V36: soft Retail-style JFA decode

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2026-08-29 09:32:44 +00:00
parent a36ce6ea76
commit 4bbee94388
+18 -21
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@@ -732,34 +732,31 @@ const jfa_prop_src =
"mov oC0.xy, r8.xy\n" ++
"mov oC0.zw, c1.xx\n";
/// V32 POLISH: hard 3px outline, no feather.
/// c0 = (screen_width, screen_height, radius_px=3, 0).
/// The shader squares radius_px and emits a binary 0/1 edge alpha.
/// V36 RETAIL-SOFT: keep the proven V34 JFA, soften only final decode.
/// c0 = (screen_width, screen_height, core_radius_px, halo_radius_px).
/// Uses the same two texture reads as V34: no 17-tap full-screen morphology.
const jfa_decode_src =
"ps_3_0\n" ++
"def c1, 0.0, 1.0, -0.002, 0.0\n" ++
"def c1, 0.0, 0.22, 0.82, -0.002\n" ++
"def c2, 1.0, 0.95, 0.58, 0.0\n" ++
"dcl_2d s0\n" ++
"dcl_2d s1\n" ++
"dcl_texcoord0 v0\n" ++
// Nearest seed and pixel-space squared distance.
"texld r0, v0, s0\n" ++
"sub r1.xy, v0.xy, r0.xy\n" ++
"mul r1.xy, r1.xy, c0.xy\n" ++
"dp2add r1.z, r1, r1, c0.w\n" ++
// Seed colour.
"texld r2, r0, s1\n" ++
// Hard radius test: dist² < radius² => alpha 1, otherwise 0.
"mov r3.x, c0.z\n" ++
"mul r3.x, r3.x, r3.x\n" ++
"sub r3.y, r1.z, r3.x\n" ++
"mov r6.w, c1.y\n" ++
"cmp r4.w, r3.y, c0.w, r6.w\n" ++
// Do not paint over the model interior.
"dp2add r1.z, r1, r1, c1.x\n" ++
"mul r3.x, c0.z, c0.z\n" ++
"mul r3.y, c0.w, c0.w\n" ++
"sub r4.x, r1.z, r3.y\n" ++
"cmp r6.w, r4.x, c1.x, c1.y\n" ++
"sub r4.x, r1.z, r3.x\n" ++
"cmp r6.w, r4.x, r6.w, c1.z\n" ++
"texld r5, v0, s1\n" ++
"add r5.x, r5.a, c1.z\n" ++
"cmp r4.w, r5.x, c0.w, r4.w\n" ++
"mov r4.xyz, r2.xyz\n" ++
"mov oC0, r4\n";
"add r5.x, r5.a, c1.w\n" ++
"cmp r6.w, r5.x, c1.x, r6.w\n" ++
"mov r6.xyz, c2.xyz\n" ++
"mov oC0, r6\n";
/// Debug: composite silhouette RT directly. Forces alpha to 1.0 where silhouette
/// has any content (alpha >= 0.002), 0.0 elsewhere. Bypasses JFA entirely.
@@ -1417,8 +1414,8 @@ fn runJfaPipeline(device: *anyopaque) void {
if (saved_rt0) |rt| deviceSetRenderTarget(device, 0, rt);
deviceSetTexture(device, 0, rt_jfa_a_tex);
deviceSetTexture(device, 1, rt_silhouette_tex);
// V34: hard 3px edge unchanged; JFA seed precision is now full-float.
c0 = [4]f32{ fw, fh, 3.0, 0.0 };
// V36: thin 1.5px core plus a subtle 3px halo.
c0 = [4]f32{ fw, fh, 1.5, 3.0 };
deviceSetPSConstF(device, 0, &c0);
deviceSetPtr(device, types.VT.SetPixelShader, jfa_decode_ps.?);
deviceSetRS(device, types.D3DRS.ALPHABLENDENABLE, 1);