[ATOm][RHI][Vulkan][Android] - Reorganize float2 data members to floa… (#2718)
* [ATOm][RHI][Vulkan][Android] - Reorganize float2 data members to float to avoid Android Mali GPUdriver crashes Signed-off-by: Peng <tonypeng@amazon.com> * [ATOM][RHI][Vulkan][Android] - Added reason comment for modifying float2 in the shader Signed-off-by: Peng <tonypeng@amazon.com>
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@@ -1135,13 +1135,13 @@ float4 SMAABlendingWeightCalculationPS(float2 texcoord,
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if (!o_enableDiagonalDetectionFeature ||
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weights.r == -weights.g) // weights.r + weights.g == 0.0
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{
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float2 d;
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// NOTE: using separate floats for (dx, dy) and (sqrt_d_x, sqrt_d_y) instead of float2 due to android Mali driver problem crashing the device
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// Find the distance to the left:
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float3 coords;
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coords.x = SMAASearchXLeft(SMAATexturePass2D(edgesTex), SMAATexturePass2D(searchTex), offset[0].xy, offset[2].x);
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coords.y = offset[1].y; // offset[1].y = texcoord.y - 0.25 * SMAA_RT_METRICS.y (@CROSSING_OFFSET)
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d.x = coords.x;
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float dx = coords.x;
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// Now fetch the left crossing edges, two at a time using bilinear
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// filtering. Sampling at -0.25 (see @CROSSING_OFFSET) enables to
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@@ -1150,26 +1150,29 @@ float4 SMAABlendingWeightCalculationPS(float2 texcoord,
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// Find the distance to the right:
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coords.z = SMAASearchXRight(SMAATexturePass2D(edgesTex), SMAATexturePass2D(searchTex), offset[0].zw, offset[2].y);
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d.y = coords.z;
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float dy = coords.z;
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// We want the distances to be in pixel units (doing this here allow to
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// better interleave arithmetic and memory accesses):
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d = abs(round(mad(SMAA_RT_METRICS.zz, d, -pixcoord.xx)));
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dx = abs(round(mad(SMAA_RT_METRICS.z, dx, -pixcoord.x)));
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dy = abs(round(mad(SMAA_RT_METRICS.z, dy, -pixcoord.x)));
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// SMAAArea below needs a sqrt, as the areas texture is compressed
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// quadratically:
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float2 sqrt_d = sqrt(d);
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float sqrt_d_x = sqrt(dx);
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float sqrt_d_y = sqrt(dy);
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// Fetch the right crossing edges:
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float e2 = SMAASampleLevelZeroOffset(edgesTex, coords.zy, int2(1, 0)).r;
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// Ok, we know how this pattern looks like, now it is time for getting
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// the actual area:
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weights.rg = SMAAArea(SMAATexturePass2D(areaTex), sqrt_d, e1, e2, subsampleIndices.y);
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weights.rg = SMAAArea(SMAATexturePass2D(areaTex), float2(sqrt_d_x, sqrt_d_y), e1, e2, subsampleIndices.y);
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// Fix corners:
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coords.y = texcoord.y;
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SMAADetectHorizontalCornerPattern(SMAATexturePass2D(edgesTex), weights.rg, coords.xyzy, d);
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SMAADetectHorizontalCornerPattern(SMAATexturePass2D(edgesTex), weights.rg, coords.xyzy, float2(dx, dy));
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}
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else
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{
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@@ -1180,37 +1183,37 @@ float4 SMAABlendingWeightCalculationPS(float2 texcoord,
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SMAA_BRANCH
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if (e.r > 0.0) // Edge at west
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{
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float2 d;
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// Find the distance to the top:
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float3 coords;
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coords.y = SMAASearchYUp(SMAATexturePass2D(edgesTex), SMAATexturePass2D(searchTex), offset[1].xy, offset[2].z);
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coords.x = offset[0].x; // offset[1].x = texcoord.x - 0.25 * SMAA_RT_METRICS.x;
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d.x = coords.y;
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float dx = coords.y;
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// Fetch the top crossing edges:
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float e1 = SMAASampleLevelZero(edgesTex, coords.xy).g;
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// Find the distance to the bottom:
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coords.z = SMAASearchYDown(SMAATexturePass2D(edgesTex), SMAATexturePass2D(searchTex), offset[1].zw, offset[2].w);
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d.y = coords.z;
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float dy = coords.z;
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// We want the distances to be in pixel units:
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d = abs(round(mad(SMAA_RT_METRICS.ww, d, -pixcoord.yy)));
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dx = abs(round(mad(SMAA_RT_METRICS.w, dx, -pixcoord.y)));
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dy = abs(round(mad(SMAA_RT_METRICS.w, dy, -pixcoord.y)));
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// SMAAArea below needs a sqrt, as the areas texture is compressed
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// quadratically:
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float2 sqrt_d = sqrt(d);
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float sqrt_d_x = sqrt(dx);
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float sqrt_d_y = sqrt(dy);
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// Fetch the bottom crossing edges:
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float e2 = SMAASampleLevelZeroOffset(edgesTex, coords.xz, int2(0, 1)).g;
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// Get the area for this direction:
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weights.ba = SMAAArea(SMAATexturePass2D(areaTex), sqrt_d, e1, e2, subsampleIndices.x);
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weights.ba = SMAAArea(SMAATexturePass2D(areaTex), float2(sqrt_d_x, sqrt_d_y), e1, e2, subsampleIndices.x);
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// Fix corners:
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coords.x = texcoord.x;
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SMAADetectVerticalCornerPattern(SMAATexturePass2D(edgesTex), weights.ba, coords.xyxz, d);
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SMAADetectVerticalCornerPattern(SMAATexturePass2D(edgesTex), weights.ba, coords.xyxz, float2(dx, dy));
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}
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return weights;
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