterns use a penalty system: intersections deduct points, meeting conditions adds points back + // Diagonals use a deduction system: deduct points for crosses, add back if conditions are met // 1. Diagonal pattern ╲ (Condition: B = 2 or 4) if (LB == L2 || LB == L4) { - score1 -= int(LB == L2 && LA == L1) * 1; // A-1, B-2 form an intersection, deduct points - score1 -= int(LB == L4 && LA == L5) * 1; // A-5, B-4 form an intersection, deduct points + score1 -= int(LB == L2 && LA == L1) * 1; // A-1 and B-2 form a cross, deduct points + score1 -= int(LB == L4 && LA == L5) * 1; // A-5 and B-4 form a cross, deduct points - // If the following triangular patterns are met, they can offset the intersection penalties + // If the following triangular pattern is satisfied, offset the above cross deductions score1 += int(LB == L1 && L1 == L2) * 1; // B-1-2 form a triangular pattern, add points score1 += int(LB == L4 && L4 == L5) * 1; // B-4-5 form a triangular pattern, add points score1 += int(L2 == L3 && L3 == L4) * 1; // 2-3-4 form a triangular pattern, add points @@ -836,11 +958,11 @@ bool countPatternMatches(uint LA, uint LB, uint L1, uint L2, uint L3, uint L4, u // 2. Diagonal pattern ╱ (Condition: A = 1 or 5) if (LA == L1 || LA == L5) { - score2 -= int(LB == L2 && LA == L1) * 1; // A-1, B-2 intersection, deduct points - score2 -= int(LB == L4 && LA == L5) * 1; // A-5, B-4 intersection, deduct points - score2 -= int(LA == L3) * 1; // A-3 forms an intersection, deduct points + score2 -= int(LB == L2 && LA == L1) * 1; // A-1 and B-2 form a cross, deduct points + score2 -= int(LB == L4 && LA == L5) * 1; // A-5 and B-4 form a cross, deduct points + score2 -= int(LA == L3) * 1; // A-3 forms a cross, deduct points - // If the following triangular patterns are met, they can offset the intersection penalties + // If the following triangular pattern is satisfied, offset the above cross deductions score2 += int(LB == L1 && L1 == L2) * 1; // B-1-2 form a triangular pattern, add points score2 += int(LB == L4 && L4 == L5) * 1; // B-4-5 form a triangular pattern, add points score2 += int(L2 == L3 && L3 == L4) * 1; // 2-3-4 form a triangular pattern, add points @@ -848,45 +970,44 @@ bool countPatternMatches(uint LA, uint LB, uint L1, uint L2, uint L3, uint L4, u score2 += scoreBonus + 6; } - // 3. Horizontal/vertical line pattern (Condition: horizontal continuity) uses a reward system, only pass if conditions are met + // 3. Horizontal/vertical line pattern (Condition: horizontal continuity) uses a point addition system, passes only if conditions are met if (LA == L2 || LB == L1 || LA == L4 || LB == L5 || (L1 == L2 && L2 == L3) || (L3 == L4 && L4 == L5)) { - score3 += int(LA == L2); // A same as 2 +1 - score3 += int(LB == L1); // B same as 1 +1 - score3 += int(L3 == L4); // 3 same as 4 +1 - score3 += int(L4 == L5); // 4 same as 5 +1 + score3 += int(LA == L2); // A equals 2, +1 + score3 += int(LB == L1); // B equals 1, +1 + score3 += int(L3 == L4); // 3 equals 4, +1 + score3 += int(L4 == L5); // 4 equals 5, +1 score3 += int(L3 == L4 && L4 == L5); // 3-4-5 continuous - score3 += int(LB == L5); // B same as 5 +1 - score3 += int(LA == L4); // A same as 4 +1 - score3 += int(L2 == L3); // 2 same as 3 +1 - score3 += int(L1 == L2); // 1 same as 2 +1 + score3 += int(LB == L5); // B equals 5, +1 + score3 += int(LA == L4); // A equals 4, +1 + score3 += int(L2 == L3); // 2 equals 3, +1 + score3 += int(L1 == L2); // 1 equals 2, +1 score3 += int(L1 == L2 && L2 == L3); // 1-2-3 continuous - // A x 4 square + // A x 4 square score3 += int(LA == L2 && L2 == L3 && L3 == L4) * 2; - // Patch for the previous rule to avoid bubbles in large cross-shaped patterns. - // Some games utilize single-sided patterns, so it's best to extend to bilateral judgment (WIP) + // Patch for the previous rule to avoid bubbles in large cross patterns. Some games use single-side patterns, + // so it's best to expand for bilateral judgment (Work in Progress) score3 -= int(LB == L1 && L1 == L5 && LA == L2 && L2 == L4)*3; - score3 -= int(LA == L1 && LA == L5); // Deduct points if L1 and L5 are both A to avoid over-scoring - // and the pattern turning into a diagonal pattern. + score3 -= int(LA == L1 && LA == L5); // Deduct points if both L1 and L5 are A to avoid excessive scores + // and prevent the pattern from becoming a diagonal pattern. - // Bonus score - score3 += scoreBonus; // Experience: Even for very similar colors, don't add too many points here, - // as some Z-shaped intersections may produce bubbles + // Extra points + score3 += scoreBonus; // Experience: Even with very close colors, do not add too many points, + // as some Z-shaped crosses may produce bubbles. } // Take the maximum of the four scores int score = max(max(score1, score2), score3); - return score < 6; // Need to reach 6 points + return score < 6; // Requires 6 points to be satisfied } -#endif - void FilteredSampleFromVRAM(TEXPAGE_VALUE texpage, float2 coords, float4 uv_limits, out float4 texcol, out float ialpha) { + float2 bcoords = floor(coords); uint A = src(-1, -1), B = src(+0, -1), C = src(+1, -1); @@ -895,79 +1016,74 @@ void FilteredSampleFromVRAM(TEXPAGE_VALUE texpage, float2 coords, float4 uv_limi uint J = E, K = E, L = E, M = E; - if (((A ^ E) | (B ^ E) | (C ^ E) | (D ^ E) | (F ^ E) | (G ^ E) | (H ^ E) | (I ^ E)) != 0u) { + // Explicitly initialize with the central pixel E by default + uint res = E; + ialpha = float(res != 0u); + texcol = unpackUnorm4x8(res); + + if (((A ^ E) | (B ^ E) | (C ^ E) | (D ^ E) | (F ^ E) | (G ^ E) | (H ^ E) | (I ^ E)) == 0u) return; + uint P = src(+0, -2), S = src(+0, +2); uint Q = src(-2, +0), R = src(+2, +0); uint Bl = luma(B), Dl = luma(D), El = luma(E), Fl = luma(F), Hl = luma(H); -#if MMPX_ENHANCED - if ( - // Check for "convex" patterns to avoid single-pixel spurs on long line edges - (A == B && B == C && E == H && A != D && C != F && rgb_distance(D, F) < 0.2 && rgb_distance(B, E) > 0.6) || - (A == D && D == G && E == F && A != B && G != H && rgb_distance(B, H) < 0.2 && rgb_distance(D, E) > 0.6) || - (C == F && F == I && E == D && B != C && H != I && rgb_distance(B, H) < 0.2 && rgb_distance(E, F) > 0.6) || - (G == H && H == I && B == E && D != G && F != I && rgb_distance(D, F) < 0.2 && rgb_distance(E, H) > 0.6) || + + // Check the cross state of every 4 pixels in a "field" shape, and pass five surrounding pixels for pattern judgment + if (A == E && B == D && A != B && countPatternMatches(A, B, C, F, I, H, G)) return; + if (C == E && B == F && C != B && countPatternMatches(C, B, A, D, G, H, I)) return; + if (G == E && D == H && G != H && countPatternMatches(G, H, I, F, C, B, A)) return; + if (I == E && F == H && I != H && countPatternMatches(I, H, G, D, A, B, C)) return; - // Check each 4-pixel intersection in a "grid" pattern and pass five surrounding pixels for pattern judgment - (A == E && B == D && A != B && countPatternMatches(A, B, C, F, I, H, G)) || - (C == E && B == F && C != B && countPatternMatches(C, B, A, D, G, H, I)) || - (G == E && D == H && G != H && countPatternMatches(G, H, I, F, C, B, A)) || - (I == E && F == H && I != H && countPatternMatches(I, H, G, D, A, B, C)) - ) { - // Default to use center pixel E - // Fall through, J/K/L/M are already set to E. Setting the outputs here bugs out fxc. - } else { -#endif - // Original MMPX logic - // 1:1 slope rules - if ((D == B && D != H && D != F) && (El >= Dl || E == A) && any_eq3(E, A, C, G) && ((El < Dl) || A != D || E != P || E != Q)) J = D; - if ((B == F && B != D && B != H) && (El >= Bl || E == C) && any_eq3(E, A, C, I) && ((El < Bl) || C != B || E != P || E != R)) K = B; - if ((H == D && H != F && H != B) && (El >= Hl || E == G) && any_eq3(E, A, G, I) && ((El < Hl) || G != H || E != S || E != Q)) L = H; - if ((F == H && F != B && F != D) && (El >= Fl || E == I) && any_eq3(E, C, G, I) && ((El < Fl) || I != H || E != R || E != S)) M = F; + // main mmpx logic - // Intersection rules - if ((E != F && all_eq4(E, C, I, D, Q) && all_eq2(F, B, H)) && (F != src(+3, +0))) K = M = F; - if ((E != D && all_eq4(E, A, G, F, R) && all_eq2(D, B, H)) && (D != src(-3, +0))) J = L = D; - if ((E != H && all_eq4(E, G, I, B, P) && all_eq2(H, D, F)) && (H != src(+0, +3))) L = M = H; - if ((E != B && all_eq4(E, A, C, H, S) && all_eq2(B, D, F)) && (B != src(+0, -3))) J = K = B; - if (Bl < El && all_eq4(E, G, H, I, S) && none_eq4(E, A, D, C, F)) J = K = B; - if (Hl < El && all_eq4(E, A, B, C, P) && none_eq4(E, D, G, I, F)) L = M = H; - if (Fl < El && all_eq4(E, A, D, G, Q) && none_eq4(E, B, C, I, H)) K = M = F; - if (Dl < El && all_eq4(E, C, F, I, R) && none_eq4(E, B, A, G, H)) J = L = D; + // 1:1 slope rules + if ((D == B && D != H && D != F) && (El >= Dl || E == A) && any_eq3(E, A, C, G) && ((El < Dl) || A != D || E != P || E != Q)) J = D; + if ((B == F && B != D && B != H) && (El >= Bl || E == C) && any_eq3(E, A, C, I) && ((El < Bl) || C != B || E != P || E != R)) K = B; + if ((H == D && H != F && H != B) && (El >= Hl || E == G) && any_eq3(E, A, G, I) && ((El < Hl) || G != H || E != S || E != Q)) L = H; + if ((F == H && F != B && F != D) && (El >= Fl || E == I) && any_eq3(E, C, G, I) && ((El < Fl) || I != H || E != R || E != S)) M = F; - // 2:1 slope rules - if (H != B) { - if (H != A && H != E && H != C) { - if (all_eq3(H, G, F, R) && none_eq2(H, D, src(+2, -1))) L = M; - if (all_eq3(H, I, D, Q) && none_eq2(H, F, src(-2, -1))) M = L; - } + // Intersection rules + if ((E != F && all_eq4(E, C, I, D, Q) && all_eq2(F, B, H)) && (F != src(+3, +0))) K = M = F; + if ((E != D && all_eq4(E, A, G, F, R) && all_eq2(D, B, H)) && (D != src(-3, +0))) J = L = D; + if ((E != H && all_eq4(E, G, I, B, P) && all_eq2(H, D, F)) && (H != src(+0, +3))) L = M = H; + if ((E != B && all_eq4(E, A, C, H, S) && all_eq2(B, D, F)) && (B != src(+0, -3))) J = K = B; - if (B != I && B != G && B != E) { - if (all_eq3(B, A, F, R) && none_eq2(B, D, src(+2, +1))) J = K; - if (all_eq3(B, C, D, Q) && none_eq2(B, F, src(-2, +1))) K = J; - } - } // H !== B + // Use conditional weak blending instead of pixel copying to eliminate artifacts on straight lines + if (Bl < El && all_eq4(E, G, H, I, S) && none_eq4(E, A, D, C, F)) {J=admix2d(B,J); K=admix2d(B,K);} + if (Hl < El && all_eq4(E, A, B, C, P) && none_eq4(E, D, G, I, F)) {L=admix2d(H,L); M=admix2d(H,M);} + if (Fl < El && all_eq4(E, A, D, G, Q) && none_eq4(E, B, C, I, H)) {K=admix2d(F,K); M=admix2d(F,M);} + if (Dl < El && all_eq4(E, C, F, I, R) && none_eq4(E, B, A, G, H)) {J=admix2d(D,J); L=admix2d(D,L);} - if (F != D) { - if (D != I && D != E && D != C) { - if (all_eq3(D, A, H, S) && none_eq2(D, B, src(+1, +2))) J = L; - if (all_eq3(D, G, B, P) && none_eq2(D, H, src(+1, -2))) L = J; - } + // 2:1 slope rules + if (H != B) { + if (H != A && H != E && H != C) { + if (all_eq3(H, G, F, R) && none_eq2(H, D, src(+2, -1))) L = M; + if (all_eq3(H, I, D, Q) && none_eq2(H, F, src(-2, -1))) M = L; + } + + if (B != I && B != G && B != E) { + if (all_eq3(B, A, F, R) && none_eq2(B, D, src(+2, +1))) J = K; + if (all_eq3(B, C, D, Q) && none_eq2(B, F, src(-2, +1))) K = J; + } + } // H !== B + + if (F != D) { + if (D != I && D != E && D != C) { + if (all_eq3(D, A, H, S) && none_eq2(D, B, src(+1, +2))) J = L; + if (all_eq3(D, G, B, P) && none_eq2(D, H, src(+1, -2))) L = J; + } + + if (F != E && F != A && F != G) { + if (all_eq3(F, C, H, S) && none_eq2(F, B, src(-1, +2))) K = M; + if (all_eq3(F, I, B, P) && none_eq2(F, H, src(-1, -2))) M = K; + } + } // F !== D - if (F != E && F != A && F != G) { - if (all_eq3(F, C, H, S) && none_eq2(F, B, src(-1, +2))) K = M; - if (all_eq3(F, I, B, P) && none_eq2(F, H, src(-1, -2))) M = K; - } - } // F !== D -#if MMPX_ENHANCED - } -#endif - } // not constant // select quadrant based on fractional part of texture coordinates float2 fpart = frac(coords); - uint res = (fpart.x < 0.5f) ? ((fpart.y < 0.5f) ? J : L) : ((fpart.y < 0.5f) ? K : M); + res = (fpart.x < 0.5f) ? ((fpart.y < 0.5f) ? J : L) : ((fpart.y < 0.5f) ? K : M); ialpha = float(res != 0u); texcol = unpackUnorm4x8(res);